[Dev Team] 3.5.3 Patch Released (checksum c1ba)

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PDX-Loke

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Apr 16, 2015
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Hello,

We have another patch ready for you all, addressing what we believe to be the remaining issues coming out of the 3.5 + Toxoids release.
Plus of course a plethora of tweaks and improvements also done by the team, relentlessly industrious as they are.

3.5.3 is available now for download!

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######################### VERSION 3.5.3 ##########################​

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Improvements
  • You will no longer get alerts about envoys dying.
  • AI will now research debris.

Balance
  • Shared Burden now doubles the unity gained from the egalitarian faction.
  • Ensured consistency in the Toxic God starting resources: the home system will now always contain a +3 alloys deposit. A nearby one will contain another +2 and a further +6 energy.
  • Federation subjects that cannot vote can no longer persuade federation members that someone should not be invited into a federation
  • Capped Noxious happiness bonus at 40%.
  • Vassals that leave an overlord's war by a change in the agreement will now get a truce with every opponent.

Planet Automation
  • Removed out dated sector automation logic which was activated for planets when sector automation was enabled but planet automation was deactivated
  • Clarified the tooltip explaining when planetary automation will create new jobs
  • Planet Automation Crime module will now forbid enforcer jobs if you have 0 crime and allow enforcer jobs if you have more than 27 crime
  • Added a Planet Automation setting which allows for construction even during resource deficits
  • Changed how Planet Automation is presented in the Planet View to more clearly show that there are settings that the player can use

Bugfix
  • Fixed Toxoid presapients having Aquatic portraits.
  • Fixed gateway tags not showing up in the solar system map.
  • Fixed megastructure outliner right click not focusing on the megastructure (as is standard for other outliner objects).
  • Fixed one of the outcomes of the Ancient Robot World arc site featuring visual bugs (placeholder model due to not having a correct graphical culture set).
  • Updated tooltip for Mutagenic Spa to match values given by Bath Attendant jobs.
  • All resolutions in the Galactic Market category now require the market to be formed in order to be proposed.
  • Fixed farm appendages bonus from “Damn the Consequences” edict.
  • Fixed low maintenance to be an actual bonus.
  • Added the actual effect of Damn the Consequences to its effect tooltip.
  • Fixed Situation modifiers not updating in some circumstances when you changed Approach or Stage.
  • The Debris Field anomaly will now reliably fire an event when you research it.
  • Fixed copy paste error in Toxoids 3 name list (male regnal names).
  • Fixed the Toxic God branch office building not reliably boosting quest progress, depending on your chosen civics.
  • Fixed radiotrophic simple drones for lithoid hive minds having their mineral upkeep increased instead of decreased.
  • You can now only consecrate one habitat per activation of the Toxic Maw.
  • Updated the tooltip for requiring additional activations of the Toxic Maw.
  • The Prethoryn Brood Queen relic now correctly sets the relic activation cooldown timer.
  • Machine Intelligence pops are now correctly purged again when conquered by an organic empire.
  • Fixed Heritage Sites and Hypercomms Forums not converting to Pillar of Quietuses and Galactic Memorials respectively.
  • Fixed an ungrammatical pronoun being used in one of the early Toxic Knights quests.
  • The primitive habitats in Federation's End system are no longer in danger of being turned into barren worlds by asteroids.
  • Fixed a stray “?” in the event where the Shroudwalker enclave is destroyed.
  • Corrupt Survey Data event can no longer happen on planets with moons, as it would leave the moon orbiting nothing, and due to cost cuts we can assume that the holographic projection couldn't also cover the moon.
  • Fixed the Toxic Knights end bugging out if you *SPOILERS* using a mercenary fleet.
  • Clarified the negative happiness impacts of the Noxious trait in a pop's happiness breakdown.
  • Fixed misleading tooltip for why an AI will say no to your request to join their federation (it suggested they did not want to be a federation partner with a current member, but actually it meant that that member did not want to be a federation partner with you).
  • Fixed Luminous Blades modifier stating it was a bit more effective than it actually was.
  • Fixed megashipyards not benefitting from certain country-wide ship cost and build speed modifiers.
  • Fixed cases where if a hive forced a regular empire to release a vassal with a status quo peace deal, the resulting empire would be a hive empire without hive pops. (Also fixed it for machines, and for the opposite case of regular empires attacking or machines).
  • Added missing effect to the tooltip of the Psionic Archive relic.
  • You can now once again apply species templates that would remove beneficial traits, so long as you were able to make the template a valid combination in the first place.
  • Leader and envoy portraits now switch correctly after undergoing synthetic ascension.
  • Science ship modifiers are no longer doubled in the tooltip.
  • You should no longer be able to have multiple monuments on a single planet (again).
  • Fixed issue where invalid research alternatives may be left in TechStatus after adding pre-learned technologies at start of game.
  • Spiritualist Empires now care about Relentless Industrialism on their holy worlds.
  • Chemical Bliss no longer states that it causes unemployed pops to produce unity.
  • Fixed various crashes.

AI
  • Increased the monthly random chance that an AI will decide to start preparing for war.
  • AI empires will now bring their assault armies towards the enemy during war preparation phase.
  • Reduced the maximum AI war preparation period from 60 months to 30 months.
  • Fixed an issue where AI would use their "prepare for war" gather logic even during an ongoing war.
  • Fixed an issue where the AI would try and gather their fleets for an upcoming war in a system which they could not access.
  • Fixed AI sometimes not hiring enough scientists to keep researching.
  • Fixed some cases where AI would inexplicably spam admirals.
  • AI hive-mind will no longer destroy hive warrens.
  • Fixed AI not allocating at least the desired_min to its budgets. Double-allocating resources is less risky than having it not be respected, as with the Influence budget there's a fair chance that the desired minimum may never be hit
  • Improved AI's early game alloy expenditure (it wanted to put a lot into buildings even though most of the time none of the buildings cost alloys)
  • Xenophile empires are now more likely to build trading hub type starbases, changed from materialists.
  • Fixed issues with starbase module logic which made AI forbidden from building anything on certain starbases.
  • Fixed an issue where AI fleets would get stuck in a loop of resetting their move orders during hyperlane windup time.
  • Fixed an issue where AI empires were not allowed to downgrade shipyard type starbases if they had an ongoing construction of ships which made AI empires have much more shipyards than intended.
  • Fixed an issue where bombarding AI fleets would get stuck in a loop of flying between the starbase in the system and orbiting the bombardment target when they were waiting for assault armies to invade their bombardment target planet.
  • Added additional logic for AI to merge fleets which are close to each other during wars to reduce the amount of small AI fleets.
  • Fixed an issue where AI empires would incorrectly try and merge their assault armies together by using FTL reinforcement mechanic, causing their ground troops to be indefinitely stuck in MIA mode.
  • Fixed several issues with AI regrouping logic where fleets would suicide one by one instead of grouping up together before attacking.
  • AI empires who do not use food will no longer build hydroponics on starbases.

Modding
  • Added show_in_outliner (default: yes) to determine whether a megastructure type should be shown in the outliner
  • Specifying a "key" in a triggered modifier will now at least some of the time make the modifier have that key as its "name"
  • Fixed the script profiler (previous results using it should be disregarded)
  • Added ability for planet automation to forbid and allow jobs
  • Added upgrade_trigger block for planet automation which allows for individual logic of when buildings should be allowed to be upgraded

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######################### VERSION 3.5.2 ##########################​

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Bugfix
  • The Toxic Entity will no longer bless those unworthy. (You cannot select a Toxic God solar system initializer without the Knights of the Toxic God origin)
  • Crisis will now destroy the starbases of the systems it invades, fixing an issue where the AI would sometimes not land their armies on colonies properly.
  • You can no longer put the Toxic God's strike craft on your ships if you defeat the Prethoryn

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######################### VERSION 3.5.1 ##########################​

