TEXT 701
Stellaris Update v1.3 incl DLC-CODEX Change Logs By SkidrowGamesReloaded.com on 20th October 2016 06:37:55 PM
  1.  
  2. Update 1.3:
  3. ###################
  4. # Leviathans Story Pack
  5. ###################
  6.  
  7. #Important
  8. * NEW: Players can encounter powerful Guardians that guard secrets and treasures
  9. * NEW: Enclave Stations can be encountered and exist in three different forms; Artisans, Curators and Traders.
  10. * NEW: Trader Enclaves can trade minerals/ECs and sell strategic resources
  11. * NEW: Artisan Enclaves can construct monuments and hold festivals on your planets
  12. * NEW: Curators can sell star charts, aid you with your research and provide valuable insight into how to defeat certain Guardians
  13. * NEW: 'War in Heaven' can be triggered between two Awakened Fallen Empires, resulting in a galaxy-scale war
  14.  
  15. #Graphics
  16. * NEW: 5 new 'cuties' portrait: 2 Molluscoids, 1 Reptilian, 1 Anthropoid and 1 Fungoid.
  17.  
  18. #Music
  19. * NEW: 5 new songs by Andreas Waldetoft, including a new main theme that will play if the story pack is installed and enabled.
  20.  
  21. ###################
  22. # Features
  23. ###################
  24.  
  25. #Important
  26. * NEW: "Federation Victory" victory condition* NEW: New galaxy setup options - max Fallen Empires, amount of habitable worlds, whether to allow advanced empires near player at start, whether to use clustered starts, and whether to allow end-game crises
  27. * NEW: It is now possible to designate a colony as your new Capital at a cost of 250 influence
  28. * NEW: Added extra large weapon slots. Extra large weapons can only be mounted on battleships and have a limited firing arch
  29. * NEW: Tracking is a new stat for weapons that reduces the evasion of the target by the same amount. Most weapons now have a Tracking value
  30. * Point-Defense is now its own slot size instead of sharing space small slots
  31. * NEW: Torpedo slots have been added to the game
  32. * NEW: Aux utility slots have been added to the game
  33. * NEW: Added 2 new habitable planet classes, Alpine and Savannah
  34. * NEW: Added a new Humanoid species class with 4 new portraits
  35. * NEW: Added toggle to Suppress pop factions, spending Influence to drain their Support over time
  36. * NEW: Auto-Explore technology available in mid-game allows science ships to automatically survey
  37. * Terraforming rework - terraforming stations have been removed. Any non-colonized planet within your borders can be terraformed for a cost
  38. * Sectors now have settings where the player can toggle certain behaviors on or off
  39. * Strategic Resources have been reworked and now provide a global modifier to your empire as soon as you have at least one of that resource without the need for buildings or modules, allowing you to trade with and for excess resources
  40. * Fleets can toggle whether other AI fleets should follow it or not
  41. * NEW: You can now set planets and fleets to be rally points. Newly built ships will move to the nearest fleet rally point and merge with it, or to nearest planet rally point if there are no fleet rally points. When issuing a return order, your fleet will return to nearest planet rally point if one exists, otherwise nearest starport.
  42.  
  43. #General
  44. * Combat computers have been reworked and each ship size has its own series of computers with different stats and behaviors
  45. * Space Monsters now inhabit specific, randomized regions of the galaxy. You will still find the occasional straggler among the stars, but in general Space Monsters tend to cluster together per-species and more unusual specimens can only be found on their home turf
  46. * Void Clouds now always spawn near the star in their system and guard rich energy deposits
  47. * Crystal Entities now guard a few rewards
  48. * Aura components removed from battleships
  49. * Assault armies can now be recruited even though the planet has reached max capacity. New armies will automatically embark in transports
  50. * It is now possible to resettle pops to and from sector-controlled planets
  51. * Strike Craft now move towards their own kill target instead of their carrier's
  52. * Strike Craft and missiles can now use evasion
  53. * Missiles can now have health, armor and shield
  54. * NEW: Additional Plantoid name list, updated old ones
  55. * Utility Slots of most ship sections have been consolidated
  56. * Battleships and Cruisers have had a couple of sections removed and reworked
  57. * Space Whale weapons are now always small slot weapons
  58. * NEW: It is now possible to ask empires to become your tributary (and to offer to become theirs)
  59. * Strategic resource deposits have been overhauled to fit the resources' new roles. A number of deposits have also had their spawn chances tweaked
  60. * Crystalline weapons are no longer available to players
  61. * Capacity Overload edict is now unlocked by Global Energy Management instead of New Worlds Protocol
  62. * Droid technology is no longer marked as Rare. Chance to appear is unchanged
  63. * Synthetic Thought Pattern technology is no longer displayed as Rare. Chance to appear is unchanged
  64. * NEW: New galaxy setup options - max Fallen Empires, amount of habitable worlds, whether to allow advanced empires near player at start, whether to use clustered starts, and whether to allow end-game crises
  65. * Policy tooltips now display how pop happiness will be affected
  66. * NEW: Frontier Clinic can be upgraded into Frontier Hospital
  67. * NEW: Frontier Hospital is a new building
  68. * NEW: Terraforming rework - terraforming stations have been removed. Any planet within your borders can be terraformed for a cost
  69. * Terraforming gases and liquids now significantly reduce terraforming cost
  70. * Terraforming is now available earlier in the game
  71. * You can now directly terraform any planet type to any planet type, so long as you have the tech required (it is still not possible to terraform non-habitable worlds, as there is no tech for it)
  72.  
