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high rated
Changelog for Update 2.3 "Wolfe" (added 30 May 2019) - Part II:

UI
- Corrected misleading tooltip that falsely claimed it was not possible to set a species to Transcendent Awakening when it has Assimilation citizenship
- Queuing up multiple outpost constructions will now give the adjacency discount for influence costs where appropriate
- Fixed an issue when having multiple fleets selected including a colossus, right click orders menu on planets would be empty
- Rivalry influence production now displayed with modifiers in diplomatic view
- Diplomatic actions now display correct influence upkeep cost with modifiers
- Added entry to the fleet capacity tooltip explaining how many Titans you can build
- Fixed terraform button tooltip wrongly suggesting you can terraform gaia worlds
- Fixed some technology description texts overlapping with the tech specialization icon
- Fixed quite unplayable text spillout for guaranteed habitable worlds slider in multiplayer galaxy setup
- Fixed info about "Mass Produced" and "Custom-Made" modifiers for robot assembly being missing in the tooltip
- Fixed the reinforce fleets option in the Fleet Manager wrongly showing missing minerals rather than alloys, if you don't have enough of the latter
- Fixed text spillout of View Privacy Policy button in options (I'm looking at you, 23 letter German compound word)
- Fixed a heinous pixel error with Mass Driver I
- Fixed fractional costs of rare resources in ship designer displaying as 0, causing confusion
- Added tooltip to terraform button when it is disabled, detailing why
- Removed redundant repetitive redundant diplo offer duplication for peace offers
- Fixed an issue where the overall progress of a fleet upgrade order would visually reset to 0% after any single ship in the fleet completed upgrades
- Fixed observer outliner to be less broken, along with the hotjoin interface
- Fixed missing species portrait in the declining pop window, so now you can feel extra sad
- Fixed a display issue where replacing a built district would temporarily add to the number of built districts, sometimes causing overflows
- Replacing a planetary building now triggers a re-sort of building icons to keep similar types grouped together
- Removed the "has no FTL drive" part of the tooltip for stations when they are selected and you hover over a different system
- Fixed an issue where losing a building due to resettlement would show the pop requirements for all slots displaying as 5 lower than reality
- Even though devouring swarms can now purge inorganics for alloys, the tooltip wrongly stated they could not be processed...fixed
- Fixed so that unemployment by strata icons are properly displayed and has a working tooltip
- Now it is possible to add federation ships to a fleet design
- Fixed commercial pact diplo agreement wrongly inverting what the proposing and receiving empire will get from the deal
- Fixed visual issue wrongly showing zero tech progress until after first monthly tick
- Cornucopicturesque and Mineralistic event option tooltips no longer refer to adding tile deposits
- Fixed placeholder icons for Ascendancy Shipwrights modifier and Menial Drone Output (extra % produced by Coordinators)
- Fixed missing reference to influence gain reduction in the tooltip describing the result of losing a humiliation war
- Fixed unplayable overlap of the investigate button on unknown alien fleets
- Fixed bad text wrapping in federation fleet power display when the number was over 10000
- Machine empire Mineral Purification/Energy grid etc buildings no longer show the tooltip for raising district cap on inapplicable planet types
- Fixed tooltip that falsely claimed that setting a species to purge (except neuter) was a requirement for the Decent Living Standard
- Habitability map icon now considers all possible species instead of just owned ones
- Added descriptive text to the jobs screen to explain how favouriting jobs works
- Updated Corporate Dominion civic tooltip to refer to its new post-MegaCorp effect
- increased tooltip decimal precision on the complex drone output bonus Rogue Servitors gain from Biotrophies

