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######################### VERSION 2.3.3 ##########################
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# Ancient Relics Story Pack Features
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* A number of archaeology sites have been overhauled to give more
interesting rewards for completion, with new techs, empire modifiers,
and ethics-based outcomes
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# General
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* Updated localisation for all languages
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# Balance
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* Further changed Precursor system spawning to always connect to an
owned system, if possible, to reduce them appearing in inaccessible
places
* More archaeological site events will grant minor artifacts
* Zroni chain grants Psionic Theory tech option for non-gestalts
* The Surveyor relic now has a chance to find multiple deposits during
its activation time. It has also been reduced to a five year timer
* Adjusted the rate at which Admirals gain XP when patrolling and when in combat
* Daily patrolling XP is now based on the max piracy in a system rather than the current piracy
* Disengaged ship now also give xp, they have their own define: LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_DISENGAGED_CONVERSION
* Zro is slightly more common
* Marketplace of Ideas trade policy unity per trade value increased from 0.15 to 0.25
* Grand Herald site is less common. When the Grand Herald is found it
may be damaged to some degree, if so there is a special project to
restore it to full power
* Finishing Arc Sites may yield Technology Research Options/Boosts
* Lowered the chance of archaeology sites being discovered when planets are surveyed
* Non-genocidal gestalt empires may now also seize the galatron from those who would withhold access to its glory
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# UI
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* Added MP DLC ownership icon for Ancient Relics
* Fixed line break in Zro Deposits causing unnecessary truncation of text
* Fixed displayed Army Recruitment time not including build speed modifiers
* You should no longer be able to see the orders of the fleets of other empires
* Fixed the resources going haywire in the trade view. Hopefully for the last time
* Added a country modifier to remind you that you can safely colonize Holy worlds as the chosen of Zarqlan
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# AI
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* Fixed so that the AI uses their idle science ships to assist research
rather than just drawing salaries and doing nothing like typical
freeloading intelligentsia
* AI empires will finish tradition trees before starting new ones
* Changed AI weight for consecration decision, so that it's actually used
* AI will now build city districts on planets if needed even if not many pops live there
* AI no longer juggles leaders back and forth, and also makes sure there is always at least one leader assigned to a ship
* Fixed the AI declaring war on empire they can't reach, or empires on the other side of the galaxy
* AI no longer needlessly upgrades starbases if they still have unused module or building slots
* Removed ostensibly arbitrary pop requirement for research buildings, also capped holo-theatres to one per planet
* Increased alloy expansion budget to allow machine empires to do early expansion
* AIs in federation have finally discovered ship types other than "corvette"
* AI will no longer maniacally press the "build army" button in order to make armies building faster
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# Modding
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* add_anomaly effect now adds the anomaly to the scoped country instead of the first country to survey the planet
* Added "min_jumps" and "max_jumps" parameters to the "spawn_system"
command for better control of where and to what world spawned system
appear
* min_jump and max_jump now use -1 to be ignored, so that you can make systems that attach directly to your base system
* Added `steal_relic = { target = TARGET_COUNTRY relic = <all/random/RELIC_NAME>` effect
* The `on_arrival_effect` is now properly called with a fleet scope
* Replaced hard texture limit with hybridarray for people that have excessive amounts of textures due to mods
* Added 'is_last_lost_relic' and 'is_last_received_relic'. Both trigger
return true if the relice passed as a parameter is the last
(lost/received) relic by the country from the scope country scope:
is_last_lost_relic = <relic_key> / is_last_received_relic =
<relic_key>
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# Stability
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* Fixed a freeze when editing trade routes from a system you stole
* Fixed a crash when using mature galaxy in observer mode
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# Bugfixes
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* Colony automation now has a 3 day cooldown after a building completes
in order for recently completed constructions to take effect
* Increased weighting of favorited jobs so that they're properly prioritized
* Made the logic for buy/selling slaves better. AI is now more likely to
both buy and sell slaves, wrote someone in the 21st century
* Fixed automation not working on planet capitals or new colonies if you don't change the designation
* Conquered habitats will now convert districts that are not permitted by their new empire type
* Fixed so that rogue servitor AI will no longer just build organic sanctuaries
* All non-Exterminator Machine Intelligences should now be able to make Farming Colonies
* In MP only the first player to discover the Baol or Zroni precursor
will begin their chain. Others are free to discover different precursors
* Fixed overflow issues in AI diplomacy due to relative strength calculations
* The result of "Reverse-Engineer Minor Artifacts" is now properly randomized
* Disabled map-ping for finished arch sites
* Admiral XP is based on the total cost of ships instead of just minerals
* Fix for all buildings swapping issues
* Secrets of the Irassians will no longer sometimes give machine intelligences a tech they can't use
* Changed so that arch sites and certain events use the correct GFX files
* Fixed Growth species disappearing every other month in some cases
* Ship build speed modifiers are no longer applied twice
* Fixed Build Speed modifier being applied twice to buildings
* Fixed some new Tutorial Lines not playing VO (VO for a bald eagle
flying out of an explosion with a pistol grasped in its beak didn't
arrive in time for today, alas)
* The Caravaneers roam space once again instead of sitting in orbit
ringing your doorbell for all eternity with an "offer you can't refuse"
* Deficit modifiers are properly applied again
* Master Builders no longer ever affects Habitat size
* Rare resource tech will also be researchable if any planet you own contains an Industrial sector deposit
* Primitives living on Ring Worlds will no longer build normal districts
on them when invaded, enlightened, or if they naturally develop
spaceflight, because inscrutably we have created a game where apparently
such things are possible
* Maintenance Drones again have a positive weight for the Emotion emulators trait
* Fixed ships not going MIA when they can't return because they don't have access
* Presapients can now be found again to be uplifted/exploited/devoured as your whim decrees
* Upgraded buildings are no longer moved after ruined buildings
* Fixes the rubricator system appearing without hyperlanes
* Pop Growth is now based on the pop growing rather than the fastest growing species on the planet
* Gateways and habitats can now built while other megastructures are being built
* Fixed Habitats and Ring worlds getting modifiers meant for non artificial planets
* Fixed planet view not changing image correctly after planet class change
* Add modifier effects to planet class tooltip
* Reduced the late game stutter
* You can now steal relics when you're not in the galatron war,
rather than only during the galatron war, though why you would steal any
relic other than the Galatron is beyond me.
첫댓글 Pop Growth is now based on the pop growing rather than the fastest growing species on the planet
이게 무슨 말이죠...?
팝 성장이 무슨말인지 모르겠네요...
행성 내 성장이 가장 빨랐던 종의 성장수치가 모든 팝에 일괄적용 되었던 이전 방식이 아닌, 이젠 개별 팝마다의 고유 성장수치를 따르게 됩니다.
@그녀가가잖아-_- 아 그럼 이전엔 버그로 가장빠른 종의 성장속도가 일괄적용되어 있었나요?
@Black Lamb 아마도 그랬나봅니다. 생각해보니 로봇 빼곤 종마다 성장속도가 다 똑같았네요.
@그녀가가잖아-_- 충격적이네요...ㄷㄷ 그런엄청난 버그가 있었다니..
이게 팝성장을 일일히 확인 안해서 그런듯
인디게임수듄!!!! 😑
후반 렉만 고쳐주면 바라는게 없겠다
인디 게임 수쥰..... 어떻게 패치를 할 때마다 버그가 튀어나오지?