  73. #Diplomacy
  74. * It is now possible to offer and request associate status with a Federation. Associate status acts as a non-aggression pact with the whole Federation and builds up trust between associate and all members of the Federation. Federation members vote on granting and revoking associate status.
  75.  
  76. # Technology
  77. * NEW: Vitality Boosters, increases leader lifespan by +10 years
  78. * NEW: Frontier Hospital, allows Frontier Clinics to be upgraded into Frontier Hospitals
  79. * NEW: Mega Cannon, unlocks the Mega Cannon extra large weapon
  80. * NEW: Giga Cannon, unlocks the Giga Cannon extra large weapon
  81. * NEW: There is now a technology for terraforming Tomb Worlds, and a rare tech for making Gaia Worlds
  82.  
  83. #Fallen Empires
  84. * Fallen Empire pops no longer have any negative traits, and start the game with additional positive traits
  85. * Each of the four Fallen Empire types now has their own set of ship designs
  86. * Fallen Empires will now sometimes start with Titan-class ships
  87. * Xenophile Fallen Empires will no longer attack regular empires just for slaving/purging
  88. * Materialist Fallen Empires will no longer attack regular empires just for researching AI
  89. * Xenophile and Materialist Fallen Empires will now sometimes offer tasks and make demands of regular empires that result in an opinion boost if accepted/completed
  90. * Xenophile and Materialist Fallen Empires will now sometimes bestow gifts on regular empires that they have a high opinion of
  91. * Fallen Empires can now 'awaken' and become Awakened Empires if regular empires are growing too strong, if another fallen empire has lost planets, or if there is an end-game crisis ongoing. Awakened Empires get a new personality type and new goals and will attempt to force the rest of the galaxy to bend to their will.
  92. * Fallen Empires now start with multiple levels of each repeatable tech researched
  93. * Fallen Empires no longer start with creature and crisis techs (matter disintegrators, etc)
  94.  
  95. ###################
  96. # Balance
  97. ###################
  98.  
  99. #Important
  100. * Special projects that do not have a research cost no longer halt your research. Most special projects involving science ships have been changed to not have a research cost.
  101. * In Empire Setup, the planet "climate wheel" has been removed and replaced with three "climate categories" divided by the state of the planet's hydrosphere - Dry, Wet or Frozen.
  102. * Habitability is now based on which climate type the planet belongs to . Base habitability on homeworld type is 80%, planets of same climate 60%, and the other climates 20%
  103. * Certain techs are no longer needed to colonize potentially-habitable worlds
  104. * Significantly reduced the default number of habitable worlds in the galaxy (player-adjustable)
  105. * Ships with hyper drives can now only engage FTL from outside the system's gravity well, as opposed to anywhere in a system
  106. * Ships have had their armor and evasion rebalanced. Small ships have high evasion but low armor, and vice versa for large ships
  107. * Weapons have been rebalanced so that weapons are effective against ships of corresponding sizes. Large weapons are good vs. large ships, but bad vs. small ships. Armor penetration has also been rebalanced in accordance with slot size
  108. * Missiles can now miss and be evaded
  109. * Higher-tier Missiles now have more Evasion and HP. Point Defense and Strike Craft have also been rebalanced in accordance with this new design. Bombers deal significant damage to ships, and Fighters defend against Bombers
  110. * There is now a cap on how many ships can orbitally bombard a planet at the same time, so large planets won't have their defenses fall in a few days to end-game fleets
  111. * Fleets that emergency FTL now go MIA and return to a friendly planet, instead of being ping-ponged to death
  112. * Ships are now always at risk of being lost during emergency FTL, with the chance depending on how damaged they are
  113.  
  114. #General
  115. * Randomly generated starting home planets are now somewhat random in size (16-20 instead of always 16). Earth is always size 16, and Unity is always size 18.
  116. * Admiral skill effect on ship upkeep removed
  117. * Purge time increased from 6 to 30 months
  118. * Protectorate tech discount increased from 50% to 80%, but they can no longer trade research agreements
  119. * Protectorates are now much likely to draw techs that their overlord has researched.
  120. * Collectivists are now allowed to use Xeno Slavery policies
  121. * Hard cap on Naval Capacity increased from 1000 to 9999
  122. * Removed blocker on colonizing stone age planets due to native interference policy. Instead, empires without full interference can only choose to establish enclaves once the planet is colonized
  123. * Can no longer resettle pops to a planet if their habitability would be <40%
  124. * Removed planetary administration requirement to resettle pops to a planet
  125. * The damage reduction gained from armor now scales down with ship size, so a single piece of armor on a corvette has significantly more effect than on a battleship, etc
  126. * Aggressive AI personalities are now more likely to be among the empires assigned Advanced status at game start
  127. * Tile blockers that give adjacency effects can no longer be cleared
  128. * Chance for Scientist leaders to gain traits on level up increased from 7% to 10%
  129. * Chance for non-Scientist leaders to gain traits on level up increased from 10% to 20%
  130. * Ethos spread should now be somewhat more even across Empires at game start, so you are less likely to get an all-Pacifist galaxy
  131. * Transport ships will not be targeted by hostiles if they are escorted by military ships
  132. * Low ship HP no longer results in reduced maintenance cost
  133. * Generating wormholes outside friendly borders now takes 30% more time
  134. * Hyperdrive windup time now scales up with the origin system's distance to friendly territory
  135. * Warp wind-down time now scales up with the destination system's distance to friendly territory
  136.  
