Posted June 08, 2019
high rated
Changelog for Update 2.3 "Wolfe" (added 30 May 2019) - Part II:
UI
- Corrected misleading tooltip that falsely claimed it was not possible to set a species to Transcendent Awakening when it has Assimilation citizenship
- Queuing up multiple outpost constructions will now give the adjacency discount for influence costs where appropriate
- Fixed an issue when having multiple fleets selected including a colossus, right click orders menu on planets would be empty
- Rivalry influence production now displayed with modifiers in diplomatic view
- Diplomatic actions now display correct influence upkeep cost with modifiers
- Added entry to the fleet capacity tooltip explaining how many Titans you can build
- Fixed terraform button tooltip wrongly suggesting you can terraform gaia worlds
- Fixed some technology description texts overlapping with the tech specialization icon
- Fixed quite unplayable text spillout for guaranteed habitable worlds slider in multiplayer galaxy setup
- Fixed info about "Mass Produced" and "Custom-Made" modifiers for robot assembly being missing in the tooltip
- Fixed the reinforce fleets option in the Fleet Manager wrongly showing missing minerals rather than alloys, if you don't have enough of the latter
- Fixed text spillout of View Privacy Policy button in options (I'm looking at you, 23 letter German compound word)
- Fixed a heinous pixel error with Mass Driver I
- Fixed fractional costs of rare resources in ship designer displaying as 0, causing confusion
- Added tooltip to terraform button when it is disabled, detailing why
- Removed redundant repetitive redundant diplo offer duplication for peace offers
- Fixed an issue where the overall progress of a fleet upgrade order would visually reset to 0% after any single ship in the fleet completed upgrades
- Fixed observer outliner to be less broken, along with the hotjoin interface
- Fixed missing species portrait in the declining pop window, so now you can feel extra sad
- Fixed a display issue where replacing a built district would temporarily add to the number of built districts, sometimes causing overflows
- Replacing a planetary building now triggers a re-sort of building icons to keep similar types grouped together
- Removed the "has no FTL drive" part of the tooltip for stations when they are selected and you hover over a different system
- Fixed an issue where losing a building due to resettlement would show the pop requirements for all slots displaying as 5 lower than reality
- Even though devouring swarms can now purge inorganics for alloys, the tooltip wrongly stated they could not be processed...fixed
- Fixed so that unemployment by strata icons are properly displayed and has a working tooltip
- Now it is possible to add federation ships to a fleet design
- Fixed commercial pact diplo agreement wrongly inverting what the proposing and receiving empire will get from the deal
- Fixed visual issue wrongly showing zero tech progress until after first monthly tick
- Cornucopicturesque and Mineralistic event option tooltips no longer refer to adding tile deposits
- Fixed placeholder icons for Ascendancy Shipwrights modifier and Menial Drone Output (extra % produced by Coordinators)
- Fixed missing reference to influence gain reduction in the tooltip describing the result of losing a humiliation war
- Fixed unplayable overlap of the investigate button on unknown alien fleets
- Fixed bad text wrapping in federation fleet power display when the number was over 10000
- Machine empire Mineral Purification/Energy grid etc buildings no longer show the tooltip for raising district cap on inapplicable planet types
- Fixed tooltip that falsely claimed that setting a species to purge (except neuter) was a requirement for the Decent Living Standard
- Habitability map icon now considers all possible species instead of just owned ones
- Added descriptive text to the jobs screen to explain how favouriting jobs works
- Updated Corporate Dominion civic tooltip to refer to its new post-MegaCorp effect
- increased tooltip decimal precision on the complex drone output bonus Rogue Servitors gain from Biotrophies
AI
- Implemented improved AI building selection weights (thanks to Glavius for awesome insight here)
- AI will now properly bombard and invade primitive planets rather than suffering last minute pangs of conscience about using orbital lasers on people armed with bronze daggers
- AI now checks for how many outposts are being upgraded to starbase status already when deciding if it can build more
- Fixed the AI considering federation ships as part of its own fleet capacity, causing them to drastically neglect their own fleet building
- Fixed a bug preventing sector automation ever upgrading research labs to level 3
- AI will not build nanite transfusers without nanite income, nor build more than 2 per planet
- Fixed AI fleets getting stuck with redundant attack/defend orders if their target went MIA
