Posted December 23, 2018
On Nexus: https://www.nexusmods.com/masteroforionconquerthestars/mods/30?tab=files
:::: Fixes Included in this patch
Bug.0.0.5.8a: Timeline manager attempts to write to the turn file once, if it fails the application aborts with an error message "Failed to create a new game in the save-games folder. Please check your user writing permissions in Windows"
Fix.0.0.5.8a: Just added logic so it attempts to open the file multiple times before finally given up after five seconds. Hoping this gives the OS time to get over the sharing issue.
Bug.0.0.5.8a: Ship Blueprint screen Weapon Selection popup allows the quantity of weapons to equal zero, which causes a few issues
Fix.0.0.5.8a: Just corrected this operation so it correctly stops at 1.
Bug.0.0.5.8a: If a planet degrades due to pollution it is possible for citizens on the planet to remain on cells that are no longer valid
Fix.0.0.5.8a: Added logic to set a colony's focus to balanced upon it degrading
Bug.0.0.5.8a: Planet degradation notification message uses incorrect logic to determine the number of population units that are lost, this is a display issue only
Fix.0.0.5.8a: Corrected calculation to just display the actual population loss instead of using an estimate
Bug.0.0.5.8a: AI logic ShouldBombard is missing check for biological bombs
Fix.0.0.5.8a: Just added missing logic, also adjusted the check for allowed turns to destroy planet
Bug.0.0.5.8a: MOD BUG - No safety check on Anomalies that can give ships, so ship list can be null resulting in exception being thrown and anomaly acting odd
Fix.0.0.5.8a: Added logic to detect a null ship list and instead reward the explorer with a credit bonus
Bug.0.0.5.8a: Civil Transports do not get the reduction in production cost from colony structures unless they are bulk built.
Fix.0.0.5.8a: Just added missing logic for checking for the specific "civil transport" class
Bug.0.0.5.8a: Number of strikers on a colony does not follow proper math. For example five population planet with 60% morale should generate two strikers but the game is calculating it as one striker
Fix.0.0.5.8a: This is a precision error resulting from the code moving to different data types with different significant digits during its calculations. Corrected by adding 0.000001 before final truncation into integer.
Bug.0.0.5.8a: Energy Absorber is setting damage to zero from cannons and beams, instead of the remainder of the damage that is not absorbed
Fix.0.0.5.8a: Corrected logic
Bug.0.0.5.8a: Enveloping Weapons are not doing extra damage to Shield Capacitor's Matrix Shield
Fix.0.0.5.8a: Added in missing logic
Bug.0.0.5.8a: Shield Capacitor Matrix Shield is stopping shield piercing weapons without the need for hard shields
Fix.0.0.5.8a: Corrected this mistake
Bug.0.0.5.8a: Enveloping Weapons are doing excessive damage to hull if the ship's shields are exceeded on that weapon hit
Fix.0.0.5.8a: The logic is attempting to remove the Enveloping bonus but using the wrong value, just corrected logic
Bug.0.0.5.8a: Hard Shield's increased Shield Damage Reduction not always working due to multiple in game implementations
Fix.0.0.5.8a: Unified the code and made it a calculated cache value for speed purposes
Bug.0.0.5.8a: <UCP-5.8 fix> Custom Build Queues and AutoFilter is building unneeded pollution reduction buildings
Fix.0.0.5.8a: <UCP-5.8 fix> Corrected logic to add in the planets absorption for determination of whether the structure should be built
Bug.0.0.5.8a: If an independent civilization you have not meet is destroyed by a supernova or other non-civilization event a really odd notification is generated saying the independent was destroyed by "cheat"
Fix.0.0.5.8a: This is just a hard-coded value they left in the game, it is not even language adjusted - switched to say unknown.
:::: Enhancements
Add.0.0.5.8a: Added a new notification for when a colony is starving and will loss a population unit within 5 (default) turns. This setting is controlled in globals.yaml in section NotificationReduction under FOOD_WARNING_ON_TURN. Clicking on the notification will take you to the planet.
Add.0.0.5.8a: Made pollution warning configurable, defaults to 5 (standard). This setting is controlled in globals.yaml in section NotificationReduction under POLLUTION_WARNING_ON_TURN.
