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high rated
The Dungeon Of Naheulbeuk: The Amulet Of Chaos

Updated to 1.2 47 38606 (Galaxy & Offline Installer, Windows)

Changelog from Steam:
A new major Update will be launched today, with new contents, some improvements and corrections of bugs. You will enjoy even more the Dungeon of Naheulbeuk after it!

New

- Spanish (written)
- Russian (written)

Improvement

- General optimization
- AI optimization
- Gamepads
- Ergonomy

Corrections of bugs

- Play with gamepad
- Texts
- Progression in the game and success
- Skills and combat

More details about the correction in “Progression in the game and success”:

- Chapter 2 which is not triggered unless you activate the Wheel of Misfortune lever in Chapter 1
- Blockages in some situations in the last stage of the marauders' quest

More details about the correction in “Skills and combat”:

- Blocking if a Dwarf's throw fails critically
- Blocking if a character making a double attack kills his target on the first hit but the second hit succeeds on a parry roll
- Blocking in certain cases if the Paladin retaliates
- Blocking if an enemy dies from periodic damage while performing a charged attack
- Blocking if a frozen character succeeds in a parry roll
- Blocking if you use Crôm's Force on the square where the Barbarian is located
- Blocking due to send back states and damage transfer
- Blocking due to invocations

Many other fixes have been made with this new update to always guarantee a better gaming experience :)
+++


Astrodogs Demo

Updated to 1.0 (Galaxy & Offline Installer)

No changelog.
Post edited April 13, 2021 by Hustlefan
high rated
Tropico 6

Update v13.1 [t6-#313-winmaclin-gog@4b69869] (9 April 2021)

(Galaxy & Offline Installer)
- Prevent Flophouse to be buildable in mission Shacklands as intended by the mission’s design
- Fixed an issue which prevented enabling DLC content in regular missions when using a controller
- [Carribbean Skies] Fixed missing Battery Plant research
- Fixed a couple issues that resulted in crashes
high rated
Terraria got a blue dot. Linux version was updated from 1.4.2.1 46005 to 1.4.2.1a 46307. No changelog to be found anywhere, and I haven't installed it yet, but given the lack of updated for Windows and Mac, I'd guess this is related to the faulty Terraria.exe reference in the startup script.
high rated
Ghostrunner

Updated to 34834_426 (Galaxy & Offline Installer)

Changelog from Steam:
The Metal Ox Pack DLC and Two Brand-New, Free Game Modes are here!

The first of the many exciting plans revealed in last week’s 2020/2021 Ghostrunner Roadmap have become a reality! What will you choose to try first? Will it be the vibrant Metal Ox Pack DLC? The additional challenge of Kill Run Mode? Or have you been itching to capture the perfect Ghostrunner
screenshot in Photo Mode for your next mobile background? Choose carefully, you never know when the Keymaster could be watching.

Watch the Metal Ox Pack Trailer

The Metal Ox Pack DLC

The Metal Ox Pack DLC will spice up your runs with four new sets of gloves and swords in celebration of the Year of the Metal Ox. Inspired by Chinese culture, the sets are named after four of the five Confucian constant virtues: Benevolence, Justice, Integrity, and Rite.

Vanity pack beauty shots: katanas + gloves

New Game Modes

Did you think that Ghostrunner wasn’t challenging enough? Or maybe you’ve just been wanting to stop and smell the stench of a dystopian world roses? These new game modes are for you.

Kill Run Mode

Take on the challenge of Kill Run Mode in which eliminating enemies and picking special clocks adds much needed seconds to your countdown timer. Find the perfect balance between combat and speedrunning while staying alive! Can you reach the end before time runs out?

Every level completed will earn you a medal—aim for the best times and collect all the medals to unlock an exclusive sword and glove set reserved only for the best.

Photo Mode

There’s hardly any time to enjoy the stunning streets and bright neons of Dharma Tower when you’re considered a public enemy. Or is there? With the brand-new Photo Mode, you’ll be able to capture the dark and beautiful views you usually have to run past. Take a break from constant slashing and dashing to create the perfect shot with your favorite filters and modifiers and share it with the Ghostrunner community.

See you in the Cybervoid runners!
Post edited April 13, 2021 by Hustlefan
high rated
Endzone - A World Apart

Updated to 1.0.7773.25010 (Galaxy & Offline Installer)

Changelog posted by the developer in the game forum:
Greetings, survivors!

The first regular patch for the release version of Endzone - A World Apart
focuses on bringing various bug fixes, tweaks and quality of life improvements to the game.

Added
Options: Added an option to enable/disable camera edge scrolling.
Raiders: Added difficulty levels for raiders when starting a new game. Raider difficulty can now be adjusted to 'Off', 'Easy', 'Normal' or 'Hard' modes. This is also reflected in game presets, if you start an "Easy game" for example, Raider difficulty level will be set to easy automatically.
Statistics: Added a "'Stored in Well' entry for water storage.
UI: Added a point-navigation to the game modes overview when starting a new session in the main menu.

Fixed
Achievements: Fixed achievements where resources only needed to be produced, but only resources in storage were counted (stew, cake, contamination kits).
Achievements: Fixed the "Industrialist" achievement, which requested over 200 production buildings instead of the predicted 40 to unlock.
Buildings: When cutting down an orchard, the amount of received wood is not based on the last harvest anymore. Instead, it now only depends on whether a tree is fully grown or not.
Buildings: Fixed a bug that resulted in max inhabitants being wrongfully reset when loading a savegame for Watch Towers, Schools and Graveyards.
Buildings: Fixed issue with the upgraded town center that could lead to wrong collision or placement.
Buildings: Building efficiencies are now only affected by finished buildings in radius.
Buildings: Fixed issue that caused buildings to be buildable over existing power poles.
Diseases: Diseases no longer spread while the game is paused.
Expeditions: Scouts can no longer be sent to a ruin ahead of the tutorial progress.
Localization: Several fixed of wrong spelling or typos in different languages. Additionally, some "corrupted" expedition texts in Chinese were fixed.
Raiders: Fixed an error that could lead to raiders being stuck.
Raiders: Fixed militia behaviour for better ammo fetching during an active raider attack.
Raiders: Fixed a bug where raiders would no longer trigger.
Settlers: Several fixes to erroneous settler behavior.
Settlers: Fixed visuals of settlers with radiation suits, which were sometimes oversaturated/wrongly colorized.
Side Missions: Fixed an error that could result in too many buildings getting damaged during a "catastrophe" mission.
Side Missions: Paying resources of type food now removes the correct amount. (Traders)
Statistics: Ruins that are fully explored and fully looted now count correctly towards the expedition game progress in the statistics.
Statistics: Fixed resources of type food being added twice to production statistics.
Streets: Building roads while being in the diagonal road mode now shows the correct number of cells.
UI: Hitting reset in custom survival game settings now resets the settings to the correct preset.
Wildlife: Fixed error with wildlife spawns and distribution.