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Feature changes and additions
  • “All Crises” Galaxy Setting
    • If enabled, the three Endgame Crises will happen consecutively (i.e. once one is defeated, the next can spawn), each 1.5x as strong as the previous one.
  • Added the Ranger Lodge building for the Environmentalist civic granting you unity for each natural blocker left on the planet.
  • New Unique Star Systems:
    • 2 Systems with unique Archaeological Sites
    • 3 Systems where one can easily pick up some ship technology
    • 3 Systems with extra habitable planets
  • New Archaeological Sites:
    • Larionessi Refuge - A forgotten civilization of Hive Minds waiting for someone to aid them
    • Zevox - A Shroud entity that is only willing to talk to machine empires
  • New anomaly: Singing Planet
  • Reimplemented Culture Workers. Culture Worker jobs are now provided by Monuments in addition to the Ministry of Culture, with the following effects:
    • Base Output/Upkeep:
      • 10% governing ethics attraction.
      • 4 Unity Output
      • 3 CG Upkeep
    • In addition, Culture Workers have variable outputs depending on your empire ethics. These modifiers are doubled for Fanatic ethics.
      • Spiritualist: -2.5% Amenity Usage (Planet)
      • Materialist: +2 Amenities (Planet)
      • Militarist: +1 Naval Capacity (Empire)
      • Pacifist: +2.5% Trade from Living Standards (Planet)
      • Xenophobe: +2.5% Citizen Happiness (Planet)
      • Xenophile: -2.5% Pop Upkeep (Planet)
      • Egalitarian: -2.5% Pop Housing Usage (Planet)
      • Authoritarian: +3 Edict Fund (Country)
    • As Galactic Memorials replace normal Monuments, Death Chroniclers have been changed as well, they are now considered Culture Worker jobs and as such inherit the same ethics-based modifiers given above, with the following base output and upkeep:
      • 4 Unity Output
      • +2.5% Stability
      • 3 CG Upkeep
    • The gestalt equivalents of Monuments now give Evaluator jobs which provide Unity and Amenities. As expected, Chronicle Drones are now in the Evaluator category and likewise produce Unity, Stability and Amenities.
  • You can now purchase the services of a Salvage Overseer from the Salvager Enclave. They will improve your scavenging efficiency from debris.
  • New leader trait: Mindful. Scientists with this trait take longer to excavate archaeological dig sites, but are more likely to encounter anomalies.
  • Consecrating Planets now has a special visual effect based on the quality of the world. Fallen Empire Holy Worlds have the max intensity.
  • Relic Rebalance Pass (Additions and Changes are in bold. Removal is strikethroughed)
    • Javorian Pox:
      • Passive:
        • Grants Bombardment Stance
        • +20 Leader Lifespan
        • Increased likelihood of finding biology techs.
      • Active:
        • 50% increased biology research
        • Grants Bombardment Stance
    • The Last Baol:
      • Active:
        • The active decision takes 2 yearsto create a Gaia world
          • If the decision is activated on a Gaia World, all organic pops on the world get an empowered Gaia World Habitability preference granting them +5% resource output on Gaia Worlds.
        • The Nu-Baol will be hivemind if you are a hivemind
    • Yuht Cryo Core:
      • Passive:
        • +1 pop on every new colony
        • +20% Energy Weapon Fire Rate
    • Psionic Archive:
      • Passive:
        • Unlocks an edict granting leader XP, longevity, and accident prevention for a zro upkeep.
          • #Note Gestalts can find the tech for mining zro if they have this relic.
        • +5 Ruler Max Level
        • -50% Shroud Cooldown
        • Better Shroud odds
      • Active:
        • The knowledge option now always levels your ruler up a level instead of granting a flat xp bonus.
    • Cybrex Warforge:
      • Passive:
        • 5% Increased Alloy Output
        • Allows the building of the most powerful buildable army in the game.
      • Active:
        • Spend 10000 minerals and gain 5000 alloys.
        • Spend 2000 minerals and gain 1000 alloys.
          • Effect Increases by 2000 minerals and 1000 alloys each time it’s activated up to a cap of 20,000 alloys.
    • Vultaum Reality Perforator:
      • Active:
        • Grants one of 4 random buffs lasting for 1 2 - 5 years.
    • Blade of the Huntress:
      • Passive:
        • +25% Army Morale
        • +2 Planet Sensor Range
        • 10% Increased Diplomatic Weight
    • Omnicodex:
      • Passive:
        • Gain 1 Gene Modification Point
        • If you are a robot empire: Gain +25 Opinion with all non robot empires
      • Active:
        • Adds 3 pops of a random species to a specified planet
          • If you are a hivemind they are also hive-minded
    • Ether Drake Trophy:
      • Active:
        • 10% more happiness to every planet
        • 10 stability to every planet.
    • The Surveyor:
      • Active:
        • Can grant 3-5 1-3 rare resource deposits
    • Head of Zarqlan:
      • Now can spawn for the AI 25% of the time so the player is not guaranteed to find it every game.
      • Passive:
        • 40% Spiritualist Ethics Attraction
        • 150 opinion with Holy Guardians
        • Holy Worlds become colonizable
      • Active:
        • Gain a larger and larger fleet after each activation up to the 5th activation.
        • 75% Spiritualist Ethic Attraction for 10 years
    • The Defragmentor:
      • Passive:
        • -10% job, building and district upkeep.
    • Khan’s Throne:
      • Passive:
        • Owning the Khan’s Throne allows for selection on the Satrapy subject type, which gives the Overlord additional naval capacity equal to 30% of the subject’s.
    • Extradimensional Warlock:
      • Passive:
        • 15%+30% Sublight speed
        • +20% Weapon Range
      • Active:
        • +100% more jumpdrive range
        • -50% jump cooldown reduction
        • +75% more accuracy and range on your Quantum Catapult
    • Prethoryn Brood-Queen:
      • Passive:
        • +30 Society Research
        • +50% Society Research
        • +5% Prethoryn Weapon Fire Rate, increased with every activation
      • Active:
        • Spawns a sizeable fleet, some of which are of the carrier variety
    • Isolated Contingency Core:
      • Passive:
        • +100% Pop Assembly Speed
        • Allows the construction of 2 of each megastructure instead of 1.
  • 16 New Achievements added to Species Packs and Synthetic Dawn
    • Aquatics
      • Holy Water - Drench a Fallen Empire’s holy world.
      • There be Dragons - Own 13 dragons and have them in your capital system.
      • Fishing for Trouble - As an angler empire, provoke a Fallen Empire into declaring war on you and win.
    • Necroids
      • There’s a Zombie on my Lawn - As a Necroid empire, eradicate a Plantoid empire, or vice-versa, without blowing up their final planet.
      • With Great Power - As a Necrophage Origin do not invade any pre-ftl civilisations and defeat the crisis OR have at least 10 observation stations around pre-ftl worlds.
      • Recent History - As a Memorialist empire have Galactic Memorials on five tomb worlds that did not start the game as tomb worlds.
    • Lithoids
      • Room for Desert - Consume another empire’s desert homeworld.
      • Can you Smell What the Lithoids are Cooking? - As a Lithoid empire, keep another Lithoid pop as Livestock or Process them.
      • Rock Beats Paper - As a Lithoid empire, show the Galactic Community exactly what you think of that strongly worded letter.
    • Plantoids
      • Fixer Upper - As an Idyllic Bloom empire, own and convert the junk worlds of the Ketling Star Pack into Gaia Worlds.
      • Growing Like Weeds - As a budding species, that does not have the Clone Army origin, achieve a base organic pop assembly of at least 10/month on your capital.
      • Tend the Garden - Become the custodian of Wenkwort Artem, designating it a resort world with a Ranger Lodge and all original blockers present.
    • Humanoids
      • Directive 67 - As a Clone Soldier empire, denounce a Spiritualist fallen empire as a crisis in the Galactic Community then destroy them, without blowing up their final planet.
      • Destroy the People of Earth! - As the Commonwealth of Man, destroy the United Nations of Earth, without blowing up their final planet, while your ruler is a human with a symbiotic brainslug.
      • Strange Mood - As a Master Crafter empire, fully construct a megastructure while you have a Covenant with a Shroud entity.
    • Synthetic Dawn:
      • Machine Supremacy - Win the game as a machine uprising.
  • Lithoids now have access to the Radiotrophic and Crystallization traits for owners of the Plantoid Species Pack. The former behaves as the Plantoid trait of the same name, but reduces mineral upkeep instead of food upkeep. The latter acts as the Budding trait, but with a Lithoid-specific name and icon.

UI
  • Megastructures are now listed in the Outliner.
  • Starbase outliner will now indicate if a starbase can be upgraded
  • Made it possible to directly demolish upgraded ruined buildings.
  • The tooltip and description for Commercial Pacts will now give info on what the best locations for new Branch Offices in their empire if you are a megacorp and have sufficient intel.
  • Added an icon to the situation progress elements that more clearly shows if situation progress has halted.
  • Added planetary designation icon to the species modification UI
    Situation tooltips will now display time until the next stage as well as until the situation is completed.
  • Robot empires now include robot species in system view habitability calculations.
  • Fixed UI overlap between long planet names and resource icons in the Planets & Sectors view.
  • Fixed Galactic Community UI member list overflowing when there are more than 32 empires in the community.
  • Fixed tooltip displays for empire modifiers in deposits (it will list them as country modifiers rather than confusingly lumping them in with planet modifiers).
  • Restored outliner planet blockaded icon (it erroneously said the enemy had landed armies when it merely had armies in orbit) .
  • The outliner will now no longer cut off the size of fleets above 100k.
  • Tooltip for cannot afford fleet reinforcement now says what resources you are lacking
  • Fixed army outliner showing the wrong system name for armies while they were invading planets.
  • Fixed some visual issues when scrolling the Observation Outpost Outliner.
  • Fixed overlap in Planet Outliner where if you colonized certain planets e.g. Grunur Prime, it would show the progress bar for colonization and an icon for it being desirable to clear blockers overlapping each other.
  • Tooltip now correctly states maximum ship count allowed when ship size limit is reached`.
  • Fixed tech entries sometimes using more space than required.
  • Fixed windows not always resetting their scrollbar after changing size.
  • Fixed starbase module constructions not showing up in the outliner as being in progress.
  • Fixed the megastructure galaxy map icon opening hyper relays rather than larger megastructures when clicked.

Improvements
  • Reworked Terraforming Candidates to be distributed at game start rather than through finding anomalies, as this allows for more predictable outcomes.
  • The Caravaneers will now give you the privilege to spend energy to buy reliquaries directly. At a nominally increasing fee of course.
  • Integrating a vassal now grants you any relics that they own.
  • Added Galaxy/System view switching shortcut on Mouse4.
  • Added pause/unpause shortcut on Mouse5.
  • Small portrait images in the UI now crops to focus on the face of the character.
  • Players who patronize the Artisan Enclave will no longer receive the event "Lackluster Update" as their first newsletter from that troupe.
  • Auto-survey now explores fog-of-war (e.g. within empires with open borders) when it cannot find systems to survey.
  • Science ships on auto-survey will now collaborate if they can't find separate systems to survey.
  • The Salvager Enclave will now invite you to renew the Salvager Overdrive and Salvager Insights modifiers once they expire and become available again, assuming you remain in good standing with them.
  • Consecrating Planets now has a special visual effect based on the quality of the world. Fallen Empire Holy Worlds have the max intensity.
  • Added Observer events which will notify spectating players whenever a starbase belonging to the Salvager or Shroudwalker enclave has been destroyed.

Balance
  • AIs are now significantly less eager to become vassals.
  • The acceptance penalty for vassalizing an AI Overlord can now be overcome by other terms.
  • Marketplace of Ideas now gives 0.25 unity, up from 0.125. Trade League trade conversions now give 0.2 consumer goods and unity, instead of 0.25 CGs and 0.125 unity.
  • Capped the maximum effects of sacrifice edicts at an effective 15% of your empire population.
  • Agrarian Idyll and Anglers are no longer mutually exclusive. When combined, Anglers and Pearl Divers also provide from the bonus Amenities that Farmers would produce.
  • Pop assembly's priorities for picking which species to assemble have been re-examined. It will now favor species which match your planet's colony designation. It will no longer attempt to balance growth on the planet between over and underrepresented species (like pop growth does), and it will now be slightly biased towards your empire's founder species (relevant mainly if you are doing organic assembly)
  • Synapse Hub now provides +1 Unity per synapse drone.
  • Added ship-size costs for debris resources to non-default ships.
  • Leviathan Changes:
    • The Automated Dreadnought now has increased armor, shield and hull values.
    • The Automated Dreadnought has been upgraded to use dark matter components, an Inspiring Presence titan aura and a Perdition Beam.
    • The Tiyanki Matriarch now has 4× hull/armor regen.
    • The Spectral Wraith now has 80,000 HP.
    • The Spectral Wraith is now neutral to most galactic fauna and enclaves. No more killer Artisan Troupe!
    • The Voidspawn has swapped out three of its missile launchers for artillery.
  • Difficulty settings changes
    • New Difficulty level: Civilian - easier than Cadet.
    • Default difficulty setting is now Cadet instead of Ensign.
    • Added Difficulty Adjusted AI Modifiers as a game setting. Empire wide Economic Modifiers are multiplied by Difficulty Bonus for AI Empires. This makes Late-Game AI economies significantly stronger. For example, a Technology which gives +20% mining will instead give +40% mining for AI Empires on Grand Admiral.
    • Added Mid Game Scaling Difficulty option. AI bonuses from the Difficulty setting scale up over time, starting at zero and reaching maximum at the Mid-Game Start Year.
  • Deluging a Holy World is no longer okay.
  • Increased the cap of how much unity you can gain from momentous event rewards.
  • The random event "Fire" is now available to archaeology sites other than "Sentinels", so long as they meet its criteria regarding food.
  • There is now a one year cooldown on upgrading Mercenary Enclaves.
  • The Trader Enclaves once again think fondly of their regular customers. Their Opinion of you stands to increase each full year for as long as you have a trade deal with them. The more product you buy each month, the more Opinion is gained (maximum: +3 Opinion per year).
  • Rogue Servitors now have the Sanctuary World designation which buffs Bio-Trophies instead of the Unification Center designation.
  • Reworked the Divine Sovereign event to be consistent with the Galactic Sovereign event. It now provides the Divine Sovereign civic granting +10% Unity and +25% Governing Ethics Attraction without taking up a civic slot.
  • Halved the cost of the Migrating Forest special projects.
  • S875.1 Warform now has a reactor and sensors.
  • R44 class raider now has two afterburners.
  • Yojimbo class escort now uses an artillery combat computer.
  • Culture Workers and Evaluators now count as Administrator jobs for multiplicative modifiers.
  • The happiness penalty from the Wasteland Radiation modifier is now offset by the Radiotrophic trait.