- The sector AI of Machine Intelligences and Synthetically Ascended Empires will no longer build food-producing districts or buildings unless they actually need food
- AI will now consider repairing ruined branch office buildings
- Fixed so that transports don't emergency FTL as soon as they take any damage whatsoever, because D-Day didn't stop when the first landing craft hit a mine
- Fixed some edge cases where the AI would attempt to build its way out of unemployment with districts and buildings that its pops can't work
- AI prefers City districts over Housing buildings a bit more
- Machine empires will no longer build nonsentient, less efficient robot pops and unemploy their own citizens
- AI will now take more opportunities to repair damaged fleets when it has the chance
- Fixed AI bug caused by fleets unassigned to any group not being able to be added to one due to damage, instead just sitting idle
- Fixed AI not bothering to send its war-weary fleets home following a peace agreement
Modding
- The Archaeology system from Ancient Relics is open for modding use, to create your own multi-stage event chains
- Fixed a map distance cache bug that affected mods with non-random maps, causing each outpost to cause the maximum amount of influence
- Added GetAge, GetFirstName and GetSecondName to the leader scope in localization, to allow you to do events calling just first or second names, etc
- on_fleet_destroyed_xxx events will now happen only once. For example: the shattered loop
- Added num_owned_relics trigger
- kill_pop_chance now uses weights with Pop scope
- Added locked_random_list with predetermined effect for random colony automation
- added building/district specific building speed modifier "planet_<building/district>_build_speed_mult"
- Parallel Megastructure build/upgrade capacity can now be altered by modifiers
- Added effect "add_timed_trait" that lets scripts add a timed trait to a leader character. Usage: Scope Leader, `add_timed_trait = { trait = days/months/years="
- Fixed the "num_buildings" trigger to actually take the paramater "any" into consideration
- Added "show_prereqs" to megastructures to determinie if they appear or not in the tech that unlocks them
- Added "prereq_name" to change what name a megastructure shows when unlocked by a tech
- Added trigger last_activated_relic
- Added has_deposit_category for checking a category of a deposit
- Added has_relic trigger
- Added remove_relic effect
- Added add_relic effect
UI
- Corrected misleading tooltip that falsely claimed it was not possible to set a species to Transcendent Awakening when it has Assimilation citizenship
- Queuing up multiple outpost constructions will now give the adjacency discount for influence costs where appropriate
- Fixed an issue when having multiple fleets selected including a colossus, right click orders menu on planets would be empty
- Rivalry influence production now displayed with modifiers in diplomatic view
- Diplomatic actions now display correct influence upkeep cost with modifiers
- Added entry to the fleet capacity tooltip explaining how many Titans you can build
- Fixed terraform button tooltip wrongly suggesting you can terraform gaia worlds
- Fixed some technology description texts overlapping with the tech specialization icon
- Fixed quite unplayable text spillout for guaranteed habitable worlds slider in multiplayer galaxy setup
- Fixed info about "Mass Produced" and "Custom-Made" modifiers for robot assembly being missing in the tooltip
- Fixed the reinforce fleets option in the Fleet Manager wrongly showing missing minerals rather than alloys, if you don't have enough of the latter
- Fixed text spillout of View Privacy Policy button in options (I'm looking at you, 23 letter German compound word)
- Fixed a heinous pixel error with Mass Driver I
- Fixed fractional costs of rare resources in ship designer displaying as 0, causing confusion
- Added tooltip to terraform button when it is disabled, detailing why
- Removed redundant repetitive redundant diplo offer duplication for peace offers
- Fixed an issue where the overall progress of a fleet upgrade order would visually reset to 0% after any single ship in the fleet completed upgrades
- Fixed observer outliner to be less broken, along with the hotjoin interface
- Fixed missing species portrait in the declining pop window, so now you can feel extra sad
- Fixed a display issue where replacing a built district would temporarily add to the number of built districts, sometimes causing overflows
- Replacing a planetary building now triggers a re-sort of building icons to keep similar types grouped together
- Removed the "has no FTL drive" part of the tooltip for stations when they are selected and you hover over a different system
- Fixed an issue where losing a building due to resettlement would show the pop requirements for all slots displaying as 5 lower than reality