Tweaked
Buildings: The cost to repair buildings has been reduced from 80% to 60% to make repairing buildings cheaper in general.
Expeditions: Added a new detection method to the camera during expeditions that uses rotation in order to better focus all dialog options.
Expeditions: Ruins that offer only resources are now one time only and don't reset and are not reusable anymore, as reusable expedition sites caused a lot of confusion and are not that practical.
Highlights: Improved the overall hover highlight behavior, when hovering over objects in the world. The behavior now uses an outline instead of an x-ray-effect.
Trading: Added ammunition and sulfur to resources that can be traded.
UI: Improved feedback and skipping behaviour in settler dialogues.
UI: The edge panning cursor is now only displayed when edge scrolling is active in the options.
UI: Game time is no longer paused when loading a savegame.

- Your Team from Gentlymad & Assemble Entertainment

Changelog Version 1.0.7773.25010
high rated
Cyberpunk 2077

Hotfix 1.21 (14 April 2021)

(Galaxy & Offline Installer)
In this update we focused on further improving the overall stability of the game and fixing the most common issues that could block progression. Here's what changed:

Quests & Open World

- Fixed an issue in Gig: Getting Warmer... where the player was unable to lower 8ug8ear's body temperature.
- Fixed an issue where being unable to pick up the "Send a crew" shard in Cyberpsycho Sighting: Discount Doc could block progression. Reading the shard is now an optional objective.
- Fixed an issue in Down on the Street where Takemura would get stuck in Japantown Docks after player chose to go to Wakako alone and left the area too early.
- Fixed an issue where the clues in Cyberpsycho Sighting: Bloody Ritual would not count if the player scanned them before talking to the wounded NPC.
- Spray Paint should now trigger properly when player approaches Brendan.
- Fixed an issue in Play it Safe where upon connecting to the Access Point the screen could become black, blocking further progression.
- Fixed an issue where Reported Crime: Dredged Up would not complete if the player opened the container before scanning the blood trail.
- Fixed an issue where a Maelstromer could spawn in an area unreachable for the player, blocking progress in Losing My Religion/Sacrum Profanum.
- Fixed an issue blocking progression in one of the Assaults in Progress in Japantown.
- Addressed an issue where the game could crash during Gig: Hippocratic Oath if the player jumped through the window after breaking it.
- Fixed various issues with enemies clipping through objects and floating in the air in Suspected Organized Crime Activity: Privacy Policy Violation.
- Fixed an issue in Suspected Organized Crime Activity: Privacy Policy Violation, where progression could be blocked due to enemies being stuck in a hangar.
- Holocalls from Mitch should no longer get stuck and repeat if the call was interrupted before.
- Fixed Johnny's appearance in various quests.
- Dennis' car should now spawn correctly in Big in Japan.
- Players can now enter Dennis' car from the right side in Big in Japan.
- Windows inside the shack should no longer break upon opening the container in Big in Japan.
- Big in Japan will now fail if the player leaves Haruyoshi instead of carrying him to safety after opening the container.
- Fixed an issue where player could become unable to use weapons and consumables after getting out of Takemura's van in Down on the Street.
- Player can no longer call Takemura during the meeting with Oda in Down on the Street.
- Fixed an issue where Oda could be found on the bridge between Watson and Westbrook before going to Takemura's hideout in Search and Destroy.
- Fixed an issue in Down on the Street where Oda could crash into player's car if it was parked in his way.
- Fixed an issue where Burning Desire/Night Moves could get stuck on the "Wait for a call from distressed man" objective after player failed the quest.
- Fixed an issue where the door to Cassius Ryder's ripperdoc shop would not open, preventing the player from completing The Gig.
- Saul will no longer follow the player around the world if they leave the quest area after freeing him in Riders on the Storm.
- Fixed an issue where sandstorm could be present in the city if the player fast travelled there during Killing in the Name or Riders on the Storm.
- Riders on the Storm will now fail if the player leaves the Wraith camp before rescuing Saul.
- Gig: Severance Package should now trigger properly after approaching the quest area.

Gameplay

- Fixed an issue where, after the player commits a crime on the roof of a building, NCPD officers would spawn behind the player's back.
- Fixed an issue preventing the player from climbing ladders out of water.

Visual

- Fixed various issues related to clipping in NPCs' clothes.

UI

- Added back the icon above NPCs, who are under the Distract Enemies quickhack effect.
- Scanning UI is now less cluttered.
- Fixed an issue where Japanese/Traditional Chinese text could disappear if the player changed the interface language from English to one of these languages.

Stability and performance

- Various memory management improvements (reducing the number of crashes).
Post edited April 14, 2021 by Hustlefan
high rated
Prodeus just recieved a update (227 MB) in GOG Galaxy. No changelog available at the moment.

Version 0.0.29b > Version 0.1.10b

EDIT: The offline installer is now updated too.
Post edited April 15, 2021 by Berzerk2k2
high rated
There's been an update to Sunblaze Demo.

(No GOG changelog)
high rated
AI War 2

Updated to version 2.800 (Galaxy only at the moment)


Massive changelog on Steam


Magicmaker

Updated to version 1.0.17


No changelog
high rated
UnderRail

Standalone installer updated: [Windows] 1.1.3.3 ⇒ 1.1.3.4.
Version 1.1.3.4

Bugs
• Fixed a certain corpse appearing prematurely in Core City sewers
• Fixed the Lost Vault keycard not opening the gate properly
• Fixed several social checks requiring baseline values to succeed.
• Fixed several loot drops in new sewer fragment dungeons.
• [Expedition] Fixed a minor dialog bug which prevented an interaction between the Ferryman and an important person
• [Expedition] Fixed giant crabs not skittering about during real time gameplay
• Various minor dialog/map/scripting fixes
high rated
Stellaris
updated from version 2.8.1 to 3.0.1.2 for Windows, Mac and Linux

Changelog for version 3.0.1 (part 1 of 8)

Features
* Added several new diplomatic messages for Becoming the Crisis empires

Balance
* A wormhole now connects Scions to their Fallen Empire overlords.
* Aetherophasic Engine now grants increasing amounts of energy, minerals and Naval Capacity with each upgrade.
* Scaled down the Unity rewards of various espionage events which now award a value based on existing, monthly Unity income.
* Imperial Security Directorate updated such that it now offers the Emperor +2 to Decryption and +4 to Encryption only.
* Reverted change to special resource edicts' one-time costs: their costs now increase with empire sprawl as well as overextension, as opposed to just overextension. Also clarified the tooltip a bit.

