Will Ministry of Culture Come Again? Stellaris
- May ten, 2017
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I'grand going to drown! For no reason at all!
quote:
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# Aquatics Species Pack Features
###################* Added a new Aquatic pre-scripted Empire.
* Added a new Phenotype with 16 new portraits (15 normal + ane robot) of fishy looking Aquatics.
* Added a new City Gear up and room properties for Aquatics.
* Added a new bubbly Ship prepare.
* Added a new Advisor Vocalization.
* Added a new Borough: Anglers.
* Added a new Species Trait: Aquatic.
* Added ii new Origins: Body of water Paradise and Hither be Dragons.
* Added a new Rising Perk: Hydrocentric.###################
# Humanoids Species Pack Features
###################* Added a new Civic: Pompous Purists.
######################
# 3.2.0 "Herbert" Features
######################* Multiplayer hosts that own the DLCs at present unlock portraits also every bit send and groundwork sets from the Plantoids and Humanoids Species Packs for clients that do not own them.
* Added the ability to pick your main species' gender during game setup.
* Added over 200 new star names for random galaxy generation.
* Added 13 random events to terraforming to brand the characteristic more engaging.
* Added four new asteroid-related anomalies to spice upwardly erstwhile anomaly categories.
* Added 4 new Gas Giant anomalies.
* Added 4 new anomalies to existing, uninhabitable worlds anomaly categories.
* Added new options to several old anomaly events which share categories with the newly added ones in a higher place.
* Enabled the Ship Browser for all players.######################
# Improvements
######################* Reinforcement fleets will now effort to find a safe but longer path if the shortest path to the target armada is non considered prophylactic. This will reduce how often reinforcement fleets are spawned at the shipyard at the toll of increasing the MIA fourth dimension (due to taking a longer path) in these cases.
* Reinforcement fleets now consider systems that accept both hostiles and allies in them to be safe for pathfinding purposes.
* Reinforcing fleets using jump drives no longer require a prophylactic hyperlane path to the fleet they are reinforcing.
* Improved how shipyards are selected when amalgam reinforcements to better utilize stations with multiple shipyards and mega shipyards.
* Reinforcing fleets that neglect to notice a safe path to the target fleet will at present merge with other fleets orbiting the aforementioned shipyard, if both fleets intended to reinforce the aforementioned target fleet.
* Plantoids and Fungoids are no longer forced to take no gender, as you can now freely pick species' genders. Instead, every randomly generated species now has a thirty% chance of being one of: genderless, female-just or male-only.
* Added an additional option to the Conflicting Box issue concatenation for Gestalts.
* Added an Industrial colony designation to Ecumenopolis.
* Made it and so colony events will not fire on newly terraformed worlds to avert some Ludonarrative Noise.
* The default flag of new empires is at present randomized, say goodbye to the red-black triangle flag!######################
# Residue
######################* Functional Compages and Constructobot: Reduced the free building slots granted from ii to one.
* Agrarian Idyll empires now get one planet building slot per four Agronomical districts congenital.
* Reduced the ship budget toll modifier for Clone army Admirals variants to 5/10/20% respectively.
* Ruins of Shallash arc site no longer has a chance of giving quite as much unity as defeating an endgame crisis.
* You tin no longer utilise planet killer weapons on primitives inside your borders if y'all lack the appropriate primitive interference policies.
* Pops working the Livestock job at present take 10% less political power.
* A lot of anomalies were rewarding 3 Order Research deposits, there is at present more diverseness.
* Made Awakened Fallen Empires use Traditions.
* Several productivity-improving technologies are at present no longer of dubious benefit, equally their upkeep (and product) effects now only employ to jobs actually primarily producing resources.
* Nerve Stapled Hivemind pops tin can no longer perform complex drone jobs.
* Reduced the corporeality of jobs added by Leisure Arcology Districts to bring them into line with other Ecumenopolis districts.
* Ion cannons are no longer free to maintain, and have an budget cost of eight energy.
* Necro-Hives:
* * Cutting Necrophage pop assembly penalty to fifty% from 75%
* * Made pop output modifiers (positive and negative) no longer use to hive minds.
* * Fabricated the -50% organic upkeep as well apply to energy, for photosynthesis.
* * Devouring Swarm Necrophages now spawn with extra infrastructure to business relationship for the lack of chambers of elevation.
* Life-Seeded now outset with a 30 space planet######################
# Stability & Performance
######################* Fixed an OOS caused by using button furnishings in custom Modern UI, so now you tin can go back to building that Nicoll-Dyson Beam to "ensure galactic peace and prosperity".
* Improved the operation of popular factions updating their support values - resolved an issue where the game looped over every popular in the Empire for each faction, rather than calculating it once for the whole Empire and referring to that value for each faction.
* Improved the performance of planet_resource_compare trigger, and cut downwards on its use a chip equally it's still quite expensive.
* Improved the functioning of a variety of checks by making more extensive use of species happiness caching.
* Cached calculations of pop_has_random_ethics to reduce performance impact of repeatedly checking it, by 50%.
* Optimised Rising Unemployment upshot's triggers to be but fifteen% as costly.
* The game volition no longer try (and fail) to run Grayness Goo event True Masters on every planet, every day.
* Optimised checks for whether a popular can belong to a sure faction by pre-filtering pops by ethics in lawmaking (rather than running the script checks on all pops). For modders: this means that a faction volition only allow pops which match its "guiding_ethic" in it, unless "use_guiding_ethic_as_pop_filter = no" is specified.
* Optimised several expensive popular faction demands that were checking all pops instead of all species, and like.
* Improved the efficiency of checking whether a popular faction should be.
* Optimised checks for jobs' "possible" trigger and so that the iv nigh common triggers are now pre-calculated per popular rather repeatedly for each job that a popular can take. (The format looks a bit unlike now, with possible_precalc, and then modders volition need to update a fleck hither - the fault log will warn yous in most cases, except that you also demand to add a check when you lot utilize complex_specialist_job_check_trigger).######################
# UI
######################* The Music Player controls bar now starts hidden and can be extended by clicking the music icon.
* The title of the Music Player is at present localised.
* Popular strata icons no longer overlap in Living Standards' tooltips.
* Tab-key in Console now also lists commands containing entered text.
* Many in-game UIs updated to scale vertically with increased game resolutions.
* Disabled "Delete" and "Update Template" buttons when editing a base species template.
* All languages now list the master menu hotkeys ("North" for New Game, etc).
* Added a description to how migration works to the Transit Hub star base.######################
# AI
######################* Improved AI algorithm for picking which building and district to build past fixing an issue where information technology would not handle buildings or districts which produced multiple resources very well
* Improved AI logic for building starbase modules and buildings. It will no longer spam coiffure quarters everywhere, and volition instead be ameliorate at building useful things like resource-producing buildings and titan assembly yards.
* On starbases, AI can now build Water ice Mining Stations, if it is hydrocentric
* On starbases, AI can now build Dragon Hatcheries if it got the tech
* On starbases, AI is edifice less crew quarters in general and in places where it doesn't make sense
* On starbases, AI is building a lot more than anchorages
* On starbases, AI is also building a fleck more solar arrays if it is a gestalt
* On starbases, AI is also building hydroponics at present, since that has been buffed a lot and is way more than useful to the economy
* On starbases, AI will now handle starbases after taking over from a player - but it will Not build lots of defense modules everywhere and tank the economy that way
* Made AI empires more conscientious almost running out of nutrient.
* Rogue Servitors AI (and role player default) is now to give their bio-trophies migration rights, rather than to non exercise and then.
* The AI is now able to create Ecumenopolises.
* AI is now amend able to budget for repairing the Shattered Ring Globe that Shattered Ring origin Empires start with.
* The AI is now better able to budget for terraforming, and will more than readily terraform planets into classes which are ideal for them.
* Fixed AI sending minor fleets to attack starbases without group up.
