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EugVV
 Стаж: 17 лет 8 месяцев Сообщений: 3243
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EugVV ·
16-Июн-26 10:36
(21 день назад)
Обновлено до 4.4.1 «Pegasus» (checksum 8e23). Добавлено расширение Nomads (пока архивом в каталоге раздачи non-gog, на гоговский установщик заменю, когда найдутся последние файлы с gog).
Список изменений здесь.
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EugVV
 Стаж: 17 лет 8 месяцев Сообщений: 3243
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EugVV ·
17-Июн-26 10:07
(спустя 23 часа)
Обновлено до 4.4.2 (checksum 42fe).
Изменения
4.4.2 ‘Pegasus’ Hotfix Release Notes Balance:
- Reduced the rate of the Forever Cruise situation speed on all difficulties.
- Significantly reduced the amount that the situation increases based on game difficulty. (These are further reduced from last night’s Open Beta release.)
- Doubled the grace period after completing a crew or passenger contract - it will now pause progress in the passenger satisfaction situation for 24 months.
- More comprehensive changes will be coming in this weekend's Open Beta for the patch planned for next week.
Bugfix:
- The Defenders of the Galaxy achievement should now be completable
- [Beta Bug Only] Fix overlapping and missing items in single player game setup
Stability:
- Preventing a waystation UI from crashing in some cases.
- Fixed a crash that could occur when changing the animated main menu background from the in-game settings screen.
- Fixed a crash that could occur while the AI was evaluating which contract to take on.
- Fix crashing on 800p and lower resolutions when clicking on Waystations.
- Fix combat crash when calculating ship design states (from required component arrays having null-object placeholders that defaulted to the “weapon” type)
- Fix crash when escaping combat as an enemy is destroyed
- Fix crash in spawn_random_anomaly when orbital fleet has no ships
- Fixed a crash that could occur when hovering an empire's ethics tooltips, including after that empire was destroyed.
- Fixed a crash that could occur when hovering ethics tooltips in the empire setup screen.
- Fixed a potential crash when opponents were deleted in mid-combat
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EugVV
 Стаж: 17 лет 8 месяцев Сообщений: 3243
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EugVV ·
18-Июн-26 00:13
(спустя 14 часов)
Обновлено до 4.4.3 (checksum 0a3d).
Изменения
4.4.3 Patch Notes
- The Void Reavers civic no longer requires both First Contact and Nomads
- Corrected the Trust and Opinion thresholds required to propose a Waystation Pact.
- Fixed opinion modifiers from Defender of the Galaxy applying when they shouldn't.
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TuPAHO3ABP
 Стаж: 13 лет 3 месяца Сообщений: 34
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TuPAHO3ABP ·
20-Июн-26 14:06
(спустя 2 дня 13 часов, ред. 20-Июн-26 14:06)
Народ, как теперь в версии 4.4.3 моды устанавливать? Dowser загружается в серый квадрат(Даже с отключенным интернетом). С помощью irony mod manager, вроде жмешь "Применить", дальше жмешь "продолжить игру", а все равно игра запускается без модов Народ у кого осталась версия 4.3.7 для linux??? Дайте скачать Нашел у себя торрент файл с версией 4.3.7, на раздаче стоят 2 человека, так что если кому надо обращайтесь)
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minimishkin
Стаж: 3 года 10 месяцев Сообщений: 106
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minimishkin ·
20-Июн-26 14:14
(спустя 7 мин.)
TuPAHO3ABP
.local/share/Paradox\ Interactive/Stellaris/dlc_load.json руками попробуй отредактировать. В сети посмотри какой там формат, я не помню пользовался давно для одного мода, но так лагало из-за него, что забил.
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TuPAHO3ABP
 Стаж: 13 лет 3 месяца Сообщений: 34
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TuPAHO3ABP ·
20-Июн-26 14:30
(спустя 16 мин.)
minimishkin писал(а):
89293813TuPAHO3ABP
.local/share/Paradox\ Interactive/Stellaris/dlc_load.json руками попробуй отредактировать. В сети посмотри какой там формат, я не помню пользовался давно для одного мода, но так лагало из-за него, что забил.
Пробовал не помогало.
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Мент2212
Стаж: 6 лет 4 месяца Сообщений: 118
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Мент2212 ·
20-Июн-26 20:52
(спустя 6 часов)
Смысл моды на 4.4.3 устанавливать? Скоро уже 4.4.4 будет.
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EugVV
 Стаж: 17 лет 8 месяцев Сообщений: 3243
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EugVV ·
20-Июн-26 21:03
(спустя 10 мин.)
У меня нормально dowser загружается. По крайней мере моды работают как раньше.
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minimishkin
Стаж: 3 года 10 месяцев Сообщений: 106
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minimishkin ·
21-Июн-26 14:24
(спустя 17 часов)
TuPAHO3ABP писал(а):
89293868Пробовал не помогало.
Ради интереса попробовал, работает.
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EugVV
 Стаж: 17 лет 8 месяцев Сообщений: 3243
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EugVV ·
25-Июн-26 00:18
(спустя 3 дня)
Обновлено до 4.4.4 (checksum 5505).
Изменения
4.4.4 Patch Notes Feature
- The Baol Life Seeding decision can now be enacted on artificial worlds and structures, and grants a unique deposit carrying over some of the bonus of a Gaia world
Improvement
- AI will now consider abandoning a contract after 20 years have passed since they have accepted it.
- Idle Arkships and Logistic ships will notify the player about having completed the waystation/wayline stockpile collection.
- Added Logistics Hub indicator in the galaxy map.
- Arkship and Logistic harvest and strip mine orders issued on a whole solar system now target higher-value planets first instead of simply the nearest.
- Automated science ships that temporarily run out of reachable tasks now stay automated and resume when new work appears, instead of cancelling automation.
- Arkship random names in empire creation now use namelists for ships, not planets.
- Fleets will continue repairing and upgrading while following the moving arkship within the system.
- Fleets will continue following the arkship after having completed its upgrades.
- Improved the randomization of nomadic empires in galaxy generation, so they no longer take up the bulk of the advanced AI empire slots.
- Following ships will start charging its FTL drive without waiting for the target to complete its hyperlane jump.
- Becoming nomadic now embarks assault armies on the planet instead of destroying them.
Balance
- Further reduced the effects that higher difficulties have on Forever Cruise progress.
- Deep Sleep civics can no longer be combined with the Synthetic Fertility origin to avoid breaking their starting situation and the identity repository.
- Rebalanced Arkship habitability from species traits.
- Arkship now have an inherent 40% habitability, matching that of habitats.
- Arkship Living Space Module grants +5% habitability in addition to the +1 district slot, but has an Exotic Gas cost and upkeep.
- Reduced the size bonus damage from the Vanguard and Knight Paladin subclasses.
- Adjusted the starting conditions of Forever Cruise and upkeep of Passengers to not start you in massive deficits. Generally speaking, there are now fewer Specialist Crew jobs present and Passengers (except for Bio-Trophy Passengers) have reduced Consumer Goods upkeep.
- Made the Forever Cruise center situation stage longer
- Added a Passenger Satisfaction penalty for abandoning Forever Cruise contracts
- The Doomsday modifier you get for successfully embarking now grants +60% habitability
- Increased offspring ship limits.
- Nomad strategic-resource harvesting reworked. Researching a resource's mining technology now grants a +50% harvesting yield for that resource (Volatile Motes, Exotic Gases, Rare Crystals, Living Metal), replacing the previous penalty for lacking the technology. This means that the bonus from the technology now applies to resources inherent to the planet class instead of only those from deposits.
- Tribute Vault and Pirate Hideout waystation modules now add their resources to the waystation's stockpile instead of silently adding them to the empire stockpile.
Bugfix
- Literally unplayable typo fixed in "Agree to Disagree" perk tooltip.
- Fixed opinion modifiers from Defender of the Galaxy applying when they shouldn't if the Nomads DLC is not enabled.
- Paladin ships can no longer cloak, as their UI does not support it.
- Fixed some Star Seekers checks only checking for the regular version of the civic.
- Nomad-exclusive technologies are now hidden if you decide to settle, and re-revealed if you then decide to embark and become nomadic again.
- fixed error logged when loading a save that contains popup informing about finish a tech research
- The gas giant created by the Primal Calling origin now starts surveyed.
- Corrected that mineral_insight_nomad did not provide job efficiency for astro-harvesting jobs.
- The Waystation Research Module now establishes communications with pre-FTL civilizations in its system.
- Planet class modifiers now apply to Arkship (ship-carried) colonies.
- Fixed a crash that could occur while the AI was evaluating which contract to take on.
- Total Wars between Nomads now properly move arkships between owners
- Preventing a waystation UI from crashing in some modded ui cases.
- Fixed the Planet Modifier for doomsday empires embarking not being applied to their arkship.
- Fixed the Safe Haven modifier for embarking as a doomsday empire not having an icon.
- Allowed Beastports for non-Beastmaster empires if you have tech_alien_cloning..
- Fleets will no longer get stuck not being able to jump if the target their are following is currently moving.
- In "Decipher Strange Signal", the nomadic empire needs to be in the system owner's empire to make contact
- Fixed Nomadic empires not being able to enable L-Gates in some cases.
- Arkships no longer benefit twice from waystation network (wayline) modifiers.
- The Utility Deck specialization now correctly supports industrial buildings.
