X
 
  • Filtre
  • Heure
  • Afficher
Tout nettoyer
nouveaux messages

  • Patch 1.2 Asimov





    Premier "gros" patch pour Stellaris avec "Asimov".

    Liste des carnets
    Carnet de développement n°36 : Amélioration de la Diplomatie, Accès aux Frontières & Ambassades
    Carnet de développement n°37 : Le patch Asimov, Partie 2
    Carnet de développement n°38 : De nouveaux arrière-plans

    Vidéo de présentation du patch:


    Patchlog complet:

    Spoiler:
    ################################################## ############
    ####################### VERSION 1.2.0 ########################
    ################################################## ############

    # Special thanks to Magne "Meneth" Skjæran for helping out with the Map Modes

    ###################
    # Features
    ###################

    # Important
    * Added Defensive Pact diplomatic action that allows you to form a defensive alliance with another empire.
    * Non-Aggression Pact, Migration Treaty, Support Independence and Guarantee Independence are now diplomatic actions instead of trade deals.
    * Removed embassies and replaced it with Trust. Trust builds over time from having active diplomatic treaties (such as a Non-Aggression Pact or Alliance) and increases opinion by up to +100.
    * Federations now vote on wars and new members.
    * Federation members now give 20% of their Navy Capacity to the Federation, which makes up the Federation Navy Capacity.
    * Federation fleets no longer cost maintenance, but cannot exceed the Federation Navy Capacity in size.
    * You can now kick alliance and federation members with a majority vote action.
    * Sending a favorable trade deal (such as a gift) will now increase the opinion of the other empire by up to +100
    * You can now set a War Philosophy policy. This policy determines what type of wargoals you can use
    * Removed War Economy policy
    * Colonzing Planets and building Frontier Outposts now costs Influence based on the distance to your closest owned system
    * Border are now Open to everyone by default, but can be Closed through a Diplomatic Action. Empires will Close Borders to Rivals by default and Fallen Empires will never Open Borders
    * Happiness is now a linear modifier, with levels above 50% giving bonuses and levels below 50% giving penalties
    * All Ship Weapons have had their range doubled
    * Added Diplomatic, Opinion, and AI Attitude Map Modes. Map Modes are easily moddable and more can be added through mods, but it will affect the checksum
    * Core Planets is now Core Systems instead. This means you can colonize multiple planets in the same system without it affecting the soft cap.
    * Pops receive a -10% happiness penalty while the empire is in an offensive war

    # General
    * Ship Designs with excess power gain a small bonus to damage, speed and evasion
    * Grand Admiral achievement now requires a combined fleet power of 100.000 instead of having dealt 100.000 damage in a ship combat
    * Alliances and Federations can now vote to kick a member. For the vote to be successful, ( 50% of members + 1 ) need to vote yes (so 3 members in an alliance of 4, for example)
    * Ship Combat Computers behavior has been changed. Aggressive behavior is now called Swarm behavior and Defensive behavior is now called Bombardment behavior
    * Added Visitor Center building and associated technology that is available to Xenophile empires
    * Added Symbol of Unity building and associated technology that is available to Spiritualist empires
    * Fleet merging has been improved and should prioritize certain fleets better
    * Spaceports can now be dismantled
    * Natural Beauty planet modifier effect on habitability removed. Instead the modifier now affects planet migration attraction by +25%
    * Taking a Tributary now makes you guarantee their independence for 10 years without cost
    * Migration Time was changed into Migration Speed
    * Base Ethics Divergence has been changed and capital buildings have been adjusted accordingly. It is no longer possible to avoid Ethics Divergence by not working the Reassembled Ship Shelter
    * Added Regulated Slavery policy option
    * Added Regulated Xeno Slavery policy option
    * Only Collectivists can now enslave their own species
    * Civilian Ship designs are updated with shields and armor technologies
    * Frontier Outposts are destroyed if the last owned planet in a system changes owner through war
    * Strike Craft attack and movement pattern was charged to be more swarm-like
    * Strike Craft ship count increased from 4 to 8, and damage has been rescaled accordingly
    * Galactic Ambitions technology no longer provides Survey Data for empires you have contacted

    #New - Traits
    * Added Fleeting trait that reduces leader lifespan by -15
    * Added Deviants trait that increases ethic divergence by +15%

    # New - Wargoals
    * Make Tributary: You can now take tributaries in war. Tributaries are a type of subject that pays 20% of their Energy Credits and Mineral income to their overlord, but do not join their overlord's wars and are free to declare their own wars and colonize planets
    * Abandon Planet: If your policies allow Purging you can force an enemy to abandon a planet, killing all pops on that planet in the process
    * Humiliate: You can humiliate enemy empires, making them suffer a negative modifier for a time and giving you a chunk of influence
    * Open Borders: Forces the other Empire to open their borders to you for 10 years
    * Stop Atrocity: Forces the other Empire to ban slavery and purging

    # New - Space Nomads
    * Nomads have been completely reworked and expanded for the mid-game
    * This non-player faction travels from one end of the galaxy to the other, encountering empires and triggering events

    # New - Diplomatic Incidents
    * Certain actions and circumstances can now cause Diplomatic Incident events between Empires in the mid-game

    # New - Slave Factions
    * Removed the old Slave faction
    * Added the Docile Slaves faction made up of relatively content slaves
    * Docile Slaves faction has fairly mild Support Effects
    * Docile Slaves faction demands Regulated Slavery policy
    * Added the Malcontent Slaves faction made up of unhappy slaves
    * Malcontent Slaves faction has fairly harsh Support Effects, indluding empire-wide rebellion
    * Malcontent Slaves faction demands freedom for all slaves
    * Added Emancipation faction for non-slave Pops
    * Emancipation faction strengthens the Malcontent Slaves
    * Pop ethos influences which faction Pops join when enslaved, and the decision "sticks" to them for a time
    * Enslaved Pops move between the two factions, with dissatisfied slaves gravitating toward the Malcontent Slaves

    ###################
    # Balance
    ###################

    # General
    * Base Happiness reduced from 60% to 50%
    * All Pops now have a base War Happiness of -10%
    * Emergency FTL cooldown increased from 12 to 30 days
    * Habitability of Planet Classes two steps removed from your species' primary type increased from 20% to 40%
    * Reduced chance of post-combat Admiral events firing by a factor of 5
    * Leaders will no longer gain any additional traits from leveling up if they already have 3 or more
    * Newly spawned pops are now more likely to take their ethics from pops of the same species
    * The Ruler Savior modifier duration from The Ransomeers event has been reduced from 100 years to 5 years
    * The Grand Design modifier from Void Unclouded event is no longer permanent and now gives +10% Happiness for 20 years
    * Propaganda edict can now be used by everyone. Fanatic Collectivists were previously prevented from using it
    * Mineral Deficit effect increased from -33% to -50% and now also affects research speed
    * Energy Credits Deficit effect increased from -33% to -50% and now also affects Robot output by -50%
    * Comet Sighted event effect on happiness reduced from +15%/-15% to +10%/-10%
    * Migration Treaties no longer affect Pop Happiness
    * Xenophilia effect on happiness reduced by 75
    * Frontier Outpost mineral cost increased from 100 to 200
    * Frontier Outpost maintenance cost increased from 2 to 3

    # Ethics
    * In general, fanatic versions are now 3 times as stronger than non-fanatic ethics

    Fanatic Individualist
    * Energy Credits output reduced from +20% to +15%

    Individualist
    * Energy Credits output reduced from +10% to +5%
    * Slavery Tolerance reduced from -50% to -33%

    Fanatic Collectivist
    * Food requirement increased from -10% to -15%

    Collectivist
    * Slavery Tolerance increased from +50% to +100%

    Fanatic Xenophobe
    * Xenophobia reduced from 20% to 15%
    * Rival Influence Gain increased from +50% to +75%

    Xenophobe
    * Xenophobia reduced from 10% to 5%
    * Alien Slavery Tolerance increased from +50% to +100%

    Fanatic Xenophile
    * Xenophobia reduced from -20% to -15%
    * Alliance Influence cost effect removed
    * Max Embassies effect removed
    * (NEW) Diplomatic Influence Cost reduced by 75%
    * (NEW) Rival Influence gain is reduced by 75%

    Xenophile
    * Xenophobia reduced from -10% to -5%
    * Alliance Influence cost effect removed
    * Max Embassies effect removed
    * (NEW) Diplomatic Influence Cost reduced by 25%
    * (NEW) Rival Influence gain is reduced by 25%

