Patch notes 0.3.16-39

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johnnylump
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Patch notes 0.3.16-39

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0.3.39

Bugfixes
- bugfix #2897: Hotfix to recent bugfixes. (Trajectories weren't getting properly created when 0 duration.)
- fix German TIDriveTemplate loc
- fix bad units in precombat pursuit math / logic
- Precombat bidding outcomes now properly respects fleet accelerations.
- fix crash when a hab is destroyed while other fleets are destroying or assaulting it
- Bugfix #2901. Recover saves where a fleet's trajectory thinks that it is owned by a different fleet, or a deleted fleet.
- Fix for 2871 - Fixed exploit where a refit could be cancelled to repair and refuel the ship for free

0.3.38

MODDING
-Including non-vanilla json templates in the mod folder should no longer crash the game.
-json template mods are now loaded and merged at runtime in memory instead of modifying vanilla files.(No more json mods breaking after every patch)
- IMPORTANT IF YOU USE MODS -0.3.38 may require verifying files in Steam to clean up any old remaining template files as the new system will not modify the files themselves anymore.
- Fix for mod installation popup overflowing and preventing user from clicking the close dialog
- Prevent crash when enabling/disabling a mod when it's folder is already present in the target directory and informs the user.
- Json template mods that fail to load on startup will now display an error message in the UI showing the cause of the failure and corrective actions to be taken
- Clear existing mod templates when loading mod jsons; Added optional support for mods to concatenate arrays in template files instead of merging them by index, a list of jsons can be added to the field "TemplatesToConcatArrays" in a Mod's ModInfo.json file to control this setting
- Support for "LoadOrder" field in ModInfo.json, when multiple mods compete for the same field, a higher value will overwrite the others
Updated default ModInfo.json to include placeholder examples for new settings

Balance
- rework of how miltech updates when absorbing other regions. The calculation now occurs when any region changes hands. It counts armies, navies and the regional defenses as contributing, and weights the absorbing nation's existing miltech at twice the absorbed region's. This should minimize but not eliminate the miltech movement as the absorbing nation must absorb the new region's military forces.
- democracies warring with and rivaling one another does not increase cohesion in either state (trying to represent the democratic peace a bit)
- Rule change: Each faction may only suffer sabotage to a particular project once in a campaign. The AI begged me for this and I told it that if you are capable of begging for a balance change you're capable of playing better and then it got all mad and I had to send it a cookie bouquet to make up
(Discussion: The alternative, perhaps more organic-feeling change is an increasing penalty for each sabotage mission a faction has suffered. But that may end up working against players "using up" their easy sabotages and not having it available (except at a -30 penalty or something) when they need it, so the AI and player would have to manage it more closely)
- Significant increase to target cooldown of missile tests event to reduce farming of cheap miltech upgrades
- tried to make the AI detect its councilors are being targeted en masse and respond better with go to grounds, self-investigation, and inspires

UI
- added loc when maxxing out DV spent on a pursuit will force engagement
- rotated alien threat UI element and tried to put it behind other UI elements
- Added cost string to probe launch operation so it's visible even when no options are available
- Fleet - Radiators commands will only be visible when at least one ship is eligible to use it

Bugfixes
- Trading exploit fix - prevent negative resource quantities from being traded.
- Bugfix #2831: Prevented many spurious ad-hoc orbits from being saved when a fleet aborts its transfer. Cleaned up unused ad-hoc orbits on load. Cleaned up empty fleets on load.
- Bugfix #2758: Fixes a CTD on load that was plaguing 0.3.37. Distant fleets would produce extremely long orbital periods (>10 thousand years) when generating orbit trails (due to not really having an orbit while in transit).
- Fix a bug preventing ideologically close factions from forming inter-nation alliances properly
- Ships can now use disengage command when bridge is badly damaged/destroyed
- fix reversed set up when you fix alien hate of you
- fix bug when successful pursuit in precombat didn't report outcome correctly
- fixed localization of the warnings saying the localizations still need some work. Quel irony
- Bugfix #2892: Prevents another CTD on load caused by extremely long duration orbits. This was caused by orbits around Lagrange points.
- Fixed a crash when clicking on a small hab icon of an enemy fleet when docked

0.3.37

- Fix crash introduced in .36 when a battle starts
- You can no longer sabotage projects that have enough RP to trigger completion. This should fix a crash when one of those was selected for sabotage.

0.3.36

- Fix for refit exploit where ships could be infinitely duplicated for free
- RepairFleetMembership() : catch dupes in other faction's fleets. WIP
- ArriveFleet() : if targeting a fleet and that fleet is docked while you are not, undock. Otherwise fleets may not be able to merge for the JoinFleet goal and get stuck in an infinite loop of trying to transfer to target fleet.
- Launching a transfer, or removing a transfer (due to abort, for example) wasn't properly cleaning up the original transfer operation that initiated it. This is now fixed, in a way that will also steadily clean up any lingering operations in old save files.
- Bugfix #2855. Rarely, trajectories were being saved with no destination. On load, we now determine the closest matching orbit to where they end up and use that as their destination. The root cause of this bug hasn't been solved yet.
- Fixes to lighting triggers for Corsair peripherals

0.3.35

- Fix bad trigger in Energy Crisis that was setting it off way too often (bug introduced in .34)
- Fix missing adjacency between Honduras and El Salvador

0.3.34

Gameplay
- You can now use DestroyHab if you have marines, and marines are required to use DestroyHab on a base you are landed at.

UI
- Texture Streaming is now an option in the graphic settings menu
- Project and Part Sorting Update we gotta talk about your patchnotes ben

Bugfixes
- Some fixes to events
- Fix for missing tech descriptions
- Alien threat monitor tutorial now that it's moved
- fix for ship desinger role assignment tooltip sorting behind game elements
- Fix crash in JoinFleet goal initialization
- Attempt fix rare crash when a councilor is dismissed in the same tick that a mission prompt is pending

0.3.33

- fix a few issues related to alien threat monitor not triggering and updating; added effects so projects and events can fix it

0.3.32

- Fix for 2867, fixed CTD when trying to change projects, fixed projects disappearing from selection UI when panel is closed and re-opened when some projects are marked obsolete
- Texture streaming memory budget is now based on the user's VRAM instead of a fixed value. This is an attempt to correct issues with textures defaulting to lowest resolution in certain cases.
- TIGlobalResearchState.finishedTechData : do not serialize. Issue #2868

0.3.31

- fix for obsoleting ship parts not working correctly
- attempt fix for favored and hidden projects UI going wonky when a new project is finished
- fix softlock when a national capital change processes before a set policy mission; councilors will now move to new capital before mission processes

0.3.30

Balance / Gameplay
- adjusted exotics/antimatter sale prices back up somewhat
- increased money income from some hab modules
- reduced influence income from most orgs that provide it, reduce ops income on some orgs
- Significant update to project unlock chances to ensure most ship and hab modules are always available. Advanced drives will usually have a single point where they can fail to unlock. .29 and earlier saves will be updated so 100% chance projects will unlock on load.
- removed all CP requirements to unlock projects (this will primarily affect unity projects)
- Caliphate claim on Oman moves to Greater Caliphate project
- Adjusted how a faction's estimated alien hate is calculated to better account for MC (so the threat bar should be more accurate, will also update more often with estimates, and will turn all red when the aliens go to total war mode
- removed all salvo fire from missiles; all missiles and torps fire steadily every 5-8 seconds
- atomsmasher module now requires antimatter mass production

UI
- Added the abiltiy to select projects as a favorite which sorts them at the top of the list
- Added the abiltiy to select projects as obsolete which allows them to be hidden. dude you don't get to write loc if you can't spell ability correctly
- Added the ability to select ship parts as obsolete in the ship designer
- Moved alien threat UI element to main screen
- Added boost conversion to boost and space resources mouse hover
- turned councilors will sort behind your councilors in the finder now
- Modules that don't fit on a ship will be disabled in the Ship Designer list view now
- research screen updates to display project availability chances
- extra text specifying farm water and volatile rebates
- optimize finder sorting, armies will sort by tech level and turned councilors will appear after your councilors
- project text will display current unlock chances
- intel screen should show stealable projects now
- When targeting an unknown councilor, the defender breakdown of modifiers is obscured from player view to avoid more information than the faction would be able to know; change to how AI targets highest enemy defense in detect missions for objectives so it reflects this obfuscation (and operates with the same knowledge the player has)

Content
- added additional Crimea illustration because someone asked nicely

Bugfixes
- fix an english string showing up in french cutscene cinematic
- fix crash in start of assignment phase in TIRegionState.SecessionCandidates() (#2848) when checking a nation with a claim gained outside of TIBilateralTemplate
- added missing commas in fleet and mapvisualizer jsons because amineri said I had to #2844
- Fixed DV error in loading text
- Fixed visual bug with Burn Trajectory in combat
- [Mods] Fixed crash when loading duplicate hab module assets in Template #2845
- corrected config for construction platform and space dock modules (the config will look wrong but points to the correct visuals)
- fixed bad Great Wall formation entries causing ships to co-locate (#2694)
- Bugfix #2846: Prevents a crash on load that could occur when a fleet is in an unpowered hyperbolic trajectory around an outer system body.
- TIFactionState.GoalsOfType() : don't return original list. Safety precaution to avoid code inadvertently editing the original list.
- ManageFleetGoals() : check if new defense goal was successfully added. Issue #2850
- TIFactionState save repairing : remove habSectors that that don't actually belong to the faction. Issue #2850
- Corrected DV and travel time calculations for setting up habs in Lagrange points.
- Fixed a typo.
- FactionGoal_InvadeEarth.buildFleetsSequentially => true. Issue #2853. Aliens were build 3 invasion fleets in parallel and thus not invading.
- Bugfix #2857: Prevents crash from a fleet reporting the wrong barycenter while in transit when calculating the minimum distance between it and some other object (useful for the AI).
- FactionGoal_AttackWithFleet : always discarded bugfix. Issue #2783. A misplaced ! symbol was causing attacks to always be discarded. I blame myself
- Reverting combat strength reduction for AttackWithFleet goals.
- GetBestOperation() : Do not restrict repair/resupply behavior if fleet's goal is a repair/resupply goal. Previously, a fleet could be given a resupply goal because, for example, it NeedsRefuel(), and then GetBestOperation would effectively ignore this goal if the fleet doesn't NeedRefuelBadly().
- Lose faction hate for DefendWithFleet kills during retaliation. Before, hate was only lost as the result of AttackWithFleet goals, ignoring the attacks instigated by DefendWithFleet. I have made the hate loss happen in CheckIfFleetAttackGoalSatisfied(), now renamed to RegisterKill(). It checks if there are any AttackWithFleet or DefendWithFleet goals that targeted the destroyed game state. DefendWithFleet now has a member "secondaryTarget" which gets set when the fleet choses to attack something in GetBestOperation. This is used to track which game states were targeted for an attack when determining hate loss.
- fix rounding of bonus t1 research modules in some UIs
- added some more nuance and fixed a logic error to navy IP gain when an army with a navy attachment is lost; added codex entry describing the mechanic
- disengaged ships should now be counted properly for purposes of recording who won a battle
- fix remass scoop not working when not docked at hab
- TISpaceFleetState.AbortTransfer() : NRE when called during loading bugfix
- No moons sites =>AI cannot build elsewhere bugfix. Previously, the human AI could only build a moon base if it had no moon bases. If all sites were taken, this meant they got stuck.
- InitiateCombat() : battle is skipped if target station has no combat strength even though it has a fleet docked bugfix
- fix missing karelia-norway adjacency
- fix a crash when AI can't afford any habs it wants to found
- fix a crash when AI finishes a unique project before you do and it's in a different project slot than yours
- fix issue preventing post-combat UI from triggering in some cases

Modding
- added config line that restores capital shenanigans so you don't have to look it up (we'll add lots of stuff to TIGlobalConfig in time)
- [Mods] Expanded search scope so that custom Template types can be loaded (full credit to Amineri for this one)
- added globalconfig options to 1) turn off all project unlock rolls (this will obviate a project that improves them; this project is not removed from the game); show in the tech tree that a project unlock roll failed. Both are set to false by default.

0.3.29

Gameplay
- the first faction to vote to end combat will be regarded as the "loser" for purposes of recovering salvage. if you vote to end combat then switch back, the "first" will reset or become the other faction.
- reduced earth sale cost of exotics and antimatter quite a bit
- crit failing a stabilize mission increases unrest slightly rather than cohesion, nice exploit players

AI
- Combat AI will keep track of projectiles and missiles in flight when deciding whether to agree to withdraw from combat

Bugfixes
- fix load menus so load game button is consistently in the same place
- a number of fixes to address reports of projects not unlocking in .28 build, plus save-repair. Save repair won't be perfect if you played a while on .28; it will make sure you get all guaranteed projects for your faction (notably plot-related) but ones you had a chance to miss during .28 may not ever trigger.
- fix 2743 / salvage, all alien ships provide a minimum of .1 exotics when salvaged
- fix french narrative events file full of semicolons PARTOUT

0.3.28
NOTE: Steam says is a 1.9 GB download.

NOTE 2: Changes to default hotkeys may require restoring hotkeys to the default settings in the controls menu. To do so, open the settings menu from the main menu. From the controls tab, scroll to the bottom of the hotkey list and select the Restore Default Keybindings button.

Gameplay
- you now can't steal projects you don't have the project prereqs for. Was causing too much weirdness
- completing a project will now limit unlock rolls to projects it is a prereq for. this will get noticed
- a nation will restore it's original capital region once that region is liberated. this will also get noticed. Added restoreCapitalOnLiberation flag to TIGlobalConfig to allow people to turn this off and do those wacky ubernations they do so enjoy
- Fleets can abort transfers during the "loiter" phase prior to launch (if they have one). Feature request #2099.
- Fleets can abort all transfers immediately if the game remains paused

AI
- Start work on AI fleet aggressiveness issues. This isn't done yet.
- AI will only build fleets for one invade earth and one transport councilor goal at a time
- AI will generally calculate lower needed strength to transport councilors with their fleets

UI
Combat Control Update
1) Combat controls now use absolute positions rather than relative positions
2) Updated ship waypoint input handling to give finer trajectory control
3) Added a third dimension of waypoint position handling. Players can now adjust waypoints in all three planes (XY, YZ, XZ)
4) Adjusted Combat Burn Input Hotkey to "R" and added Lateral Plane Control (XY plane) Hotkey as "E"
5) Zoom In and Out Default Hotkeys Changed to: Zoom in "T", Zoom out "B"
- Added tooltips explaining ISRU effect on mining events #2811
- Updated animation arrow -- terrible patch note Francois, there's only like 9,000 arrows animating in the game, but I happen to know it's the arrows that highlight an important button new players often miss, like confirm a mission or operation

Bugfixes
- Bugfix #2792. Prevents the CTD after combat that was plaguing everyone. A destroyed fleet wasn't being completely deleted, now it is.
- Bugfix #2103: Fixed NREs when reporting aborted transfers where part of the fleet could complete the original transfer, but the remainder would crash / leave the solar system, so the entire fleet performed an emergency burn. Also fixed a bug reporting the destination of enemy fleets when that destination is the void between the stars or the depths of a gas giant at high velocity.
- Fix for 2794 - Fixed Crash in Fleet screen when fleet is bombarding a destroyed army
- add missing West African Community strings
- Adjust how lagrange points initialize to fix a (strange) reported crash when there are competing gameobject IDs, will use gameobjectlink first if available to find barycenter and secondary object. might even shave a few ms off load times, too.
- Improvements in alien mining technology mean they no longer suffer from Dry Hole events #2811
- Attempted fix for org stars not showing on Linux
- fix CTD when AI is shuffling orgs (TransferOrgsFromPool)
- Bugfix #2809: MasterTransferPlanner.GetTrajectoryModelsForConditions() would sometimes fail if a fleet mid-transfer was trying to intercept another fleet mid-transfer.
- Missile and ASAT test events require nation to be faction-controlled
= bugfix #2821: Fixed a bug in EmergencyBurnPlanner that would report that an abandoned fleet was going to crash instead of leave the solar system -- caused a crash. Also added a safety to protect against fleets destroyed in combat reporting that they need to abort their transfer due to all of their no ships lacking the DV to complete it.
- Bugfix #2824: preventing crash when a transfer has a null destination, which happens when the "destination" is another transfer.
- Save repair for old saves with bad decommissioned modules still in faction queue, removed tooltip destruction logging
- Fix for 2757 - Fixed rare Crash when rename button in fleetscreen UI is somehow clicked when fleetscreen is not open.
- fix crash when alien nation declares war in the same tick it is destroyed
- fix crash when hell I don't know what caused it, it's #2637, one of those bugs that you hit and wonder how the game didn't crash every session because of it
- fix missing prereq for heavy pulsed propulsion
- fix automated kits not satisfying "colony ship" role requirements
- finder list items given more unique names to avoid GameObject.Find errors
- Localization Fix for grave character in Exodus victory quote
- Fix for 2664 - Prevent player from being able to view AI ship designs when trying to refit a stolen ship from another faction. Save repair for this issue.
- TISpaceShipTemplate.CanDeleteDesign : check all shipyards for design, not just designFaction's
- fixed DisbandFleet bugs related to landed fleets getting drawn into combats in orbit
- added logging / save fixing code for fleets not being recorded as belonging to their faction, related to DisbandFleet bug
- moons of asteroids, centaurs, and KBOs will now be recorded in list of objects in those categories
- removed some duplicate bilateral entries, gave Pan Asian Cooperative claim on western siberia
- fix some duplicate councilor appearance entries, should unlock two new councilor appearances
- AIEvaluators.SystemFleetStrengths : ArgumentNullException bugfix. Issue #2841
- Fixed issue with fleetwide AI revoke control button
- fix crash in servants ending #2834 (bug in logging)
- Exodus can't build Deep Space Telescope until related objective is unlocked
- Bugfix #2832. Fixed a bug in ad hoc orbits that could cause a crash when asking it what fleets are in orbit.

Performance
- Enabled Texture Streaming for ships, some planets and geoscape armies. This should reduce VRAM usage and increase stability. Unfortunately this may cause the update to be a large download.

0.3.27
- Fix for borked Simplified Chinese localization for missions.
- Fix bad loc entry tag in French UI Councilor chat that was busting saves

0.3.26

Bugfixes
- Fix for game not creating the missing root Mods Folders early enough with new loc modding code (0.3.24), would cause startup crashes after new installation
- repair faction thinking it owns a control point it doesn't. Doesn't fully fix original issue but should prevent certain crashes when merging nations
- save-repair fleet thinking it owns a ship when it doesn't. Related to #2784. Doesn't fix original problem or prevent the original crash, but should allow saves to load up and continue
- Fix for 2786 - prevent crash when an AI is trading with the player and has no eligible orgs to trade

0.3.25

Balance / AI
- Work on nation AI priority management. Should ease off boost when it has a lot of boost. Should to a better job avoiding spreading points everywhere when there are important problems to solve. More to do here.
- Ukraine starts with 30 IP in build army.

Bugfixes
- Fix for confirm mission assignments button being clickable even when it was set to not interactable. We think this was causing a number of bugs related to mission phases disappearing, odd aborting, or missions failing to execute. Players were clicking the button before the AI had not completed preparing its missions which threw off a number of internal values related to ending the mission phase and scheduling missions.
- Fix for crash when changing tech sort option when selecting a new tech to research
- fix a crash when clicking a module to upgrade in the hab designer
- Fixed an issue where upon the destruction of the final combat module of a station in combat the game would crash
- A battery of Point Defense fixes:
- Fixed a Defensive Fire issue where longer ships had a smaller PD envelope due to combat scaling. Ships now have the combat scaling taken into account when calculating their defensive range.
- Fixed an issue weapons sometimes not firing due to their aim being thrown off by jittering or flipping around entirely. Should see a marked improvement in PD performance.
- Fixed an issue with Habs having longer laser range than they should.
- Fixed an issue with turret rotation not taking into account the time since last update leading to turret aim being thrown off.
- Fix #2753 Solar Flare effect appearing to not expire



0.3.24

Balance
- Aliens won't gun for Protectorate for unlocking victory condition
- Energy Crisis: blue options cheaper, GDP losses slightly worse
- Speaking Out public opinion loss harsher (Shout out to streamer Lorem the Dragon)

UI
- Updated Operations Controls Canvas to have animated arrows for the confirm operation button

