patchnotes.txt

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######################### VERSION 2.2.4 ###########################
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# 2.2 ‘Le Guin’ Free Features
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* Added some missing localization for new 2.2.2 features/fixes
* You can now choose not to care about brain implant problems

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# Balance
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* 50 years must now pass before the Galactic Market can be founded
* Xenophile faction now cares about whether any pops are actually enslaved, rather than slavery policy in general
* Increased delay before Caravaneer fleets start roaming the galaxy
* Increased Alloy production for relevant Branch Office buildings from 2 to 3
* Significantly lowered the priority of drone maintenance jobs as they were always chosen before other simple jobs
* Fixed so that newly promoted pops can be instantly demoted if fired within a year of promotion. This should help with cases of pops abandoning basic resource production jobs to take on more specialist roles when the buildings that provide them are activated, crippling your economy
* Lowered Tidal Locked modifier on total available planetary districts from -50% to -30%
* Syncretic species do not increase xenophile attraction
* Biotrophies are now quite upset if they don't have the Bio-Trophy "job" of laying about being pampered
* Changed the size of all sectors to be 3 hyperlane jumps
* Drone Storage building now increases amenities instead of adding a maintenance drone job
* Upgraded Drone Storage building now increases amenities instead of adding 2 maintenance drone jobs
* Drone Storage building effect on housing reduced from 5 to 4
* Priest job weights have been tweaked
* High Priest jobs now also provide 2 society research
* Reduced Devastation needed to destroy Contingency Worlds to 50%
* Debris Analyzed research points per component increased to 20 x level
* Culture Workers, Artisans, Metallurgists, Chemists, Translucers and Gas Refiners have had slight tweaks to their job weights
* Quantum Energy States and Advanced Food Processing technologies no longer require the Colonial Centralization technology
* Quantum Field Manipulation and Nano-Vitality Crops technologies no longer require the Galactic Administration technology
* Gene Crops technology no longer requires Colonial Centralization technology
* Several planetary modifiers now force a good mineral or energy deposit to spawn

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# UI
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* Added missing modifier icons for Improved Code Standards and Production Quota Surpluses
* Fixed incorrect colony type icon on industrial worlds
* Fixed slight visual spillout of the Hive Nexus and Hive Core building icons
* Removed unnecessary and confusing close button from the caravaneer GUI
* Added proper icons for Improved Code Standards and Production Quota Surpluses modifiers, and removed placeholders
* Fixed Branch Office value not displaying if over 99.9
* When researching Paradise Domes/Organic Paradise, only the building your empire type can build will be shown
* Made the Build Megastructure menu a bit less cramped
* Fixed the UI committing seppuku if you clicked the population tab on an uninhabited world

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# AI
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* AI now properly prioritizes starbase types it has too few of; the prime one being a shipyard
* Fixed it so AI can now attempt to counter piracy even when at war
* Made AI a lot less likely to split up its fleets in to portions so small, it then calculates it lacks sufficient strength, and will not attack when at war
* Lowered the threshold for the AI deciding whether or not to attack, so it shouldn't resort to a Fabian strategy of non-engagement in war
* Fixed some AI weights for population control (thanks for the heads-up Glavius, you're rad)
* Fixed AI not repairing ruined buildings when it had the resources to do so
* AI will now actually follow through on its well-intentioned desire to upgrade buildings
* Tweaked alloy budget for fallen empires to better match their needs
* Stopped the AI from spamming redundant colony ships
* Fixed Gestalt empires not building colony ships
* Tweaked budgeting to make the AI less reticent about hiring leaders

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# Performance
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* Performance improvement when computing pop factions
* Performance improvement on modifiers using a hybrid array
* Threaded some fleet calculations
* More pops threading for better performance
* Optimization: will no longer calculate the country modifiers at the end of the planet daily update serial, but have a pass to calculate all countries that were modified after all planet updates
* Optimization: Improved job counting
* Parallelized fleet looking for combat for slight performance increase
* Added more threading to planet handling
* Optimized population calculations some more, reduced unnecessary calculations
* Reduced amount of systems the outliner needs to check for planets to populate planet and branch office lists
* Adjusted amount of extra rendering for micro and daily ticks