    Fanatic Militarist
    * Army Damage effect removed
    * (NEW) Max Rivalries increased by 3
    * (NEW) Ship Damage increased by 10%
    * (NEW) Trust growth reduced by 60%

    Militarist
    * War Happiness increased from +5% to +10%
    * Army Damage effect removed
    * (NEW) Max Rivalries increased by 1
    * (NEW) Ship Damage increased by 3%
    * (NEW) Trust growth reduced by 20%

    Fanatic Pacifist
    * Growth Requirement effect removed
    * Army Damage effect removed
    * War Happiness reduced from -20% to -15%
    * (NEW) Peace Happiness increased by +15%
    * (NEW) Max Rivalries reduced by 3 (cannot have rivals)
    * (NEW) Trust growth increased by 75%

    Pacifist
    * Growth Requirement effect removed
    * Army Damage effect removed
    * War Happiness reduced from -10% to -5%
    * (NEW) Peace Happiness increased by +5%
    * (NEW) Max Rivalries reduced by 1
    * (NEW) Trust growth increased by 25%

    Fanatic Spiritualist
    * Happiness effect removed
    * (NEW) Ethics Divergence reduced by -30%
    * (NEW) Growth Requirement reduced by -15%

    Spiritualist
    * Happiness effect removed
    * (NEW) Ethics Divergence reduced by -10%
    * (NEW) Growth Requirement reduced by -5%

    Fanatic Materialist
    * Physics, Society and Engineering output increased from +10% to +15%

    # Traits
    * Nonadaptive trait Trait Points cost changed from -1 to -2
    * Very Strong trait Trait Point cost reduced from 4 to 3
    * Weak trait now also reduces mineral output by 5%
    * Venerable trait effect on leader lifespan reduced from 120 to 90

    # Modifiers
    * Youthful Elite modifier effect on Leader Lifespan reduced from +25 to +10 years
    * Youthful People modifier effect on Happiness reduced from +5% to +3%
    * Natural Beauty planet modifier effect on happiness reduced from +15% to +5%

    # Components
    * Increased the engagement range of strike craft from 80 to 120
    * Strike Craft rebuild speed improved from 1 per month to 4 per month
    * All Laser Weapons have had their armor penetration reduced from 50% to 33%
    * Plasma Weapons have had their armor penetration reduced from 100% to 75%
    * Most Projectile Weapons now deal +15% damage vs. Shields
    * Crystal-Forged Plating effect on Hull Points reduced by 25%

    Small Red Laser
    * Accuracy increased from 82% to 90%

    Medium Red Laser
    * Accuracy increased from 80% to 85%

    Large Red Laser
    * Max damage increased from 41 to 43
    * Accuracy increased from 75% to 80%

    Small Blue Laser
    * Max damage reduced from 12 to 11
    * Accuracy increased from 82% to 90%

    Medium Blue Laser
    * Accuracy increased from 80% to 85%

    Large Blue Laser
    * Max damage increased from 47 to 48
    * Accuracy increased from 75% to 80%

    Small UV Laser
    * Max damage reduced from 13 to 12
    * Accuracy increased from 82% to 90%

    Medium UV Laser
    * Max damage reduced from 27 to 26
    * Accuracy increased from 80% to 85%

    Large UV Laser
    * Max damage increased from 57 to 56
    * Accuracy increased from 75% to 80%

    Small XRAY Laser
    * Max damage reduced from 15 to 13
    * Accuracy increased from 82% to 90%

    Medium XRAY Laser
    * Max damage reduced from 31 to 30
    * Accuracy increased from 80% to 85%

    Large XRAY Laser
    * Max damage increased from 66 to 63
    * Accuracy increased from 75% to 80%

    Small Gamma Laser
    * Max damage reduced from 16 to 14
    * Accuracy increased from 82% to 90%

    Medium Gamma Laser
    * Max damage reduced from 36 to 33
    * Accuracy increased from 80% to 85%

    Large Gamma Laser
    * Max damage increased from 76 to 71
    * Accuracy increased from 75% to 80%