Performance and Stability
* Fixed potential CTD when partial failure to connect to host in MP view.
* Stopped research_all_technologies console command from crashing the game.
* Right click unassign a spymaster envoy no longer desyncs the game in MP.
* Improved efficiency of the code for picking what to build via planetary automation scripts.
* Reduced the “destroy galaxy” performance impact by not destroying each pop individually.
* Remade destroy colony so it is destroying any pops before changing owner/controller to no country just to reduce the amount of per pop calcs.

UI
* Filter out ill suited empires from the top right target Empire drop down in the Diplomacy view. E.g. The Shroud and Curator Enclaves.
* Galactic focus selection window is now hidden when changing tab in the galactic community.
* Rename Build ship and Build Defensive Platforms buttons on Starbases and Megastructures to Open catalog, which better describes the actual action.
* Disable newly renamed Open catalog buttons in Starbase and Megastructure ship builder UI when they have no effect.
* The Special Deposit tooltip now lists the effects that the special deposits have.
* UX rehaul of the MP Game Lobby making it clearer what to do and who's ready.
* Excavation sites are now greyed out when fully excavated.
* Remade planet view locked building slot tooltip to refer to actual capital building name and district with highest building slot add modifier
* Details for fleet, pops, economy, and techonology is now hidden in the breakdown of diplomatic weight if you don't have enough intel
* Tidied up the tooltip for a planet's habitability in the planet's interface to clearly state what each number is.
* Intel value text should now be displayed better in all languages.
* Hide espionage operation categories filter if there is less than 2 with any potential operations
* Only show espionage operation category filters for potential and/or ongoing operations
* You can now use "go to capital" on Marauders in the Contacts menu (it will take you to their home system).
* If you have sufficient intel, hovering over the button to form or cancel a research agreement will now tell you how many technologies you and the other country may learn from it.
* Hovering over the button to form or cancel a commercial agreement now tells you how many credits you will gain from it (rather than you having to propose the agreement to find out).
* When you are offered a commercial agreement, you will now hear about the energy credit benefits.

AI
* AI war strategies are now recalculated more often to make it respond better to changes in ally fleets.
* The AI now better accounts for the value of different resources when deciding what to buy on the market.
* Allow the AI to trade with Living Metal, Dark Matter, and Zro on the market.
* Added cooldown before AI considers responding to a proposal, set in define DIPLOMACY_RESPONSE_COOLDOWN_DAYS
* Increased randomness when AI responds to proposals, will still do a daily roll if it should but chance for responding starts at none and then rapidly increases each day until proposal expiration date.
* The AI now better take into consideration that Federation and GDF ships have no upkeep when deciding which ships to build.
* The independent GDF AI will now remember which capital systems it has visited upon reloading a save file.

Modding
* Added on_army_killed_in_combat / no_combat on_actions.
* Using "pop" scope change in army scope now takes you to the pop that spawned the army.
* Added export_resource_income_to_variable effect.
* Added export_trigger_value_to_variable_effect.
* Added trigger is_current_first_contact_stage.
* Fixed various issues with setting species archetype restrictions for government elements (civics, authorities) so that it is now checked in every case and can be used safely.
* Enabled triggered descriptions and gametext ([ ] commands) in espionage operation descriptions.
* Fixed a bug in scripted effects/triggers that meant that you'd get weird startup errors if you ever used more than one "[" in a scripted effect/trigger.
* Added is_total_war trigger.
* Fixed issue where owned_species and enslaved_species scope script lists would not always work in planet events.
* Added abort trigger on espionage operation type for killing of an active operation.
* Added has_active_building trigger (checks if a planet has the building in a non-ruined and non-disabled state).
* Added effect for postponing modifier calculations, usefull when executing alot of effects where individual result of them is not important.

Bugfixes
* Fixed rare case of frontend background not covering the entire screen.
* Fixed crash on Linux when joining a game through steam friends while the game was running.
* Fix occasional fullscreen flickering when running with the -dx11 flag.
* Zro Distillation now always becomes a tech option if Extradimensional Experimentation resolution is enacted.
* Removed superfluous information about default country types in the tooltip for forming a research agreement.
* Event "The Fumes Lie Thick" now tells you about the scientist's new trait.
* Fixed an issue where habitat auto-designation would not pick energy specialisation when that was clearly the right choice.
* Fixed some grammar errors in "Wind Back and Proceed" archaeology event.
* Molluscoid Integration event now no longer refers to "tiles" (what on earth is a tile?? :) ). It now also only gives you 6 new pops.
* Fixed an issue where the special project fail event "Smuggler Weapons Trade" would talk about a spaceship rather than a planet.
* Fixed Machine Synchronicity Traditions lacking a line break at the end, causing it to be fairly unreadable.
* Fixed an issue where you could break the Necrophage origin by having your prepatent species as a subspecies of the main species
* Random Spy Network event "An Operative Resurfaces" no longer refers to the empire's leader getting hands-on in extraction of operatives, and preparing security reports.
* Added a missing tooltip from random Operations event "Excess Noise".
* Corrected a missing tooltip from Spy Network event "Hostile Infiltration Detected".
* Leaving federations through events no longer generates opinion penalties unless we deliberately want those penalties set.
* Resolutions to repeal the banning of slave trade now have their correct icons.
* Corrected Fallen Empires in their mistaken assumption that they have 16 building slots instead of 12 on their starting planets.
* Added various government types which were not fully recognized by VIR during the first stage of the tutorial.
* Selecting an Oligarchic authority type with the Death Cult civic is now consistently recognized as a Grim Council government.
* Fixed several cases where Alloy Mega-Forges and other similar buildings providing +X jobs per Y district would sometimes be unspecific or wrong about how many jobs they'd get from you building which district.
* Fixed several fallen empires lacking housing due to having no city districts.
* You can no longer get the Scandalous Insult event on yourself.
* Improved tooltip for when a Spy Network has become overextended.
* Subjects that are in a federation with their overlord should now be able to declare a war for independence on them.
* Make diplo action positive/neutral/negative background shown in UI again.
* Reanimated Armies is now fully incompatible with Synthetic Ascension, rather than just quietly doing nothing as before.
* Cosmic Nudge arc site now no longer gives you 10% progress on a habitability tech way beyond what you have researched (essentially useless as it costs so much), but instead gives you progress on the next tech in that line that you can research
* First Contact event "A Terrible Sight to Behold" no longer shows a happy handshake as its event picture
* Guarantee independence now displayed properly in the diplomacy view (them guaranteeing our independence does not make it work the other way around).
* The tooltip for Society Management now correctly mentions the Crisis tab if the player has Nemesis installed.
* Fixed a reference to the "Traditions and Relics" interface in the tutorial (it is now "Society Management").
* Fixed AIs unintentionally spawning Advanced Empires through the Lost Colony origin even when Advanced AI Starts have been disabled by the player.
* Galaxy Generator now uses correct starbase types for marauders and FE when it needs to connect the empire through a non owned system.
* Fixed the AI sometimes having sectors with no planets in them.
* Operation Arm Privateers may only be conducted against the same target once every 3 years. The operation will conclude early if another empire has successfully armed the brigands before you have.
Post edited April 15, 2021 by gogtrial34987
high rated
Stellaris changelog (part 2 of 8)