  137. #Diplomacy & War
  138. * There is now an independence wargoal that can be used by multiple subjects rebelling together.
  139. * Reduced opinion effect of relative power of subjects.
  140. * You may now take conquest wargoals on planets whose majority species correspond to the conqueror's founder species, even if your war philosophy normally does not allow conquering
  141. * Threat generation is now reduced when conquering empires that have aggressive personalities, and removed altogether for conquering Fanatic Purifiers and Awakened Fallen Empires
  142. * Wargoals against allies of the main defender are now more expensive to set
  143. * Only Spaceports and Military Stations are now worth warscore when destroyed
  144. * It is no longer possible to directly declare war on subject empires who would call their overlord to war. You have to declare war on the overlord instead
  145. * Removed "Not Diplomatically Relevant" blocker modifier and replaced it with a border range modifier
  146. * "Abandon Planet" wargoal now generates threat and costs the same amount of warscore as "Cede Planet"
  147.  
  148. #Fallen Empires
  149. * Fallen Empires no longer start with creature and crisis techs (matter disintegrators, etc)
  150. * Fallen Empire Pops now spawn with additional positive traits and no negative traits
  151.  
  152. #Encounters & End Game Crises
  153. * Space Monster systems are now slightly less common
  154. * Crystal Entities have been significantly strengthened and are balanced around corvette, destroyer and cruiser sizes
  155. * All end-game crises ships have had their armor and evasion rebalanced
  156. * Mining Drones have been rebalanced and now guard valuable mineral deposits
  157. * Space Amoebas now spawn in larger stacks
  158. * Space Amoebas are now faster, deal more damage and have more HP
  159. * Space Whales now deal more damage and have more HP
  160. * Crystal Entity weapons have been rebalanced so that small, medium and large weapons use a scaling armor penetration
  161. * Upgraded the Nomads' arsenal and ship designs
  162. * Reduced Nomad Fleet HP and damage bonus modifier from +50% to +25%. Overall they should be stronger than before
  163. * Reduced HP of Nomad ark ships and gave them basic weapons
  164.  
  165. #Ethics
  166. * NEW: Collectivist empires now have Faction Suppression Cost reduced by 10%/30%
  167. * NEW: Individualist empires now have Policy Happiness Impact reduced by 20%/60%
  168. * NEW: Materialist empires now have Building Cost reduced by 5%/15%
  169. * NEW: Xenophobe empires now get increased border projection
  170. * Xenophobe empires now gain +max rivals instead of +rival influence gain
  171. * Xenophile empires no longer have a penalty to rival influence gain
  172. * Military empires now gain +rival influence gain instead of +max empires
  173. * Pacifist empires no longer gain a penalty to max rivals
  174.  
  175. #Traits
  176. * Maximum number of species traits increased from 4 to 5
  177. * Trickster trait effect on evasion replaced with +20% combat speed. In addition, effect on emergency FTL damage increased from -25% to -50%.
  178. * Aggressive trait effect on fire rate reduced from +10% to +8%
  179. * Cautious trait effect on evasion replaced with +10% weapon range
  180. * Scout trait now also increased ship speed by +20%
  181.  
  182. #Governments
  183. Despotic Empire
  184. * No longer reduces building cost
  185. * No longer increases slave food and mineral output
  186. * Now reduces Colony Influence Cost by 15%
  187. * Now increases border range by 10%
  188.  
  189. Star Empire
  190. * No longer reduces building cost
  191. * No longer increases slave food and mineral output
  192. * Now reduces Colony Influence Cost by 30%
  193. * Now increases border range by 20%
  194.  
  195. #Modifiers
  196. * "Opinions Respected" effect on happiness reduced from +25% to +15%
  197. * "Opinions Disrespected" effect on happiness reduced from -40% to -20%
  198.  
  199. #Events
  200. * Lessened the odds of "Trouble in Paradise" and "A Change of Heart" occurring early in a colony's lifetime. Added a chance for it to occur after 4 years instead, with very low odds
  201. * Changed "Trouble in Paradise" and "A Change of Heart" events so they change ethics in one step towards the empire's opposite, instead of instantly inverting it to the opposite extreme. Also added a check so that the events cannot happen more than once every 5 years
  202. * Tree of Life anomaly is now 66% less likely to occur, but provides slightly better effects
  203. * Interstellar Railroad faction event now always removes 1 pop instead of a random amount
  204.  
  205. #Components
  206. * Added a new utility component, Afterburners, increasing a ship's combat speed
  207. * Thrusters now provide 0/3/6/9 Chance to Evade instead of a +0%/+10%/+20%/+30% modifier
  208. * Sensors now provide 0/3/6/9 Tracking instead of 0/2/4/6 Chance to Hit
  209. * Jump Drives are now researchable for all FTL types (but still very rare)
  210. * Laser weapons now deal 20% less damage to shields
  211. * Laser weapons' armor penetration changed from 33% to 15/30/60% depending on slot size
  212. * Plasma weapons now deal 20% less damage to shields
  213. * Plasma weapons' armor penetration changed from 75% to 60/80/90% depending on slot size
  214. * Disruptor weapons' shield damage increased from +100% to +200%
  215. * Projectile weapons' shield damage increased from +15% to +33%
  216. * Projectile weapons' armor penetration changed from 0% to 0/15/30% depending on slot size
  217. * Torpedo weapons have been reworked and are now only Torpedo slot size
  218. * Arc Emitters are now extra large weapons
  219. * Particle Lances are now extra large weapons
  220.  
