Patch notes 0.4.27 - 0.4.29

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johnnylump
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Patch notes 0.4.27 - 0.4.29

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0.4.29

Content
- Lots of new tank models for tech levels 2 to 7, with modern/historical tanks generally being tied to the nations that fielded them.
- Implemented Cyclotron ship utility model, bonus power to particle weapons
- Implemented Vector Thrusters ship utility model, bonus thrust for rotation
- Added T1 antimatter hab production module and project that only requires containment but also a plasma confinement tech.
- Added Mission to Venus tech, effect. Considerably cheaper than Mission to Mercury for some earlier Solar powered goodness.
- Added bridge projects for Tibet-Mandalay, Chennai-Sri Lanka, Scotland-Northern Ireland

AI
- Significant work on fleet-management and goal AI.

Balance
- Significant rework with balance, bug fixes, and VFX work on AOE weapons (nukes, shaped charge nukes, antimatter weapons) in combat, including updates to damage to ships, projectiles, and projectiles. AOE weapons will now detonate when shot down by all PD (this represents them detecting the threat and detonating to cause damage before destruction, not the nuke going off in an uncontrolled fashion); AOE for nukes is still small at our scaling so don't expect huge changes in their performance, just a much better handling overall.

- Adjusted Earth research formula. Earth now produces about 25% more research overall at campaign start.
- t3 labs have base research reduced to 15 and their projects now have additional prereqs. project costs increased.
- research campus / university now require populous space body. projects have additional prereqs.
- increased support costs for operations and command centers. command center project has additional prereqs.
- increased soc sci lab power cost to 4, soc sci rc to 16, soc sci institute to 48
- civilian module power draw reduced

- Removed the artificial angular acceleration cap for ships. Rotational velocity is now capped by human tolerances for centripetal acceleration. Ships will generally rotate faster now. Ships now require dV to be spent to rotate. Pending: High acceleration turns (and burns) will pause damage control operations, plus a setting to limit accelerations to enable damcon to continue and reduce DV spend on rotation.

- Antimatter spiker antimatter cost reduced by factor of 10.
- Increased range on human t3 plasma cannon. Increased chipping on all plasma weapons to 80%, leaning into their intended role as armor degrading weapons.
- Updates to combat autoresolve mechanics

- Further changes to region defenses. The 'forces from adjacent regions with no fighting' bonus is capped at 10% of miltech, and reduced proportionally by the number of adjacent regions with fighting.
- Armies now fight better than they had been when damaged.
- capped army damage from a single hit during bombardment based on weapon type
- capped chances of knocking out surface to defense laser with orbital bombardment per strike, in lieu of a better fix of hit points and degrading capability that I'll get to in the future
- offensive lasers score halved in ship threat calculation to better account for armor reduction effects
- increased mass of siege coilers and slightly reduced rate of fire
- increased project costs for Mk2 and Mk3 coilgun projects
- Some tech tree changes to make administration algorithms more of an info science capstone, feeding into some other late-game techs. Some project changes as a result.
- Nuclear-powered missiles now require some of the compact solid core power plants to be developed as a prereq, instead of Solid Core fission
- Restored claims from Greater Austronesia on southern Australian regions because I got wore down. I'm sticking to my guns on Switzerland being only in Europe as a part of Great Europa so get off my lawn. Anyway this probably won't change campaigns where the GA project has already been developed.
- Changes to Earth victory conditions for several factions to remove proportion of control points controlled to proportion of GDP controlled
- Restored difficulty and campaign pace modifiers to based exotics salvage rate
- ICF7 and Converter Torch are going to be more expensive in an attempt to make other propulsion systems more relevant.

UI
- