Stellaris – wydany patch 2.2.5, a patch beta 2.2.6 dostępny

Witam. W ostatnim czasie, wydano kolejny patch do Stellaris. Patch o numerze 2.2.5. Przepraszam za brak tłumaczenia. Ale jeśli ktoś zna choc trochę angielski, nie będzie miał z tym problemu 🙂 Oto lista zmian:

################################################################# ######################### VERSION 2.2.5 ################################################################

# ################### # Balance ###################

* Pop growth: Reduced Random factor in pop growth, habitability has more of penalty on growth selection, lessened bias towards new species, and traits have a larger effect on Robot selection

* Strike craft now do more damage, have longer range, are faster, and turn and accelerate quicker

* Machine Empires get 50% more resources from mining bases

* Machine Empire Tech Drones now produce 6 energy (up from 4) base. Agri Drones now produce 5 food (down from 6) base. Both of these also apply to Synth Empires.

* Machine Empire Colony ships now add 2 pops to a new colony, but cost 400 alloys (up from 300)

* Machine Empire Outposts now cost 150 alloys

* Machine Empire Fabricators produce 4 alloys (up from 3) at the cost of 8 minerals (up from 6).

* New Machine Empire colonies start with 2 replicator jobs to give a bit of early boost (up from 1), upgraded capitals reduced to give the same number overall. The extra Replicator jobs beyond the 2 granted by upgraded capital buildings now depend on the planet still having >= 10/40 pops, to remove a tedious exploit with resettling pops to unlock the upgrade, then moving them again

* Machine capital planet grants +5% drone output

* Unemployed Machine Pops now use 0.25 Energy for upkeep (down from 1)

* Replicators now also produce 1 Engineering research

* Coordinators now produce 1 of each Research (was 3 Society)

* Each Coordinator on a planet now boosts Simple Drone resource output by 1%

* Energy grids/nexus’ are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires * Mineral purification plants/hubs are more expensive, but give an additional 5% bonus and add 2/4 Max Mining Districts to their planet. This also applies to Synth empires

* Robots with Emotion Emulators are now more likely to become maintenance drones

* Citizen Service civic effect on soldier unity generation increased from +1 to +2

* Eco Simulation, Gene Crops and Nano-Vitality Crops technology effect on farmer output increased from +10% to +20%

* Geothermal Fracking, Deep Core Mining, Mineral Isolation technology effect on miner output increased from 10% to 20%

* Field Modulation, Quantum Energy States, Quantum Field Manipulation technology effect on technician output increased from 10% to 20%

* The Repugnant/Uncanny trait now has less of an effect on pops avoiding amenity producing jobs

* Maintenance drone job priority now considers amenity level of the planet * Simple drones now ponder the empire level food/mineral/energy income when choosing a job

* Made the bad outcome of the Abandoned Terraforming Project event produce a Tomb World, rather than a totally unusable Toxic World

* Added potential negative outcomes the Atomic Clock chain, since previously there was no real choice involved

* Made Fanatic Purifiers always able to choose „no retreat” war doctrine

* Scaled back bonus resources from planet modifiers to just be for chthonian planets and carbon world, for now…

* When freed from the time loop, the Prikkiki-Ti lizards will start with the same level of tech as their closest neighbour. Also their economy and fleet power has been improved

* Telepaths, head researchers, high priests, administrators, executives, researchers, enforcers and entertainers now have weights for ascension/events/uplifts related traits

* Returned removed orbital deposits to uninhabitable Precursor homeworlds

* Species with very low habitability will not generally be selected to grow new pops

* Ministry of Culture for Hive Mind empire now adds Synapse drone jobs, rather than Coordinators

################### # UI ###################

* Added missing modifiers on army strength to some tooltips

* Fixed some text overlaps in the empire creation screen for Robot Empires in Russian language

* Fixed missing tooltip on leftmost trait, if a leader had more than three traits

* Removed some obsolete modifiers from the shipyard UI

* Fixed resource cost display in colonization menu showing all required resources as red, even if you were only short on one of them

* Updated Machine intelligence food tooltip to mention that Cyborgs need food too. Don’t let your Cyborgs starve!

* Unhallowed Ground Traditionalist pop faction demand tooltip now clarifies that even terraforming tombworlds upsets them

* Clarified relative power requirement to offer subsidiary status in the tooltip for this diplo action

* Fixed the Expansion Tradition finisher effect not being displayed in tooltip about max district numbers, making the math look really broken

* Fixed bug where closing planet view side panel brings up redundant window for a split second

* Plasma Accelerators no longer display Caravan Cannon tooltips

* Migration pull tool tip now displays actual pull with factors

* Fixed tooltip that wrongly stated that only full citizens can take ruler jobs * Fixed debug string shown in the tooltip of certain diplomacy interactions with fallen empires

* Fixed broken string in tooltip for event option you absolutely should not click, you have been warned

################### # AI ###################

* Machine and Mechanical AI empires will favor generator districts a bit more

* AI will not build housing buildings when it doesn’t need them

* AI will no longer start scrapping buildings immediately once it decides it doesn’t need more of them, it will just stop building new ones for a while

* Improved AI budgeting for megastructures

* AI empires will generally not build more than 2 buildings of the same type per planet

* AI should be keen on building Organic sanctuaries if their bio-trophy pops are unemployed

* AI only becomes more interested in building commercial zones if it needs energy and amenities (was previously overbuilding these)

* AI will check for surplus population before making buildings

* AI now budgets the full total available resources into categories ################### # Performance ###################

* Reduced performance cost of the outliner

* Threaded calculations for rendering planet icons on the galaxy map

* Cached habitability calculations for planet icons on the galaxy map ################### # Modding ###################

* Changed scope of the faction_approval trigger from pop scope to pop_faction scope, making it not broken anymore

################### # Bugfixes ###################

* Fixed broken targeting for strike craft that caused them to meander out to the edges of the system rather than engage enemy fleets

* Fixed some Planetary Features (and thus Districts) not surviving the terraforming process to Gaia planet class, because what’s a paradise planet if you can’t strip mine it and turn it in to a honeycombed shell?!