  221. Shield Capacitor
  222. * Is now an aux slot instead of utility slot component
  223. * Power usage reduced from 50 to 20
  224. * Mineral cost reduced from 50 to 20
  225.  
  226. Crystal-Infused Plating
  227. * Is now an aux slot instead of utility slot component and increases ship HP by +5%
  228. * Mineral cost reduced from 40 to 25
  229.  
  230. Crystal-Forged Plating
  231. * Is now an aux slot instead of utility slot component and increases ship HP by +10%
  232. * Mineral cost reduced from 50 to 30
  233.  
  234. Regenerative Hull Tissue
  235. * Is now an aux slot instead of utility slot component
  236. * Mineral cost reduced from 50 to 30
  237.  
  238. Flak Battery
  239. * Is now a medium slot weapon instead of a large slot weapon
  240. * Ranged increased from 40 to 50
  241.  
  242. Flak Artillery
  243. * Is now a medium slot weapon instead of a large slot weapon
  244. * Ranged increased from 40 to 50
  245.  
  246. Cloud Lightning
  247. * Damage changed from 6-12 to 1-27
  248. * Range increased from 40 to 50
  249. * Accuracy increased from 75% to 100%
  250. * Now deals 25% less damage to shields
  251.  
  252. Deflectors
  253. * Power usage reduced from 5/10/20 to 2.5/5/10
  254. * Shield HP reduced from 25/50/100 to 20/40/80
  255.  
  256. Improved Deflectors
  257. * Power usage reduced from 7.5/15/30 to 5/10/20
  258. * Shield HP reduced from 50/100/200 to 30/60/120
  259.  
  260. Shields
  261. * Power usage reduced from 10/20/40 to 7.5/15/30
  262. * Shield HP reduced from 75/150/300 to 45/90/180
  263.  
  264. Improved Shields
  265. * Power usage reduced from 12.5/25/50 to 10/20/40
  266. * Shield HP reduced from 100/200/400 to 70/140/280
  267.  
  268. Advanced Shields
  269. * Power usage reduced from 15/30/60 to 12.5/25/50
  270. * Shield HP reduced from 125/250/500 to 105/210/420
  271.  
  272. Medium Railgun
  273. * Maximum damage increased from 46 to 49
  274.  
  275. Large Railgun
  276. * Maximum damage increased from 99 to 100
  277.  
  278. Kinetic Battery
  279. * Mineral cost reduced from 100 to 50
  280. * Power usage reduced from 100 to 50
  281.  
  282. Kinetic Artillery
  283. * Mineral cost reduced from 120 to 60
  284. * Power usage reduced from 120 to 60
  285.  
  286. Small Autocannons
  287. * Attach cooldown reduced from 3.15 to 2.35
  288. * Tracking is set to 65%
  289.  
  290. Medium Autocannons
  291. * Attach cooldown reduced from 3.15 to 2.35
  292. * Now also has 10% armor penetration
  293. * Tracking is set to 35%
  294.  
  295. Large Autocannons
  296. * Attach cooldown reduced from 3.15 to 2.35
  297. * Now also has 20% armor penetration
  298. * Tracking is set to 10%
  299.  
  300. Small Ripper Cannons
  301. * Damage changed from 4-17 to 4-16
  302. * Accuracy increased from 82% to 83%
  303. * Attach cooldown reduced from 3.15 to 2.35
  304. * Tracking is set to 65%
  305.  
  306. Medium Ripper Cannons
  307. * Damage changed from 8-36 to 8-33
  308. * Accuracy increased from 80% to 81%
  309. * Now also has 10% armor penetration
  310. * Attach cooldown reduced from 3.15 to 2.35
  311. * Tracking is set to 35%
  312.  
  313. Large Ripper Cannons
  314. * Damage changed from 21-74 to 21-67
  315. * Accuracy increased from 75% to 76%
  316. * Now also has 20% armor penetration
  317. * Attach cooldown reduced from 3.15 to 2.35
  318. * Tracking is set to 10%
  319.  
  320. Small Stormfire Cannons
  321. * Damage changed from 5-19 to 5-17
  322. * Accuracy increased from 82% to 84%
  323. * Attach cooldown reduced from 3.15 to 2.35
  324. * Tracking is set to 65%
  325.  
  326. Medium Stormfire Cannons
  327. * Damage changed from 11-39 to 10-35
  328. * Accuracy increased from 80% to 82%
  329. * Now also has 10% armor penetration
  330. * Attach cooldown reduced from 3.15 to 2.35
  331. * Tracking is set to 35%
  332.  
  333. Large Stormfire Cannons
  334. * Damage changed from 25-84 to 26-70
  335. * Accuracy increased from 75% to 77%
  336. * Now also has 20% armor penetration
  337. * Attach cooldown reduced from 3.15 to 2.35
  338. * Tracking is set to 10%
  339.  