Chg.0.0.5.8a: Ship Blueprint screen Ship Module Popup adjusted to make more space for the scroll window showing the module's properties. Adjusted some properties that show up on the list as well
Add.0.0.5.8a: Added a new global variable MAX_SPY_SECURITY defaults to 0.50. This puts a hard cap on how high your defensive security bonus can get from having spies on counter espionage. Since offensive spy ability has a hard cap having a hard cap on defensive spy allows the calculation to be balanced and prevents an empire from basically becoming espionage immune.
Add.0.0.5.8a: Added different biomes for Satellite, this is a graphic change only it has no game effects. Also added chance that Gas Giants have moons as well.
Add.0.0.5.8a: Added new game options menu -> Content -> "Show Colony Cutscene". Turning this off will skip the colony cutscene.
Add.0.0.5.8a: Added new game options menu -> Content -> "Show Tactical Battle Cutscene". Turning this off will skip the tactical battle start cutscene.
Add.0.0.5.8a: Trade/Research Treaty - Added end turn information to the tooltips.
Add.0.0.5.8a: MOD SUPPORT: Added information on the yaml parsing exceptions to show the key the variable is attached to, should make it easier to find the location of the error
Add.0.0.5.8a: Modified Missile Defense tooltip on the blueprint screen to use the SHIP_DUMMY_MISSILE_ATTACK instead of the current ship's missile loadout
Chg.0.0.5.8a: Adjusted the Invade colony functions attacker versus defender numbers used in the battle wave calculations. This makes the attackers potentially greater number more prevalent.
Chg.0.0.5.8a: Production/Research Focus - Added a control variable "FOOD_SURPLUS" to the Globals.yaml section "Backend.Settlements.Colony" to control how large of a surplus is desired. This defaults to 0
Chg.0.0.5.8a: Adjusted some defaults UCP settings: Backend.Settlements.NotificationReduction is now set to disabled and Backend.Civilizations.GalacticCouncil now defaults to turn 400
Chg.0.0.5.8a: Adjusted Spy Sorting - dropped name from the primary sort
Add.0.0.5.8a: MOD SUPPORT: Increased number of planet orbits from 6 to 12 max to allow for larger solar systems.
:::: Fixes Included in this patch
Bug.0.0.5.8a: Timeline manager attempts to write to the turn file once, if it fails the application aborts with an error message "Failed to create a new game in the save-games folder. Please check your user writing permissions in Windows"
Fix.0.0.5.8a: Just added logic so it attempts to open the file multiple times before finally given up after five seconds. Hoping this gives the OS time to get over the sharing issue.
Bug.0.0.5.8a: Ship Blueprint screen Weapon Selection popup allows the quantity of weapons to equal zero, which causes a few issues
Fix.0.0.5.8a: Just corrected this operation so it correctly stops at 1.
Bug.0.0.5.8a: If a planet degrades due to pollution it is possible for citizens on the planet to remain on cells that are no longer valid
Fix.0.0.5.8a: Added logic to set a colony's focus to balanced upon it degrading
Bug.0.0.5.8a: Planet degradation notification message uses incorrect logic to determine the number of population units that are lost, this is a display issue only
Fix.0.0.5.8a: Corrected calculation to just display the actual population loss instead of using an estimate
Bug.0.0.5.8a: AI logic ShouldBombard is missing check for biological bombs
Fix.0.0.5.8a: Just added missing logic, also adjusted the check for allowed turns to destroy planet
Bug.0.0.5.8a: MOD BUG - No safety check on Anomalies that can give ships, so ship list can be null resulting in exception being thrown and anomaly acting odd
Fix.0.0.5.8a: Added logic to detect a null ship list and instead reward the explorer with a credit bonus
Bug.0.0.5.8a: Civil Transports do not get the reduction in production cost from colony structures unless they are bulk built.
Fix.0.0.5.8a: Just added missing logic for checking for the specific "civil transport" class
Bug.0.0.5.8a: Number of strikers on a colony does not follow proper math. For example five population planet with 60% morale should generate two strikers but the game is calculating it as one striker
Fix.0.0.5.8a: This is a precision error resulting from the code moving to different data types with different significant digits during its calculations. Corrected by adding 0.000001 before final truncation into integer.
