E' stata rilasciata ufficialmente la patch 1.2 per Stellaris, chiamata Asimov. Fonte Changelog: Anticipazione (Spoiler) ############################################################## ####################### VERSION 1.2.0 ######################## ############################################################## # Special thanks to Magne "Meneth" Skjæran for helping out with the Map Modes ################### # Features ################### # Important * Added Defensive Pact diplomatic action that allows you to form a defensive alliance with another empire. * Non-Aggression Pact, Migration Treaty, Support Independence and Guarantee Independence are now diplomatic actions instead of trade deals. * Removed embassies and replaced it with Trust. Trust builds over time from having active diplomatic treaties (such as a Non-Aggression Pact or Alliance) and increases opinion by up to +100. * Federations now vote on wars and new members. * Federation members now give 20% of their Navy Capacity to the Federation, which makes up the Federation Navy Capacity. * Federation fleets no longer cost maintenance, but cannot exceed the Federation Navy Capacity in size. * You can now kick alliance and federation members with a majority vote action. * Sending a favorable trade deal (such as a gift) will now increase the opinion of the other empire by up to +100 * You can now set a War Philosophy policy. This policy determines what type of wargoals you can use * Removed War Economy policy * Colonzing Planets and building Frontier Outposts now costs Influence based on the distance to your closest owned system * Border are now Open to everyone by default, but can be Closed through a Diplomatic Action. Empires will Close Borders to Rivals by default and Fallen Empires will never Open Borders * Happiness is now a linear modifier, with levels above 50% giving bonuses and levels below 50% giving penalties * All Ship Weapons have had their range doubled * Added Diplomatic, Opinion, and AI Attitude Map Modes. Map Modes are easily moddable and more can be added through mods, but it will affect the checksum * Core Planets is now Core Systems instead. This means you can colonize multiple planets in the same system without it affecting the soft cap. * Pops receive a -10% happiness penalty while the empire is in an offensive war # General * Ship Designs with excess power gain a small bonus to damage, speed and evasion * Grand Admiral achievement now requires a combined fleet power of 100.000 instead of having dealt 100.000 damage in a ship combat * Alliances and Federations can now vote to kick a member. For the vote to be successful, ( 50% of members + 1 ) need to vote yes (so 3 members in an alliance of 4, for example) * Ship Combat Computers behavior has been changed. Aggressive behavior is now called Swarm behavior and Defensive behavior is now called Bombardment behavior * Added Visitor Center building and associated technology that is available to Xenophile empires * Added Symbol of Unity building and associated technology that is available to Spiritualist empires * Fleet merging has been improved and should prioritize certain fleets better * Spaceports can now be dismantled * Natural Beauty planet modifier effect on habitability removed. Instead the modifier now affects planet migration attraction by +25% * Taking a Tributary now makes you guarantee their independence for 10 years without cost * Migration Time was changed into Migration Speed * Base Ethics Divergence has been changed and capital buildings have been adjusted accordingly. It is no longer possible to avoid Ethics Divergence by not working the Reassembled Ship Shelter * Added Regulated Slavery policy option * Added Regulated Xeno Slavery policy option * Only Collectivists can now enslave their own species * Civilian Ship designs are updated with shields and armor technologies * Frontier Outposts are destroyed if the last owned planet in a system changes owner through war * Strike Craft attack and movement pattern was charged to be more swarm-like * Strike Craft ship count increased from 4 to 8, and damage has been rescaled accordingly * Galactic Ambitions technology no longer provides Survey Data for empires you have contacted #New - Traits * Added Fleeting trait that reduces leader lifespan by -15 * Added Deviants trait that increases ethic divergence by +15% # New - Wargoals * Make Tributary: You can now take tributaries in war. Tributaries are a type of subject that pays 20% of their Energy Credits and Mineral income to their overlord, but do not join their overlord's wars and are free to declare their own wars and colonize planets * Abandon Planet: If your policies allow Purging you can force an enemy to abandon a planet, killing