AI
- Implemented improved AI building selection weights (thanks to Glavius for awesome insight here)
- AI will now properly bombard and invade primitive planets rather than suffering last minute pangs of conscience about using orbital lasers on people armed with bronze daggers
- AI now checks for how many outposts are being upgraded to starbase status already when deciding if it can build more
- Fixed the AI considering federation ships as part of its own fleet capacity, causing them to drastically neglect their own fleet building
- Fixed a bug preventing sector automation ever upgrading research labs to level 3
- AI will not build nanite transfusers without nanite income, nor build more than 2 per planet
- Fixed AI fleets getting stuck with redundant attack/defend orders if their target went MIA
- The sector AI of Machine Intelligences and Synthetically Ascended Empires will no longer build food-producing districts or buildings unless they actually need food
- AI will now consider repairing ruined branch office buildings
- Fixed so that transports don't emergency FTL as soon as they take any damage whatsoever, because D-Day didn't stop when the first landing craft hit a mine
- Fixed some edge cases where the AI would attempt to build its way out of unemployment with districts and buildings that its pops can't work
- AI prefers City districts over Housing buildings a bit more
- Machine empires will no longer build nonsentient, less efficient robot pops and unemploy their own citizens
- AI will now take more opportunities to repair damaged fleets when it has the chance
- Fixed AI bug caused by fleets unassigned to any group not being able to be added to one due to damage, instead just sitting idle
- Fixed AI not bothering to send its war-weary fleets home following a peace agreement

Modding
- The Archaeology system from Ancient Relics is open for modding use, to create your own multi-stage event chains
- Fixed a map distance cache bug that affected mods with non-random maps, causing each outpost to cause the maximum amount of influence
- Added GetAge, GetFirstName and GetSecondName to the leader scope in localization, to allow you to do events calling just first or second names, etc
- on_fleet_destroyed_xxx events will now happen only once. For example: the shattered loop
- Added num_owned_relics trigger
- kill_pop_chance now uses weights with Pop scope
- Added locked_random_list with predetermined effect for random colony automation
- added building/district specific building speed modifier "planet_<building/district>_build_speed_mult"
- Parallel Megastructure build/upgrade capacity can now be altered by modifiers
- Added effect "add_timed_trait" that lets scripts add a timed trait to a leader character. Usage: Scope Leader, `add_timed_trait = { trait = days/months/years="
- Fixed the "num_buildings" trigger to actually take the paramater "any" into consideration
- Added "show_prereqs" to megastructures to determinie if they appear or not in the tech that unlocks them
- Added "prereq_name" to change what name a megastructure shows when unlocked by a tech
- Added trigger last_activated_relic
- Added has_deposit_category for checking a category of a deposit
- Added has_relic trigger
- Added remove_relic effect
- Added add_relic effect
Post edited June 08, 2019 by HypersomniacLive
high rated
Changelog for Update 2.3 "Wolfe" (added 30 May 2019) - Part III:

Bugfixes
- Fixed a case where Prethoryn Infestors would not infest habitable worlds
- Fixed a case where the L-gate chain could get stuck, with pointless repeating techs to gain insights, if another empire finished the chain first
- Fixed nonfunctional "upgrade all" button for defense stations
- Migration controls will now actually control migration, like it says on the tin
- Fixed a case where choosing to fight the Worm could spawn another one, that could also be farmed for rewards
- Fixed broken starbase designs for Awakened Fallen Empires that prevented them from expanding
- Fixed a host of display and stability issues relating to constructing robots from a template rather than the base type
- The Caravaneers will no longer offer the Bunk Beds and Food Containers deals to empire types that cannot use them (Gestalts, etc)
- Put in safeguards to prevent game events dependent on contact with another normal empire (The Prince, Legible, etc) from firing before you've made first contact with any
- Cybernetic pops should now be able to survive (poorly) on Machine Worlds, which now have a base habitability of 0 (offset somewhat by their +20% tolerance)
- Fixed organics being assimilated not being put in a proper job/stratum leading to no assimilation progress at all
- Fixed a bug when pop growth penalty due to low habitability was not applied
- Fixed certain binary and trinary star systems with planets visually inside a star
- Fixed the bug when state of truce was not force-opening borders
- Fixed unintended case where borders force-opened by a peace deal could have trade routes sent through them, creating weirdness like piracy in gestalt empires, etc
- Fixed ironman cloud saves being overwritten if you play the same empire in separate games
- Fixed the "Old With Defects" event tooltip stating it would grant progress in one technology, instead applying it at random to one the player already had available to research
- Fixed a crash on Mac when attempting to load a game with the resettlement screen open
- Fixed literally unplayable typos
- Null void beams no longer wrongly appear outside of the Portal event
- Fixed synthetic empires not getting the project to stop the Ghost Signal
- Replaced placeholder icons for certain ship/station types in fleet combat results, etc
- Fixed Volatile Mote production jobs for machine empires so they are now properly complex jobs with higher priority for pop assignment
- Added a research cost to the "Cracking it Open" event, also changed it to be an engineering project
- Added a research cost to "Breathe In, Breathe Out"
- Fixed a case where you couldn't build an outpost in a system with hostile primitives because it counted as enemy territory, nor could you invade and subjugate them to rectify this situation because they weren't inside your borders, creating a weird catch 22
- Fixed a confusing visual issue when using manual ship design where going to the ship designer would automatically show newly researched components, even if your ship doesn't actually use them
- Fixed the penalty for going over your starbase cap only being applied once you were 2 starbases over the limit
- mature_galaxy and advanced_galaxy console commands are functional again
- Fixed a crash on game save
- Fixed a free alloys exploit with downgrading defense platforms
- Fixed planetary features with blockers that are cleared by an event not granting districts properly until after a game reload
- You can now choose to station military ships at things like wormholes the same way you can with civilian ships
- Fixing a mysterious Linux crash when colonizing a planet and the species somehow gets invalidated before finished
- Crashfix when invalid leaders are left in a country's leader pool
- Fixed a low stability warning on game start that disappeared after the first daily tick, because the apparatus of control and repression cannot be relaxed for even an instant
- Fixed some cases where special projects could get stuck
- Fixed an uncanny crash with clicking on the ethics icons of the UNE when editing the default empire template because your utopian, egalitarian ideals aren't as universal and immutable as you think, hippies
- Added missing piracy suppression values to Caravaneer-granted ships
- Fixed weird cases where genetically modified subspecies could unintentionally be enslaved with certain ethic/civic combinations
- Fixed unusually slow purge speed when the Prethoryn conquer a primitive world
- Failing to Preemptively strike the Underground civilization as a homicidal race will cause them to invade you rather than just do nothing
- Fixed a crash when giving away systems
- Fixed the trade window sometimes becoming crazy until reload/restart
- Speed Demon event will add the red/green traits even if your species is very strong/adaptive
- Fixed OOS for diplomatic upkeep upon hotjoining
- Fixed a hilarious one where marauders could demand the outrageous tribute sum of zero resources
- Fixed the Odd Factory event creating incorrect worker strata jobs instead of drone jobs for gestalt empires
- Ships will no longer use unexplored wormholes when trying to pathfind
- Fixed a bug where ruined buildings could be downgraded, repairing them, even though it's true that sometimes you have to destroy in order to create
- Fixed Life Seeded not granting proper Gaia world preference
- Changed "The Planet that Was Not There" event wrongly targeting guaranteed habitable worlds, nor on gaia planets or those with special deposits
- Fixed at least one instance of the country resource OOS
- Ecumenopolis preference no longer called AI world preference
- Crime event no longer fires for non-sapient robots, and also waits until the planet has >3 pops
- Fixed a Mac crash when trying to remove a build queue item from a starbase
- Fixed slightly misleading description text if the first gateway related site you discover is the L-Gate
- Randomized empires gets their starting planets, ethics and civics correctly set up when they start as life seeded or post apocalyptic
- Fixed breaking commercial pacts not incurring a negative diplomatic modifier
- Fixed the mining restoration project failure result giving a scientist trait to an admiral. England expects every man to do his duty.
- Fixed Machine and Hive world terraforming removing rare deposit types
- Fixed a wild one where multiple research point consuming special projects could put your research output in to negative, and block all station or building construction for some reason because of "missing resources"
- Fixed missing event image for the Nanosand anomaly when spawned on a desert world
- Fixed a crash when a country gets a trade route that used to belong to someone else
- Fixed planets under colonization wrongly generating unrest warnings
- Impose Ideology war now properly creates an independent allied empire, instead of a vassal
- Fixed terraforming candidates not being terraformable into Gaia worlds
- Lots of general crash, OOS, stability fixes
high rated
Changelog for Update 2.3.1.2 (added 05 June 2019):