Bugfixes
- prevent CTD in SimulateCombat 2761 (Many reported crashes for 0.3.23 are due to this issue)
- fix crash when a fleet arrives at a destroyed hab
- fix crash when destroyed fleet checks its refit goal
- you can no longer release your capital region to a new nation via relase nation, fixes crash when you try that
- Missile Tests and ASAT Tests no longer trigger for nations maxed out on Miltech (Shout out to streamer Lorem the Dragon)
- Bugfix #2682: Prevents crash when a combined fleet loses all ships in combat owned by the controlling faction (only leaving ships from the supporting faction).
- thrust panel now correctly shows header text
- fixed missing ship part images in post combat UI panel
- Fixed reversed research panel pip manipulation
- Bugfix #2676: Orbit phasing trajectories to planet-moon Lagrange points now generate.
- Fixed bug in phasing math that would cause a teleport when the ordit being phased over has eccentricity > 1. (I was using mean anomaly instead of true anomaly to calculate the position of the fleet during the transfer).
- Bugfix #2696: No more negative DV transfers.
- Fix for missing ship parts UI in space combat UI after having multiple combats in a session
- Fix for Veteran & Brutal win achievements not unlocking
- Fixed visual issue with incorrect weapon placement on Human Battlestations
- Fixed issue in space combat where ships with damaged bridges could lock out player input to fleet
- Added text clarifying effects of Energy Crisis
- Effects text re: councilor stats will use proper attribute strings now (surprised this didn't come up in localization before)
- Bugfix #2755: Appearantly stale AdHocOrbits could be "half" deleted -- contain no information but not yet marked to archive or removed from the GameStateManager. TryToRemoveAdHocOrbit now deletes them *without* crashing.
- Bugfix #2766: Ensure that all fleets can return some sort of orbital elements so avoid crashing. This is used when initializing the visualizer, although fleets in transit won't use the values directly.
- Bugfix #2697: Fleet intercepts don't inherit the target's trajectory if the target would launch after the intercept occurs.
- Fix for crash when using mods with multiple assetbundles
- Fix for 2751 - Fixed orgs being added to faction pool while still equipped by another councilor,. Added save repair code to remove deleted orgs from councilors on load.
- Fix for 2702 - Fixed NRE caused by attempting to play councilor audio on a killed councilor
- Fix for 2777 - Fixed crash in tech tree when nearing completion; caused by list sorting and then destroying all elements, moving to coroutine to prevent
- PD will fire at antimatter missiles now
- prevent crash when decommissioning module under construction
- fix crash in rare instance when AI wants to build two stations in an orbit on the exact same day
- you can cancel a just-placed build by decommissioning the module for a refund. Unfortunately, this may be exploitable when pasting over an existing module and we'll have to limit its use.
- made double-plus-sure conquering a nation ends the war with that nation. should fix a couple of strange cases that led to crashes
- Narrowed Shipboard Mutiny alert setting #2736
- Attempt fix reported alien ship defection (which already shouldn't be possible)
- Fix designated gun-type hab module turret ignoring naval guns in favor of lasers

Modding
- Mod support for Localization is now active, just add your own Loc files(.en, .fr, etc)into your mod folder and they will be automatically loaded when the game launches, replacing existing entries where applicable.

-Loc files should follow the same file naming conventions as vanilla files .en for English, .fr for French etc
-New Loc entries are added as new entries, adding Loc entries which exist in the vanilla files will overwrite the vanilla strings.
-Loc files in the enabled mods folder will be loaded on game launch
-Loc files will be loaded regardless on the "Use Mods" setting, they do not flag the game as modded and modded Loc will not disable achievements.
-Multiple languages are supported and will be shown to the user depending on their selected language. (ModdedSettingsLoc.en will be shown in English and ModdedSettingsLoc.fr will be shown in French)
-Loc mods using languages without vanilla translations will still need to mod the TILocalizationTemplate.json ("active": true) and add an empty folder named with the language code in the vanilla Localization folder to get the language to show up in the in-game menu(Russian("rus"), Korean("kor") etc).

Technical Notes
-All Loc files within the Mods/Enabled folder and all subfolders will be loaded on launch immediately following the load of vanilla Loc with the same rules as vanilla Loc.
-Loc entries will not be added unless a folder with the language abbreviation(en, fr, rus, kor) is present in the vanilla Localization directory(need to add for languages not in vanilla game).
-Modded Loc does not edit or merge any files, our patches or changes to vanilla Loc will not interfere with modded Loc.

Misc
- TINationState will record "original capital" now for eventual returning capital to home region when it returns to nation
- update localization to 10/10 drop



0.3.23

Known issues
- Bombardment & counterfire will get looked at next
- We're still chasing a crash when an org gets duplicated somehow.
- Need to fix how the the alien threat-o-meter updates. I was gonna do that today but I finally got sick after like 4 years and my brain is kinda mushy, c'mon sudafed don't fail me now

Content
- 4 new event illustrations, 1 objective illustration

Balance
- reverted some combat hab module power requirements
- increase research university output

Bugfixes
- crash fix 2674 (buddy movie when one of the participants got killed offscreen)
- crash fixes to refits when null parts get returned
- fix to crash when a mission is revalidated against a destroyed ship/fleet

0.3.22

Balance / Gameplay
- Messed with mining profiles: more nobles on Mercury, more water on D-type asteroids, more fissiles on Stony and Metallic asteroids
- Missiles and gun shells require less damage to destroy.
- PD weapons will fire at mag weapon shells at a minimum expected .5 damage instead of 1, meaning they will fire at greater ranges (at less damage per hit at those ranges). These two changes should address a lot of "my pd won't fire" issues.
* All space combat modules now carry three weapons: A PD weapon; your best antiship laser (if available, otherwise best nonmissile weapon); your best "gun"-type weapon (naval gun, mag, plasma). Human space combat modules have increased power requirements. THIS WILL MESS WITH YOUR HABS IN SAVEGAMES (sorry about that). All hab combat modules have significantly reduced hit points.
- SimulateCombat() : Starting distance between combatants now equal to the range of the longest range offensive weapon in the combat.
- a coup in a nation will cancel all pending coup missions in that nation
- Hostile Takeover attempts no longer gain benefit from councilor being detained
- Several new projects to oppose alien enthralls/terror attacks sprinkled throughout the tree
- added turkey claim on Astana with United Turkestan project
- added crackdown to a couple more orgs, increased cost of t1 admin org a bit
- added beginning of AI to favor particular weapon types in design at a "meta" level rather than just via scoring for role. Right now this is only for the aliens so their ships evolve more during a campaign. Future intent is to have responsive designs and factions favoring certain types.
- dialed back AI preference for spoils in a couple of places
- Increased antimatter output of atomsmasher and supercollider by 10x. Still to look at: Harvester mechanics
- Doubled research output of Research campus. Slight power requirement increase.