- Fixed Specific Cetana events being broken for Nomads
- Fixed delayed starbase spawn upon settling as Nomads
- Fixed Cetana's Databank Project not showing up under Ongoing Crises
- Fixed the Clone Army dig site spawn event localisation pointing towards an incorrect planet
- Fixed an edge case where it was possible to dismiss the Eternal Chorus scientist before the end of the event chain
- Fixed an instance of the Assist Colony special project not spawning properly upon accepting the contract
- Fixed the Sable Pilot trait icon being empty
- Fixed crash that could happen when federation members were destroyed while a proposal was still being voted
- "Cetana: Weak Links" entry stays inside the borders of the Situation Log window.
- Fixed 2 resort world specializations deleting themselves after being build
- Changing the situation approach will now update the effect list faster - some edge cases used to delay the changes in the effects for a few in game days.
- Abandoning an internal contract no longer sends an issuer toast
- The on_cancel effect only fires once for internal contracts
- Massively increased the likelihood that the Drums of War chains starts for Heirs of the Khan empires near the mid game year.
- Ignore border restrictions for nomadic countries in uplift-species special projects
- Fixed Recall paladin ability to work for nomad players
- Fixed Stellar Ignition Contract being impossible to complete
- Take the initiative projects will now abort if they are no longer needed.
- Fixed Wanderlust event chain re-appearing in the situation log
- The Doomsday event to unlock Embarking once again unlocks embarking.
- Lowered the Forever Cruise situation speed change based on difficulty
- Enabled the Sacred Path event chain to remain in the Situation Log after completing all Sacred Sites, so players can still find them on the galaxy map.
- Color change in "System Warmth Detected" event window
- Fixed internal contract spawn chances for Forever Cruise
- Fixed the Timeline event for megastructures only firing for Behemoth empires
- Fixed GetPlanetMoon returning a capitalized version of Planet as well as not returning moon when it should
- The Doomsday Arkship modifier now speeds up decisions, not buildings
- Fixed some Patron callings and deeds that were inappropriate for Nomadic Empires showing up.
- Fixed the tooltips for some Patron accords not showing the correct tooltips for gestalt empires.
- Fixed the tooltips for when an Arkship couldn't perform an action being confusing in some cases.
- Blocked Shroud-Forged from Embarking.
- You can no longer distribute Zro or Astral Threads during the Psionic Ascension situation if you run out of Zro or Astral Threads.
- Astral Scars spawned during the Psionic Ascension situation are now revealed to Nomadic Empires.
- Fixed an unlocalized tooltip for cloaking detection.
- Fixed some backup clone effects checking for the incorrect tradition.
- Arkship Preparation for the Doomsday origin now correctly reduces the time to embark.
- Polish and Russian loc fix
- Added a fallback if the Cyberization situation gets stuck with less than 100 pops to cyberize
- A firing Stellar Cannon no longer blocks interaction with planets and construction in other star systems.
- Arkships can now research the special project in Crystal Manufactory
- The Breach the Shroud situation now recognizes all types of Psi Corps buildings
- Unit Solace now correctly has the Synthetic trait
- Players without the Nomads DLC can again create Nomadic empires in multiplayer when the host owns the DLC.
- Fixed Arkship afterburners not upgrading to tier 2 when Advanced Afterburners is researched.
- Automated fleets no longer drop out of automation after evading hostiles.
- Fixed Stingers and the Devastator Mount not obeying the listed firing arcs for their weapons in some cases.
- Fixed civic-granted starting buildings not being added on Sacred Path Nomad Arkships (Experimentation Chambers, Sanctuary of Repose, Astrometeorology Observatory, Sacrificial Temple)
- Fixed Experimentation Chambers not being added on Hive/Machine Nomad Arkship starts
- Fixed deep-scan Resource Cache toast displaying incorrectly
- Fixed Forever Cruise empires incorrectly receiving Luxury Residences on game start
- Event generated Nomad empires will no longer get an asteroid
- Fixed Arkship move button incorrectly disabled
- The Abandon Contract button now warns about the consequences in its tooltip.
- Fixed duplicate colony names in the diplomacy tooltip after a nomad empire settles.
- Fixed a Special Project icon that could appear underneath the star in certain situations.
- Fixed starbase module and building limits showing as 0 in link tooltips.
- Timed project alerts no longer show projects from option groups you did not select.
- Fixed a duplicate scope name in deposit-related event tooltips.
- Fixed accepted contracts showing "Available Until: 0" in the issuer's tooltip.
- Fixed the outliner planet tooltip incorrectly reading "Carried by".
- Improved unhelpful modifier tooltip labels on Arkships.
- The anomaly "The Imitator" can no longer appear twice.
- The Stellar Cannon no longer removes portals when it fires.
- Fixed situation approaches not working after a repeating situation completed a cycle.
- Fixed welding bots facing the wrong way while constructing a megastructure.
- Harvesting modifiers for Civilian Arkships are now working correctly.
- Fixed some resource mining technologies being blocked for Nomadic empires.
- Fixed issues in which settled empires that Embarked could retain starbases and borders. Clarified the tooltip for Waystation conversion in English.
- Expulsions wars will no longer move stations nomads are not allowed to build before reverting their ownership
- Fixed Governor modifiers not applying.
- Nomad Raids now properly transfer waystations on status quo's in both directions
- Maintenance Optimization Tradition now grants Amenities bonuses for Calculator Jobs and the Hive equivalent.
- Changed icon for "Resources Stolen" alert notification to make it more noticeable after successfully plundering a planet.
- Operational Reserves tooltip now mentions the 1-3 scaling of energy/minerals to operational reserves
- Fixed numerous modifiers (such as the Stability from Bureaucrats granted by Byzantine Bureaucracy) not granting their modifiers to Arkships. Note to modders: Any scripted modifier needs to be updated to work on colonies rather than planets.
AI
- AI will no longer accept unreachable contracts and will abandon contracts that become unreachable.
- Fixed AI empires not properly using Deep Sleep mechanics.
- Fixed nomadic AI empires not merging their armies into a single transport fleet.
- Fixed AI not selecting hostile, domineering, threatened or imperious attitudes if either country is nomadic.
- Fixed AI counting their existing armies twice when calculating how many armies to build.
UI/UX
- Eager Explorers, Privatized Exploration, Stargazers, and Exploration Protocols are now marked as a Challenging Civic on the empire creation screen.
- Ship automation buttons are now disabled, with an explanatory tooltip, for ships that cannot use Hyperlane travel.
- The diplomacy window dynamically resizes width as you move between options
- Selection box remains in the correct section after building a System or Spinal Mount
- Improved concept tooltips for starbase building and module unlocks.
- Fix waystation stockpile max capacity rounded to thousands
- Removed a duplicate Ascension Perks header in the perk picker.
- The starbase module list now keeps its scroll position when advancing through slots.
- Fixed the Situation Log selection jumping back to the first entry when scrolling.
- Fixed the position of the remove-contract button.
- Waystation UI now shows income to two decimal places.
- Waystations that are collecting excessive resources now have more room to display their icons in the system map.
Performance
- Improved performance of the empire creation UI.
- Fixed science ship Excavate and Astral Rift automation causing a recurring daily stutter when no reachable target was available.
Stability
- Fixed a crash on the start of the game loaded from an old save file.
- Fixed a SHELD_HEALTH OOS on hotjoin
- Country Modifiers OOS fixed due to badly parallelized navy coverage calculations
- to reduce the amount of OOS at resync, the host will now also reload the save during a resync
Audio
- Stellaris Complete Soundtrack updated with Nomads tracks and album artwork.
- Correct sound now plays when arkships are attacked.
Modding
- Added `category_limit_fail_text` to scripted actions.
- Added a `context_menu_ordering` (distance/weight) field for scripted actions to control target ordering when issued on a whole system.
- Added a per-ship-class shield multiplier modifier (e.g. `corvette_shield_mult`), matching the existing per-class health and armor multipliers.
- Added collected_colony_resources allowing starbase modules to steal or clone resources from colonies in the same system.
- Added AI_HOSTILE_FLEET_DISTANCE define.
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Мент2212
Стаж: 6 лет 4 месяца Сообщений: 118
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Мент2212 ·
02-Июл-26 16:30
(спустя 7 дней)
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EugVV
 Стаж: 17 лет 8 месяцев Сообщений: 3243
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EugVV ·
02-Июл-26 18:06
(спустя 1 час 35 мин.)
Мент2212 писал(а):
89331536А когда будет обнова?
Думаешь, Парадоксы читают эту тему?
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Мент2212
Стаж: 6 лет 4 месяца Сообщений: 118
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Мент2212 ·
02-Июл-26 19:34
(спустя 1 час 28 мин.)
Конечно не читают. Просто вдруг чё слышно там, инфа какая-то есть?
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olelukoie
Стаж: 20 лет 2 месяца Сообщений: 81
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olelukoie ·
02-Июл-26 21:19
(спустя 1 час 45 мин.)
Мент2212 писал(а):
89332065Конечно не читают. Просто вдруг чё слышно там, инфа какая-то есть?
Слышно только то, что в стиме уже вторая публичная бета-версия доступна. Я ее опробовал. Добавили в настройки игры слайдер для настройки количества ресурсов на планетах, сделав диапазон от 1х (как было в 4.3) до 5х (как сейчас в 4.4). По дефолту выставили 2х. А так список изменений - очень длинная простыня ).
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minimishkin
Стаж: 3 года 10 месяцев Сообщений: 106
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minimishkin ·
05-Июл-26 07:26
(спустя 2 дня 10 часов, ред. 05-Июл-26 07:26)
Странные люди, сделали бы слайдеры на всё и просто делали бы dlc. Без простыней..
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olelukoie
Стаж: 20 лет 2 месяца Сообщений: 81
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olelukoie ·
05-Июл-26 21:34
(спустя 14 часов)
minimishkin писал(а):
89340407Странные люди, сделали бы слайдеры на всё и просто делали бы dlc. Без простыней..
Без простыней не получится: слишком много багов. Как обычных, которые приводят к крашвм или рассинхрону в сетевой игре, так и тех, которые влияют на баланс. Это раньше, в до-интернетовские времена, когда Земля была молодой и по ней бродили мамонты, весь софт перед выпуском в продакшен было принято тщательно тестировать, да и то получалось не всегда, а сейчас это стало вообще дурным тоном. Вот будет баг-репорт - тогда и поправим )
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minimishkin
Стаж: 3 года 10 месяцев Сообщений: 106
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minimishkin ·
06-Июл-26 02:55
(спустя 5 часов)
В те времена баги были не баги, а фичи, которые не ломали игру, а добавляли пикантности и краши были не в софте, а в win95-97, которую кмк не тестировали вообще никогда, да и зачем с несколькомилллллиардным легионом бетатестеров и телеметрией. А еще, может и показалось, но если играть с сэйва 4.3 в 4.4, то играется нормально, я даже думал экономику починили, если чистая 4.4 то простыня не помогает и оно нереально медленное, я про развитеие.
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olelukoie
Стаж: 20 лет 2 месяца Сообщений: 81
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olelukoie ·
06-Июл-26 08:43
(спустя 5 часов)
minimishkin писал(а):
89343823В те времена баги были не баги, а фичи, которые не ломали игру, а добавляли пикантности и краши были не в софте, а в win95-97, которую кмк не тестировали вообще никогда, да и зачем с несколькомилллллиардным легионом бетатестеров и телеметрией. А еще, может и показалось, но если играть с сэйва 4.3 в 4.4, то играется нормально, я даже думал экономику починили, если чистая 4.4 то простыня не помогает и оно нереально медленное, я про развитеие.
1. Я застал игори для MS-DOS 
2. Во времена win95-97 никакой телеметрии не было, так как еще не было массового дешевого широкополосного интернета.
3. Я не заметил сильного замедления развития, разве что сплавов стало катастрофически не хватать. Скорость науки и строительства остались как были, количество генерируемого единства тоже не поменялось, количества влияния от боевых кораблей (проецирование силы) стало чуть больше (это все на глаз). В бете 4.4.5 снизили стоимость улучшения космических баз (первый уровень теперь стоит 225 единиц сплавов вместо 250).
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EugVV
 Стаж: 17 лет 8 месяцев Сообщений: 3243
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EugVV ·
07-Июл-26 18:01
(спустя 1 день 9 часов)
Обновлено до 4.4.5 (checksum 2f57).
Изменения
4.4.5 ‘Pegasus’ Patch Release Notes Feature
- Added a Resource Abundance slider in galaxy settings.
- This slider ranges from “Scarce” to x5 in 0.25 increments, where x1 is approximately the resource abundance of v4.3 and x5 is essentially 4.4’s “resources everywhere”.
- The default is x2. We do recognize that this is a little confusing, but it gives you more control of getting it where you want.
- Added Waystation Voidlure modules
- Added Arkship Voidlure Array module that allows you to right-click on a system to lure space fauna.
- Fleet automation menus now offer per-action options.
- Nomad Arkships and Logistic Ships can fine-tune Harvest, Strip Mine, and Deep Scan automation, including whether to Harvest unsurveyed, depositless, waystation, friendly, or hostile-owned worlds, and whether to rescan when Deep Scanning.
- Fleet automation settings can be saved as the default for a ship type and applied to all ships of that type at once, and each fleet remembers the settings it was last given.
- Construction Automation now has options for Mining Stations, Research Stations, Observation Posts and Special Projects.
- Added the Explore automation order to Arkships. Note: Arkships with the Explore order will attempt to navigate to Points of Interest if possible.
Improvement
- Space Fauna now disable waystations instead of destroying them. They will be re-enabled once the fauna leaves or is destroyed.
- Added a fallback event for the CFL if the tournament goes on for more than 3 years, this will ensure that you don't end up with fleets that can never repair
- Details map mode now toggles between 3 states: Normal -> Detailed -> Hidden -> Normal.
- Clarified the map mode tooltips.
- Logistic Ship automation now defaults to on for Harvest Resources and off for Waystation collection.
- The game will now recalculate species rights on loading a save game.
- Upgrading fleet will reissue upgrade order if one got interrupted because of the mobile starbase jumping away to another system.
- Hive Mind Forever Cruise empires with machine passengers can research machine assembly technologies to upgrade their passengers
- Regular Forever Cruise empires with machine passengers start with the Robot Assembly Plants building
- Completed Archaeological Sites and Astral Rifts will now be hidden in a non detailed galaxy map mode.
- Added new event options to the Forever Cruise situation stage events, allowing players to accept temporary economic penalties to affect the situation's direction.
Balance
- Operational Reserves Changes:
- Operational Reserves now track Energy and Minerals 1:1 (previously 3:1).
- Maximum Operational Reserves now scale with the number and tier of owned Arkships (base 15,000, plus 5,000 / 7,500 / 10,000 per Tier I / II / III Arkship) instead of a fixed cap.
- Civilian Arkships grant an additional 2,500 Operational Reserve capacity per Tier.
- Resource Silos, Fallen Empire Resource Silos, Arkship Resource Silos, and Waystation Logistics Silos now raise a Nomadic empire's maximum Operational Reserves.
- Added a Critical stage to the Operational Reserves track with severe research, Unity, and Alloy penalties; the Festival, Conserve, and Burn approaches now gate on reserve stage rather than fixed thresholds.
- The Critical Operational Reserves stage now also penalizes the populations the reserves sustain: Lithoid pops lose Happiness, pop growth, and Job Efficiency, and Mechanical and Machine pops lose Job Efficiency.
- Wanderlust now gives some of its bonuses immediately, and the second half after completing 4 categories, not all of them. Category bonuses and progression remain unchanged.
- Rewards from the Arkship Readiness Checklist now last 20 years.
- Rebalanced the Ranger Paladin trait.
- Reduced the opinion penalties empires hold against Nomadic Empires for strip-mining, reprocessing planets, and Exodus Jumps, and made these penalties decay more quickly.
- Nomadic Primal Calling now starts with a Voidlure Array equipped on the Arkship
- Removed the nomadic tradition swap for Domestication tradition finisher
- Rebalanced the Passenger Satisfaction situation for Forever Cruise to allow staying in the middle stage longer
- The Champion's forge now waits 20 years before firing instead of 10, this should give the galaxy a bit longer to find each other before all getting introduced at the tournament.
- Star Seeker Celebrations now provide +100% all Job Efficiency, +100% Resources from Jobs, +100% Pop Growth Speed, and -75% Diplomatic Weight from Economy.
- Arkship District Specializations that increase weapon damage (Laser Capacitors, Flight Decks, Ammunition Lines, or Missile Silos) now also add +0.15 strategic resource upkeep to Soldiers.
- Species with Mutagenic Habitability living on Arkships will now gain 50% habitability (like Regular Arkship Habitability and Habitat Auto-modded habitability) instead of 30%
- Rogue Servitor Forever Cruise Passengers now provide an additional +1% Complex Drone Job Efficiency on top of the base Gestalt bonus.
Bugfix
- Arkships now have a 10 year cooldown after benefiting from a Max Aura effect, meaning you can't chain them to get a level 10 ascension Arkship super early.
- Nomads can now build Megastructures in a system containing one of their Waystations even if the system has not been surveyed.
- Fixed that Tombworld Earth was spawning way too often, so often that it would spawn instead of the UNE when playing the GRS or CoM.
- Fixed an issue where pre-FTL earths couldn't have defensive armies (sorry this does not fix the issue of not having the cool unique armies :frowning2: )
- Assault Armies will no longer split into separate Transport Fleets after leaving the planet surface.
- Harvest Resources Contracts will now be cancelled if a different empire harvests the resources first.
- Fixed a very rare case where if you settled and left the event open for too long another empire could claim the system. The fix is delaying them from claiming the system for 300 days. Please make a decision before then.
- The CFL should no longer accept Orbital Rings as contestants (even though that’s why they call it a Championship Ring, right?)
- Added a fallback if your arkship was in a hyperjump when progressing through the adAkkaria event chains
- Due to legacy script your capital arkship was never able to find precursors
- Stopped Scan Debris Contract from auto-cancelling on accept
- Blocked the Sectors Map Mode for Nomads.
- Fixed habitats not using the correct entity from your chosen shipset.
- Fixed some scripted issues with refugee modifiers.
- Fixed issues with Payback and Broken Shackles district specializations.
- Fixed farming colony designation not applying to agri-drones.
- Bio-Repurposing tradition now provides the nomadic effects for nomadic necromancers instead of the necromancer effects.
- Brought the cost and upkeep of the Nanite Hub waystation module in line with the equivalent starbase building.
- Fixed the Realign Shields decision not recognising some pulsar systems.
- Living and Grid Amalgamated species now have bespoke living standards so they don't use consumer goods.
- Fixed Astro Harvester job modifiers not applying in some cases.
- Harvesting a celestial body that has no deposit no longer incurs a diplomatic opinion penalty.
- The Creativity Exhibition Vault now boosts Cruise Passengers for Forever Cruise empires, instead of applying its bonus to Bio-Trophies they do not have.