AI
  • Added a 10 year cooldown before AI can propose a Diplomatic Action which was previously timed out by the player.
  • AI will no longer leave federations because it does not like a subject empire within the federation.
  • AI is now more liberal at spending their stockpiled food on clone vats if they have them researched.
  • AI will now try to assign otherwise idle fleets to the nearest fleet group as auxiliaries during war, which will make them follow other fleets with current military objectives, effectively reducing the amount of AI fleets idling during wars.
  • AI will no longer create mercenary enclaves if it is set to attack neutrals (and therefore would immediately try to destroy the merc enclave). This would happen with Metalheads and Become the Crisis countries. The AI will also no longer make merc enclaves during wars as it needs the fleets for fighting.
  • AI will now actively attempt to increase its fleet capacity via buildings such as strongholds when they have researched a repeatable technology in the end game.
  • AI will now downgrade Bastion type Starbases which are no longer close enough to a valid threat in order to free up their Starbase capacity.
  • AI will now have a higher acceptance to status quo if they are in an unreachable war for an extended period, fixing issues where AI empires need to wait for war exhaustion to reach 100% before setting a status quo.
  • AI is now much more likely to use the Indentured Servitude slavery type.
  • Clone Origin and Necroid Empires will now be more diligent about constructing their Ancient Clone Vats and Chamber of Elevation buildings.
  • Fixed AI not being able to use defense platforms and made it focus on building those in the capital system and on Bastion starbases.
  • Fixed an issue where the AI would sometimes build holo theaters even when they had open entertainer jobs.
  • Fixed Here Be Dragons AI not breeding baby dragons.
  • Fixes an issue where AI would rather downgrade an existing starbase than canceling the construction of a new one when over the starbase cap.
  • Hive mind AI will no longer build solar panels on their anchorage starbases.
  • Improved AI's budgeting and rationale for building orbital ring modules and buildings, so it will now build the most useful ones more consistently.
  • Improvements to AI logic for building megastructures. It will no longer cease building any other megastructures because it is currently making a hyper relay, and it will now build habitats and hyper relays even if it is capped by the megastructure build limits.
  • Made the AI more likely to build defensive platforms if it is near but not at the naval cap.
  • Made the AI more likely to try and upgrade orbital rings (and less likely to attempt to downgrade them, which was meant to be impossible).
  • Necroid Empires will now force grow their subservant species on their planets.
  • Necrophage empires will now correctly use their special necroid purge type on all species that are not their subspecies.
  • Pacifists now have an increased desire to build bastion starbases, changed from Militarists.
  • Removed AI directive to delete all its upgraded buildings using a special resource if it fell into a deficit in that resource. Going bankrupt will downgrade all those buildings anyway, and downgrading is less disruptive than deleting.
  • Improved how Crises take over systems with colonies in them.