    Particle Lance
    * Armor penetration reduced from 100% to 75%

    Tachyon Lance
    * Armor penetration reduced from 100% to 75%

    Large Fusion Missiles
    * Max damage increased from 55 to 57

    Medium Antimatter Missiles
    * Max damage increased from 33 to 34

    Large Antimatter Missiles
    * Max damage increased from 62 to 65

    Medium Quantum Missiles
    * Max damage increased from 37 to 39

    Large Quantum Missiles
    * Max damage increased from 68 to 72

    Medium Marauder Missiles
    * Min damage increased from 24 to 25

    Large Marauder Missiles
    * Damage increased from [48 to 80] to [50 to 83]

    Sentinel Point-Defense
    * Accuracy reduced from 40% to 20%
    * Range increased from 8 to 10

    Barrier Point-Defense
    * Accuracy reduced from 40% to 30%
    * Range increased from 8 to 10

    Guardian Point-Defense
    * Range increased from 8 to 10

    # Resources
    * Doubled the spawn rate of Garanthium Ore, Lythuric Gas, Engos Vapor, Teldar Crystals, Pitharan Dust, Orillium Ore and Satramene Gas

    # End Game Crisis
    * End-Game Crises fleets are now significantly tougher
    * End-Game Crises now occur later on average, with the earliest appearances of the Prethoryn Scourge and Unbidden being delayed by at least 50 years compared to 1.1
    * Extradimensional Invaders will now reinforce more aggressively
    * Extradimensional Invader Portal has had its base Hull Points tripled

    # Governments
    * Democratic governments have had their election terms increased to 10 years

    Military Republic
    * Ship Upkeep effect removed
    * War Happiness effect removed
    * Army Upkeep increased from -10% to -20%
    * (NEW) Army Damage increased by 10%
    * (NEW) Military Station build cost reduced by 15%
    * (NEW) Military Station damage increased by 10%

    Martial Demarchy
    * Ship Upkeep effect removed
    * War Happiness effect removed
    * Army Upkeep increased from -20% to -40%
    * (NEW) Army Damage increased by 20%
    * (NEW) Military Station build cost reduced by 30%
    * (NEW) Military Station damage increased by 20%

    Military Junta
    * Ship build cost effect removed
    * (NEW) Ship Upkeep reduced by 5%
    * (NEW) Admiral starting level increased by 1

    Ordered Stratocracy
    * Ship build cost effect removed
    * (NEW) Ship Upkeep reduced by 10%
    * (NEW) Admiral starting level increased by 2

    Military Dictatorship
    * Ship Upkeep effet removed
    * Naval Capacity effect reduced from +20% to +10%
    * (NEW) Ship build cost reduced by 10%
    * (NEW) Rivalry Influence Gain increased by 25%

    Martial Empire
    * Ship Upkeep effet removed
    * Naval Capacity effect reduced from +40% to +20%
    * (NEW) Ship build cost reduced by 20%
    * (NEW) Rivalry Influence Gain increased by 50%

    Theocratic Republic
    * Ethics Divergence effect removed
    * Core Systems effect removed
    * (NEW) Happiness increased by 5%
    * (NEW) Food Requirement reduced by 10%

    Transcendent Republic
    * Ethics Divergence effect removed
    * Core Systems effect removed
    * (NEW) Happiness increased by 10%
    * (NEW) Food Requirement reduced by 20%

    Theocratic Oligarchy
    * Ethics Divergence effect removed
    * Leader Influence cost effect removed
    * (NEW) Leader Lifespan increased by 20 years
    * (NEW) Resettlement Cost reduced by 15%

    Transcendent Oligarchy
    * Ethics Divergence effect removed
    * Leader Influence cost effect removed
    * (NEW) Leader Lifespan increased by 40 years
    * (NEW) Resettlement Cost reduced by 30%

    Divine Mandate
    * Slavery Tolerance effect removed
    * Resettlement Cost effect removed
    * (NEW) Edict Influence cost reduced by 15%
    * (NEW) Edict duration increased by 15%
    * (NEW) Ethics Divergence reduced by 10%

    Transcendent Empire
    * Slavery Tolerance effect removed
    * Resettlement Cost effect removed
    * (NEW) Edict Influence cost reduced by 30%
    * (NEW) Edict duration increased by 30%
    * (NEW) Ethics Divergence reduced by 20%

    Direct Democracy
    * Core Systems effect removed
    * (NEW) Happiness increased by 5%
    * (NEW) Leader Experience Gain increased by 15%