Bug.0.0.5.8a: Energy Absorber is setting damage to zero from cannons and beams, instead of the remainder of the damage that is not absorbed
Fix.0.0.5.8a: Corrected logic
Bug.0.0.5.8a: Enveloping Weapons are not doing extra damage to Shield Capacitor's Matrix Shield
Fix.0.0.5.8a: Added in missing logic
Bug.0.0.5.8a: Shield Capacitor Matrix Shield is stopping shield piercing weapons without the need for hard shields
Fix.0.0.5.8a: Corrected this mistake
Bug.0.0.5.8a: Enveloping Weapons are doing excessive damage to hull if the ship's shields are exceeded on that weapon hit
Fix.0.0.5.8a: The logic is attempting to remove the Enveloping bonus but using the wrong value, just corrected logic
Bug.0.0.5.8a: Hard Shield's increased Shield Damage Reduction not always working due to multiple in game implementations
Fix.0.0.5.8a: Unified the code and made it a calculated cache value for speed purposes
Bug.0.0.5.8a: <UCP-5.8 fix> Custom Build Queues and AutoFilter is building unneeded pollution reduction buildings
Fix.0.0.5.8a: <UCP-5.8 fix> Corrected logic to add in the planets absorption for determination of whether the structure should be built
Bug.0.0.5.8a: If an independent civilization you have not meet is destroyed by a supernova or other non-civilization event a really odd notification is generated saying the independent was destroyed by "cheat"
Fix.0.0.5.8a: This is just a hard-coded value they left in the game, it is not even language adjusted - switched to say unknown.
:::: Enhancements
Add.0.0.5.8a: Added a new notification for when a colony is starving and will loss a population unit within 5 (default) turns. This setting is controlled in globals.yaml in section NotificationReduction under FOOD_WARNING_ON_TURN. Clicking on the notification will take you to the planet.
Add.0.0.5.8a: Made pollution warning configurable, defaults to 5 (standard). This setting is controlled in globals.yaml in section NotificationReduction under POLLUTION_WARNING_ON_TURN.
Chg.0.0.5.8a: Ship Blueprint screen Ship Module Popup adjusted to make more space for the scroll window showing the module's properties. Adjusted some properties that show up on the list as well
Add.0.0.5.8a: Added a new global variable MAX_SPY_SECURITY defaults to 0.50. This puts a hard cap on how high your defensive security bonus can get from having spies on counter espionage. Since offensive spy ability has a hard cap having a hard cap on defensive spy allows the calculation to be balanced and prevents an empire from basically becoming espionage immune.
Add.0.0.5.8a: Added different biomes for Satellite, this is a graphic change only it has no game effects. Also added chance that Gas Giants have moons as well.
Add.0.0.5.8a: Added new game options menu -> Content -> "Show Colony Cutscene". Turning this off will skip the colony cutscene.
Add.0.0.5.8a: Added new game options menu -> Content -> "Show Tactical Battle Cutscene". Turning this off will skip the tactical battle start cutscene.
Add.0.0.5.8a: Trade/Research Treaty - Added end turn information to the tooltips.
Add.0.0.5.8a: MOD SUPPORT: Added information on the yaml parsing exceptions to show the key the variable is attached to, should make it easier to find the location of the error
Add.0.0.5.8a: Modified Missile Defense tooltip on the blueprint screen to use the SHIP_DUMMY_MISSILE_ATTACK instead of the current ship's missile loadout
Chg.0.0.5.8a: Adjusted the Invade colony functions attacker versus defender numbers used in the battle wave calculations. This makes the attackers potentially greater number more prevalent.
Chg.0.0.5.8a: Production/Research Focus - Added a control variable "FOOD_SURPLUS" to the Globals.yaml section "Backend.Settlements.Colony" to control how large of a surplus is desired. This defaults to 0
Chg.0.0.5.8a: Adjusted some defaults UCP settings: Backend.Settlements.NotificationReduction is now set to disabled and Backend.Civilizations.GalacticCouncil now defaults to turn 400
Chg.0.0.5.8a: Adjusted Spy Sorting - dropped name from the primary sort
Add.0.0.5.8a: MOD SUPPORT: Increased number of planet orbits from 6 to 12 max to allow for larger solar systems.