  340. Swarmer Missiles
  341. * Is now a medium slot weapon instead of a large slot weapon
  342. * Damage changed from 18-38 to 8-12
  343. * Attack cooldown reduced from 2.50 to 2.10
  344. * Range increased from 50 to 60
  345. * Missile Evasion is 200%, making them impossible to hit by PD
  346.  
  347. Whirlwind Missiles
  348. * Is now a medium slot weapon instead of a large slot weapon
  349. * Damage changed from 21-41 to 10-15
  350. * Attack cooldown reduced from 2.50 to 2.10
  351. * Range increased from 50 to 60
  352. * Missile Evasion is 200%, making them impossible to hit by PD
  353.  
  354. Sentinel Point-Defense
  355. * Minimum damage increased from 1 to 2
  356. * Maximum damage increased from 2 to 3
  357. * Accuracy increased from 20% to 80%
  358. * Tracking set to 20%
  359.  
  360. Barrier Point-Defense
  361. * Minimum damage increased from 2 to 3
  362. * Maximum damage increased from 3 to 4
  363. * Accuracy increased from 30% to 80%
  364. * Tracking set to 30%
  365.  
  366. Guardian Point-Defense
  367. * Minimum damage increased from 3 to 5
  368. * Maximum damage increased from 4 to 6
  369. * Accuracy increased from 40% to 80%
  370. * Tracking set to 40%
  371.  
  372. #Technology
  373. * Amount of technologies required to access a new technology tier increased from 5 to 7
  374. * Tier 1 technology cost increased from 240/360/480/600 to 360/480/600/720
  375. * Tier 2 technology cost increased from 900/1200/1500/1800 to 1000/1400/1800/2200
  376. * Tier 3 technology cost increased from 2320/2840/3360/3880 to 3000/4000/5000/6000
  377. * AI-Controlled Colony Ships technology effect on colony development speed increased from 25% to 50%. In addition, Colony Ship cost is reduced by -25%
  378. * Self-Aware Colony Ships technology effect on colony development speed increased from 25% to 50%. In addition, Colony Ship cost is reduced by -15%
  379. * Self-Aware Colony Ships technology cost reduced from 1800 to 1000
  380. * Sentient AI technology cost reduced from 2840 to 2200
  381. * Synchronized Defenses technology now requires Administrative AI instead of Active Countermeasures and is now more likely to appear
  382. * Advanced Shields technology cost reduced from 2840 to 1800
  383. * Planetary Shield Generator technology cost reduced from 1800 to 720
  384. * Planetary Shield Generator now requires Improved Deflectors instead of Shields
  385. * Shield Harmonics now requires Advanced Shields instead of Improved Deflectors
  386. * Focusing Arrays now requires X-Ray Lasers instead of Blue Lasers
  387. * Gamma Lasers technology cost reduced from 3880 to 3000
  388. * Particle Lances now requires Gamma Lasers and Battleships
  389. * Plasma Cannons technology cost reduced from 3880 to 3000
  390. * Arc Emitters now requires Plasma Cannons and Battleships
  391. * Proton Torpedoes technology cost reduced from 2320 to 1400
  392. * Proton Torpedoes now require Disruptors instead of Ion Disruptors
  393. * Neutron Torpedoes technology cost reduced from 3880 to 3000
  394. * Neural Implants technology cost reduced from 600 to 480
  395. * Xenology no longer requires Biodiversity Studies
  396. * New Worlds Protocol is no longer more expensive than other early technologies
  397. * Frontier Health now also requires Genome Mapping
  398. * Genome Mapping effect on food output and leader lifespan replaced by reduced growth time by -15%
  399. * Cloning research cost reduced from 1500 to 1000
  400. * Cloning now requires Vitality Boosters instead of Epigenetic Triggers
  401. * Gene Banks research cost reduced from 3360 to 1400
  402. * Gene Seed Purification now requires Gene Tailoring instead of Cloning
  403. * Gene Tailoring research cost increased from 1200 to 2200
  404. * Gene Tailoring now requires Cloning instead of Epigenetic Triggers
  405. * Targeted Gene Expression research cost increased from 1800 to 4000
  406. * Selected Lineages now requires Vitality Boosters instead of Epigenetic Triggers
  407. * Selected Lineages research cost increased from 1200 to 2200
  408. * Capacity Boosters research cost increased from 2320 to 5000
  409. * Neural Implants no longer require Genome Mapping
  410. * Cell Revitalization now requires Vitality Boosters instead of Epigenetic Triggers
  411. * Standardized Cruiser Patterns research cost reduced from 1800 to 1000
  412. * Standardized Battleship Patterns research cost reduced from 3360 to 2200
  413. * Carrier Operations research cost reduced from 1500 to 1000
  414. * Improved Strike Craft research cost reduced from 1800 to 1400
  415. * Advanced Strike Craft research cost reduced from 2840 to 2200
  416. * Synapse Interceptors now requires Cruisers instead of Carrier Operations
  417. * Synapse Interceptors effect on strike craft damage increased from +5% to +10%
  418. * Heat Recyclers now requires Cruisers instead of Carrier Operations
  419. * Heat Recyclers effect on strike craft damage increased from +5% to +10%
  420. * Gauss Cannons technology cost reduced from 3880 to 3000
  421. * Autocannons technology now requires Coilguns
  422. * Stormfire Cannons technology cost reduced from 3880 to 3000
  423. * Flak Battery technology cost reduced from 2320 to 1800
  424. * Flak Artillery technology cost reduced from 3880 to 3000
  425. * Marauder Missiles technology cost reduced from 3880 to 3000
  426. * Swarmer Missiles technology cost reduced from 2320 to 1000
  427. * Whirlwind Missiles technology cost reduced from 3880 to 3000
  428. * Space Torpedoes technology cost reduced from 900 to 480
  429. * Space Torpedoes technology now requires Nuclear Missiles
  430. * Armored Torpedoes technology cost reduced from 1800 to 1400
  431. * Devastator Torpedoes technology cost increased from 3880 to 4000
  432. * Adaptive Bureaucracy technology effect on Edict Cost replaced with increased leader pool and leader recruitment cost reduction
  433. * Living State technology now also reduces leader recruitment cost by 10%
  434. * Regulated Slavery policies now contribute significantly less to Neural Implant tech weights than their unregulated counterparts
  435. * Xeno Cavalry now requires Morphogenetic Field Mastery instead of Targeted Gene Expressions
  436.  