    Subconscious Consensus
    * Core Systems effect removed
    * (NEW) Happiness increased by 10%
    * (NEW) Leader Experience Gain increased by 30%

    Despotic Hegemony
    * Survey Speed effect removed
    * (NEW) Research Station cost reduced by 25%

    Neural Network Administration
    * Survey Speed effect removed
    * (NEW) Research Station cost reduced by 50%

    Moral Democracy
    * Happiness effect removed
    * (NEW) Leader Pool increased by 1
    * (NEW) Empire Leader Cap increased by 1
    * (NEW) Core Systems increased by 2

    Irenic Democracy
    * Happiness effect removed
    * (NEW) Leader Pool increased by 2
    * (NEW) Empire Leader Cap increased by 2
    * (NEW) Core Systems increased by 4

    Peaceful Beaurocracy
    * Leader Pool effect removed
    * Leader Influence Cost effect removed
    * Empire Leader Cap effect removed
    * (NEW) Core Systems increased by 5

    Irenic Protectorate
    * Leader Pool effect removed
    * Leader Influence Cost effect removed
    * Empire Leader Cap effect removed
    * (NEW) Core Systems increased by 10

    Enlightened Monarchy
    * Edict duration reduced from +25% to +15%
    * Edict cost reduced from -25% to -15%
    * Core Systems increased from +1 to +2

    Irenic Monarchy
    * Edict duration reduced from +50% to +30%
    * Edict cost reduced from -50% to -30%
    * Core Systems increased from +2 to +4

    Indirect Democracy
    * Leader Influence cost reduced from -10% to -15%

    Democratic Utopia
    * Leader Influence cost reduced from -10% to -30%

    Plutocratic Oligarchy
    * (NEW) Mining Station build cost reduced by 25%

    Mega Corporation
    * (NEW) Mining Station build cost reduced by 50%

    Despotic Empire
    * Slavery Tolerance effect removed
    * (NEW) Building construction cost reduced by 15%

    Star Empire
    * Slavery Tolerance effect removed
    * (NEW) Building construction cost reduced by 30%

    # Technology
    * Databank Uplinks base cost reduced from 900 to 240
    * Improved Databank Uplinks base cost reduced from 1800 to 900
    * Specialized Combat Computers base cost reduced from 480 to 360
    * Extended Combat Algorithms base cost reduced from 1500 to 1200
    * AI-Controlled Colony Ships base cost reduced from 1200 to 900
    * Self-Aware Colony Ships base cost reduced from 1800 to 1500
    * Self-aware Logic base cost reduced from 1200 to 900

    # Units
    * Colony Ship mineral cost now depends on components and is no longer static
    * Private Colony Ship now costs 50% of Colony Ship, but in Energy Credits
    * Private Colony Ship cost now depends on components and is no longer static

    # War

    ###################
    # AI
    ###################

    # Misc
    * AI Empires will start outlawing AI Robotics over time during a certain Crisis
    * AI Empires no longer pick "dialogue-only" event options in diplomatic events
    * Fixed AI colonizing holy worlds despite not having the strength to tackle the Fallen Empire protecting them under some circumstances
    * Fixed a bug where the AI would not upgrade federation fleets
    * AI now creates auto-generated designs for federation ships
    * AI now builds federation fleets
    * AI will open borders during end-game crises
    * AI now dismantles non-sentient robots if they are unemployed
    * AI no longer build robots if unemployment exists or pop would be unemployed
    * AI and sectors now upgrade military stations
    * Fixed bug where the AI would not upgrades spaceports if there already existed a max-level spaceport in the empire
    * AI will now cancel follow fleet orders if target fleet's system has more hostiles than they can take on
    * Fixed a bug where AI didn't choose the species with highest damage when building a new army

    # Sector
    * Sectors should now build and appropriately handle special buildings (such as +Happiness buildings)
    * Sector AI will now abort spaceport construction if hostiles are nearby
    * All sectors will now build military stations
    * Fixed a bug that could cause the sector AI to sometimes not build buildings
    * Fixed a bug where player could give resources to sectors and sectors could store resources over cap
    * Fixed a bug where sectors try to build stations by a planet that the empire already is building a station by

    # Diplomacy
    * AI allies will now be upset if you vote down their proposals, and may leave the alliance or attempt to kick you
    * AI is now less selfish when selecting wargoals

    #End Game Crises
    * Crises empires are more aggressive and computer-controller Empires respond more aggressively to the Prethoryn Scourge

    ###################
    # User Interface
    ###################

    * When colonizing a planet, the player is now propmpted to name the colony. A name is suggested by default.
    * Weapons that cannot be evaded are now properly labeled
    * Added ALT+B shortcut for opening the help browser in-game
    * Heir portrait in government view is no longer offset incorrectly
    * Attacking general portrait in planet view is no longer offset incorrectly
    * Portraits in resettlement view, multiplayer lobby and genetic modification are no longer offset incorrectly
    * "Construction queue completed" message now only triggers for space ports in directly controlled systems
    * Diplomacy view now shows the leader name, species and trait of the nation you're communicating with
    * Now possible to see information about the wars empires are having in diplomatic status
    * You are now able to see how much minerals you gain from your subjects, and how much you pay as a subject
    * No longer possible to dismiss an alliance vote message
    * Fixed so you get some descriptive text for alliance vote messages
    * Implemented a diplomacy status which lists everyone guaranteeing the country
    * Armies and fleet construction now automatically opens when entering the assocatied tabs in planet view
    * Fixed so that you get a context menu when right-clicking systems while the fleet is in FTL
    * Power in a ship design is now shown as green if you have excess power, and red if you have too little
    * Buildings that can be upgraded but you lack the resources to upgrade now show a grey upgrade arrow
    * Ship view is now drag-able by the header line
    * Galaxy view now goes all the way to the left when hiding
    * Galaxy view selected empire government type no longer overlaps the founder species ethics
    * Empire view now goes all the way to the left when hiding
    * Trust status in diplomacy view now has a background and is aligned like the other elements
    * Open and Close Borders diplomatic action is now shown even if not clickable due to access control
    * Diplomatic actions in diplomacy now sort based on possibility

    ###################
    # User modding
    ###################

    # Misc.
    * Browser base URL is now set in defines instead hard-coded
    * Fixed so that boolean effects print to the error log when receiving bad values
    * Fixed so fallen_empire_initializers.txt script uses effect instead of referencing last_created_fleet
    * Added a check for set_graphical_culture to make sure the graphical culture exists
    * Fixed so that create_ship effect reports errors when writing unsupported variables
    * Added an error for when set_owner fails to evaluate a country
    * Fixed so that variables not read in create_fleet and set_location effects are reported as unexpected
    * Added new localization promotions
    * Added new localization functions in SpeciesScope; GetNamePlural, GetClass, GetClassPlural, GetNameInsult, GetNamePluralInsult, GetNameCompliment, GetNamePluralCompliment, GetSpawnName, GetSpawnNamePlural, GetOrganName, GetMouthName, GetRandomSpeciesSound
    * Added new localization function in LeaderScope: GetRulerTitle
    * Fixed an issue with random_owned_fleet effect
    * Added every_owned_fleet effect to complement random_owned_fleet
    * Implemented a guarantee_country effect
    * Improved the begin_event_chain to print more errors when failing and load order independence
    * Fixed so that create_species effect attempts to randomize a namelist from the uplifted version of the species class
    * has_established_communications = { who = from } was changed to has_established_communications = from for consistency
    * Fixed so that the create_pop effect uses a proper event target for specifying ethos
    * Implemented set_closed_borders effect to set if a country has borders opened/closed towards another country
    * Added every_subject, random_subject effects
    * Description for can_control_access_for now shows reasons why
    * Added an effect variable to create_country effects, which should be used instead of referencing last_created_country
    * Implemented an effect variable for create_fleet, which should be used instead of referencing the fleet immediately after using last_created_fleet
    * Added support for effectButtonType in container windows
    * Implemented a "on_planet_surveyed" onaction
    * Unified so that owned pops trigger is generated in the same way as the effect
    * Added clear_resources effect
    * Added set_species_homeworld effect
    * Fixed so that boolean effects print to the error log when receiving bad values
    * Added support to be able to use weights to decide how the AI builds buildings
    * Purge effect now actually purges all pops, previously it only purged pops of the same species as the first pop in the planet
    * Improved how ship data can be scripted in country types