all pops on that planet in the process * Humiliate: You can humiliate enemy empires, making them suffer a negative modifier for a time and giving you a chunk of influence * Open Borders: Forces the other Empire to open their borders to you for 10 years * Stop Atrocity: Forces the other Empire to ban slavery and purging # New - Space Nomads * Nomads have been completely reworked and expanded for the mid-game * This non-player faction travels from one end of the galaxy to the other, encountering empires and triggering events # New - Diplomatic Incidents * Certain actions and circumstances can now cause Diplomatic Incident events between Empires in the mid-game # New - Slave Factions * Removed the old Slave faction * Added the Docile Slaves faction made up of relatively content slaves * Docile Slaves faction has fairly mild Support Effects * Docile Slaves faction demands Regulated Slavery policy * Added the Malcontent Slaves faction made up of unhappy slaves * Malcontent Slaves faction has fairly harsh Support Effects, indluding empire-wide rebellion * Malcontent Slaves faction demands freedom for all slaves * Added Emancipation faction for non-slave Pops * Emancipation faction strengthens the Malcontent Slaves * Pop ethos influences which faction Pops join when enslaved, and the decision "sticks" to them for a time * Enslaved Pops move between the two factions, with dissatisfied slaves gravitating toward the Malcontent Slaves ################### # Balance ################### # General * Base Happiness reduced from 60% to 50% * All Pops now have a base War Happiness of -10% * Emergency FTL cooldown increased from 12 to 30 days * Habitability of Planet Classes two steps removed from your species' primary type increased from 20% to 40% * Reduced chance of post-combat Admiral events firing by a factor of 5 * Leaders will no longer gain any additional traits from leveling up if they already have 3 or more * Newly spawned pops are now more likely to take their ethics from pops of the same species * The Ruler Savior modifier duration from The Ransomeers event has been reduced from 100 years to 5 years * The Grand Design modifier from Void Unclouded event is no longer permanent and now gives +10% Happiness for 20 years * Propaganda edict can now be used by everyone. Fanatic Collectivists were previously prevented from using it * Mineral Deficit effect increased from -33% to -50% and now also affects research speed * Energy Credits Deficit effect increased from -33% to -50% and now also affects Robot output by -50% * Comet Sighted event effect on happiness reduced from +15%/-15% to +10%/-10% * Migration Treaties no longer affect Pop Happiness * Xenophilia effect on happiness reduced by 75 * Frontier Outpost mineral cost increased from 100 to 200 * Frontier Outpost maintenance cost increased from 2 to 3 # Ethics * In general, fanatic versions are now 3 times as stronger than non-fanatic ethics Fanatic Individualist * Energy Credits output reduced from +20% to +15% Individualist * Energy Credits output reduced from +10% to +5% * Slavery Tolerance reduced from -50% to -33% Fanatic Collectivist * Food requirement increased from -10% to -15% Collectivist * Slavery Tolerance increased from +50% to +100% Fanatic Xenophobe * Xenophobia reduced from 20% to 15% * Rival Influence Gain increased from +50% to +75% Xenophobe * Xenophobia reduced from 10% to 5% * Alien Slavery Tolerance increased from +50% to +100% Fanatic Xenophile * Xenophobia reduced from -20% to -15% * Alliance Influence cost effect removed * Max Embassies effect removed * (NEW) Diplomatic Influence Cost reduced by 75% * (NEW) Rival Influence gain is reduced by 75% Xenophile * Xenophobia reduced from -10% to -5% * Alliance Influence cost effect removed * Max Embassies effect removed * (NEW) Diplomatic Influence Cost reduced by 25% * (NEW) Rival Influence gain is reduced by 25% Fanatic Militarist * Army Damage effect removed * (NEW) Max Rivalries increased by 3 * (NEW) Ship Damage increased by 10% * (NEW) Trust growth reduced by 60% Militarist * War Happiness increased from +5% to +10% * Army Damage effect removed * (NEW) Max Rivalries increased by 1 * (NEW) Ship Damage increased by 3% * (NEW) Trust growth reduced by 20% Fanatic Pacifist * Growth Requirement effect removed * Army Damage effect removed * War Happiness reduced from -20% to -15% * (NEW) Peace Happiness increased by +15% * (NEW) Max Rivalries reduced by 3 (cannot have rivals) * (NEW) Trust growth increased by 75% Pacifist * Growth Requirement effect removed * Army Damage effect removed * War Happiness reduced from -10% to -5% * (NEW) Peace Happiness increased by +5% * (NEW) Max Rivalries reduced by 1 * (NEW) Trust growth increased by 25% Fanatic