• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Yeah that sounds fine.
 
Game version v2.5 is out (our last game was v2.1).

Just sayin'.
 
  • 1Like
Reactions:
Make it happen!!!!


What changes have been made?
Several pages of changes. Hundreds?

  • 'Reassign All Admin Commands' now reassigns admin commands, rather than planetary governors.
  • Fixed bug that sometimes caused fleets to move within minimum distance during close combat.
  • Fixed bug that caused weapons to malfunction even when not firing due to zero chance to hit.
  • Fixed 'Lower Shield' button for Fleets.
  • Fixed error in jump drive creation if minimum size of squadron-capable jump drive is less than 10.
  • Fixed bug that sometimes prevented NPRs from firing on STO targets.
  • Fixed bug that sometimes caused selection popup window to have blank check boxes
  • Updating amount and accessibility in Specify Minerals now also adjusts the values for future accessibility decline.
  • Fixed display order of the conditional orders list.
  • If a naval admin command is deleted, any subordinate admin commands are reassigned to the top level admin command.
  • Absorb orders no longer end movement.
  • Fixed bug causing game freeze during system generation in random stars games.
  • Fixed Sync Fire for energy weapons.
  • Fixed bug that resulted in a defeated population surrendering to the largest population on the planet, rather than the attacking population.
  • High Power Microwaves can now have fractional capacitors.
  • Fixed a bug that caused a series of #201 errors when discovering a pre-industrial race.
  • Fixed bug with ground control ranks being assigned to naval admin commands.
  • Waypoints can no longer be assigned to beam fire controls.
  • Normal colonies can no longer be created on gas giants or superjovians.
  • Fixed a bug that could cause negative water vapour if it was being removed during terraforming.
  • Fixed a bug that retained the original parent ship as owner when copying fire control assignments.
  • Fixed a bug that reported alien class shield strength as their EM signature, rather than actual strength (which is signature / 30).
  • Fixed a bug that prevented STO weapon range from being displayed if the population did not have at least one tracking station.
  • The text for beam fire control range now displays correctly on the tactical map.
  • Fixed a bug where a fleet with a contact as its ultimate destination would use Lagrange points from its starting system, rather than the contact system.
  • Miscellaneous components now appear correctly as Logistics research projects.
  • Restore now working correctly for retired commanders.
  • Fixed display bug when renaming admin commands.
  • Ground units now deleted correctly when parent colony is deleted.
  • Fixed description of heavy autocannon.
  • Large Cargo Hold is now a starting system for both conventional and TN starts.
  • Cryogenic Transport development cost increased from 1000 to 2000 RP
  • Added a Large Cryogenic Transport which is 5x larger than Cryogenic Transport, 4x Cost and 3x Crew.
  • Large, Small and Emergency Cryogenic Transport modules are automatically researched when Cryogenic Transport is developed.
  • Added a Very Large Troop Transport Bay which is 5x larger than Large Troop Transport Bay, 4x Cost and 3x Crew. Automatically researched when Troop Transport Bay is researched.
  • Added a Very Large Troop Transport Drop Bay which is 5x larger than Large Troop Transport Drop Bay, 4x Cost and 3x Crew. Automatically researched when Troop Transport Drop Bay is researched.
  • From v2.2, all particle beams will be 300 tons, regardless of strength.
  • Added Active Terminal Guidance and Missile Retargeting Ability.
  • Added Missile Laser Warheads and new point defense mechanics.
  • Sweeping changes to ECM and ECCM.
These are just a few of the v2.2 changes... then there are also the v2.3, v2.4 and v2.5 changes to add to that list.
 
  • 1
Reactions: