1. Update 1.4:
  2. ##############################################################
  3. ####################### VERSION 1.4.0 ########################
  4. ##############################################################
  5. ###################
  6. # Leviathans Story Pack
  7. ###################
  8. * Added new introduction event for the Artisan Troupe
  9. * Added encounter event for the Enigmatic Fortress
  10. ###################
  11. # Features
  12. ###################
  13. * Added 33 new achievements
  14. * No longer possible to build robots on planets belonging to sectors
  15. * Added victory event after defeating the Prethoryn Scourge
  16. * Added new events for discovering additional Precursor anomalies, so that the quest chains can always be completed
  17. * Changed the way the Extradimensionals work: Instead of spawning reinforcements as soon as a fleet is lost, the Extradimensional portal will create new fleets at a fixed rate depending on the number of dimensional anchors the Extradimensionals have placed in the galaxy. Dimensional anchors are a type of station that the Extradimensionals construct, and their main portal is invincible while any dimensional anchors exist in the galaxy. This should make the war against the Extradimensionals more of a long-term fight and less of a surgical strike against the portal.
  18. ###################
  19. # Balance
  20. ###################
  21. #General
  22. * Evasion is now capped at 90%
  23. * Ship mineral maintenance reduced from 0.5% to 0.4% of ship cost
  24. * Ship energy maintenance reduced from 0.5% to 0.4% of ship cost
  25. * Afterburners now use the auxiliary slot
  26. * Regular empires now start with 8 pops
  27. * Primitive farms and factories can now be upgraded directly to hydroponics farms/mining networks
  28. * Pirate ships have been reworked slightly and buffed in most cases
  29. * Primitives are now consistent in how many pops, farms and factories they get on each age of development, and get new pops, armies and buildings when advancing through the ages
  30. * Stone age primitives now generate fewer tile blockers
  31. * Space Torpedoes technology now requires Fusion Missiles instead of Nuclear Missiles
  32. * Venerable trait cost reduced from 5 to 4
  33. * Mineral Silos are now restricted to 1 per planet
  34. * Increased max minerals from Mineral Silos from +1000/+1500/+2000 to +2000/+3000/+4000
  35. * Level 3 mineral silo now only provides +1 mineral per adjacent tile
  36. * Increased protectorate tech discount to 95%
  37. * Protectorates can no longer conduct independent diplomacy
  38. * Repeatable technologies have their base cost increased from 1500 to 3000 and their increasing cost increased from 480 to 1000
  39. * Slave Processing Plant now gives +10% slave food/mineral production instead of +5%
  40. * Reduced spawn odds of tomb worlds
  41. * Increased frequency of alien pet deposits
  42. * Reduced warscore costs for planetary and vassalisation wargoals
  43. * Doubled Pre-Sentient Anomaly spawn chances
  44. * Fixed CTD when generating a certain tooltip while the player has no planets
  45. * Pops are no longer upset if an occupier purges Pops on one of your planets
  46. # Components
  47. * Space Torpedo mineral cost reduced from 20 to 10
  48. * Space Torpedo power usage reduced from 20 to 10
  49. * Space Torpedo maximum damage reduced from 260 to 215
  50. * Space Torpedo armor penetration set to 50%
  51. * Armored Torpedo mineral cost reduced from 40 to 15
  52. * Armored Torpedo power usage reduced from 40 to 15
  53. * Armored Torpedo damage reduced from 150-300 to 140-280
  54. * Armored Torpedo armor penetration set to 50%
  55. * Devastator Torpedo mineral cost reduced from 60 to 20
  56. * Devastator Torpedo power usage reduced from 60 to 20
  57. * Devastator Torpedo armor penetration set to 50%
  58. * Devastator Torpedo missile HP reduced from 8 to 6
  59. ###################
  60. # AI
  61. ###################
  62. #War
  63. * Federation AI is now better at picking wargoals for non-conqueror federations, will focus on retaking planets and liberating larger countries
  64. #Sector
  65. * Major work done to sector AI to make it better at budgeting and utilizing resources
  66. #Diplomacy
  67. * AI will now sometimes gift countries that are at war with their rivals and threats
  68. * AI will no longer ask you to become their vassal multiple times in a row
  69. * AI is now less keen to accept a lot of defensive pacts
  70. * Slowed down AI requests for federation membership/association status to prevent message spam
  71. #Misc
  72. * Fixed a bug where AI would send fleets to deal with pirates, only to retreat due to pirates being stronger
  73. * Fixed a bug where AI was trying to build buildings on tiles that had presentients on them
  74. ###################
  75. # User Interface
  76. ###################
  77. * Added a setting to disable all auto-unpausing from popups
  78. * Clicking on some resource icons in top bar no longer opens tabs due to being inconsistent
  79. * Construction Ship now sends notification 'fleet order finished' only when the last construction in the queue is finished
  80. * Planet view colonize button opens same surface view window as when planet is clicked from expansion planner
  81. * 'Closed Borders' and 'Truce' are shown as diplomatic statuses
  82. ###################
  83. # Bugfixes
  84. ###################
  85. * Garrisons are now properly shown and spawned on occupied worlds.