Spiritualist * Happiness effect removed * (NEW) Ethics Divergence reduced by -30% * (NEW) Growth Requirement reduced by -15% Spiritualist * Happiness effect removed * (NEW) Ethics Divergence reduced by -10% * (NEW) Growth Requirement reduced by -5% Fanatic Materialist * Physics, Society and Engineering output increased from +10% to +15% # Traits * Nonadaptive trait Trait Points cost changed from -1 to -2 * Very Strong trait Trait Point cost reduced from 4 to 3 * Weak trait now also reduces mineral output by 5% * Venerable trait effect on leader lifespan reduced from 120 to 90 # Modifiers * Youthful Elite modifier effect on Leader Lifespan reduced from +25 to +10 years * Youthful People modifier effect on Happiness reduced from +5% to +3% * Natural Beauty planet modifier effect on happiness reduced from +15% to +5% # Components * Increased the engagement range of strike craft from 80 to 120 * Strike Craft rebuild speed improved from 1 per month to 4 per month * All Laser Weapons have had their armor penetration reduced from 50% to 33% * Plasma Weapons have had their armor penetration reduced from 100% to 75% * Most Projectile Weapons now deal +15% damage vs. Shields * Crystal-Forged Plating effect on Hull Points reduced by 25% Small Red Laser * Accuracy increased from 82% to 90% Medium Red Laser * Accuracy increased from 80% to 85% Large Red Laser * Max damage increased from 41 to 43 * Accuracy increased from 75% to 80% Small Blue Laser * Max damage reduced from 12 to 11 * Accuracy increased from 82% to 90% Medium Blue Laser * Accuracy increased from 80% to 85% Large Blue Laser * Max damage increased from 47 to 48 * Accuracy increased from 75% to 80% Small UV Laser * Max damage reduced from 13 to 12 * Accuracy increased from 82% to 90% Medium UV Laser * Max damage reduced from 27 to 26 * Accuracy increased from 80% to 85% Large UV Laser * Max damage increased from 57 to 56 * Accuracy increased from 75% to 80% Small XRAY Laser * Max damage reduced from 15 to 13 * Accuracy increased from 82% to 90% Medium XRAY Laser * Max damage reduced from 31 to 30 * Accuracy increased from 80% to 85% Large XRAY Laser * Max damage increased from 66 to 63 * Accuracy increased from 75% to 80% Small Gamma Laser * Max damage reduced from 16 to 14 * Accuracy increased from 82% to 90% Medium Gamma Laser * Max damage reduced from 36 to 33 * Accuracy increased from 80% to 85% Large Gamma Laser * Max damage increased from 76 to 71 * Accuracy increased from 75% to 80% Particle Lance * Armor penetration reduced from 100% to 75% Tachyon Lance * Armor penetration reduced from 100% to 75% Large Fusion Missiles * Max damage increased from 55 to 57 Medium Antimatter Missiles * Max damage increased from 33 to 34 Large Antimatter Missiles * Max damage increased from 62 to 65 Medium Quantum Missiles * Max damage increased from 37 to 39 Large Quantum Missiles * Max damage increased from 68 to 72 Medium Marauder Missiles * Min damage increased from 24 to 25 Large Marauder Missiles * Damage increased from [48 to 80] to [50 to 83] Sentinel Point-Defense * Accuracy reduced from 40% to 20% * Range increased from 8 to 10 Barrier Point-Defense * Accuracy reduced from 40% to 30% * Range increased from 8 to 10 Guardian Point-Defense * Range increased from 8 to 10 # Resources * Doubled the spawn rate of Garanthium Ore, Lythuric Gas, Engos Vapor, Teldar Crystals, Pitharan Dust, Orillium Ore and Satramene Gas # End Game Crisis * End-Game Crises fleets are now significantly tougher * End-Game Crises now occur later on average, with the earliest appearances of the Prethoryn Scourge and Unbidden being delayed by at least 50 years compared to 1.1 * Extradimensional Invaders will now reinforce more aggressively * Extradimensional Invader Portal has had its base Hull Points tripled # Governments * Democratic governments have had their election terms increased to 10 years Military Republic * Ship Upkeep effect removed * War Happiness effect removed * Army Upkeep increased from -10% to -20% * (NEW) Army Damage increased by 10% * (NEW) Military Station build cost reduced by 15% * (NEW) Military Station damage increased by 10% Martial Demarchy * Ship Upkeep effect removed * War Happiness effect removed * Army Upkeep increased from -20% to -40% * (NEW) Army Damage increased by 20% * (NEW) Military Station build cost reduced by 30% * (NEW) Military Station damage increased by 20% Military Junta * Ship build cost effect removed * (NEW) Ship Upkeep reduced by 5% * (NEW) Admiral starting level increased by 1 Ordered Stratocracy * Ship build cost effect removed * (NEW) Ship Upkeep reduced by 10% * (NEW) Admiral starting level increased by 2 Military Dictatorship * Ship Upkeep effet removed * Naval Capacity effect reduced