Bugfix
  • Fixed GDF and Imperial Armada fleets counting towards the empire's fleet size.
  • Federations and GDFs can now have ship size caps the same way Countries can.
  • Fixed stone age primitives spawning postatomic armies.
  • Fixed some issues with anomaly randomisation which meant that certain anomalies were disproportionately likely or unlikely to spawn.
  • Fixed occupied shipyards continuing to produce queued ships.
  • Drenching a crisis world will now correctly credit you with its destruction.
  • Fixed it sometimes not being possible to move the camera using WASD controls after loading a save.
  • Superfluous Terraforming Equipment will no longer fire on planets that aren't already colonized.
  • Fixed it not being possible to disband singular defense platforms.
  • All unity buildings are now listed in the Unity category.
  • A random event offering Minor Artifacts during the "Message in a Bottle" archaeology site no longer appears outside the "Ancient Relics" DLC. The event text now also correctly refers to the host star system.
  • Fixed "Cloud, Snagged" special project being gated behind scientist's level.
  • Stopped "Invasive Exofungus" anomaly from spawning on Ecumenopolis and Relic worlds.
  • Trader Enclaves no longer play quite so fast and loose with 'caveat emptor' when it comes to hiring out Governors. Gestalt empires will now be asked to confirm their choice to buy, given they have no inherent need for 'trade'.
  • Unity automation will now attempt to build organic sanctuary buildings and districts.
  • Adjusted the set of random events which may occur during the archaeology phase of the Research Co-operative joint operation. Participating empires will no longer be offered Minor Artifacts if they do not have the "Ancient Relics" story pack in play.
  • Azizians should no longer try to appear on a planet that is being colonized.
  • Devouring Swarm or Terravore necrophages now start with a Synaptic Node building.
  • Industrial districts no longer show the approximate output for jobs that they don't provide depending on planetary designation.
  • Fixed an issue which could prevent progress past stage 2 of "The Sentinels" arc site.
  • The Gestalt Consciousness ethic now states that pops will not require Consumer Goods.
  • Fixed an issue where releasing a vassal would delete all farming jobs in the process.
  • You can no longer declare war on the subject of a federation member, if that subject is not a federation member.
  • Positronic Implants no longer shows that it unlocks automatic research.
  • Fixed leaders dying while in the leader pool sometimes remaining there as a blank leader aged -1 (potentially forever).
  • Fixed a bug where Planet Automation would construct Healthcare or Entertainer jobs even though there were free jobs of those types during an amenity deficit.
  • Fixed an issue where non-citizen pops could often have more power within pop factions than citizen pops of an equivalent social strata.
  • Fixed an issue with planet automation for hive minds where they would build extra maintenance drone jobs while they had deprioritized maintenance drones.
  • Fixed Insidious Ophidians potentially firing multiple times in one playthrough.
  • Fixed several issues where Planet Automation would both sometimes refuse to build Arcology Leisure District or build way too many.
  • Fixed some issues with job weights where workers with the "very strong" trait would register as being good at specialist jobs for weight purposes (even though the modifier only boosts worker jobs), and other similar cases.
  • Fixed synthetic ascension resulting in potentially unlocalised body parts in events (as in, the text would read " _hand")
  • Fixed Target Uplink Computers not applying to defense platforms.
  • Fixed the scouring of the Tiyanki home system happening repeatedly.
  • Fixed weighted random formula often not returning a weighted random result correctly. This had various impacts, e.g. the AI would be biased towards ascension perks early in the list while choosing which one to pick.
  • Halved the default max distance of the spawn_system effect. This reduces the chance that systems spawned from events during the game will end up an awkwardly long distance from where they were spawned (e.g. poking halfway into the galactic core, or well off the edge of the galaxy)
  • Nivlacs are now correctly blocked from reproducing only in driven assimilator empires.
  • Fixed an error in which the "Never Forget" archaeological site would spawn even if the player does not own the "Ancient Relics" story pack, despite offering rewards which require that DLC.
  • Fixed is_democracy scripted trigger.
  • Fixed being able to build multiple megastructures in a single system.
  • Fixed some regular unity buildings converting into monuments.
  • Hydroponics station now correctly provides agri-drones for gestalt empires.
  • Lore text for the Ix'Idar Star Collective now refers to the correct star, i.e. the Athrak system.
  • The "Genius Caeli" archaeological site (part of the Research Co-operative joint operation) now offers Research rewards to participants who are playing without the "Ancient Relics" DLC.
  • You can no longer build hyper relays in systems that do not have any hyperlanes.
  • Planet Automation will no longer construct amenity jobs during the same monthly update as it has changed priority of amenity jobs on the planet, solving several bugs where planet automation would construct too many amenity jobs.
  • Species modification now applies to pops currently being assembled or grown too (i.e. you won't end up with one of the old species left on the planet anymore).
  • The alerts for ships MIA while reinforcing and Council Elections being imminent no longer fire negative alert sounds.
  • You can no longer nominate subjects, BtC empires or those with Pompous Purists to be the Custodian.
  • Removed a scripted check which was preventing archaeological sites from spawning randomly in the galaxy. As a result, 8 more arc sites may now appear across the galaxy. This is in addition to other such sites which were developed later on, and were made explicitly available outside of the "Ancient Relics" story pack. Arc sites which are unique to that story pack (such as "Moon Bump", "The Rubricator" and the precursor sites) still require ownership of that DLC.
  • Fixed fleet power from GDF and Imperial Armada fleets being considered when determining the strongest empire in a Federation.
  • Fixed an issue in which enclaves might spawn within the borders of Fallen Empires if they, in turn, were spawned as part of the Scion origin.
  • Fixed the layout of a Shroudwalker Enclave solar system which was spawning crystalline asteroids in unusual orbits.
  • Fixed the layout of various Imperial Fiefdom solar systems, which spawned asteroids outside their intended orbits.
  • Fixed cases where the orbital ring would not be correctly set to a planet's new owner (e.g. if taken in a revolt). Also made the orbital ring of a planet rendered ownerless become a ruined ring.
  • Fixed advisor audio not playing when elightening a species.
  • Fixed border graphics not being removed when the last system in an empire loses its owner without also being moved to a new owner.
  • Fixed a case where the Baol relic could bug out and not give you what you paid for.
  • It is no longer possible to apply a species template that has negative available trait points.
  • Fixed buzzing audio when the ship designer was open in the galaxy view.
  • Fixed it being possible to species mod Aquatic onto species which lacked Ocean world preferences.
  • Fixed Xenophobic Necrophages being unable to assemble robots.
  • Fixed Envoys being unaffected by Synthetic Ascension.
  • Fixed incorrect announcer voice line being played when a defense platform was destroyed.
  • Fixed issue where crisis fleets wouldn't correctly destroy already disabled starbases, causing them to idle forever.
  • Fixed various localization, spelling, and overlap issues.
  • Fixed various crashes and out of syncs.
  • Fixed missing time unit in lithoid trait description.
  • Assorted minor grammar fixes in events relating to The Rubricator.
  • Fixed incorrect tooltip for the ambient object "Abandoned Observation Outpost".
  • Fixed missing tooltip title in empire creation screen.
  • Fixed "Sensor Malfunction" event tooltip not referring to the correct target.
  • Starbase capacity tooltip no longer mentions pops.
  • Overlord Mortal Initiate Drones are no longer called Overlord Bio-Trophies.
  • Tooltips for Corporate Subjugation Policies now explicitly say if they are Oppressive, Balanced or Benevolent.
  • Fixed frame colors for Wenkwort modifiers.
  • XP is now appropriately capitalized in the Agreement tooltips.
  • Fixed a case of modifier source names not showing up (if the modifier came from a planet designation's triggered effects)
  • Fixed habitats' initial names
  • Fixed megacorp impose ideology (again!)
  • Fixed tooltip display for "Clear Blocker Speed" modifier so that it will show the actual time the blocker will take to clear in interfaces.
  • Fix issue with "..." showing up incorrectly for some text boxes, as well as some text box overruns.
  • Fix missing explanation in tooltip for when a building cannot be repaired.


