0.3.41
- Fix fleet resupply operation not processing correctly (new bug in .40)
- Improved Maintenance Procedures properly decreases chance of Cascading Failure instead of increasing
0.3.40
Gameplay/Content
- Added nation of Patagonia, project to unlock, and claims on Neuquen (capital) and Santiago
- Greater India now adds claim on Myanmar
- West African Community project now grants Nigeria claims. Nigerian Confederation now requires WAC (and grants more Nigeria claims).
- Slavic Commonwealth renamed the Intermarium and adds Ukraine, Baltics, Belraus, Hungary, Finland and Romania to its claims
- fleets can use combat acceleration in pursuits
- combats will start 250 to 500 km further apart to allow for more initial maneuver before firing. fleets defending habs will start at 100 mps instead of 500. Stopgap fix
- Added Repair and Resupply fleet operation, combining both into a single operation.
- You may not disband armies or disarm nukes in a nation until executive power is consolidated
- added more AI emphasis on mission control, less on boost and military
- regional defenses will no longer just function as anti-occupation/anti-megafauna forces; they will now fire against enemy armies that are fleeing, and armies fighting other armies
- wars will now track last date of hostile action (involving armies or nuclear weapons); AI will now start to recognize stalemated situations
- Annexing can put nations on the cusp of revolution but not put them over the top by themselves
- alien nation annexing other nations will see reduction in democracy based unrest increase based on servant public opinion proportion
- game will track claims added that aren't from bilats but instead from annexation. A successful succession roll will give primacy to claims added from bilats than those that aren't
- added handling for alien nation nuclear arsenal on AN destruction. Nukes will either be transferred to a successor nation with a nuclear program (high chance), add to loose nukes (very small chance), or destroyed (low chance if any successor nations have a nuclear program, otherwise very high chance)
- Army AI will pull back during civil wars at home
- Added small damage randomization during army combat
- Improved Hydroponics Bay and Farm output
- Nerfed Research Campus, costs an MC now and has 200 crew. we will designate a hate zone somewhere for this change, but producing 1000/research a day in the mid-30s is far too much
- Destroy Hab operation is no longer an atrocity
- Atrocities for bombardment no longer trigger during individual FireMissions. They instead now trigger at bombardment start, when against civilian targets (regions, launch facilities, mission control facilities). Exception: Sufficient damage to regions directly can still trigger an atrocity via usual Damage Region method.
- A nation now must be at war before its space facilities can be targeted by a human fleet for bombardment (like armies)
- Bombing launch facilities and mission control centers on Earth from orbit is an atrocity
- Atrocities for attacking habs now work on a module-by-module basis. Most modules (and entire habs) there are no consequences to destroy at any time. Some modules count as an atrocity to destroy if you are in an inhabited region of space (50000 pop, so mostly just in the Earth-Luna system). Some modules -- generally hospitals and tourist facilities -- are always an atrocity to destroy. These will be tracked individually if you blow up an entire hab.
- If after regime change a nation is only colony regions, those regions will declare independence if able.
- reduce the money and research gain from unused mission control
- added ~30 new org icons
- added new project and org from backer
UI
- You may now set non-adjacent destinations for your armies. The multi-region path itself is currently invisible. We are still working on this visualization for a future patch.
- Added operation to set a homeport for your fleet. This will be the default transfer destination when you aren't parked there (and that's all it is).
- Added transfer option to automatically initiate repair and resupply if arriving at a friendly hab that can do at least one of those things.
- Updated Combat Tutorial to include the new lateral controls and burn hotkey rebind.
- transfer UI will display ESTIMATED ability to pursue an enemy fleet you are considering intercepting
- Split fleet UI has a little more detail now about ships
Bugfixes
A
- fix Deep Space Telescope not triggering for Exodus. Will fix stuck saves.
- Fixed 2 "PlanMissions" crashes introduced in 0.39 when a faction does a crazy Ivan on itself but it has no valid targets for the missions
- Bugfix #2950: Old saves sometimes include fleets that re-use the same trajectory (because they have the same flight path). That caused a slew of bugs, so we now copy the trajectory for each fleet. The code to update the save (copy the trajectory) was running too early, before the fleet had a visualizer, which would cause it to crash. That's been fixed.
- Bugfix #2951: When a fleet is intercepting a destroyed enemy fleet, it now goes into a temporary orbit, instead of crashing the game. Bugfixes (related to #@2951): Prevented various crash bugs caused by inconsistent states in old saves.
- Fixed case where targeting tool was showing no candidate destinations, potentially leading to a UI crash
- Attempt fix issue of region ownership being duplicated during breakaways, led to crashes
- Reduced size of fleet screen render textures to reduce Vram impact.
- Moved RepairPotentialInvalidTrajectoryFleetReference() earlier in the fleet initialization. A fleet with a bad trajectory was causing an NRE when initializing its visualization.
- Fixed a crash when a fleet with no armor on one facing attempts to repair
- Added some save-repair and logging for phantom fleets existing after combat (leading to crashes)
- Fix a crash when you tell a turned councilor to resign and they abort their mission, report it to you, and you hit "take me there"
- Fix a crash clicking a dummy councilor list item in the faction intel screen when a faction is out of councilors
B
- Fix several timing issues related to bombardment. At high time compression bombing damage was fully processing while counterfire was stuck in the queue; when counterfire finally processed it found the defense module was already destroyed by 6-12 hours of bombardment. Worked on bombardment visualizations.
- rework of conditions for neutralize nation goal, and several steps to make sure it gets turned off. It appears this goal was lingering when it should have been discarded after faction wars and causing at least some of the problems with the AI trashing nations.
- fix automated bases not initializing with correct core module
- Fix for 2900 - Fixed a bug caused by AI trade values not being cleared when finishing a trade, causing the values to be carried into the next trade..
- Using index speed controls now respects the speed limit when camera is following an object orbiting a spacebody. Prevents rapid screen flashing.
- Fix for combat ambient sfx persisting indefinitely when loading a save game while focused on an army at war while sfx is playing
- Fix for radiator audio persisting indefinitely after combat or when loading a save
- fix (again, maybe for reals this time) threat monitor sitting on top of UIs on 16:10 AR
- fix some AI end combat voting settings overriding each other and not displaying properly
- Having a hab in combat should no longer result in draws or enemy wins when the other side flees or is totally destroyed and the hab is disabled or a noncombatant.
- DesignShip() : Do not use obsoleted parts unless there is no other choice.
- Attempt fix issue of space defenses priority becoming available not forcing recalculation of priority proportions
- fixed bug where drives weren't receiving minimal repairs (to 5% function) after combat
- Fix issue when regime change of a nation in multiple caused region transfers to non-allies of the nation causing the region change
- fix Chevron formation pattern
- Turning power on to a combat module on a hab with an enemy fleet docked with now trigger combat. Also changed check on hab module completion to this check.
- You will no longer dock with an enemy hab after combat if any combat modules survived on the hab
- Player habs should not repower things on session load. (This is a stopgap fix. Initial intention is that players would not be allowed to turn off critical occasional-but-critical use defensive modules, which is what the game is trying to enforce here. This kind of micromanagement isn't intended gameplay.)
C
- fix farm water/volatiles values in the UI
- fix spelling on a couple of internal variables that no player ever sees because I just can't stand to see it spelled "persuit" Ben, seriously, how are you misspelling things in parts of the game you aren't even working on; no I don't care if it's Tau's code ... fine, if you're leaving I hope it's to go buy a dictionary
- "Center" not "centre" my dear colleagues; this game speaks 'Murican. Also it's "theater" not "theatre."