- Buildings that can be built on a planet or its orbital ring (Psi Corps, Planetary Shield Generator, Galactic Stock Exchange, Embassy, Noble Estates, Slave Processing Facility) can no longer be built as both a colony building and an Arkship starbase building at the same time.
- The Galactic Stock Exchange can no longer be built on both a planet and its orbital ring at the same time.
- Fixed pops sometimes being stuck in the Assimilation citizenship or stratum.
- Pops that already have the cybernetic or psionic trait are no longer flagged for assimilation they do not need.
- Negative arkship modifiers from Grand Refurbishment and Operational Checklist are removed when another empire conquers the arkship, so you aren't stuck with a bunch of negative modifiers and no way to remove them.
- Arkship can now issue a survey command by clicking the survey button and clicking on the system in galaxy map
- Fixed the tooltip information where the survey single planet vs surveying the whole system information was mixed up
- Fixed Waystations, Arkships and modded starbases that have forced components from starbase modules and buildings regressing their designs and losing components.
- If you are too slow and don't stop the Khan Aspirant from becoming the Khan they now properly despawn, avoiding a scenario where there are two Khans.
- If you play with 0 marauders enabled and as a Heirs of the Khan empire, then the backup Marauder empire will avoid Fallen Empire systems so that they don't get killed in the first few weeks, making you the Khan while others are still figuring out Blue Lasers.
- Fixed a crash when updating waystation networks
- Ranger Lodge now correctly informs that Biologists are converted into Rangers, instead of saying Rangers are converted into Rangers
- Arkship construction notification now mentions an arkship, not a starbase
- Missions counters can now be infinite
- Fixed missing localization for message descriptions
- Fixed the End-Bringers' shrouded world failing to spawn in games featuring Nomadic empires.
- Fixed Arkships unintentionally syncing to the same auto-generated design. Building or upgrading one Arkship will no longer sometimes overwrite armaments or utilities on others of the same type.
- Fleets that are repairing or upgrading now correctly sync their FTL, Jump Drive, and Catapult actions.
- Fixed an issue with generated empire adjectives.
- Inetian trader special project bound to planet, meaning that if your science ship were to blow up you can still progress
- "Secrets of the Past" event from "Biomorphosis" Ascension Situation blocked for Nomads
- Harvest Resources Contracts will now be cancelled if a different empire harvests the resources first.
- Nomads will no longer get double the benefit from their own resource producing megastructures. Megastructures will no longer be giving resources directly and a waystation will always be needed to collect those resources.
- Planets can now be bombarded during first contact war
- Contact view now properly closes if diplomacy window is opened
- Fixed some megastructure effects showing incorrect modifier icons and “+100%”.
- Rogue Servitors can no longer take a machine species as their secondary species when playing as a Forever Cruise. The machine can not be pampered.
- (Beta only) Increased the Shrinkspace Depot and Extra-Dimensional Depot effects on Operation Reserves from 500 to 2500 and 1000 to 5000.
- Pops can now migrate from Arkships
- Hive Mind Forever Cruise empires with machine passengers start with the Machine Assembly Plants building
- Hive Mind Forever Cruise empires start with the passenger Population Controls set to No, which allows the species to grow or be assembled
- When starting a new game as a Forever Cruise Origin, crew species will correctly get assigned "cruise_founding_crew" flag. Various effects depends on it being set properly.
- Fixed custom empires set to Force Spawn not spawning when using certain portraits.
- Fixed custom Spawn Allowed empires with DLC portraits being excluded from the random empire pool.
- Added tooltip saying that Nomadic Empires require a waystation in the system to open the L-Gate
- Added tooltip saying that Nomadic Empires require a waystation in, or adjacent to, a system to exchange minor artifacts for precursor insight
- Added tooltip that highlights that resources need to be harvested with the Arkship in the "Arkship Readiness" situation
- Fixed Faculty of Archaeostudies Relic World bonus modifier
- Decreased font size in the Empire Creation setup so it would not overlap with the numbers
- Spelling error in the "Eager" trait description
- Fixed the food upkeep in Phototrophic trait not being disabled when the Radiotrophic trait is active
- Nomadic Hive Minds will no longer have access to the Evolutionary Predators decision make planets into hive worlds
- Fixed an issue where the Heirs of the Khan claimant could be wiped out by the raider fleets spawned from the same marauder. No infighting!
- You will no longer be told that your Khan died from old age when they are in fact immortal
- Fixes contracts that had no issuer correctly set
- Abort contracts if the issuer ceases to exist
- Pre-Sapient species are now allowed to leave Pre-Sapient strata after they have been uplifted.
- Fixed Nomadic empires being blocked from excavating their story-locked dig sites that sat in foreign owned systems.
- Fixed Arkships sometimes giving up on Surveying.