* Foundry level 3 now correctly gives Machine Empires Fabricator jobs instead of Foundry Drones

* Fixed Private Colony Ships being generated without names in some circumstances

* Fixed an issue where the „Galactic Market Hub Nomination” Decision would once again become available if a nominated planet’s rating was boosted past a certain point

* Orc and cyclops portraits from the Humanoid species pack no longer have a shoulder clipping through their clothing

* Fixed an out of sync due to parallelization of pops calculation

* Fixed a source of OOS on reconnect

* Fixed OOS introduced by caching starbase related values

* Fixed clicking „colonize” on a planet not working for Machine Empires (planet naming didn’t work, colony ship insta-builds but did nothing, this bug was a real champion)

* Free movement faction demand no longer cares about robots or their rights

* Pops without military service rights will no longer take soldier or enforcer jobs

* Fixed not being able to assign/unassign leader (by clicking portrait) from fleet manager view

* Fixed literally unplayable typos in certain Italian names in the human namelist

* Fixed a case where a build outpost command inside space you already own would wrongly claim you were trying to build in another empire’s territory

* Finally got around to adding a proper confirmation click sound when adding claims on the galaxy map

* Fixed cases where pop growth would not overflow properly after a new pop is spawned (99+3 used to = 100), causing all sorts of weirdness with pop growth modifiers

* Fixed cases where science ships on auto-explore would just stop, or randomly choose a crazy indirect path to the next unexplored system

* Fixed the supply ship wreckage event to not fire if the other party is a genocidal empire, since it makes little sense for them

* Fixed Expansionist Overtures leader agenda appearing before you’ve made contact with any other empires

* Fixed an issue where a Fallen Empire’s Shielded World would not spawn * You can now build multiple habitats at the same time, in the same system * Fixed the „Ships Lost” outcome of the Fleet Maneuvers event sometimes not having any effect, by preventing it firing if there are too few ships in the fleet to destroy

* Updated the text in some of the Synth Uprising events to better convey the scale of the disaster, since while we’ll never tell how many beings compose a Pop, it’s probably more than a dozen

* Removed nonfunctional and unintended „merge fleets” button for things like the lost amoeba, that are not supposed to merge with normal fleets

* Fixed a pathfinding issue that would cause fleet to not move towards their destination

* Fixed ship losses not being correctly counted in the battle list in the war overview

* Fixed a bug from 2016 (!) where if you split a fleet, then tried to drag-box select both, only one would be picked

* Atomic clock follow-up anomaly rewards that grant Engineering deposits will now correctly convert any existing Mining Stations into Research Stations

* Fixed duplicate component slot and moved slots around on the Automated Dreadnought

* Fixed bug where deposits granting districts wouldn’t actually grant the districts until a game reload

* Bonus minerals from planet modifiers will no longer overwrite the dragon hoard

* Fixed bountiful plains (level 1 food deposit) not showing up on savannah worlds

* Fixed workers abandoning the mines to displace specialists, leading to basic resource starvation and a lot of unemployed high strata pops later in the game. No social mobility for you!

* No longer possible to sometimes rival countries that have pathetic relative power

* Made sure to cull the old, empty lost amoeba fleet from the fleet manager as the amoeba matures

* Ensured capital buildings can convert to the correct type when a planet of primitives/machines/hive minds is taken over by another empire type

* AH4B from Distant Stars can no longer change composition to prevent naval capacity bypass exploit

* Dead/killed slaves are now properly culled from the slave market, so no more invalid entries, you heartless monsters

* Added checks to help ensure that buildings specific to one empire type are properly destroyed/converted when the world is taken over by a different empire type

* Fixed primitives and fallen/awakened empire pops not being purged by the Prethoryn and Contingency (Valar Morghulis)

* Fixed the Horizon Signal’s „waiting world” events erroneously occurring on Ecumenopolises

* Coloniziable planets will no longer be clear-cut and paved over to hold a single mineral or energy deposit by survey teams who become over-excited at their planet modifiers

* Caravaneer weapons should no longer appear at game start

* Fixed pop growth bravely continuing even while the planet was being purged by the Prethoryn

* Fixed coming across the Caravansary home base (before encountering a Caravaneer Fleet) not giving you communications with them

* Added fixes for more cases where the Scourge would sometimes stop expanding

* Fixed Contingency and Scourge not being able to purge the final pop on an occupied planet, because thoroughness is important

* Fixed An Odd Factor event triggering even if no pop had the Odd Factory Worker job, and pops not actually being removed by event despite claims to the contrary

* Fixed broken pirate ship turret graphics