Modding
  • Added can_be_upgraded trigger for fleets, ships and megastructures.
  • Added ai_force_species script files that allow for AI empires to force grow specific species on each planet’.
  • Fixed situation effects not firing when entering multiple stages in a single tick.
  • Shifted handling of technology flags for advanced genemodding and habitability modifications to game rules.
  • Added triggered trait costs, i.e. cost = { modifier ... } for traits.
  • The trait picking UI will now let you add trait A and trait B in one go even if trait B requires trait A.
  • Added ability to have @scope in event targets and global event targets.
  • Added ability to define a custom_tooltip for planetary features.
  • Added a separate has_deficits flag in country_types to handle whether countries use deficit mechanics.
  • Added built_on_planet trigger for megastructures.
  • Added country_naval_capacity_contribution_from_subjects_mult and country_naval_capacity_contribution_to_overlord_mult modifiers, which add a percentage of the subjects' naval capacity to the overlord, without reducing the naval capacity of the subject. Note that these modifiers are not intended to be negative.
  • Added "direction = corewards/rimwards" parameter to spawn_system.
  • Added effect to set a leader immortal, as well as a trigger to check if the leader is immortal.
  • Added has_forbidden_jobs trigger which checks if a planet has a deprioritized job of a certain type.
  • Added on_activate for policies that will fire when the policy group is first initialized for a country.
  • Added random/every/any_archaeological_site.
  • Added script command "inline_script" which allows scripts to "copy" in blocks of scripts from the "common/inline_scripts" folder.
  • Added script list for owned_nonprimary_starbase, since owned_starbase only returns primary starbases (so no orbital rings).
  • Added triggers max_starbase_capacity, used_starbase_capacity_integer and used_starbase_capacity_percent.
  • Added width and density values to asteroid belts allowing you greater control if not declared default is set to 1.
  • check_economic_production_modifier_for_job now correctly factors in triggered pop modifiers from traits. It also should be slightly faster.
  • Fixed starbase module on_finished/aborted/queued/unqueued.
  • Habitability ceiling and floor modifiers can now be applied directly to a planet (not just to a species).
  • modify_species now correctly lets you specify multiple add_trait or remove_trait entries.
  • Switched planet class check for habitat capitals to a scripted trigger.
  • on_planet_ownerless/transfer/conquer on_actions now have the former owner in fromfrom scope.
  • Released script profiler to public, you can enable it with console command "script_profiler".
  • Situations now have dynamic end values (generated from the end value of the final stage).
  • Added effect to enable possibility to set/update settings of the fleet after its creation.
  • Renamed bordering_country list building trigger to country_neighbor_to_system, also fixed it's behavior.
  • Added num_deposits trigger.
  • Allowed you to use script values in loc by defining them as a value in a scripted loc entry.
  • Added support for "completion_sound" to observation missions.

Performance
  • Parallelised batch modifier updates (large reduction of lag spike potential in the late game).
  • Fixed a problem with multithreading that meant that sometimes all threads would just wait a while for each other for up to 20 milliseconds.
  • Cached colonies in system so that the game can iterate through colonized planets instead of going through all the planets in the system and working out if they were colonized.
  • Cached updating of starbase type, which was previously calculated on the fly when needed - slowing down e.g. outliner updates.
  • Cached wars list instead of recalculating it repeatedly whenever a country had to see if it was in a certain (or any) war.
  • Fixed a lag spike that could happen when the AI considered where to build megastructures.
  • Improved performance of checking whether a country can use a certain hyper relay or gateway.
  • Improved performance of the game checking if a planet is a colony, slightly (it does this a lot, so this speeds up e.g. intel updating non-negligibly).
  • Multithreaded working out trade value and resources for systems' map icon displays on the galaxy map.
  • Now AI finds the best potential office branch 4x faster. Reduced number of the systems used to calculate the distance to the target planet by using only border systems of the current empire.
  • Optimized a few events frequently called via on_planet_surveyed (since planets can be surveyed and unsurveyed via the intel system).
  • Parallelised calculations for how much a Situations should progress on the monthly tick (i.e. reduced Situations' potential impact on monthly ticks).
  • Parallelised strike craft movement.
  • Reduced the performance cost of auto migration on the monthly tick (by about half).
  • Shifted country migration caching from serial to parallel.
  • Shifted most of spynetworks' daily updates from serial to threaded.
  • Shifted ship jump drive and experience calculations to parallel.
  • Shifted some parts of planets' handling of monthly pop growth to parallel to speed up the monthly tick a little bit.
  • Sped up monthly tick a bit by multithreading country opinion caching that is done then.
  • Threaded daily checks of policies' validity.
 
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Unless I missed it, this patch doesn't adress the AI behavior in the current patch to repeatedly settle Fallen Empire Holy worlds?

This is a HUGE problem because if you have a vassal with a holy world they will tend to settle it, making you the overlord become humilated, only for the vassal to settle it again instantly. You end up in a loop where you get humilated by the fallen empire again and again until you are able to either kill the FE or release the vassal.
 
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The Awakening Empire has a problem with shipbuilding ships, at first they will build ships, later even if they have resources but will not build ships



Natural disasters do not have the ability to threaten, they will not blow up the planets they pass by.

Ships, AI and support routes cannot determine where to be occupied by natural disasters, resulting in constant losses


AI empires often have only 1~6 shipyards, their ship capacity is 1000~2000, their resources are full, but there are too few shipyards, so there are not enough ships.

When there is an alliance with AI empire, all the ships will be concentrated, which makes the war boring. It is recommended that part of the AI fleet in the alliance should be assembled, and part of it should go to attack the vulnerable places or fleets of the enemy.
There is a certain allocation ratio.