UI
- New Animated Arrow! maybe next time the patch notes will tell us what it does, ben
- Added warning that mods disable achievements
- Updated Mission Buttons with Arrows to Highlight interactablity -- oh is this it, ben? did you do operations UI too
- Updated Tutorial Tips to make "Next Tip" Uninteractable when reaching the end of the tutorial
- Updated Starting Tutorial to show "Dont Show Again" rather than "Hide" for increased accuracy
- nation UI shows days to exec consolidation
- destroyed hab module tooltip should now show what used to be there
- When the game is force-paused so you do something, the PAUSED overlay will turn red.
- When a save fails, a dialog will pop instead of crashing the game
- removed some alert spam when an enemy fleet moves within an orbit that's otherwise interesting to you, but not toward one of your assets
- made UI element for org stars a little larger case we keep hearing about missing stars; maybe this'll fix it

Bugfixes

- Fix for random pauses during gameplay caused by AI fleets engaging each other.
- Adjustments/fixes to AttackWithFleet goal desired combat strength. Issue #2618
1) Aliens now consider all threats in a particular system, not just from faction's they are at war with.
2) Fixed a bug with GetThreatLevelAtLocation() where system threats from war factions weren't considered when warEnemiesOnly == true
3) Moved the warEnemiesOnly logic into GetWarAdjustment(). It now returns 0 if factions are not at war.
4) GetWarAdjustment() now returns 0.1 if factions are not at war, up to 1 if they are.(with intermediate values based on hate).
5) Reduced system threat level penalty to -66% to -30%. This is necessary to not underestimate a enemy faction's strength simply because the have many fleets as opposed to one big one (this is easily exploited by the player).
6) Fixed bug in FactionGoal_AttackWithFleet.ComputeDesiredFleetCombatValue() where the threat level was mostly ignored, resulting in the aliens sending single ships to attack stations (zero required attack strength because the station had no defense modules) despite the player having fleets in orbit waiting to intercept them.
- Tiny ships bugfix. Issue #2507
- Bugfix #2623. Prevents a crash on load when the orbit period of a fleet is < 1 second and the fleet's epoch is 1 AD. There's something wrong with the transfer planner to have produced such a situation in the first place, but the save I have to work off of is after whatever went wrong. This at least lets the game load.
- More Changes related to weird random pausing
*** Added a log note if the pause is due to time event queue being overloaded
*** Removed what appears to be extraneous gameTime.Pause in TISpaceCombatState.InitiateCombat as that might trigger it on AI/AI combat. For human player involved combat there's a Pause in SpaceCombatManager
- Fix one more crash when AI fleets looking for nearby resupply habs
- fix a bunch of typos, thanks Discord!
- Fix for pip input reversal bug when tabbing in and out of game
- AttackWithFleet goal will recheck daily to ensure the target still belongs to an enemy faction to prevent hi-larious Servant bombing of alien nation while it's conquering stuff
- Fix for 2181 - Hab rename UI will now display properly when accessed outside of the hab menu list
- Removed both joystick axis from input manager so gamepads don't send input.
- Fix cohesion calculation in anocracies (effect was reversed) FULL PROPS TO THE TI REDDIT FOR CATCHING THIS ONE ↲ -
- Fix bad project prereq requirement for Initiative objective path, which was blocking progress ↲
- Fix bad monitorcontroller.cs that was putting turrets in the wrong place and causing crashes in combat
- Fix ERROR_SHARING_VIOLATION for dropbox/Onedrive installs
- fix a couple of duplicate bonus missions on orgs (2644)
- fix 2704 (CP maintenance check on un-controlled nation)
- fix 2671 crash when AI tries to refit weapons and comes up with no candidates for a slot
- fix 2651 (chs loc bug)
- 30mm Autocannon will fire at incomings again. It can barely hit anything so it's still pretty bad. Needs more work.

0.3.21

Known issues
* Still chasing reports of random pausing
* Crash when an org is duplicated somehow

Balance
- slightly increased years until invasion for cinematic and normal
- added difficulty setting targeting human player and "attack-the-leader" behavior. For the human player, AIs will only gain extra hate if they are the most powerful faction or have announced their win goals AND (this part is new) they are beyond a minimum ideological distance from the human player. That distance varies by difficulty. So on normal HF won't target Resistance player solely because Resistance player is winning (but Servants will). This is a pretty significant mid/late game muzzle for the AI and will get adjusted based on player feedback.
- dialed back the "how much MC you can use" threat evaluation by aliens on normal difficulty slightly

UI
- updated dV tooltip
- New font for korean mod
- Small edit to CP Cap tooltip wording

Bugfixes
- Bugfix #2585: Scuttled ships will no longer attempt to run their maneuvering thrusters (which was causing a crash to desktop).
- Bugfix #2595: Now preventing circular fleet interception (where fleet A intercepts fleet B which intercepts fleet A). This was intended to be disallowed and caused a stack overflow. Note: old saves which had circular interception will now load and play, but the fleet that hasn't launched yet will have its transfer aborted silently. The old saves will also log some errors related to the circular interception, since those shouldn't exist in the future.
- Bugfix #2598: Fixed bug in apsides calculation that would try to delay fleet launch until after the sun burned out.
- Bugfix #2627: The AI was trying to get an estimate travel time to intercept a fleet via microthrust. This doesn't work, but it also caused a null reference exception when it tried to get the target fleet's inclination. I've added the code to generate an inclination -- the microthrust intercept will get cancelled later should the AI actually attempt it (the estimate travel time code is very simplified, so it may judge a transfer to be microthrust only when it isn't).
- Fix for 2596 - Force tooltip container back to the base tooltip canvas on tooltip deactivation to prevent accidental destruction of tooltip gameobjects, added additional logging.
- Fleet with NaN position causes crash bugfix. Issue #2631
- cleaned up more tutorial tips not closing when their screen exits
- CameraManager.HandleAnimations() : selectionChangeUnityRotation zero look vector bugfix. Issue #2642
- Fix for 2625 - Notifications that are too long and prevented UI buttons from being clicked and will now scroll properly in Chinese & Japanese.
- Bugfix #2630: Fixed crashes related to fleets aborting their transfers after combat.
- Fixed rare case of fleet disband destroying tooltip container on it's 15-second delayed destroy invoke call
- Bugfix #2631: Prevented microthrust transfers that are changing the eccentricity of the orbit from producing negative semi major axis in the middle of the transfer. This would cause the fleet to dissapear during the transfer (or worse, cause a crash), since it would have an illegal orbit.
- SpaceObjectSelection.SelectObject() : newSelection == null NRE bugfix
- SingleFleetOperation() : split out ships that cannot transfer from fleet.
- GetBestOperation() : defense fleet now only targets fleets that aren't docked a station (station targeting has its own logic). Issue #2586
- (Internal) - save files now store and log when mods are active at any time during the save
- Fix for 2647 - Unity returning wrong object with gameobject.Find, using our solarSystem.FindObjectinstead.
- Fix for #2666 - Combat UI needed to be updated on ship destruciton
- Updated Ship Designer DV numbers to reflect the games internal model
- FactionGoal_AttackWithFleet.bombardmentGoal : incorrect condition bugfix. Before, bombardmentGoal == true for stations and false for bases, which is backwards. Fixed the condition and then went ahead and made this a property instead of a field.
- SingleFleetOperation() : undock bombardment fleets if they do not need to repair/resupply. Issue #2662
- Fix for 2648 - Councilor will now properly find a fallback location when onboard a ship being scuttled with no other ships in the fleet.
- Added a check in AI get best operation that resupplyhab is still valid, 2646
- Fixed NRE when nation has no executive faction but asked to score improving relations 2635
- Fixed an index error crash in the giveresources terminal command FOR YOU DIRTY CHEATERS
- Fixed a crash when a fleet with a "assemblefleet" goal was destroyed and the goal checked in on how the fleet was doing 2636
- Fixed a crash when the AI had selected the disarm nuclear weapons policy 2669
- Fixed a crash when a new councilor's trait doesn't allow them to have a starting region because no region qualifies
- SingleFleetOperation() : getting rid of "low relative dv" useless ship criterion. Otherwise, this can result in a loop of joining fleets then splitting them. Also unnecessary because once the fleet attempts a trajectory and fails due to dv, the split will occur anyways.
- MergeFleetOperation : swapping absorbing/joining roles if the actor has a join fleet goal
- fix issues related to advising councilors not being cleared on nation destruction
- prevent factions from finalizing missions outside of the mission phase
- ManageFleetGoals() : primary hab defense goal NRE bugfix.
- Fixed #2683
- Fixed issue with disengaging ships not removing the UI
- added some save-fixing for councilors with null locations
- added some error handling for a funky combat state a player sent in to prevent crash
- FIX crash when badly damaged army conquers the AA this one was driving me nuts

0.3.20

- fix crash (often on load) when a ship has destroyed vector thrusters
- fix crash when assault carrier lands and ally check includes nation with no exec faction

0.3.19

Balance
- lower AI preference for xenoforming again because yeast growth curves are tricky to manage
- increased difficulty of Control Space Asset mission. The presence of Marines now make a difference against uprisings (but not a guarantee, they may change sides too if they decide they're meat for the machine, beltalowda)
- increased impact of miltech defending against xenoforming, terrorize and sabotage space facilities mission
- capped max damage from bombing a launch site
- bumped a few cp-capacity effects in value, effects should now note exact value being gained
- reduced antimatter gained from science tour to something reasonable 2574, quit makin the game so easy Tayta