* Stock-still AI trying to build starbase buildings and modules it wasn't allowed to be building in certain cases
* Improved AI weights for planet killer weapons, so they will tend to selection the 1 that benefits them the almost. (This also applies to the player'southward auto-generated transport designs).
* The AI volition now consider anti-crime campaigns a valid way of fighting crime. But it will too occasionally make deals with crime lords if it is the victim of a Criminal Syndicate.
* Stock-still an effect where AI empires would go out fleets backside in others' space after peace was concluded.######################
# Modding
######################* Starbase components can at present accept economic output modifiers in station_modifier and system_modifier.
* Added on_queued and on_unqueued in decisions, and fixed a problems in abort_effect. (Besides added an example sheet to show what all works: abort_effect and abort_trigger were probably hidden features).
* Added employ of [loc] commands in decision descriptions.
* Fixed set_owner non working on Juggernauts.
* In component_templates, valid_for_country is at present a trigger rather than a weights block, every bit that is how information technology acted. (So if you used it, y'all will need to update that).
* Added on_destroy_planet_with_<planet_killer_key>_queued/unqueued on_actions.
* Added species_gender trigger, which checks what gender settings a species allows.
* Fixed a mod compatibility event where has_deposit would not predictably return faux if referencing a non-real eolith.
* Added a create_nebula effect.
* Inverse terraforming costs to use the post-Megacorp economy system.
* Removed unused applied science parameter terraform_cost_change (use regular cost modifiers instead).
* Removed 'free energy' parameter from terraforming links (apply 'resources' instead).
* Inverse any_planet_army, count_planet_army, random_planet_army, and every_planet_army to no longer be restricted to armies endemic by the planet owner. Use 'is_owned_by = planet.owner' as a limit to achieve the aforementioned result as previously.
* Fixed issues with inputting prev and from scopes in fire_on_action.
* set_name can now be used on outset contact sites.
* Added custom tooltips database for galactic objects with triggers to be executed for every organisation.
* Added allowed_planet_classes to trait definitions for locking traits backside planet class pick in empire creation.
* Added "show" trigger to send size empire_limit to control when the limit is shown to the player.
* Added planet_clear_blocker_speed_mult..
* Fixed set_starbase_building/module to use slots starting with 1 rather than 0. This now matches both remove_starbase_building/module effects, and vanilla usage, but modders who compensated for this mismatch will need to adjust for the fix. Also improved error logging for these effects.
* Stock-still missing names in tooltips for modifiers granted in triggered modifier sections of starbase building/modules.
* Fixed starbases only refreshing slots on the next mean solar day after y'all use set_level, so set_level and direct followed past set_starbase_module would not piece of work.
* Added ideal_planet_class to traits. It can exist used for defining which planet grade a habitability trait should apply to.
* The add_trait effect�s tooltip now says what the trait does.
* Fixed the "no" cases of several boolean triggers: is_bottleneck_system, is_idle, has_war_goal, has_valid_ai_personality, is_site_under_excavation, is_site_completed (they previously counted �no� as �aye�).
* Added defines for the thresholds decision-making when to have a longer path for reinforcements when the shortest path is non safe.
* Added REINFORCE_MIA_TIME_MULT and MIA_TIME_MULT for decision-making reinforcement and MIA times.
* Replaced define variable SHIPYARD_REINFORCE_MAX_DISTANCE with SHIPYARD_REINFORCE_MAX_JUMPS.
* Replaced ascertain variable SHIPYARD_DISTANCE_DIV_FACTOR with SHIPYARD_REINFORCE_DISTANCE_MULT.
* Removed ascertain variable SHIPYARD_MAX_OVER_CAPACITY.
* Added finish_arc_stage console command for finishing the stage of the archaeological on the selected planet.
* The "possible" trigger of a tradition category's adopt tradition will at present print in the tooltip for adopting that category if it fails.
* Added the possibility to go the number of civics for an empire scope with "civics_count" trigger.