Ancient Relics Story Pack Features
- Increased variety of introductory images for archaeology sites
- Added some missing SFX to archaeology site dig stages and random events

UI
- Added alert if planet automation is low on resources and monthly transfer is lower than 10
- Fixed missing loc string in Zro deposits
- Fixed the tooltip for machine pops being processed by a devouring swarm wrongly suggesting that you could get delicious food out of their soulless metallic husks somehow, instead of decidedly unappetizing alloys
- Grunur system spawn popup event now displays neighbouring system name instead of an empty string
- Fixed some missing text on the omnicodex arc site

AI
- Improved AI's desire to aggressively produce alloy foundries to drive its fleets and expansion
- AI is much more willing to actually spend that alloy on ships
- Fixed AI wasting its Influence by constantly reforming government
- Fixed AI being only willing to spend rare resources on base construction, never upgrades or edicts
- Updated AI food, energy, mineral, and influence budgeting. It will now try to use them on decisions and edicts when able, instead of amassing huge, untouched stockpiles
- Fixed AI treating pirate occupied systems as total no-go zones even when it had more than enough fleet power to wipe them out (should help them expand without being blocked off)
- AI empires will now be willing to expand into systems up to 5 jumps beyond their borders, making it more difficult to cut them off at chokepoints
- Tweaked AI influence spending on edicts and campaigns so as not to activate ones with limited value (map the stars when most of the galaxy is explored, etc)

Bugfixes
- Fixed failure to launch crossplay beta branch on Linux
- Fixed failure to launch the GOG version on Mac without using GOG Galaxy
- Fixed cases where victorious Force Ideology wars would not result in ethics shift
- Fixed an economy out of sync
- Fixed a potential crash in the cross-breeding game rule
- Fixed Zroni precursor sites being wrongly visible to all empires, not just the discoverer, allowing them to be ninja'd by others and leaving you stranded with an uncompletable chain
- Fixed core sector being named after the initial planet name, before any homeworld name is applied
- When you have multiple fleets selected, some with the Psi Jump Drive and some without, it will now show the longest combined jump they can make together, not the max range for just the Psi ships
- Fixed exploits related to jump drive use allowing fraudulent circumvention of cooldown times and max ranges
- Fixed unconscionable, unplayable typos and missing texts
- Fixed a hilarious one from last year where if one of your starbases came under enemy occupation in a war, you could still queue up defense platform construction there. Helpfully, the enemy empire would pay for this from its own resource stockpile
- Fixed cases where General leader traits were wrongly applied to armies
- Added missing special portrait for the Nu-Baol, feat. Fred Durst
- Fixed new Ancient Relics SFX playing at way too loud a volume
high rated
Changelog for Patch 2.3.2.1 / GOG-30250 (Windows) / GOG-30250 (Mac) / GOG-30253 (Linux) (added 14 June 2019):

- Producer's note: in the interest of getting these fixes to you quickly, anything requiring new text is not yet translated in to languages other than English. We'll get localization done and in for the final 2.3.x version, never fear.

Ancient Relics Story Pack Features
- The random outcome "Archaeological Loop" in the "Déjà Vu Dig" Archaeology Site now has altered story text, and the outcome temporarily traumatizes the Scientist
- The random outcome "A Custom Job" in the "Cut To Fit" Archaeology Site now rewards the player with benefits to Terrestrial Sculpting tech research

Balance
- Added a new artifact action to discover a precursor artifact for 25 minor artifacts
- Reduced AI expansion distance to 2, for slightly less gruesome Balkan borders. It will still be more aggressive than before about trying to avoid being boxed in
- Nu-Baol Life-Seeding decision no longer has any cost, since the cost is paid for by activating the relic
- Ether Drake Trophy relic effect on unity increased from +10 a month to +10% a month
- Scales of the Worm relic effect on unity replaced with +10% physics research speed
- Rubricator relic effect on unity replaced with +20 society research per month
- The Surveyor relic activation cost is now 500 energy instead of 150 influence