Bugfixes (continued)
* If the other side finishes the first contact site before you, but you had successfully started a hostile first contact event chain and were merely awaiting the outcome (e.g. completing the vivisection), you will now get the rewards and flavour event anyway.
* Operation event "Smear Campaign Exposed" now makes references to the proper empires in its description.
* Reworked the final step of the Vultaum, Yuht, First League, Irassian, and Cybrex precursor chains. They now provide a one-day Special Project on the discovered homeworld rather than the last event being fired on-survey. This should improve visibility and increase robustness in situations where e.g. the star system changes ownership or is colonized.
* Added bespoke event descriptions for scenarios in which Operation Spark Diplomatic Incident is conducted against a target who, in turn, causes offense to your own empire.
* Fixed some cases of starbases incorrectly respawning on loading a save.
* AI will now give AI full rights in some circumstances.
* Fixed Adaptability Tradition "Survival of the Fittest" not using its own art.
* Fixes a bug in events not creating random outcomes properly in some cases.
* Fixed missing event title when declaring Tiyanki to be galactic pests (frankly uncalled for).
* Clarified some references to target Encryption in events "Contact Lost" and "A Surprise Catch".
* Votes now display as a popup so that they are not as easily missed and auto-declined.
* Empires who receive the event "An Operative Resurfaces" and who maintain a Spy Network on the empire in question are now able to attempt an extraction of said operative, assuming they have a sufficient Infiltration Level.
* Also implemented an event chain, "Operative Resurfaces", to make the UX of this event chain feel a bit more proper, as it can take a number of months for events to reach their conclusion.
* Removed various instances of an extra exclamation mark appearing in notification messages.
* Added a prolog step to the tutorial for establishing First Contact. Players will now be directed to the Situation Log in order to begin the process.
* Fixed a case where you sometimes wouldn't get the Does Not Compute achievement if multiple countries' fleets were bombarding the last AI planet.
* Wipe Em Out war goal will now no longer destroy starbases that previously belonged to your vassals, but will instead return them.
* Fixes num_species and num_unique_species triggers. This affected, but is not limited to the Tourist Trap achievement not working.
* Fixed an edge case where The Surveyor relic would rarely fail to spawn a resource deposit.
* Fixed a trigger check in Smear Campaign which may not produce the expected results for campaigns involving xenophilic empires.
* Refined script for Operation Smear Campaign such that it should now be able to handle multiple campaigns targeting the same empire at once.
* Fixed an error in which targets of Operation Smear Campaign who do not have an active Spy Network may fail to receive any event at all, and thus would not have any of their opinions changed.
* Fixed a faulty reference to the country being targeted by Arm Privateers in the notification event, "Privateers Already Engaged".
* Fixed broken Go To buttons in a couple of Caravaneer events.
* Fixed Xenophobes welcoming aliens with open arms in the "Caravaneers: A warm welcome!" event.
* Scripts which may apply reinforcements for the Galactic Defense Force on an annual basis are now only enacted so long as a playable country remains a member of the Galactic Community.
* Improved a tooltip on the Operations panel, explaining when and why Crisis Beacon is subject to a cooldown period.
* Fixed a reference to the Spymaster in localisation, for the finalé event in which Crisis Beacon is set to work on the Unbidden.
* Fixed an error which caused the random Operations event "Snuffed Out" not to fire "Hostile Infiltration Detected", if the empire in question falls foul of their target's Encryption level.
* Fixed some minor documentation issues brought to our attention by eagle-eyed modders.
* Auto-upgrade for Federation and GDF ship designs now properly applies the technology of all member empires when choosing components.
* Fixed planetary automation sometimes failing to build anything if there was unemployment but multiple free jobs.
* Fixed several edge cases where precursor systems could spawn outside of your borders.
* Fixed an exploit where you could mod the game to get a button giving 500 minerals for free without changing the checksum.
* Fixed dialog references to the Great Khan's vanquisher in "The Great Khan Meets Defeat", such that even an unknown empire is referred to by its proper name.
* Fixed the tooltip for the event when you Become Emperor showing erroneous information if you did so as a Gestalt of Megacorp empire.
* Updating modifier names when switching ruler since title is depending on ruler and heir roles.
* Fixed a scripted check which is used to ascertain whether or not the empire in question has an active Spy Network.
* Fixed missing modifier name for tradition swap tr_diplomacy_insider_trading_megacorp - made it correctly inherit the parent's modifier name.
* Fixed envoy event "Gone Native" sometimes missing a description entirely.
* Fixed a scripted check which is used to ascertain whether or not the empire in question has an active Spy Network.
* Fixed the tooltip for Pop Assembling Capacity (below Pop Assembly in the planet interface) not showing all information and not taking into account organic assembly.
* Fixed a bug where buildings that increased the number of jobs offered by other buildings or districts would do this even if they were ruined or disabled.
* Fixed it being possible to recruit Imperial Legions infinitely (it is now capped to 12).
* Fixed event icons in event for opening communications presenting wrong information when concerning Fallen Empires.
* Fixed Subterranean Refugees event failing to create a pop.
* Fixed information for resource gain from Commercial Pacts while proposing it showing the information the wrong way around, i.e. it would say the other side would get what you would get and vice versa.
* Curbed the Galactic Emperor's extreme paranoia - not everyone is a seditionist (i.e. the Emperor can now only run the Operation Target Seditionists against rivals and countries actually undermining their authority).
* "Leviathan Down" anomaly event now gives the planet a Metal Boneyard deposit if it is inhabited, instead of granting an unlocalised one meant for orbital deposits.
* Made the "Falling Intel" alert more helpful.
* Improved a descriptor for relatively weak encryption/decryption.
* Fixed the Mineral Extraction Operation's mining stations proving an insurmountable obstacle to AI expansion.
* You now no longer gain menace per month while purging, but instead upon a pop finishing being purged.