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# Modding
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* Ecumenopolises now have properly-set graphical cultures
* Updated the is_organic_species and is_robotic_species scripted triggers to use the new is_archetype trigger, to better support modded species classes
* Added "purge = purge_type" to job types. Pops doing that job are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing )
* Added "purge = purge_type" to pop categories. Pops in that category are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing )
* Added a destroy_trigger to building types[

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# Bugfixes
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* Tweaked wording regarding strategic resources offered by the Dessanu to no longer falsely imply they are unique to the L-Cluster
* Fixed democratic election lacking candidates due to leaders having no mandates
* Fixed being able to purchase some unique Numistic Order products more than once
* Fixed the terraforming swaps for the Geothermal Vents planetary feature
* Fixed a crash that could occur when giving fleet patrol orders in late game
* Fixed ships sometimes not being able to complete special projects when part of a multi-ship fleet
* Fixed a literally unplayable broken string in a tooltip when trying to build more than one Mega Art Installation
* Fixed figuratively unplayable typos
* Fixed missing reference to increasing Anomaly discovery chance in the tooltip for the "Diamond in the Rough" Anomaly
* Fixed text description of one of the Vengralian Trium's caravaneer deals wrongly stating it costs 1200 alloys, when in fact it deducts 2000
* Fixed triply duplicated message about needing to close branch offices before declaring war in the diplomacy screen
* Fixed pop habitability tooltip being shown as a fraction instead of a percentage, and not displaying the base number nor any of the modifiers
* Fixed event-based buildings wrongly being buildable on Thrall-Worlds
* Fixed Resource Processing Center improperly creating administrators jobs and a rulers stratum for gestalt empires, while someone played the Internationale on a mandolin in the dusty hills of Aragon
* Corporate Monuments can no longer be built (but can still be used) by Spiritualist Megacorporations, as the latter have Temples
* Fixed duplicate text in mechanized mining technology description
* Removed a bunch of formatting/line break errors all over the place
* Fixed Clone Vats being buildable on Resort Worlds (reluctantly...)
* Fixed habitability wrongly being displayed for unsurveyed worlds
* Updated Residence citizenship type tooltip. Pops can engage politically, but they have less political power
* Devouring swarm tooltip now correctly shows Biology research bonus
* Wrongly applied culture shock modifier has been removed for Gestalt empires
* Made improvements to the Alien Machine event chain to help you out if a wormhole was created to a system you've not yet surveyed
* Added missing description for the deposit added by the "Of Transmissions Decoded" event
* Rugged Woods planetary feature now properly converts to another planetary feature when the planet is terraformed, rather than simply disappearing
* Clamped research costs so they wouldn't overflow with late game repeatable techs, and become free
* Fixed the "Single-Minded" anomaly sometimes causing duplicate planet modifiers in a weird rebellion against its own name
* Fixed planets with anomalies showing the resources from them before being surveyed
* Fixed having artificial intelligence set to outlawed disabling ruler jobs after synthetic evolution
* Fixed a crash on autosave
* Fixed Economic Policy modifiers affecting a country's total income rather than just job output
* Devouring Swarms will no longer attempt to digest robots as food, and will break them down into alloys instead
* Fixed clicking on your fleet in the galaxy view also selecting alien ships in the same system, disabling giving orders until the aliens were deselected
* Fixed planet with rudimentary robots wrongly showing ethics info from the last selected player empire planet
* Fixed the plasma accelerators tech wrongly stating it would unlock caravaneer ship weapons as well
* Updated the Dessanu L-Gate outcome from Distant Stars to properly work with the 2.2 resource rework. It will now provide monthly rare resources
* Fixed some instances of orbital deposits being wrongfully placed on habitable planets, via anomal...
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