UI
- You now get a popup when resettling the last pop of a colony to make sure you want to destroy said colony
- Fixed a draw issue on the Mechanocalibrator and pre-space Ratling worlds that would cause resources districts to display as a single gigantic box

AI
- Fixed AI activating population control when it shouldn't
- Fixed colony automation spamming too many districts at once in multiplayer
- Lots of little tweaks to the AI's economic decision making

Modding
- Using brackets in loc in 'scripted triggers' and 'scripted effects' can no longer result in an infinite loop as it thinks it's supposed to be a macro

Bugfixes
- Fixed colonies not being destroyed properly when emptied of population. Go forth and purge once more.
- Fixed barren worlds not terraforming
- Fixed armies mysteriously gaining strength, regenerating or disappearing without a trace during invasions
- Fixed synth ascended robots that were robomodded not being assembled on planets
- Fixed Gestalt empires starting with either unemployed drones or unmanned job slots
- Fixed a crash when a planet building a robot template changes owner
- Fixed unplayable have/has typo atrocity in the Grand Herald event
- Fixed so that pops will not promote to specialists/rulers if there are unemployed pops from those strata already available. Get back to the acid mines, proles.
- Inscrutable Power achievement now properly looks for the Galatron relic
- Planets shouldn't start with unemployed pops anymore
- Habitat specific orbital deposits should no longer rarely appear on non-habitats
- The "Givernor" skill is no longer a thing
- Driven Assimilators may now properly have farming worlds to feed their hungry Cyborgs
- No longer possible to merge the salvage cruiser with normal fleets to prevent exploits with upgrades and resource refunds
- Fixed the Atomic Clock event annihilating primitives but leaving observations stations intact to observe...their irradiated cadavers, I guess?
- The Galactic Wonders Ascension Perk will now begrudgingly accept a Science Nexus as "complete" even if it doesn't have a brain in a jar. Your researchers will still know it's not really complete without one though, and that knowledge will haunt them in the lonely hours of the night.
- Fixed events like "A New Metal" spawning on worlds that already had science stations, and wrongly being collected by these
- Did some more smoothing of SFX volume spikes in new Ancient Relics content
- Fixed a case where the Rubricator world could wrongly spawn a second, entirely unrelated dig site
- Fixed being able to make a slave army from any species whatsoever so long as a single pop of any race was enslaved on the planet, even though it was an admirable display of class solidarity
- Prevented the Baol chain from spawning any digsites in the Sol system because that made even less sense than lasers making sound in space
Post edited June 17, 2019 by ggzx12
Changelog for Update 2.3.3 (added 04 July 2019):

Ancient Relics Story Pack Features
- A number of archaeology sites have been overhauled to give more interesting rewards for completion, with new techs, empire modifiers, and ethics-based outcomes

General
- Updated localisation for all languages

Balance
- Further changed Precursor system spawning to always connect to an owned system, if possible, to reduce them appearing in inaccessible places
- More archaeological site events will grant minor artifacts
- Zroni chain grants Psionic Theory tech option for non-gestalts
- The Surveyor relic now has a chance to find multiple deposits during its activation time. It has also been reduced to a five year timer
- Adjusted the rate at which Admirals gain XP when patrolling and when in combat
- Daily patrolling XP is now based on the max piracy in a system rather than the current piracy
- Disengaged ship now also give xp, they have their own define: LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_DISENGAGED_CONVERSION
- Zro is slightly more common
- Marketplace of Ideas trade policy unity per trade value increased from 0.15 to 0.25
- Grand Herald site is less common. When the Grand Herald is found it may be damaged to some degree, if so there is a special project to restore it to full power
- Finishing Arc Sites may yield Technology Research Options/Boosts
- Lowered the chance of archaeology sites being discovered when planets are surveyed
- Non-genocidal gestalt empires may now also seize the galatron from those who would withhold access to its glory