    # Triggers
    * Adding heir = yes to a kill_leader = { type = ruler } effect will now kill heir instead of ruler
    * Added scripted trigger "is_robot" checking if a pop is a non-sentient robot
    * Added calc_true_if trigger
    * Added trigger has_spaceport_construction
    * Added trigger is_researching_technology
    * Added is_subject and is_overlord triggers
    * Added any_subject trigger
    * is_same_species now compares the identity of the two species
    * Added is_exact_same_species that works like is_same_species used to work
    * Fixed an issue with the potential trigger in country edicts not always hiding the edicts
    * Added minerals ><= trigger
    * Updated some trigger_docs documentation

    ###################
    # Performance
    ###################

    * Fixed a stall that could happen with large sectors
    * Improved performance in factions view
    * Improved performance in fleet view
    * Improved performance in Sector AI's monthly updates
    * Minor improvements in AI calculations

    ###################
    # Bugfixes
    ###################

    * Leader death chance tooltip now displays correctly for leaders with non-standard Lifespan
    * Fixed some cases where technology research would end up before special projects in the tech queue, causing some weird issues
    * Fixed so that the progress rate of special projects in the situation log entry tooltip shows the correct value
    * Fixed so you get mouseover effects for "track on map/"stop tracking" button in situation log
    * Fixed bug where sector outliner members icons would flicker when list is rebuilt
    * Fixed bug where where outliner integration would be constantly created/deleted
    * Save games will now be saved in the same folder as they where loaded from
    * Fixed a bug where random_planet_within_border effect would scope to invalid planets
    * Fixed a crash when canceling construction for inexistent spaceports
    * Fixed so you can't build military stations within someone elses borders unless you're allied or at war
    * Fixed multitudes of Sentinel nations spawning during the Prethoryn Scourge crisis
    * "Change of Heart" colony event and Xeno Integration tech weights no longer count non-sentient robots as alien pops
    * "Grimacing" anomaly will no longer result in too-large habitable planets
    * "Mothballed Fleet" event will no longer spawn a fleet that is permanently missing in action
    * Fixed so the edict "Master's Teachings: Warring States" correctly grants 10% larger naval capacity
    * Can no longer play galactic abolitionist and emancipate pops on planets you do not own
    * Purge tooltips now give the correct information for robots
    * Species list during game setup no longer animates at start
    * Fixed an edge case where a Nationalist faction would seek to be repatriated to the empire it already belongs to
    * Fixed issues with bad deposits ending up on tiles, also made a savegame fix to repair previously broken savegames
    * Fixed so you cannot build Frontier Outposts within the territory of others
    * Fixed so that vassals cannot give you borders if their overlord has closed borders against you
    * Fixed Fleet command buttons and leader be off screen with large enough fleet and high UI scaling
    * Planet view now scales correctly with UI scaling
    * Fixed a bug where colonzation and tile blocker technologies were incorrectly weighted after repeatable techs instead of their own tech groups
    * Randomly generated species will no longer have a negative sum of traits
    * You now get notifications when other countries leave your alliance or federation
    * Changing government from one monarchy to another no longer kills your heir
    * Crisis countries and Fallen Empires now count towards Conquest victory, and have to be destroyed before it can be achieved (if they exist on the map)
    * Right-clicking on a country shield now actually goes to homeworld rather than home system
    * Can now properly see health of fleets of uncontacted empires if they are within sensor range
    * Fallen Empires should no longer attempt to re-contact empires they already have communications with
    * Fixed robot pops joining the AI Uprising when not yet fully grown
    * Fixed CTD related to strike craft of killed carrier
    * Pops will no longer be xenophobic against gene-manipulated version of their species
    * Fixed so that fleets stuck in FTL will go MIA if they have no path back to their empire
    * Fixed a bug where the resettlement screen didn't show all planets
    * Fixed a bug where player couldn't surrender in war
    * Empire-unique buildings are now destroyed when changing owner if the owner already has a building of that type
    * Reassembled Ship Shelters are now properly removed from planets without owners
    * Fixed a bug where the ship designer didn't add armor and shields to some ship sizes
    * Fixed a bug where ships could get stuck between two stations in combat
    * Fixed a bug where ending a war ended non-war-related occupation
    * Fixed a bug where the message after losing an invasion was sent to the owner instead of controller