from +20% to +10% * (NEW) Ship build cost reduced by 10% * (NEW) Rivalry Influence Gain increased by 25% Martial Empire * Ship Upkeep effet removed * Naval Capacity effect reduced from +40% to +20% * (NEW) Ship build cost reduced by 20% * (NEW) Rivalry Influence Gain increased by 50% Theocratic Republic * Ethics Divergence effect removed * Core Systems effect removed * (NEW) Happiness increased by 5% * (NEW) Food Requirement reduced by 10% Transcendent Republic * Ethics Divergence effect removed * Core Systems effect removed * (NEW) Happiness increased by 10% * (NEW) Food Requirement reduced by 20% Theocratic Oligarchy * Ethics Divergence effect removed * Leader Influence cost effect removed * (NEW) Leader Lifespan increased by 20 years * (NEW) Resettlement Cost reduced by 15% Transcendent Oligarchy * Ethics Divergence effect removed * Leader Influence cost effect removed * (NEW) Leader Lifespan increased by 40 years * (NEW) Resettlement Cost reduced by 30% Divine Mandate * Slavery Tolerance effect removed * Resettlement Cost effect removed * (NEW) Edict Influence cost reduced by 15% * (NEW) Edict duration increased by 15% * (NEW) Ethics Divergence reduced by 10% Transcendent Empire * Slavery Tolerance effect removed * Resettlement Cost effect removed * (NEW) Edict Influence cost reduced by 30% * (NEW) Edict duration increased by 30% * (NEW) Ethics Divergence reduced by 20% Direct Democracy * Core Systems effect removed * (NEW) Happiness increased by 5% * (NEW) Leader Experience Gain increased by 15% Subconscious Consensus * Core Systems effect removed * (NEW) Happiness increased by 10% * (NEW) Leader Experience Gain increased by 30% Despotic Hegemony * Survey Speed effect removed * (NEW) Research Station cost reduced by 25% Neural Network Administration * Survey Speed effect removed * (NEW) Research Station cost reduced by 50% Moral Democracy * Happiness effect removed * (NEW) Leader Pool increased by 1 * (NEW) Empire Leader Cap increased by 1 * (NEW) Core Systems increased by 2 Irenic Democracy * Happiness effect removed * (NEW) Leader Pool increased by 2 * (NEW) Empire Leader Cap increased by 2 * (NEW) Core Systems increased by 4 Peaceful Beaurocracy * Leader Pool effect removed * Leader Influence Cost effect removed * Empire Leader Cap effect removed * (NEW) Core Systems increased by 5 Irenic Protectorate * Leader Pool effect removed * Leader Influence Cost effect removed * Empire Leader Cap effect removed * (NEW) Core Systems increased by 10 Enlightened Monarchy * Edict duration reduced from +25% to +15% * Edict cost reduced from -25% to -15% * Core Systems increased from +1 to +2 Irenic Monarchy * Edict duration reduced from +50% to +30% * Edict cost reduced from -50% to -30% * Core Systems increased from +2 to +4 Indirect Democracy * Leader Influence cost reduced from -10% to -15% Democratic Utopia * Leader Influence cost reduced from -10% to -30% Plutocratic Oligarchy * (NEW) Mining Station build cost reduced by 25% Mega Corporation * (NEW) Mining Station build cost reduced by 50% Despotic Empire * Slavery Tolerance effect removed * (NEW) Building construction cost reduced by 15% Star Empire * Slavery Tolerance effect removed * (NEW) Building construction cost reduced by 30% # Technology * Databank Uplinks base cost reduced from 900 to 240 * Improved Databank Uplinks base cost reduced from 1800 to 900 * Specialized Combat Computers base cost reduced from 480 to 360 * Extended Combat Algorithms base cost reduced from 1500 to 1200 * AI-Controlled Colony Ships base cost reduced from 1200 to 900 * Self-Aware Colony Ships base cost reduced from 1800 to 1500 * Self-aware Logic base cost reduced from 1200 to 900 # Units * Colony Ship mineral cost now depends on components and is no longer static * Private Colony Ship now costs 50% of Colony Ship, but in Energy Credits * Private Colony Ship cost now depends on components and is no longer static # War ################### # AI ################### # Misc * AI Empires will start outlawing AI Robotics over time during a certain Crisis * AI Empires no longer pick "dialogue-only" event options in diplomatic events * Fixed AI colonizing holy worlds despite not having the strength to tackle the Fallen Empire protecting them under some circumstances * Fixed a bug where the AI would not upgrade federation fleets * AI now creates auto-generated designs for federation ships * AI now builds federation fleets * AI will open borders during end-game crises * AI now dismantles non-sentient robots if they are unemployed * AI no longer build robots if unemployment exists or pop would be unemployed * AI and sectors now upgrade military stations * Fixed bug where the AI would not upgrades spaceports if there already existed a