  86. * Fleets will now prioritize spaceports and military stations over other stations (such as mining stations) in combat.
  87. * Close borders wargoal now forces borders open for the duration of the truce regardless of rivalry status, etc.
  88. * Ships and weapon components targeting logic now correctly accounts for evasion, so large weapons are much less likely to target corvettes etc
  89. * Fixed armor absorbing too much damage if the ship also had shields left
  90. * Fixed very high armor values negating the effects of armor penetration
  91. * Fixed auto generated ship designs getting wrong combat computers
  92. * Swarm units have had their sound volume adjusted
  93. * Spaceport no longer provide Naval Capacity while under construction
  94. * Fleet view shows current fleet activity instead of order description
  95. * Vassals and overlords no longer gives sensor to each other while at war
  96. * Sector AI will spend own resources instead of players resources when upgrading spaceports
  97. * Uplift species button is locked if no species can be found on any owned planet
  98. * Fixed a bug where some leaders could live forever
  99. * Planets with Stone Age Primitives will no longer generate Anomalies
  100. * Tzynn Empire now starts with the proper number of trait points
  101. * Fixed Nomads getting wrong opinion modifier and habitability trait when allowed to settle on a planet
  102. * Launcher MOD tab scrollbar appears with correct position and size when content overflows container
  103. * Fixed a rare case of portrait duplication caused by prescripted species templates
  104. * Fixed so that NPC ship designs now correctly have PD slots for their PD weapons
  105. * Situation Log entry list of counters grows up instead of down
  106. * Savannah and Alpine worlds now have proper localization in the start screen
  107. * Fixed typo in Frontier Hospital technology description
  108. * Fixed a bug where upgrade fleet progress could display numbers above 100%
  109. * Fixed some outdated hotkey references in tutorial texts
  110. * Fixed frantic twitching animation in diplomacy window for main species
  111. * Fixed reversed fanatic/militarist bonus to rivalry influence
  112. * Fixed some potential event spam when running on high speeds during War in Heaven
  113. * Planet edict modifiers are applied to pops again. Use planet modifier categories when applying planet edict modifiers
  114. * Fixed Continental, Savanna and Alpine worlds not being used for primitive civs
  115. * Enclave governments now get a new ruler when the first one dies
  116. * Primitives that nuke themselves will no longer leave pops on a tomb world where they have no habitability
  117. * Fixed some ships getting stuck in a looping death animation
  118. * Fixed CTD when looking at a ship that fired a shot during the same frame as it died
  119. * Fixed CTD that could happen if ground combat was started on a planet without owner
  120. * Garrison from Pops will no longer spawn on planets that have already been occupied
  121. * Fixed CTD that could happen when assigning a new mission to an observation station
  122. * Fixed various issues with Swarm behaviour
  123. ###################
  124. # Graphics
  125. ###################
  126. * Tweaked humanoid 02 and 05 portraits
  127. * Added updated clothes textures
  128. * Added fixed clothes for humanoid 05
  129. * Arthropoid battleships sections now all line up
  130. * Galaxy view textures have been updated.
  131. * Extradimensionals' death effects have been updated.
  132. ###################
  133. # Modding
  134. ###################
  135. * Event chain counter max = -1 means max is ignored. Default value is -1
  136. * Added count_countries trigger
  137. * Script trigger pop_percentage = { percentage > 0.1 limit = { is_robot_pop = yes } }
  138. * new trigger won_with_condition = domination_victory
  139. * Added trigger num_strategic_resources
  140. ###################
  141. # Performance
  142. ###################
  143. * Misc performance improvements