UI
- Added MP DLC ownership icon for Ancient Relics
- Fixed line break in Zro Deposits causing unnecessary truncation of text
- Fixed displayed Army Recruitment time not including build speed modifiers
- You should no longer be able to see the orders of the fleets of other empires
- Fixed the resources going haywire in the trade view. Hopefully for the last time
- Added a country modifier to remind you that you can safely colonize Holy worlds as the chosen of Zarqlan

AI
- Fixed so that the AI uses their idle science ships to assist research rather than just drawing salaries and doing nothing like typical freeloading intelligentsia
- AI empires will finish tradition trees before starting new ones
- Changed AI weight for consecration decision, so that it's actually used
- AI will now build city districts on planets if needed even if not many pops live there
- AI no longer juggles leaders back and forth, and also makes sure there is always at least one leader assigned to a ship
- Fixed the AI declaring war on empire they can't reach, or empires on the other side of the galaxy
- AI no longer needlessly upgrades starbases if they still have unused module or building slots
- Removed ostensibly arbitrary pop requirement for research buildings, also capped holo-theatres to one per planet

Modding
- add_anomaly effect now adds the anomaly to the scoped country instead of the first country to survey the planet
- Added "min_jumps" and "max_jumps" parameters to the "spawn_system" command for better control of where and to what world spawned system appear
- min_jump and max_jump now use -1 to be ignored, so that you can make systems that attach directly to your base system
- Added steal_relic = { target = TARGET_COUNTRY relic = <all/random/RELIC_NAME> effect
- The on_arrival_effect is now properly called with a fleet scope
- Replaced hard texture limit with hybridarray for people that have excessive amounts of textures due to mods
- Added 'is_last_lost_relic' and 'is_last_received_relic'. Both trigger return true if the relice passed as a parameter is the last (lost/received) relic by the country from the scope country scope: is_last_lost_relic = / is_last_received_relic =

Stability
- Fixed a freeze when editing trade routes from a system you stole
- Fixed a crash when using mature galaxy in observer mode

Bugfixes
- Colony automation now has a 3 day cooldown after a building completes in order for recently completed constructions to take effect
- Increased weighting of favorited jobs so that they're properly prioritized
- Made the logic for buy/selling slaves better. AI is now more likely to both buy and sell slaves, wrote someone in the 21st century
- Fixed automation not working on planet capitals or new colonies if you don't change the designation
- Conquered habitats will now convert districts that are not permitted by their new empire type
- Fixed so that rogue servitor AI will no longer just build organic sanctuaries
- All non-Exterminator Machine Intelligences should now be able to make Farming Colonies
- In MP only the first player to discover the Baol or Zroni precursor will begin their chain. Others are free to discover different precursors
- Fixed overflow issues in AI diplomacy due to relative strength calculations
- The result of "Reverse-Engineer Minor Artifacts" is now properly randomized
- Disabled map-ping for finished arch sites
- Admiral XP is based on the total cost of ships instead of just minerals
- Fix for all buildings swapping issues
- Secrets of the Irassians will no longer sometimes give machine intelligences a tech they can't use
- Changed so that arch sites and certain events use the correct GFX files
- Fixed Growth species disappearing every other month in some cases
- Ship build speed modifiers are no longer applied twice
- Fixed Build Speed modifier being applied twice to buildings
- Fixed some new Tutorial Lines not playing VO
- The Caravaneers roam space once again instead of sitting in orbit ringing your doorbell for all eternity with an "offer you can't refuse"
- Deficit modifiers are properly applied again
- Master Builders no longer ever affects Habitat size
- Rare resource tech will also be researchable if any planet you own contains an Industrial sector deposit
- Primitives living on Ring Worlds will no longer build normal districts on them when invaded, enlightened, or if they naturally develop spaceflight, because inscrutably we have created a game where apparently such things are possible
- Maintenance Drones again have a positive weight for the Emotion emulators trait
- Fixed ships not going MIA when they can't return because they don't have access
- Presapients can now be found again to be uplifted/exploited/devoured as your whim decrees