* Added the possibility to remove a civic by alphabetize due east.g. "force_remove_civic = 2".
* Added on_capital_changed on_action.
* Added on_action on_planet_class_changed.######################
# Bugfixes
######################* The notification shown when upgrading a defense force platform at present only appears when all queued upgrades are complete.
* Fixed the purchasing result of the Ministry of Culture displaying the wrong job for Machine empires.
* Changed the Atmospheric Hallucinogen modifier to more accurately follow the flavor text.
* Surveying from the system map at present queues orders correctly and displays the right tooltips.
* "Crisis" diplomatic greetings now appear when talking to a crisis empire, rather than when existence i.
* Stock-still the three extradimensional crisis factions occasionally getting reinforcements in each others' dimensional portals.
* Devouring Swarms no longer take access to the Diplomacy Tradition Tree.
* Fixed the effects and shortened the elapsing of the popular output modifiers granted past the What Separates Us event.
* Fixed Corporate Galactic Imperium not having access to Catalytic Processing and Mastercraft Inc.
* The Flesh is Weak Special Project no longer causes your species to lose their namelist.
* Cracking a not-colony planet no longer rewards Menace.
* Corporate and regular civics that share very similar effects have been made mutually exclusive.
* Fixed it being possible to remove and add traits that shouldn't be possible to alter, via species modification.
* Fixed enlightened primitive Lithoids getting farms instead of more mines.
* Ancient Clone Vats can at present only get together Clone Soldier pops.
* Infertile Clone Ground forces pops will no longer be able to reproduce just considering they are having a nice nighttime out with the Caravaneers.
* Stock-still Nivlacs sometimes not being radiotrophic for owners of Plantoids.
* The Resolution "Right to Work" now no longer slows down organic popular associates.
* Mastercraft Inc. at present accept admission to their Artificers on Ecumenpoleis.
* Shattered Rings should no longer plow into spheres when the Gray Tempest attempts to turn it into a nanite globe.
* Racket Industrial Enterprise will no longer say they volition give you iv pops and and then simply give you iii. They also realized that while trying to scam y'all they were giving you lot a peachy deal so they increased the cost of the pops.
* Catalytic and Master Crafter habitats colony designations should bear as expected.
* Citadel of Organized religion, Auto-Curating Vault, and Vault of Acquisition are no longer gated backside the incorrect planetary capital building.
* Robots volition no longer have 0 budget while living a corrupt lifestyle.
* After the Reanimators discovered that the Dessanu Consonance armies are made out of nanites they politely stopped reanimating them.
* Fabricated it so subjects can't join federation if federation law states that subjects tin non bring together.
* Made it so that fleets in combat while a star eater destroys a system ends combat and goes MIA.
* Fixed 'newly founded colony' clearing pull accidentally capping out at 15 months after colonisation rather than 15 years. Now correctly ready to xv years or a population of 10 pops, whichever happens offset.
* Fixed fleets containing simply 1 ship blazon and only i ship not being present in the fleet managing director.
* Scientific discipline send now considers Hostile Intel while planning an evasive route, this fixes a problem where science ships practise non flee from hostile fleets.
* Fixed reinforcements arriving at the shipyard if the target fleet was in combat when they finished construction.
* Fixed reinforcement construction miscalculating which shipyards to use when reinforcements were beingness sent via bypasses.
* Time taken for fleets to reinforce via fleet manager should at present exist the same every bit if reinforcing manually.
* Fixed an issue in which during the year 2280, empty Marauder raid fleets could exist created.
* Clone Regular army pops from other empires should now decline even if their new owner has the Clone Regular army origin. These Pops no longer reduce the principal species� assembly speed.
* Fixed a bug preventing the consequence which immune you to acquire relics of other empires when invading their capital.
* You can no longer use your science transport to send Shard to a split system.
* The Corporate Dominion civic at present unlocks the Trade League Federation type.
* Fixed MIA times sometimes being longer than the estimated travel fourth dimension between the point of origin and the destination arrangement.