Bugfixes
- GetBestOperation() : candidateRepairHabs is null when fleet is at lagrange point NRE bugfix. Issue #2536
- Partial fix for bug #2530. Many fixes for transfers around a single Lagrange point. Namely:
--- Single-Lagrange transfers now only use torch trajectories, as nothing else makes sense (orbit phasing fails due to taking tens of thousands of years and the Lambert solver fails due to the barycenter being nearly nonexistant (produces results that require impossible DV).
--- Single-Lagrange transfers calculate their maximum duration based on the fleet's torch abilities instead of orbital mechanics, since there's basically no orbit.
--- Safeties were added to protect against impossibly long transfers (instead of subtracting the duration and then checking against a minimum, we check the minimum first and subtract if it won't go below).
--- Fixed bugs in single-barycenter patched transfers where, if we didn't start with a microthrust, we wouldn't attempt torch transfers (only Lambert). Updated variable names to make it clearer.
- ArmyStackTooltip() : NRE bugfix. Issue #2537
- Fix for 2540; added additional logging and null checks for tooltips being destroyed during gameplay, implemented creation of tooltips during runtime.
- Bugfix #2527 -- the last bits.
--- Fixed some timing bugs in single-barycenter torch transfers.
--- Fixed TISpaceObjectState.ToGlobalCartesianStateAtTime(): it handled lagrange points seperately, and was throwing away the point's velocity.
- Credits crash fix for Simplified Chinese - limited 300 strings to each text component because of some Unity mesh limit when too many characters are in one component
- Added missing unicode values for ?, ! punctuation in Simplified and Traditional Chines
- Update councilor intel panel when CouncilorCompositionChanged (such as in death/retirement). Issue #2555
- Selected space object may be null after space battle NRE bugfix. Issue #2572
- Fix for 2558 - Using culture invariant tolower() string setting to prevent errors on Turkish and other regional settings, where a character in the assetbundle path would be changed causing crashes. OUR FRIENDS IN TURKEY, YOU MAY PLAY AGAIN ON YOUR OWN REGIONAL SETTINGS (we hope)
- Tutorial prompts were not being cleared when their associated screen was closed. Cleaned this up
- TINationState.UpdateControlPoints() : Losing more than one CP results in armies having invalid controlPointIdx bugfix. Only the last cp to be removed has its armies controlPointIdx recalculated.
- Enforcing a transfer duration hard cap of 2.5 years for humans and 5 years for aliens. This will prevent 10+ year transfers effectively removing player fleets from the game.
- Fixed incorrect tutorial check that was preventing certain tutorial objectives from completing
- GetBestOperation : fleet.ref_orbit == null NRE bugfix. Issue #2593
- Fix for some text strings not displaying properly
- Fix for credits - layoutgroup doesn't automatically update child positions unless disabled and enabled.
- TICouncilorState.ValidDestination() : return false if candidateDestination is null or deleted.
- Fix for 2597 - Refitting a ship with a councilor onboard will now send the councilor into the hab where the refit is taking place instead of being lost in the void.
- Fixed issue with combat UI alerts carrying over between battles.
- factions will set default hate at campaign start so it doesn't look briefly like HF can put up with the aliens
- fixed 2564, iceland owning two copies of reykjavik and similar bugs when a breakaway nation finds itself owning two copies of its capital
- fix 2584 / 2573 NaN population from so much excessive nuking that the numbers go to impossible places, geez players calm down, they're already destroyed
- slightly lowered permanent population growth dedudction from nuking a region
- fix 2588 - angry little button in enemy fleet UI that shouldn't be there
- fix typo in codex. all game text is 100% perfcet now
- fix crash trying to load model when new army is created while nation is being transferred to aliens, looking at you bangladesh
- fix crash when the AI trying to design big ships when it hasn't developed any small turrets, which is a really weird edge case, Kevin
- fixed some instances of control point defensive modifiers being incorrectly applied on null faction control points
- Fixed issue with VectorThrusters and DriveCoupling not updating on propulsion value changes
- Cleaned up Bug with Damage to VectorThrusters and DriveCoupling not being properly taken into account when creating ship trajectories

UI
- Obj Screen Sorts in front of most ui screens now
- Added Flashing Confirm Assignments button after all councilors are assigned
- Reworded some tutorial prompts to provide clearer direction to councilor missions and tutorial buttons
- Made text on CPs more readable by adding a drop shadow and outline
- improved tech finished notification with some highlights
- Added Alien Threat Indicator to Tutorial







0.3.18

- fix 2495, ops granting modules were instead granting boost, which doesn't make any sense at all, weirdo dev
- you can no longer assassinate your own faction councilors just because you are a cynical faction, only if they are a known traitor; this was in there for RP so you can go all Dr Evil on your incompetent minions more than anything, but apparently too easy to accidentally kill your own dude according to Discord and this solution is simpler than than adding a UI warning element during mission assignment phase
- improved alien structural engineering and removed the possibility an icequake would derail the alien invasion within months of the game's start, or as perun put it, "humanity was saved by some motivated water" #2499
- adjusted alien xenoforming preference down slightly, cause, wow, alien plants everywhere
- GetTargetedModuleForHab() : choose shipyard if hab is an alien station with no shipyards.
- Turn on all hab modules when completing a core module. Issue #2510 bzzzzt
- Fix for volume overload when completing multiple modules simultaneously. Sorry player ears
- ShipyardGridItemController : allowPayFromEarth does not match toggle bugfix. Issue . Issue #2509
- TIHabModuleState.hab : NRE bugfix. Issue #2502
- Bugfix #2501. Generalized the fix for #2436. (This is a bug in Spaaaaaaaace)
- fix for 2500 - Fixed NRE when hab is destroyed while selected in the hab screen
- TICouncilorState.CanRepeatMission() : check if councilor has a faction. Issue #2498
- Fix for 2503 & 2216; Fixed NRE when selecting blank icon for hab customization. Habs now properly load their current custom icon when managing them
- Fix for false positives in loc arg count check. Should fix a number of errors seeing placeholder text in the game
- Fix: Hide space test scenario from campaign menu in builds. You never noticed it anyway.

0.3.17
- Handle error with extra arg brackets in loc files, should replace certain bad loc CTDs with ingame text errors; loc typo fix
- Norwegian region % fix
- fix for last file write times shown with missing characters in some languages
- Fix for 2491 - null check on tooltip with missing gameobject; cleaned up unnecessary tutorial logs
- fix aonther french loc error causing crashes
- fix Crash due to CouncilorMissionCanvasController.currentTarget being accessed too early in the InitTargetSelection() process. Issue #2492

NOTE!
Corsair has updated is iCue drivers to version 4.28.1777 with support for Terra Invicta. You may have to restart iCue and enable game integrations. https://www.corsair.com/us/en/downloads

0.3.16
- Fix bad loc in French and Japanese that were causing crashes.
- Attempt fix startup camera flying you to the surface of the sun instead of Earth.
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