There is a problem with the statistics of the anchor point of the boundary breaker
 
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Unless I missed it, this patch doesn't adress the AI behavior in the current patch to repeatedly settle Fallen Empire Holy worlds?

This is a HUGE problem because if you have a vassal with a holy world they will tend to settle it, making you the overlord become humilated, only for the vassal to settle it again instantly. You end up in a loop where you get humilated by the fallen empire again and again until you are able to either kill the FE or release the vassal.
For me it has been an opportunity, but I get what you mean.
 
There was no mention of compatibility of the 3.5.3 game version with the 3.5.2 version saves.
Can I update and play my 3.5.2 save or should I postpone the update and stay on v3.5.2 to finish my game?
 
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Thank you for this patch!
Speaking of planet automation, planet_automation_crime should be planet_automation_crime = { available = { exists = owner } } according to the vanilla error log.
 
There was no mention of compatibility of the 3.5.3 game version with the 3.5.2 version saves.
Can I update and play my 3.5.2 save or should I postpone the update and stay on v3.5.2 to finish my game?
We never guarantee backwards compat with older saves.
With a smaller patch like this, it's more likely to be fine. However there is a rollback branch and I'd advise backing up your save before giving 3.5.3 a try.
 
Unless I missed it, this patch doesn't adress the AI behavior in the current patch to repeatedly settle Fallen Empire Holy worlds?

This is a HUGE problem because if you have a vassal with a holy world they will tend to settle it, making you the overlord become humilated, only for the vassal to settle it again instantly. You end up in a loop where you get humilated by the fallen empire again and again until you are able to either kill the FE or release the vassal.
Completely agree, huge problem if you want to play WITH the Ai... (i know, some people are weird... :-D )

"You will no longer get alerts about envoys dying."

That is sad, but understandable... I would love for envoys to get some sort of traits like bonus to interact with certain types of empires, or bonusses to deciver foreign languages, etc. Currently they are just a cap for actions, and this "convenience fix" sadly underlines that as well.

It would be great if envoys could also become rulers and then get bonusses to foreign relations (because of their prior experiences), etc.
 
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"You will no longer get alerts about envoys dying."

That is sad, but understandable... I would love for envoys to get some sort of traits like bonus to interact with certain types of empires, or bonusses to deciver foreign languages, etc. Currently they are just a cap for actions, and this "convenience fix" sadly underlines that as well.

It would be great if envoys could also become rulers and then get bonusses to foreign relations (because of their prior experiences), etc.
They're literally just like EU4 diplomats. I think it's fine they're that simple.
 
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I might have missed it but has the issue of AI instantly hiring mercenaries been fixed? Even if you immediately rent a fleet upon creation of the enclave somehow the AI gets their first. Same with renewal messages, by the time the player has read the offer an AI has hired the fleet.

90% of the time they then seem to just hold onto the contract and never move the mercenaries.
 
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Ok so in "common\colony_automation_exceptions\00_crisis_exceptions.txt" there is now this:
Code:
automate_crime_management = {
    available = {
        NOR = {
            owner = {
                has_authority = auth_machine_intelligence
                has_authority = auth_hive_mind
            }
        }
    }
Doesn't that like... do nothing?
Shouldn't it be:
Code:
        owner = {
            NOR = {
                has_authority = auth_machine_intelligence
                has_authority = auth_hive_mind
            }
        }
Or even owner = { is_gestalt = no } to make it not only work, but also simpler?
 
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Ok so in "common\colony_automation_exceptions\00_crisis_exceptions.txt" there is now this:
Code:
automate_crime_management = {
    available = {
        NOR = {
            owner = {
                has_authority = auth_machine_intelligence
                has_authority = auth_hive_mind
            }
        }
    }
Doesn't that like... do nothing?
Shouldn't it be:
Code:
        owner = {
            NOR = {
                has_authority = auth_machine_intelligence
                has_authority = auth_hive_mind
            }
        }
Or even owner = { is_gestalt = no } to make it not only work, but also simpler?

Stop bugfixing bugfixes or they might delay 3.6 beta to... fix things. :eek:
 
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Unless I missed it, this patch doesn't adress the AI behavior in the current patch to repeatedly settle Fallen Empire Holy worlds?

This is a HUGE problem because if you have a vassal with a holy world they will tend to settle it, making you the overlord become humilated, only for the vassal to settle it again instantly. You end up in a loop where you get humilated by the fallen empire again and again until you are able to either kill the FE or release the vassal.
Yep, been noticing this in my recent games, too. Even if it's not your vassal getting pounded and causing you to get sucked into an early war against a FE, it's still annoying because the FE will be crippling other empires, making it easier for the player. This was the case in a previous game of mine where a member or two of a large federation kept settling their holy worlds. The result was every 10 years the FE would bludgeon half the galaxy, which made that half slow and weak compared to my half.
 
  • Machine Intelligence pops are now correctly purged again when conquered by an organic empire.
  • Corrupt Survey Data event can no longer happen on planets with moons, as it would leave the moon orbiting nothing, and due to cost cuts we can assume that the holographic projection couldn't also cover the moon.
Just encountered this first one last night, so seeing that fixed is nice, even if I am losing out on pops to work with. Barring Corrupt Survey Data from making orphaned moons is also very appreciated!
 
Super stoked about shared burdens. I felt like it needed a little bit of something else to put it in a good spot. Doubling the unity from egal pops is great. Makes the attraction to egal very important and makes the pops themselves even more valuable. Can’t wait to try out shared burden + fan egal + democracy + parliamentary system. With the tech from Derp space black site tech, that means egal pops will be generating two Unity each.