max-level spaceport in the empire * AI will now cancel follow fleet orders if target fleet's system has more hostiles than they can take on * Fixed a bug where AI didn't choose the species with highest damage when building a new army # Sector * Sectors should now build and appropriately handle special buildings (such as +Happiness buildings) * Sector AI will now abort spaceport construction if hostiles are nearby * All sectors will now build military stations * Fixed a bug that could cause the sector AI to sometimes not build buildings * Fixed a bug where player could give resources to sectors and sectors could store resources over cap * Fixed a bug where sectors try to build stations by a planet that the empire already is building a station by # Diplomacy * AI allies will now be upset if you vote down their proposals, and may leave the alliance or attempt to kick you * AI is now less selfish when selecting wargoals #End Game Crises * Crises empires are more aggressive and computer-controller Empires respond more aggressively to the Prethoryn Scourge ################### # User Interface ################### * When colonizing a planet, the player is now propmpted to name the colony. A name is suggested by default. * Weapons that cannot be evaded are now properly labeled * Added ALT+B shortcut for opening the help browser in-game * Heir portrait in government view is no longer offset incorrectly * Attacking general portrait in planet view is no longer offset incorrectly * Portraits in resettlement view, multiplayer lobby and genetic modification are no longer offset incorrectly * "Construction queue completed" message now only triggers for space ports in directly controlled systems * Diplomacy view now shows the leader name, species and trait of the nation you're communicating with * Now possible to see information about the wars empires are having in diplomatic status * You are now able to see how much minerals you gain from your subjects, and how much you pay as a subject * No longer possible to dismiss an alliance vote message * Fixed so you get some descriptive text for alliance vote messages * Implemented a diplomacy status which lists everyone guaranteeing the country * Armies and fleet construction now automatically opens when entering the assocatied tabs in planet view * Fixed so that you get a context menu when right-clicking systems while the fleet is in FTL * Power in a ship design is now shown as green if you have excess power, and red if you have too little * Buildings that can be upgraded but you lack the resources to upgrade now show a grey upgrade arrow * Ship view is now drag-able by the header line * Galaxy view now goes all the way to the left when hiding * Galaxy view selected empire government type no longer overlaps the founder species ethics * Empire view now goes all the way to the left when hiding * Trust status in diplomacy view now has a background and is aligned like the other elements * Open and Close Borders diplomatic action is now shown even if not clickable due to access control * Diplomatic actions in diplomacy now sort based on possibility ################### # User modding ################### # Misc. * Browser base URL is now set in defines instead hard-coded * Fixed so that boolean effects print to the error log when receiving bad values * Fixed so fallen_empire_initializers.txt script uses effect instead of referencing last_created_fleet * Added a check for set_graphical_culture to make sure the graphical culture exists * Fixed so that create_ship effect reports errors when writing unsupported variables * Added an error for when set_owner fails to evaluate a country * Fixed so that variables not read in create_fleet and set_location effects are reported as unexpected * Added new localization promotions * Added new localization functions in SpeciesScope; GetNamePlural, GetClass, GetClassPlural, GetNameInsult, GetNamePluralInsult, GetNameCompliment, GetNamePluralCompliment, GetSpawnName, GetSpawnNamePlural, GetOrganName, GetMouthName, GetRandomSpeciesSound * Added new localization function in LeaderScope: GetRulerTitle * Fixed an issue with random_owned_fleet effect * Added every_owned_fleet effect to complement random_owned_fleet * Implemented a guarantee_country effect * Improved the begin_event_chain to print more errors when failing and load order independence * Fixed so that create_species effect attempts to randomize a namelist from the uplifted version of the species class * has_established_communications = { who = from } was changed to has_established_communications = from for consistency * Fixed so that the create_pop effect uses a proper event target for specifying ethos * Implemented set_closed_borders effect to set if a country has borders opened/closed towards another country * Added every_subject, random_subject effects * Description for can_control_access_for now shows reasons why * Added an effect variable to create_country effects, which should be used instead of referencing last_created_country * Implemented an effect variable for create_fleet, which should be used instead of referencing the fleet immediately after using last_created_fleet * Added support for effectButtonType in container windows * Implemented a "on_planet_surveyed" onaction * Unified so that owned pops trigger is generated in the same way as the effect * Added clear_resources effect * Added set_species_homeworld effect * Fixed so that boolean effects print to the error log when receiving bad values * Added support to be able to use weights to decide how the AI builds buildings * Purge effect now actually purges all pops, previously it only purged pops of the same species as the first pop in the planet * Improved how ship data can be scripted in country types # Triggers * Adding heir = yes to a kill_leader = { type = ruler } effect will now kill heir instead of ruler * Added scripted trigger "is_robot" checking if a pop is a non-sentient robot * Added calc_true_if trigger * Added trigger has_spaceport_construction * Added trigger is_researching_technology * Added is_subject and is_overlord triggers * Added any_subject trigger * is_same_species now compares the identity of the two species * Added is_exact_same_species that works like is_same_species used to work * Fixed an issue with the potential trigger in country edicts not always hiding the edicts * Added minerals ><= trigger * Updated some trigger_docs documentation ################### # Performance ################### * Fixed a stall that could happen with large sectors * Improved performance in factions view * Improved performance in fleet view * Improved performance in Sector AI's monthly updates * Minor improvements in AI calculations ################### # Bugfixes ################### * Leader death chance tooltip now displays correctly for leaders with non-standard Lifespan * Fixed some cases where technology research would end up before special projects in the tech queue, causing some weird issues * Fixed so that the progress rate of special projects in the situation log entry tooltip shows the correct value * Fixed so you get mouseover effects for "track on map/"stop tracking" button in situation log * Fixed bug where sector outliner members icons would flicker when list is rebuilt * Fixed bug where where outliner integration would be constantly created/deleted * Save games will now be saved in the same folder as they where loaded from * Fixed a bug where random_planet_within_border effect would scope to invalid planets * Fixed a crash when canceling construction for inexistent spaceports * Fixed so you can't build military stations within someone elses borders unless you're allied or at war * Fixed multitudes of Sentinel nations spawning during the Prethoryn Scourge crisis * "Change of Heart" colony event and Xeno Integration tech weights no longer count non-sentient robots as alien pops * "Grimacing" anomaly will no longer result in too-large habitable planets * "Mothballed Fleet" event will no longer spawn a fleet that is permanently missing in action * Fixed so the edict "Master's Teachings: Warring States" correctly grants 10% larger naval capacity * Can no longer play galactic abolitionist and emancipate pops on planets you do not own * Purge tooltips now give the correct information for robots * Species list during game setup no longer animates at start * Fixed an edge case where a Nationalist faction would seek to be repatriated to the empire it already belongs to * Fixed issues with bad deposits ending up on tiles, also made a savegame fix to repair previously broken savegames * Fixed so you cannot build Frontier Outposts within the territory of others * Fixed so that vassals cannot give you borders if their overlord has closed borders against you * Fixed Fleet command buttons and leader be off screen with large enough fleet and high UI scaling * Planet view now scales correctly with UI scaling * Fixed a bug where colonzation and tile blocker technologies were incorrectly weighted after repeatable techs instead of their own tech groups * Randomly generated species will no longer have a negative sum of traits * You now get notifications when other countries leave your alliance or federation * Changing government from one monarchy to another no longer kills your heir * Crisis countries and Fallen Empires now count towards Conquest victory, and have to be destroyed before it can be achieved (if they exist on the map) * Right-clicking