Changelog for version 3.0

Nemesis Expansion Features
Espionage Operations
* Take advantage of the Spy Networks your envoys build in other Empires and perform covert operations on them to steal their technologies, acquire assets, sabotage starbases, and much more.

Become the Crisis
* Set your Empire down the path of destruction with a new ascension perk to Become the Crisis. Build up a fleet backed up by the most powerful ship the galaxy has ever seen and let no one stand in your way as you try to breach the veil of reality through any means possible.

Galactic Custodian / Emperor
* Save the galaxy from the evilness that exists within it. You can now be elected the Custodian of the Galactic Community, with new powers to strengthen you against any crisis the galaxy faces. And once that crisis is taken care of, you can relinquish your powers. Or not.

Other
* New majestic “Imperial Ship set”.
* 3 new musical tracks.

Achievements
* Show off your sinister side with 10 new Steam achievements.

3.0.0 "Dick" Free Features
Intel and First Contact Rework
* Intelligence and First contact has been completely redone in the ‘Dick’ patch. Empires will now have to send an Envoy as a diplomat to initiate first contact with another Empire, and from there build relations to increase the knowledge of that Empire.

Espionage and Spy Networks
* Send Envoys to build Spy Networks in other Empires, gathering information and intelligence.

Economic and Population Rework
Building Slots:
* Building Slots are now unlocked through expanding the infrastructure of a colony by constructing City, Hive, or Nexus Districts, by upgrading the capital building of the planet, or through civilian infrastructure technologies. (Note: Habitation Districts on habitats do not. Building slots can be acquired on habitats through the Voidborne Ascension Perk.) The Functional Architecture civic now also grants 1 building slot.
* Ecumenopoleis, Ringworlds, Hive Worlds, and Machine Worlds start with all building slots available for development.
* Branch Office Building Slots are now unlocked by upgrading the capital building on the planet as well as the target empire having the Insider Trading tradition.
* Several Technologies have been flagged as “Infrastructure” gateway technologies.
Post edited April 15, 2021 by gogtrial34987
high rated
Stellaris changelog (part 3 of 8)

3.0.0 "Dick" Free Features (continued)
Economic and Population Rework (continued)
Industrial Districts:
* Alloys and Consumer Goods are now produced by Industrial Districts instead of Factory and Forge buildings. Specialized districts remain on an ecumenopolis.
* Factory and Forge buildings now add additional consumer good or alloy producing jobs to Industrial Districts and are both exclusive and planet unique. (Both may be built on an ecumenopolis.)
* The Forge World and Foundry World designations (and habitat equivalents) will now also shift one job between Consumer Goods to Alloys (or vice-versa) for each Industrial District, if possible.

Pop Growth and Assembly:
* Biological population growth now follows a curve based on the number of pops on the planet and the theoretical carrying capacity of the planet. Pops will start at their normal baseline but increase in speed as the population grows, eventually leveling off and slowing down as they fill up planets. The overall carrying capacity of a planet is largely based on the total housing the planet has, plus a value for unbuilt and unblocked districts based on the planet class, and can be seen by examining the Planet Size tooltip.
* The amount of pop growth or assembly required to create a new pop is now increased by the total number of pops in the empire. Base assembly values have also been adjusted. As a result of these changes, the expected number of pops in the late game are significantly lower than before.
* New colonies no longer suffer an explicit pop growth penalty. The basic Colony planetary designations now grants stability, amenities, and (in regular empires) happiness.
* Spawning Pools and Cloning Vats now produce organic pop assembly rather than modifying pop growth.
* Overpopulated planets will stop generating pops at lower levels of overpopulation.

Other
* Enabled DX11 by default. DX11 can be ‘disabled’ by running “-dx9” as a launch command.
* Reworked manual resettlement UI.
* Added auto-research Quality-of-Life feature.
* Added new diplo messages for when an empire is destroyed upon the end of a war.
* Added notifications when a member joins/leaves the Galactic Community/Empire.
* Added game setup option to pick which End-Game Crisis you get.
* Added a filter to the colonisation menu so that you can just view your main species.
* Added Setting for turning off mouse Screen Edge Panning.
* New factions-themed colony event chain, “Manifesti Destiny”, available to non-gestalt empires.
* Added around 10 new envoy-based random events

Balance
* Homeworlds now normally range from size 18-21 instead of 16-18.

* Empire starting resources and buildings have been adjusted.

Changes have been made to resettlement:
* Planets with sapient, unemployed, free pops now have a 10% chance per month for one to automatically migrate to other planets with appropriate jobs, housing, and decent habitability. Migration controls will prevent this auto-resettlement. Having multiple unemployed pops on a planet will increase the chance of one of them moving.
* Greater Than Ourselves has been changed to significantly increase Automatic Resettlement Chance.
* Transit Hub starbase building has been added, which increases the chance for auto-resettlement from all planets within its system.
* Manual resettlement costs have been increased and now also for many pops also have an Influence cost. This Influence cost is waived by the Corvée System civic. The Subsumed Will and OTA Updates civics also waive influence costs for manual resettlement of drones. (Note: OTA Updates also does not waive the influence cost for moving Bio-Trophies, as they are not drones and they tend to resist the necessary OTA receiver upgrades.)
* Manually resettling the last pop on a planet now has a significant Influence surcharge. (Which is not waived by the resettlement civics.)

Unemployed Pop Updates:
* Pop demotion time has been halved, and is now a base of 5 years for ruler strata pops and 2 1/2 years for specialists.
* Unemployed pops now provide greater emigration push.
* The Kinship tradition in the Harmony tree now reduces demotion time by 25% instead of 50%. Empires with Shared Burdens receive the 20% leader upkeep reduction effect from Synchronicity instead.

Ringworld and Shattered Ring Balance Changes:
* Ringworld segments provide half as many jobs as they used to, and the size of ringworlds has been increased to 10.
* Commercial Ring World segments now have more Clerk jobs but no Artisan jobs.
* The Shattered Ring origin now conveys Ringworld Habitability Preference, and begin with more blockers on their homeworld. Shattered Ring blockers now also provide -1 max districts.
* The Shattered Ring origin is no longer guaranteed nearby habitable planets. They wouldn't want to live on them anyway.
* Added a warning to the Shattered Ring origin that Lithoids will face mineral scarcity problems.

Habitat and Void Dweller Balance Changes:
* Habitat capital buildings now grant a maintenance drone job for machine empires.
* Changed the adoption effect of Domination Traditions for Void Dwellers to reduce the upkeep cost of habitats from 5 alloys to 4 alloys.
* Added a new tradition for Void Dwellers, Modular Superstructures which gives +1 building slot per habitat. replacing ‘Public Works Division’.
* Added the effects of Imperious Architecture to habitat capital buildings.
* Added the effects of Interstellar Franchising to habitat trade districts.
* Replaced Planetary Prospecting for Void Dwellers with Adaptability Tradition with Orbital Surveying, which allows construction of one of Reactor Districts, Astro-Mining Bays, or Research Districts to habitats that have none of these.
* Changed the finishing effect of Expansion Traditions for Void Dwellers to reduce the alloy and influence cost of habitats by 20%

Simplified the rules regarding what jobs robots of different tiers can work.
* Simple robots can work all worker tier jobs.
* Droids can work all worker and specialist jobs. If AI is outlawed, certain complex specialist jobs (such as researchers, bureaucrats, and culture workers) are unavailable to them.
* Synthetics follow the same rules as droids, but if AI have full rights, they can also work in ruler jobs.

Updates have been made to some Authorities and Ethics:
* The Democratic Authority now increases the Automatic Resettlement Chance by 50%. (To a base of 15%)
* The Oligarchic Authority now increases Influence from factions by 15%.
* The Dictatorial Authority now reduces Empire Sprawl penalties by 10%.
* The Imperial Authority retains its current +1 Edict Cap bonus.
* The Machine Intelligence Authority now grants +1 monthly Pop Assembly
* The Gestalt Consciousness Ethic now also grants +2 Encryption, applying to both Machine Intelligences and Hive Minds.

Envoys, Diplomacy, and Espionage
* Base number of starting envoys is now 2.
* Enigmatic Engineering now grants +2 Encryption and causes Steal Technology operations used against you to fail after the first stage is complete. It will still prevent reverse-engineering technologies from ship debris.
* Transcendence now also grants +10 Base Intel on all Empires, +2 Encryption and +2 Codebreaking.
* Shadow Council and Ruthless Competition now also increase the maximum infiltration level of your Spy Networks
* Criminal Syndicates now also gain +20% Spy Network Growth Speed.
* Judgment Corps and Public Trust Officers tradition now also grants the Enhanced Surveillance edict.
* Delegated Functions machine intelligence civic now also grants +1 Envoy.
* The Shared Destiny Ascension Perk now also grants 2 additional Envoys.
* The Universal Compatibility tradition now also grants 1 additional Envoy.
* The Influence cost for using Favors in the Galactic Community has been reduced from 25 to 10.
* The Autonomous Agents and Embodied Dynamism technologies now also grants 1 additional Envoy.
* Improve Relations now caps out at +100 and is changed at a rate of +0.25 per month. Harm Relations now caps out at -100 and is changed at a rate of -0.5 per month.
* The Establish Embassy diplomatic action exists once again, and increases Intel between the two empires and triples the effectiveness of Improve Relations.
* Colonial Bureaucracy and Galactic Bureaucracy now grant +10 Base Intel.
* The Sentry Array Megastructure now also increases Base Intel.
* Several Espionage related Edicts have been added.
* Several Technologies have been flagged as “Espionage” gateway technologies.
Post edited April 15, 2021 by gogtrial34987
high rated
Stellaris changelog (part 4 of 8)

Balance (continued)
Additional Economic Balance:
* Added 3 new Society techs that give upgraded capital buildings progressively larger bonuses to production (while also increasing job upkeep).
* Rural, Farming, Mining, and Generator colony designation bonuses increased, as well as the bonuses from Five Year Plans. Urban Worlds now get a trade bonus.
* Mining, Capacity, and Farming Subsidy Edicts now grant +50% production.
* Prosperity Adoption tradition's Mining Station Output bonus increased to 20%.
* Technologies that boost space based resource gathering and research now become significantly stronger as they advance in tier.
* The energy output of technicians and tech drones have been significantly increased.
* The Trade Value generated by pops with decent or better living standards has been increased by 25-33%.
* Effect on trade from most jobs (including Criminals) has been increased.
* The Food Processing Center, Mineral Purification Hub, and Energy Nexus buildings now also increase the number of jobs added by the districts they affect. Food Processing Centers also increase the jobs produced by Hydroponic Farms.
* Reduced the special resource upkeep of Ecumenopolis Arcologies to 1 unit per month from 2.
* Databank Uplinks from the Discovery tradition tree now grants a greater bonus to station based research.
* Starbase Hydroponics now produces a base of 10 food.
* Starbase Nebula Refineries now produce a base of 10 minerals, and 1 exotic gas if Exotic Gas Extraction has been researched.
* Starbase Solar Power Networks now produce a base of 6 energy.
* Starbase Black Hole Observatories now produce a base of 15 physics research, and 1 volatile mote if Mote Stabilization has been researched.
* Database Uplinks also applies to research producing starbase buildings or modules.
* Technologies that boost technician, farmer, or miner output now also apply to energy, food, or mineral producing starbase buildings and modules.
* Insider Trading tradition now gives Megacorps +5% branch office value instead of +1 branch office building on their own planets (which was useless to them).

It is now possible for the endgame crisis to happen in the first 50 years of the endgame in certain circumstances. These are:
* No living fallen empires / awakened fallen empires;
* War in Heaven not happening, concluded, or started 15 years ago;
* A country has researched jump drives or psi jump drives (only the Unbidden can happen in the first 50 years in this case)

* Nuked old script to randomize which crisis shows up. Now it is simply purely a random choice that is random (with the chance of any crisis happening increasing the more years pass in the endgame).

* Buffed member perks for galactic union level 3 and 5
* The Galactic Union Lvl 3 perk (Federal Attache) now gives +2 union and +5% Trust Growth per envoy.
* The Galactic Union Lvl 5 perk (Federal Unity) now gives +2 union and +5 Trust Cap per envoy.