* Fixed an event with the fleet director where it was possible to create fleets larger than the allowed control limit.
* Stock-still the absorption process overwriting/resetting species rights in certain circumstances.
* Stock-still references to "pc_shattered_ring_habitable_adj" in certain first contact event chains.
* Fixed Policies sometimes showing that they could not be changed until a engagement that was in the by.
* Fixed the Terraforming button on planets sometimes beingness unavailable without a reason being stated (e.k. pre-sapients beingness present).
* Fixed it being possible to start the game using an invalid empire design by abusing confirmation prompts.
* Stock-still attack animations spuriously triggering when ships enter into the camera view.
* Fixed clicking the falling intel alert opening the Diplomacy tab instead of the Intel tab.
* Fixed an upshot where transport, juggernaut, and colossus ship icons in the fleet view were displayed incorrectly.
* Fixed some habitat colony designations not using habitat icons.
* Fixed the displayed cost sometimes being inaccurate when attempting to apply a species modification.
* Fixed an effect where flak batteries showed the �minor guns� 3D model instead of the �point defence� 3D model.
* Privateers will no longer be intimidated by exceedingly large fleets and will still spawn from the Arm Privateers operation.
* Undead Armies resurrected during boxing will no longer sometimes disband a month afterward.
* Stock-still cases where the Bereft Ancient Clone Vats modifier would utilize while purging a completely different, not-clone species.
* Fixed a bug where a species wouldn't e'er abound on a planet with low habitability, also fixed that null would grow if you locked growing only that species
* Ancient Drones volition no longer be removing deposits that have benefits.
* Calculation Subterranean Liaisons no longer uses a placeholder icon.
* Fixed an issue where "Phone call In Favor" and "Support" text would overlap in the federation vote UI.
* Fixed void dwellers starting on Sol getting a starting bulletin mentioning a trinary star system.
* Fixed the description of Alloy Foundries when playing Gestalts and Catalytic Processors.
* The Thought Enforcement Edict now correctly mentions the reduction in crime information technology provides.
* Updated Merchant Guilds tooltip to be more than in line with similar civics.
* Updated the Remnant Origin tooltip to be more than in line with similar origins.
* Updated the description in Bulwark of Harmony to be more Machine Intelligence friendly.
* Updated the Contingency Core Relic tooltip to mention that it but works on Machine Pop Assembly.
* Stock-still that the Planetary FTL Inhibitor applied science tooltip incorrectly informed the thespian that a Stronghold would back up an FTL Inhibitor.
* Updated Machine Building Speed Tooltips to mention that they only affect machines.
* Standardized the tooltips of the dissimilar slavery types to be more than clear about what they offering.
* Prosperous Unification now has a more fitting tooltip for gestalts.
* Fixed a cleaved macro in the Chinese tooltip for Catalytic Processors.
* Fixed the inconsistent translation of the clarification for Byzantine Bureaucracy borough in French.
* Removed duplicate message in state of affairs log tooltip for special project.
* Added missing square bracket in German string mod_planet_technician_energy_produces_mult, which had caused the GetTechnicianPlural macro to brandish in game.
* Shattered Ring Sprawling Slum tooltips now lucifer the regular planet ones.
* Fixed Voidborne Rise Perk displaying an incorrect tooltip for hiveminds.
* Fixed some Brazilian Portuguese grammatical errors.
* Fixed missing modifier names in sure interfaces from several colony designations, and a few other places.
* Corrected Mistranslation in Shine Tradition Strings
* Clarified tooltip of civics that cannot be manually added or removed after game start to specify that they cannot be added too.
* Fixed Imperial Armada Fleet Size text in the Galactic Imperium view not beingness localized.
* Fixed broken Beginning Contact tooltip localization refs.
* Fixed poor tooltip for Caravaneers Local Franchise event.
* Added missing furnishings tooltip for Terraforming Candidate planet modifier.
Source: https://forums.somethingawful.com/showthread.php?threadid=3850079&pagenumber=1465
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