    ###################
    # Graphics
    ###################

    * The galaxy background used in solar systems now change depending on type of star and star's position in the galaxy
    * Aura effects should now be slightly smaller and less intrusive
    * Fixed an issue where a gun would float next to the Arthropoid Hope Breaker Destroyer section
    * Fixed an issue where a mammalian portrait would have black squares as eyes
    * Fixed an issue where an avian portrait didn't have eyes


    Patch 1.2.1:

    Spoiler:
    ################################################## ############
    ####################### VERSION 1.2.1 ########################
    ################################################## ############

    ###################
    # Features
    ###################
    * Forming a Defensive Pact now cancels guarantees and non-aggression pacts with that country
    * Primitives nuking themselves now properly affects pop count
    * Risk of Malcontent Slaves faction effect "Interstellar Railroad" now scales from 1% to 5% risk with 5 to 11+ owned slaves, down from 2-10% risk with 4-8+ slaves

    ###################
    # Balance
    ###################
    * Upgraded Nomads arsenal and ship designs. Reduced Nomad Fleet HP and damage bonus modifier from +50% to +25%. Overall they should be stronger than before
    * Reduced HP of Nomad ark ships and gave them basic weapons

    ###################
    # AI
    ###################
    * Fixed AI not properly signing white peace in some wars that would just drag on forever
    * Fixed AI not declaring prepared wars
    * Fixed a case where sectors could get stuck due to lack of energy tiles and respect tile resources
    * Multiple fixes for AI combat behaviour

    ###################
    # User Interface
    ###################
    * Fixed spelling in English localization for Attitude Map Mode

    ###################
    # Bugfixes
    ###################
    * Fixed a bug where merging fleets would prioritize the smallest fleet
    * Fixed a bug where Gaia world spawn chance was not explicitly reduced for inhospitable stars
    * Fixed issues with democratic elections alternative parties, issue caused the alternative parties to be invalid
    * Fixed a bug where the display height of a galactic object wasn't being restored after loading a savegame
    * Fixed so that democratic elections check the correct policy flags
    * Fixed Xeno Integration tech weights
    * Fixed upgrade arrow incorrectly displayed as greyed out for certain buildings on non-capital planets
    * Fixed a bug where migration pacts between subjects and overlord were not allowed
    * Fixed AI sometimes initiating a vote to kick right after a new member joins the alliance
    * Fixed max trust not being properly set to 100 when forming an alliance
    * Fixed issue with Nomads building too many new ships
    * Fixed issue with Nomads not setting an end point for their journey when playing in a tiny galaxy
    * Technology database patches tech_repeatable_improved_core_planet_cap -> tech_repeatable_improved_core_system_cap if save file version is below "Stellaris v1.2.0"
    * Fixed CTD due to invalid pops on planet
    * No longer wait for research in ALL tech areas to be halted before updating technology research alternatives
    * Survey fleet order checks if fleet can move to system, so players can no longer reach out-of-reach systems using fleet view survey button

    ###################
    # Graphics
    ###################
    * Improved skybox quality


    Patch 1.2.3:

    Spoiler:
    Fixes:
    * Fixed bug where AI didn't end war although it had 100% warscore
    * Crash fixes


    Patch 1.2.4:

    Spoiler:
    ################################################## ############
    ####################### VERSION 1.2.4 ########################
    ################################################## ############

    ###################
    # AI
    ###################
    * The AI is now significantly slower to seek out and research the Wounded Queen special project, to give players a chance to complete it.
    * Fixed a bug where AI would repeatedly open and close border access.

    ###################
    # Bugfixes
    ###################
    * Fixed a bug where the Xeno Integration tech could not be researched.
    * Fixed some issues with checksum and stability on OSX.


    Patch 1.2.5:
    Spoiler:
    ################################################## ############
    ####################### VERSION 1.2.5 ########################
    ################################################## ############

    ###################
    # AI
    ###################
    * Fixed another case of wars at 100% warscore not being ended by the AI
    * Fixed another case of AI open/close borders spam
    * Fixed an issue where sector AI would build research of only one type due to a math error.
    * Fixed AI inviting players to wars they should have no interest in.
    * AI will no longer prioritize working food tiles on planets with only robots.

    ###################
    # Features
    ###################
    * Added 2 more plantoid namelists.

    ###################
    # Bugfixes
    ###################
    * Fixed bug where multiple special projects were being researched at the same time.
    * Special projects with time cost no longer use stored resources.
    * Fixed a couple of CTDs.
Chargement...
X