- Empire preview will correctly display forced spawned empires with certain restricted portraits.
- Fixed some buildings (e.g. Psi-Corps) being unbuildable on planets.
- Arkship habitability preference can now be applied by species modification if your empire is nomadic.
- Prospectorium description does not refers to scholarium description
- Bio-trophies now give 10 Political Power when playing as Rogue Servitor with the Forever Cruise Origin
- The anomaly “The Imitator” will no longer sometimes appear multiple times. The Imitator cannot be imitated.
- Removed the habitability requirement for the various Shore Leave internal Forever Cruise contracts.
- Machine Intelligence and Individualist Machine Forever Cruises with machine passengers now alternate assembly every month.
- Cruise crew and passengers no longer incorrectly assigned Grid Amalgamation or Livestock living standards and slavery types.
- Species being assimilated no longer incorrectly assigned Grid Amalgamation living standard.
- Individualistic Machine Forever Cruise no longer gets an error from placing Robot Assembly Plants at game start.
- Species being integrated are no longer eligible for assembly.
- The Package Deal living standard in Forever Cruise now grants political power to employed Economy Class Passengers.
- Added missing event sounds to the Forever Cruise situation
- Fixed megastructure overclock buttons being unresponsive.
- Fixed several Cosmic Storms anomalies appearing more than once per game when they should be unique.
- Fixed Stellar Cannon opinion modifier overflow
- The Build Waystation contract is now longer automatically abandoned for players when at double station capacity, only for AI nomads
- Joining an ongoing war is now considered offensive from the perspective of subject agreement terms, regardless of which side is joined
- Fixed ships that are waiting to be killed being counted for ship size-specific caps and special project requirements.
- Permanent Employment in Forever Cruise now only zombifies the crew, not the passengers
- Fixed issues when dismantling Beastports on Arkships.
- Added the bottom border line to the research dropdown in the top Resource Bar
- Reduced the Consumer Good upkeep of First Class Passenger Mandatory Pampering to 1 (from 1.5) for Rogue Servitors, matching the living standard's description.
- Fix waylines persisting on galaxy map after waystation removal
AI
- Fixed AI being disabled after a resync in MP.
- The AI will now once again assign leaders to sector capitals as well as newly built arkships.
- Fixed AI not handling events if they don't have an idle science ship with a leader.
UI/UX
- The Operational Reserves situation now shows its capacity breakdown and stored/total readout in the Situation Log instead of an empty Finisher Effects panel.
- The Operational Reserves topbar tooltip now shows a predicted monthly change with per-resource Energy and Minerals contributions, each with a resource icon and coloured +/- value, and a Hold-ALT hint to expand the produced/consumed breakdown.
- When enabling nomads in empire creation, the civilian arkship is now selected by default.
- Arkships no longer show false clearable-blocker icons in the outliner.
- Fixed incorrect Arkship button texts in the planet view.
- Anomaly window now also shows the name of the anomaly
- Fixed a target visibility bug when switching between situation log entries.
- Fix Remove Contract button hover hitbox in Situation Log
- Science Ships, Construction Ships, and Nomad fleets now share one automation settings window, with options nested under each action in a scrollable list.
- The automation settings window now groups actions into collapsible categories, with Survey nested under Exploration so you can automate exploring with or without surveying, and adds a Reset button that restores a fleet's default automation settings.
- In species trait tooltips in empire creation, the portrait requirements are now listed in the correct order.
- Fixed too large hitboxes for overclocking buttons.
Performance
- Fixed science ship Excavate and Astral Rift automation causing a recurring daily stutter when no reachable target was available.
- Reduced the CPU and memory overhead of per-fleet order checks, improving performance in large late-game galaxies with many fleets.
Stability
- Added some safeguards to avoid crashing related to pop groups.
Modding
- Situations can define total_progress with per-stage section_weight for progress bars whose length and stage bands scale at runtime, with auto-generated _max_progress_add/_mult country modifiers and a situation_progress_percent trigger.
- Situations, stages, and approaches support custom_tooltip and custom_tooltip_with_modifiers (replacing the approach-only active_tooltip), and situations can override their Situation Log Active Effects and Finisher Effects panel titles and bodies.
- Added the orbital_ring_and_arkship_equivalent_absent scripted trigger.
- Starbase modules now also support `scripted_effect_cooldown`, `scripted_effect_cooldown_flag`, and `scripted_effect_cooldown_flag_desc`
- <id> and <event_chain> are now optional for is_point_of_interest.
- Scripted actions support a new automation = {} block with an options sub-block, plus a new fleet-scoped has_automation_flag trigger to gate automation weights.
- Scripted action automation = {} blocks now support a parent field that nests an action's row beneath another action in the settings menu.
- Added home_colony and background_colony scopes (similar to home_planet and background_planet, but scope to a colony on any carrier type).
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