  437. #Units
  438. * Strike Craft engagement range increased from 120 to 130
  439. * Occupied planets will now spawn garrisons when invaded, so they can no longer be sniped back with a single assault army
  440. * Armies are now able to heal in space when not in combat
  441.  
  442. Spaceport
  443. * Now has higher base firing speed and damage
  444. * HP changed from 2500/4000/5000/6000/7000/8000 to 4000/4500/5000/5500/6000/6500
  445. * Base armor increased from 10/15/20/25/30/35 to 75/80/85/90/95/100
  446. * Now also increases ship build speed by 0/20/40/60/80/100%
  447. * Now also gains 0/2/4/6/8/10 tracking
  448. * Upgrade cost reduced from 300/450/850/1000 to 200/250/300/350/400
  449. * Effect on Naval Capacity changed from 6/7/8/9/10/11 to 2/4/6/9/12/15
  450.  
  451. Corvette
  452. * Base armor reduced from 3 to 2
  453. * Base evasion increased from 0 to 60
  454.  
  455. Destroyer
  456. * Base armor reduced from 12 to 6
  457. * Base evasion increased from 0 to 25
  458. * No longer receives a penalty to Chance to Evade
  459.  
  460. Cruiser
  461. * Base armor increased from 12 to 30
  462. * Base evasion increased from 0 to 10
  463. * No longer receives a penalty to Chance to Evade
  464. * Ship HP increased from 1200 to 1600
  465.  
  466. Battleship
  467. * Base armor increased from 24 to 80
  468. * Base evasion increased from 0 to 5
  469. * No longer receives a penalty to Chance to Evade
  470.  
  471. Defense Platform
  472. * Base armor increased from 7 to 15
  473.  
  474. Defense Station
  475. * Base armor increased from 11 to 30
  476.  
  477. Fortress
  478. * Base armor increased from 20 to 44
  479.  
  480. #Buildings
  481. * Clone Vats mineral cost reduced from 350 to 200
  482. * Clone Vats now also has a society output of 4, but also gets a maintenance cost of 2 energy.
  483. * Mineral Silos now increases mineral output on adjacent tiles by +1
  484. * Galactic Stock Market maintenance increased from 2 to 3, but now also has an output of 1 Energy Credit to allow for tile combinations
  485.  
  486. Power Hubs
  487. * Power Hub 1 no longer costs influence to build
  488. * Power Hub 2 no longer costs influence to build
  489. * Power Hub 2 mineral cost reduced from 250 to 200
  490. * Power Hub 2 effect on energy output increased from +15% to +20%
  491.  
  492. Mineral Processing Plants
  493. * Mineral Processing Plant 1 no longer costs influence to build
  494. * Mineral Processing Plant 2 no longer costs influence to build
  495. * Mineral Processing Plant 2 mineral cost reduced from 250 to 200
  496. * Mineral Processing Plant 2 mineral output increased from 3 to 4
  497. * Mineral Processing Plant 2 effect on mineral output increased from +15% to +20%
  498.  
  499. #Spaceport modules
  500. Fleet Academy
  501. * Ship weapon damage bonus removed
  502. * Ship evasion bonus removed
  503. * Maintenance cost increased from 2 to 4
  504. * Mineral cost increased from 300 to 400
  505. * Influence cost increased from 50 to 100
  506. * Ship fire rate now increased by +5%
  507. * Ship tracking now increased by +3
  508.  
  509. ###################
  510. # AI
  511. ###################
  512.  
  513. #War
  514. * Lots of tweaks and improvements to AI fleet movement and army handling during war
  515.  
  516. #Sector
  517. * Sectors will no longer try to race you to build a station around a planet you have an order on
  518. * Sector AI will now build and use robot pops if permitted
  519. * Sector AI will now colonize if permitted
  520. * Fixed an issue where sector AI would build labs of only one field
  521. * Lots of tweaks and improvements to sector AI budgeting and construction
  522.  
  523. #Diplomacy
  524. * AI subjects that are disloyal will now try and rebel together
  525. * AI will no longer invite the player to wars they should have no interest in
  526. * AI will no longer repeatedly ask you to join the same war after being declined
  527. * Reduced threat generated for empires that you have a non-aggression or defensive pact with
  528. * Fallen Empires will now only send warnings to empires at -90 opinion or lower (changed from -75)
  529. * The AI is now more likely to select war goals against whoever they are declaring war on rather than against their allies
  530. * Lots of tweaks and improvements to AI acceptance and likelyhood to offer various diplomatic actions to make the AI more diplomatically active
  531.  