- Even though devouring swarms can now purge inorganics for alloys, the tooltip wrongly stated they could not be processed...fixed
- Fixed so that unemployment by strata icons are properly displayed and has a working tooltip
- Now it is possible to add federation ships to a fleet design
- Fixed commercial pact diplo agreement wrongly inverting what the proposing and receiving empire will get from the deal
- Fixed visual issue wrongly showing zero tech progress until after first monthly tick
- Cornucopicturesque and Mineralistic event option tooltips no longer refer to adding tile deposits
- Fixed placeholder icons for Ascendancy Shipwrights modifier and Menial Drone Output (extra % produced by Coordinators)
- Fixed missing reference to influence gain reduction in the tooltip describing the result of losing a humiliation war
- Fixed unplayable overlap of the investigate button on unknown alien fleets
- Fixed bad text wrapping in federation fleet power display when the number was over 10000
- Machine empire Mineral Purification/Energy grid etc buildings no longer show the tooltip for raising district cap on inapplicable planet types
- Fixed tooltip that falsely claimed that setting a species to purge (except neuter) was a requirement for the Decent Living Standard
- Habitability map icon now considers all possible species instead of just owned ones
- Added descriptive text to the jobs screen to explain how favouriting jobs works
- Updated Corporate Dominion civic tooltip to refer to its new post-MegaCorp effect
- increased tooltip decimal precision on the complex drone output bonus Rogue Servitors gain from Biotrophies
AI
- Implemented improved AI building selection weights (thanks to Glavius for awesome insight here)
- AI will now properly bombard and invade primitive planets rather than suffering last minute pangs of conscience about using orbital lasers on people armed with bronze daggers
- AI now checks for how many outposts are being upgraded to starbase status already when deciding if it can build more
- Fixed the AI considering federation ships as part of its own fleet capacity, causing them to drastically neglect their own fleet building
- Fixed a bug preventing sector automation ever upgrading research labs to level 3
- AI will not build nanite transfusers without nanite income, nor build more than 2 per planet
- Fixed AI fleets getting stuck with redundant attack/defend orders if their target went MIA
- The sector AI of Machine Intelligences and Synthetically Ascended Empires will no longer build food-producing districts or buildings unless they actually need food
- AI will now consider repairing ruined branch office buildings
- Fixed so that transports don't emergency FTL as soon as they take any damage whatsoever, because D-Day didn't stop when the first landing craft hit a mine
- Fixed some edge cases where the AI would attempt to build its way out of unemployment with districts and buildings that its pops can't work
- AI prefers City districts over Housing buildings a bit more
- Machine empires will no longer build nonsentient, less efficient robot pops and unemploy their own citizens
- AI will now take more opportunities to repair damaged fleets when it has the chance
- Fixed AI bug caused by fleets unassigned to any group not being able to be added to one due to damage, instead just sitting idle
- Fixed AI not bothering to send its war-weary fleets home following a peace agreement
Modding
- The Archaeology system from Ancient Relics is open for modding use, to create your own multi-stage event chains
- Fixed a map distance cache bug that affected mods with non-random maps, causing each outpost to cause the maximum amount of influence
- Added GetAge, GetFirstName and GetSecondName to the leader scope in localization, to allow you to do events calling just first or second names, etc
- on_fleet_destroyed_xxx events will now happen only once. For example: the shattered loop
- Added num_owned_relics trigger
- kill_pop_chance now uses weights with Pop scope
- Added locked_random_list with predetermined effect for random colony automation
- added building/district specific building speed modifier "planet_<building/district>_build_speed_mult"
- Parallel Megastructure build/upgrade capacity can now be altered by modifiers
- Added effect "add_timed_trait" that lets scripts add a timed trait to a leader character. Usage: Scope Leader, `add_timed_trait = { trait = days/months/years="
- Fixed the "num_buildings" trigger to actually take the paramater "any" into consideration
- Added "show_prereqs" to megastructures to determinie if they appear or not in the tech that unlocks them
- Added "prereq_name" to change what name a megastructure shows when unlocked by a tech
- Added trigger last_activated_relic
- Added has_deposit_category for checking a category of a deposit
- Added has_relic trigger
- Added remove_relic effect
- Added add_relic effect
Post edited June 08, 2019 by HypersomniacLive