* Gestalt capital buildings now provide more amenities and/or maintenance or synapse drone jobs.
* Increased base colonization growth to 3.
* Bureaucrat upkeep raised to 2 Consumer Goods. Coordinator upkeep raised to 6 Energy.
* Medical Workers now increase planet habitability by 1% each.
* Greatly increased the amount of research points you are rewarded in events.
* The Wenkwort Custodian planet modifier now restricts output from industrial, mining and refining jobs. Instead its gardens provide a boost to the output of cultural workers and researchers.
* The science federation election challenge now takes each participating country's level of scientific progress into account to a far greater degree than previously.
* Buffed Enclave stations a bit so they can no longer be wiped out by passing Amoebas.
* Base speed of purge is now set in the purge type on species rights.
* It is now possible for pop growth, assembly and purge to 'overflow', adding or removing multiple pops per month.
* Changed timing for Caravaneers.
* Outposts and other starbases now grant 1 sensor range. (Occupying starbases during a war will therefore allow you to attack adjacent systems if you have visibility into them. You may need a science vessel to escort military vessels into nebulas the first time!).
* The hyperlane detection range of sensors and science ships has been reduced. The Map the Stars edict now also increases hyperlane detection range by 1.
* Subjects of the Khan or Fallen Empires no longer gain their vast knowledge of geography.
* Clone Vats now cost 500 minerals and food to build, and have minor energy but significant food upkeep.
* Necrophages now have an assembly speed penalty so you can't just build them out of spare body parts, as cool as that is.
* Lithoids now also have -25% organic pop assembly, the clone vat and spawning pool processes lose efficiency turning food into rock.
* Planets that have been reduced to zero districts by Terravores will now shatter, with drones automatically resettled to their homeworld.
* The Corporate Embassy now requires a major capital building instead of 50 pops on the planet, and gives 5% Economic Diplomatic Weight instead of 10%.
* The Disinformation Center now requires a major capital building instead of 50 pops on the planet, reduces ethics attraction by 25% instead of 50%, and increases the maximum infiltration level your spy networks can reach rather than providing an Economic Diplomatic Weight bonus.
* Organic Paradise building now has both Artisan and Maintenance Drone jobs.
* Necrophage Centers of Elevation now produce 1, 2 or 3 Necrophyte jobs depending on how many organic pops grow in ten years, so that you are unlikely to run out of Necrophyte pops even with the new pop system. The upgraded House of Apotheosis now gives a flat 6 Necrophyte jobs.

Automation
Significant updates have been made to planetary and sector automation.
* Planetary Automation build lists and behavior have been heavily revised.
* Planetary Automation will now only upgrade non-capital buildings if it will not cause a monthly deficit and if at least one job in the upgraded building would be filled.
* Sector AI now prioritises districts->buildings->upgrades rather than vice-versa
* Sector AI now knows when to stop building (i.e. will not build when the planet's employment and housing situations are perfectly fine)
* Sector AI now knows how empire sprawl actually works
* Sector AI now knows that the Crime Lord Deal makes anti-crime buildings superfluous
* Fixed a bug where the Sector AI would not really care about its designated speciality - e.g. Research Sector AI now prioritises research a bit more
* Sector Automation will now routinely build Organic Sanctuaries when needed.
* Renamed automatic exploration to automatic survey.

Performance and Stability
* Fixed many inefficiencies in the scripts deciding which species rights you could pick. As a bonus, the scripts are also infinitely more readable now.
* A hotjoin.oos save is created on gamestart too now.
* Added a new checksum (systems flags), only used in hardoos.
* Fixed an OOS happening when modifying a species.
* Fixed an OOS due to robotic pops getting happiness
* Fixed OOS issue arising due to incorrect order of updating caches.
* Fix desync that could happen if two empires picked the same start.

UI
* MP games now show an icon in front of the player that paused.
* New loc text for the Golden Rule federation challenge.
* Improvement to Golden Rule challenge outcome message.
* Added a "menace" console command that grants Menace.
* Added console command "menace_perk" that lists the player's perks and their status when there are no arguments.
* fixed machine names, species_00 chinese files, and species_01_SC.txt to match the english version (more content for chinese loc)
* Galactic community button appearance is improved.
* Windows-Only: Makes console more gracefully handle dead keys. On many keyboard layouts the console hotkey is also a deadkey, which ends up corrupting console text input.
* The icon for a resolution is now shown in the popup window for proposing it
* Added Outliner option for showing Colony Designation instead of Planet Class icons.
* Can now sort and reorder planets in the outliner.
* It's now possible to Cycle viewed Planets with Tab and Shift+Tab (or Ctrl+Tab), same as pressing Next/Prev buttons.
* Outliner now correctly Highlights open planet when cycling planets with Next/Prev buttons.
* Remove unhelpful tooltip text from some "Ok" buttons.
* Contacts view now shows relation instead of opinion.
* Added timer to the next pop being grown/assembled if you hover over the species being grown
* The "current population" pie chart tooltip now lists the 10 species with the most pops on the planet, rather than just one, which is randomly picked.
Post edited April 15, 2021 by gogtrial34987
high rated
Stellaris changelog (part 5 of 8)

AI
* The AI should now better understand what a building that gives a % bonus for a resource does.
* Fixed cases where a weakened fleet would get stuck trying to return to its homebase, which is unreachable.
* Made the AI use the caravaneer to buy loot boxes and play the slots.
* Cost is now properly withdrawn from the AI budget when proposing a resolution.
* Genocidal AIs will now attack any unknown science ships that enter their systems.
* The AI will now take better consideration of which ships already exist in Federation fleets before building new ones.
* The AI will now build better distributions of different ship types for Federation fleets.
* Fixed a bug that stopped the AI from ever proposing federation laws; also made AI-only federations more active in setting laws as they would like (especially centralisation).
* Fixed AI not starting fresh research while currently researching a special project with no science cost.
* AI will now prioritise spending on fleets a bit better if it recently lost a war.
* Reduced the AI's need for passing sanctions upon sanctions in the galcom.