  532. #Misc
  533. * AI empires will now genetically engineer their species
  534. * AI empires will now terraform planets
  535. * AI empires can now handle the Cultist Ship event
  536. * AI will no longer colonizes with robot pops if they cannot afford more robots
  537. * AI will now more frequently build resource-requiring buildings and unique buildings
  538. * AI will now remove building that have no use
  539. * AI will no longer build stations in systems with enemy fleets present
  540. * AI will not repair destroyed buildings during war
  541. * AI will now resettle pops
  542. * AI fleets will not follow friendly fleets that are about to upgrade/repair
  543. * AI will no longer prioritize working food tiles on planets with only robots
  544. * Fixed a bug where AI would not build or use armies if current armies were lacking attachments
  545. * AI should be better at using special buildings
  546.  
  547. ###################
  548. # User Interface
  549. ###################
  550. * Ship sections are now clearly named after the role they fulfill
  551. * A drop-down menu has been added to the topbar. Many screens have been split up and moved into the drop-down instead of being tabs in other screens
  552. * Strategic Resources now have their own interface that can be accessed through the drop-down in the top bar
  553. * Expansion Planner has been added and can be accessed through the drop-down in the top bar
  554. * Player receives alert for having obsolete ship designs
  555. * Player can now choose to keep all components up to date by toggling a button in the ship designer
  556. * Buildings can be upgraded to their latest upgrade by shift-clicking the upgrade icon
  557. * Fleets will now have the build queue in mind when prioritizing best planet to upgrade a fleet on
  558. * It is now possible to add orders first in queue by CTRL-SHIFT clicking
  559. * Clicking 'go to' on a fleet will now go to it on the galactic map instead of zooming in on it in the system map, unless the camera is already focused on it
  560. * Fixed so that you get reasons why you cannot accept an incoming diplomatic proposal
  561. * Added tooltip to debris special projects
  562. * Added debris contents to situation log entry
  563. * Fixed so that switching selected planet doesn't close the construction menu in spaceport/armies planet view tab
  564. * Wormhole tooltips now state their progress and remaining time
  565. * Changes so that the winding up activity shows days left instead of completion percentage
  566. * Ruler ships should now be more distinct in the planet view
  567. * Holy World planet modifier icon frame is now properly red
  568. * Damaged Ecology planet modifier icon frame is now properly red
  569. * Added checkbox for filtering ship components by slot size
  570. * Tweaks to positions of various interface objects
  571. * A warning icon is display on incompatible save files
  572. * Various tooltip improvements
  573.  
  574. ###################
  575. # Graphics
  576. ###################
  577. * Improved the bloom shaders significantly.
  578. * Color variations for Avians, Arthropoids, Molluscoids, Fungoids and Plantoids polished
  579. * Added missing color variations for some DLC portraits
  580. * Planet city lights are now more detailed and look less blobby
  581. * Arthropoid colony ship glass color now matches the rest of the ship lights
  582. * Large Amoeba no longer has self-illumination on its entire body
  583. * Fixed alpha issues for Plantoid 04 and Plantoid 09 portraits
  584. * Strike craft are now spread out a bit on the height axis
  585. * Adjusted Arthropoid 18 portrait textures and wings
  586. * Fallen empires now have unique ship textures for each ethos
  587. * Fallen empire now have unique cities for each ethos
  588. * Star surface textures now tile properly
  589. * Holy World planet modifier has a new icon
  590. * Added a number of missing modifier icons
  591.  
  592. ###################
  593. # Modding
  594. ###################
  595. * research_technologies console command will no longer unlock creature and crisis techs unless "1" is input as an argument
  596. * The pop_add_ethic effect will no longer add ethics to pops that have an explicit ethos set (Robots, some event Pops). Use the pop_force_add_ethic to bypass this
  597. * modify_species effect can now also change the portrait of a species
  598. * Added set_empire_name, set_empire_flag, set_planet_name and set_sector_name effects
  599. * added scaled_spawn_chance as an alternative to spawn_chance in solar system initializers, the set value is multiplied by the number of stars in the galaxy divided by 100; "5" gives a 10% spawn chance in a 200-star galaxy
  600. * It is now possible to differentiate the FTL_WINDUP_ENTITY for different graphical cultures. For example by creating an entity with the name "arthropoid_01_warp_ftl_ship_effect_entity"
  601. * Added on_fleet_enter_orbit on-action hooks
  602. * Added on_join_alliance, on_leave_alliance on-actions
  603. * create_ship effect now supports effect={}
  604. * Added delete_fleet effect (like destroy_fleet but without any death animation)
  605. * Country types that are set to "use_special_buildables = yes" will now build global ship designs marked as special buildable (if allow trigger permits it) instead of building regular designs
  606. * Added console command "mature_galaxy" which will simulate a 100-year old galaxy
  607. * Added is_boss fleet/ship design setting which hides most ship stats and displays a skull instead of military power in-game
  608. * Added custom_military_power ship design setting which overrides the calculated military power with the given value
  609. * Added on_monthly_pulse on-action which fires monthly
  610.  