on a country shield now actually goes to homeworld rather than home system * Can now properly see health of fleets of uncontacted empires if they are within sensor range * Fallen Empires should no longer attempt to re-contact empires they already have communications with * Fixed robot pops joining the AI Uprising when not yet fully grown * Fixed CTD related to strike craft of killed carrier * Pops will no longer be xenophobic against gene-manipulated version of their species * Fixed so that fleets stuck in FTL will go MIA if they have no path back to their empire * Fixed a bug where the resettlement screen didn't show all planets * Fixed a bug where player couldn't surrender in war * Empire-unique buildings are now destroyed when changing owner if the owner already has a building of that type * Reassembled Ship Shelters are now properly removed from planets without owners * Fixed a bug where the ship designer didn't add armor and shields to some ship sizes * Fixed a bug where ships could get stuck between two stations in combat * Fixed a bug where ending a war ended non-war-related occupation * Fixed a bug where the message after losing an invasion was sent to the owner instead of controller ################### # Graphics ################### * The galaxy background used in solar systems now change depending on type of star and star's position in the galaxy * Aura effects should now be slightly smaller and less intrusive * Fixed an issue where a gun would float next to the Arthropoid Hope Breaker Destroyer section * Fixed an issue where a mammalian portrait would have black squares as eyes * Fixed an issue where an avian portrait didn't have eyes Vecchi Dev Diary che parlano della patch: Stellaris Dev Diary June 27th - New Skyboxes Stellaris Dev Diary #37 - Asimov Patch part 2 Stellaris Dev Diary #37 - Asimov Patch part 1
E' uscita una Hotfix 1.2.1: https://forum.paradoxplaza.com/foru...checksum-20fe-not-for-problem-reports.954193/ Changelog: Codice: ############################################################## ####################### VERSION 1.2.1 ######################## ############################################################## ################### # Features ################### * Forming a Defensive Pact now cancels guarantees and non-aggression pacts with that country * Primitives nuking themselves now properly affects pop count * Risk of Malcontent Slaves faction effect "Interstellar Railroad" now scales from 1% to 5% risk with 5 to 11+ owned slaves, down from 2-10% risk with 4-8+ slaves ################### # Balance ################### * Upgraded Nomads arsenal and ship designs. Reduced Nomad Fleet HP and damage bonus modifier from +50% to +25%. Overall they should be stronger than before * Reduced HP of Nomad ark ships and gave them basic weapons ################### # AI ################### * Fixed AI not properly signing white peace in some wars that would just drag on forever * Fixed AI not declaring prepared wars * Fixed a case where sectors could get stuck due to lack of energy tiles and respect tile resources * Multiple fixes for AI combat behaviour ################### # User Interface ################### * Fixed spelling in English localization for Attitude Map Mode ################### # Bugfixes ################### * Fixed a bug where merging fleets would prioritize the smallest fleet * Fixed a bug where Gaia world spawn chance was not explicitly reduced for inhospitable stars * Fixed issues with democratic elections alternative parties, issue caused the alternative parties to be invalid * Fixed a bug where the display height of a galactic object wasn't being restored after loading a savegame * Fixed so that democratic elections check the correct policy flags * Fixed Xeno Integration tech weights * Fixed upgrade arrow incorrectly displayed as greyed out for certain buildings on non-capital planets * Fixed a bug where migration pacts between subjects and overlord were not allowed * Fixed AI sometimes initiating a vote to kick right after a new member joins the alliance * Fixed max trust not being properly set to 100 when forming an alliance * Fixed issue with Nomads building too many new ships * Fixed issue with Nomads not setting an end point for their journey when playing in a tiny galaxy * Technology database patches tech_repeatable_improved_core_planet_cap -> tech_repeatable_improved_core_system_cap if save file version is below "Stellaris v1.2.0" * Fixed CTD due to invalid pops on planet * No longer wait for research in ALL tech areas to be halted before updating technology research alternatives * 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 ################### # Graphics ################### * Improved skybox quality