Modding
* Added OUTLINER_UPDATE_EVERY_N_FRAMES define (optimization mainly for late game).
* Buildings now use a position priority system instead of the simple "add first" that they used to have.
* Planet classes can now have adjectives e.g. "tropical", referred to via [.GetPlanetClassAdj].
* Using orbit = { } on a moon will now return the planet the moon is orbiting.
* Added ship localisation commands GetShipSizeName, GetShipSizeNamePlural and GetDesignName.
* Added solar system localisation command GetClassName.
* Added country localisation command GetRealName (to get a country's real name even if your current country doesn't know it yet).
* Added species localisation commands GetOrganNamePlural, GetHandNamePlural, GetEarName and GetEarNamePlural.
* The species parameter in create_army_transport now works as expected.
* Standardised country, planet, species leader and location target calls for effects and triggers (e.g. set_owner = ), so that they all allow the same set of scopes and will reliably raise error log messages if the required scope cannot be found. The following is now allowed:
* Country: country, planet, fleet, system, ship, pop, army, leader, faction, megastructure, starbase, deposit, sector, arc site, first contact, spy network and espionage operation / asset. In all cases, it refers to the owner of the object (e.g. deposit: owner of the planet where the deposit is)
* Species: species, country (founder species), pop, leader, army, fleet/ship (species on board if colonist ship, else owner’s founder species), planet (owner’s founder species), first contact (target country’s species)
* Planet: planet, pop, deposit, arc site (if on a planet), megastructure (if built on a planet), fleet/ship (if in orbit), army (if on a planet)
* Leader: leader, country (ruler), fleet/ship (admiral/scientist), faction (faction’s leader), army (general), sector (governor), arc site (researcher), first contact (envoy)
* Location - spatial object (i.e. object that you can find on a solar system map): planet, ship, fleet, system, ambient object, megastructure, starbase, arc site, first contact
* Location - celestial coordinate (i.e. object with a coordinate in space): planet, deposit, fleet, ship, pop, army, country (capital), system (returns centre of system), leader, ambient object, megastructure, starbase, arc site, first contact (returns centre of system)
* Added set_colonization_controls effect.
* Added per-species namelist entries for ears (singular & plural), and plural forms for organs and hands.
* Error log entries for wrong localisation [ ] entries now give more context.
* Added clear_variable effect, because setting to 0 is confusing.
* Added first_contact_speed_mult modifier.
* Added first_contact_clues_add modifier.
* Added first_contact_defense_add modifier
* Added trigger for has_active_first_contact_with, scope change reverse_first_contact and scope lists random/every_first_contact and _active_first_contact.
* GetFirstName now returns the very first word in leaders' names, i.e. "Stalk" instead of "Stalk of" in a Plantoid namelist. If for some reason you really want "Stalk of", you can now use GetFirstNameFull. It also cuts off commas at the start of the first name.
* Added effect copy_random_tech_from (with optional parameters for tech area, category and the amount of progress that should be added) to steal technology from another empire. Also added trigger can_copy_random_tech_from, to see if such a tech exists.
* Added trigger can_research_technology, to check whether a country is able to research a given technology (recommended for use with give_technology or add_research_option effects).
* Added compare_distance trigger to see if object A is closer to object B or object C in the same solar system.
* Distance trigger now has a same_system parameter, to check objects in the same system. It also now checks the distances of more object types.
* Added effect unlock_menace_perk.
* Added has_menace_perk trigger.
* Invalid context switch error log messages in triggers now correctly show scope details.
* is_owned_by now works in most scopes, rather than just a select few.
* Rationalised first contact rules in country type. Replaced script_only with on_action_only, which means only the on_action will be fired, not the first contact site.
* Added "on_pop_bombed_to_death" on_action, with current scope being the planet where this happened, and from being the country that is bombing.
* Added a "pop_purge_mult" modifier that affects the speed of purging pops.
* Added planet trigger is_artificial = yes/no.
* In special projects, the "prev" of the original scope is now the owner country of the project.
* Add war scope as FromFrom to on_accept, on_war_goal_set and on_status_quo in war goals.
* If you accidentally use the same key for two triggered descriptions (e.g. in event descriptions), it'll now raise an error.
* Added check_variable_arithmetic trigger, which checks the value of a variable if you add/subtract/multiply/divide/modulo another value with it).
* Added modulo_variable effect.
* You can now use "value = { scope = x variable = y }" in variable effects and triggers, making it possible to compare variable A on scope B with variable C on scope D.
* Added effect fire_on_action = { on_action = scopes = { from = X fromfrom = Y } }, so that you can define your own on_actions in script.
* is_within_borders_of now works in ship and fleet scope as well as planet and system.
* Added is_civilian trigger for ships and fleets.
* Added set_mia effect for fleets.
* Added on_vassal_released on_action.
* Added set_emperor_can_change_council_members (= yes/no) effect.
* Added is_capital_system trigger.
* Added set_star_class effect.
* Added on_add_to_imperial_council/on_remove_from_imperial_council on_actions for when the Emperor changes Imperial Council members
* Added pop_purge_speed modifier, which is applied instead of pop_decline_speed to pops that are declining because of purge.
* subject_can_diplomacy trigger is now a boolean, as it didn't work anything like as expected before!
* member_of_faction trigger now works with explicit pop faction keys i.e. member_of_faction = isolationist.
* Added destroy_and_spawn_debris_for = effect.
* Added set_policy_cooldown effect.
* The "from" scope now works consistently in casus belli potential checks.
* Add trigger galactic_defense_force_exists and effect set_galactic_defense_force
* closest_system now has a use_bypasses parameter (default: no).
* is_war_participant = war now works in country scope.
* Add ship_community_territory_speed_mult modifier, affecting ship speed in systems belonging to Galactic Community members (if you are also a member).
* Fixed the destroying country not being in the "from" in on_country_destroyed.
* Fixed the country "on_destroy" not being called correctly when the last planet is removed from a country.
* Added num_unemployed planet trigger.
* Added galactic_emperor and galactic_custodian static modifiers, affecting veto cost/cooldown and emergency measures cooldown.
* Event desc texts are now randomized if more than one text entry is provided
* Made a bunch of useful triggers such as num_pops and controlled_systems work in sector scope.
* pop_maintenance_cost now works with "= { value > X resource = Y }" rather than defaulting to mineral upkeep.
* Added join_war_on_side effect.
* Added galactic_community_actions database for data about specific actions related to the Galactic Community.
* Added "use_shipnames_from" to ship_sizes that will allow a size to use the ship name from another size.
* Resettlement Cost now supports triggered modifiers, see 00_social_classes.txt for examples.
* Removed every/random_war_attacker/defender and instead made random/every/any/count versions of _attacker/defender.
* Rename every/random/any_planet to _galaxy_planet, to avoid confusion (modders take note - you may need to batch-replace stuff!).
* Added count_owned_planet, count_controlled_planet and count_galaxy_planet triggers.
* Added would_work_job trigger, which checks whether a pop a) is allowed to work a job, and b) would choose to (i.e. has higher weights for that one than its current one).
* Added a market_resource_price trigger.
* added modifier "ship_damage_against_starbases_mult" to affect damage ships do to starbases.
* Consolidated owned/recruited_leader checks to one (owned_leader) as they did the same thing with parallel coding
* Renamed any/every_sector script list to galaxy_sector to avoid confusion.
* Added count_subject trigger.
Post edited April 15, 2021 by gogtrial34987