  611. ###################
  612. # Bugfixes
  613. ###################
  614. * Fixed some issues with shared Threat where it would not correctly lead to anti-aggressor alliances forming
  615. * Xenophobic robots no longer hate their builders
  616. * Diplomatic statuses such as defensive pacts are now properly cleared when going to war with a country
  617. * It is no longer possible to leave a Federation while at war
  618. * Rebelling civilian ships are now treated as hostile by stations
  619. * It is no longer possible to declare war on empires you have invited as allies in a war
  620. * Fixed issue with Nomads building too many new ships
  621. * Fixed issue with Nomads not setting an end point for their journey when playing in a tiny galaxy
  622. * Fixed a bug where merging fleets would prioritize the smallest fleet
  623. * Fixed Gaia world spawn chances not being explicitly reduced for inhospitable stars
  624. * Fixed issues with democratic elections alternative parties, issue caused the alternative parties to be invalid
  625. * Technological enlightenment progress bar tooltip monthly progress is displayed with decimals because it's often smaller than one
  626. * Fleet view repair order button enqueues the order last if shift is held down while button is pressed
  627. * Fixed a bug where Small and Medium Mining Lasers had their ranges swapped
  628. * Cancel researching project when fleet order is cancelled
  629. * Start screen background text is scrollable
  630. * Allow newlines when reading species bio from empire design
  631. * Fixed Xeno Integration tech weights
  632. * 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
  633. * Fixed issue with living metal in strategic resource tutorial
  634. * Fixed so that the corvette construction tutorial doesn't trigger if a corvette or destroyer already has been constructed
  635. * Update tech alternatives for tech area when research in that area has been halted, previously we waited for research in ALL tech areas to be halted
  636. * Allowing Nomads to settle on one of your planets no longer incurs the "New Contact" opinion modifier, and the "Liberator" opinion modifier has been replaced with "Shade-Giver"
  637. * Fixed Regulated Xeno Slavery policy option being available before encountering any xenos
  638. * Fixed Regulated Xeno Slavery policy option not having the correct tech prerequisite
  639. * Fixed notifications for votes to start wars
  640. * Fixed pops not getting appropriate happiness penalties from other pops being purged
  641. * Species description in Game setup edit overview can be clicked to open corresponding edit window
  642. * Several fixes to the Cultist event chain. Added missing event, increased cult army values, fixed FTL type being set. Added portrait to Cultist leader dialog
  643. * Fixed pop factions being destroyed before their names could be printed in the event window when they become rebel countries
  644. * Fixed progression issue in the Yuht Precursor event chain
  645. * Fixed tech weights for Xeno Integration
  646. * Fixed not being able to enslave primitive civilizations under Regulated Slavery policies
  647. * No longer possible to create duplicate diploaction dialog windows when clicking message notifications
  648. * Fixed a bug where liberate planet wargoal could create a pre-sentient empire
  649. * Fixed some faction-created/rebel countries considering pre-sentients to be a valid dominant species and Synths to be invalid
  650. * Fixed sectors occasionally not respecting slavery becoming outlawed
  651. * Fixed some events erroneously adding ethics to level 1 and 2 robot pops
  652. * Fixed a bug where systems near borders would get wrong pin color
  653. * Scrolling in species appearance list no longer highlights all categories
  654. * Countries with no contact establish communications anyway if there exists an overlord-subject relationship between any of the three countries involved
  655. * Abandoned station no longer seem like they belong to random or unidentified empire
  656. * Ship define MOVE_SHIP_TO_FLEET_MAX_DIST determines the max allowed distance for moving ships between fleets
  657. * Growing pops that no longer have a parent pop to grow from are now removed
  658. * Fixed the set_name effect
  659. * If player has comms with previous owner of abandoned station then station name and type is shown in fleet view
  660. * Fixed so that clicking a leader portrait in democratic elections doesn't block selection
  661. * Fixed bug where you could accept offers promising you systems which the other party couldn't give away
  662. * It is no longer possible to create robot clone armies
  663. * Fixed crash that occurred when closing a diplomatic event
  664. * Generating leaders for democratic elections only use pops that aren't growing
  665. * Fixed a bug where war begun message would count fleets gone Missing in Action as wormhole stations destroyed
  666. * Fixed bug where system pins were sometimes invisible
  667. * Fixed so that required components are added into the debris
  668. * When a subject declares war on someone who is not their overlord, the war will no longer incorrectly be called an independence war
  669. * Fleets can no longer follow fleets Missing in Action
  670. * Liberate Planet now works correctly when multiple empires are all liberating in the same war
  671. * Fixed numerous issues with Federation fleets and Federation ship designer
  672. * Spaceport module strategic resource consumption now included in top bar stats
  673. * Make released from overlord opinion modifier unique to avoid spam exploit
  674. * Don't add new contact opinion modifier if communications are established with a vassal
  675. * Store selected war demands when closing/switching the negotiation screen
  676. * Use proper ordinal numbers for 11, 12 and 13
  677. * Don't allow candidates of another species in democratic elections if the government does not allow it
  678. * Fix some invalid in-game dates being written to save files
  679. * Display modifiers affecting resource production in top bar tooltip
  680. * Check that the fleet owner actually can afford to land armies when it costs resources
  681. * Fix broken strategic resource triggers
  682. * Many more minor bug fixes
  683.  
  684. ###################
  685. # Performance
  686. ###################
  687. * Misc. performance improvements

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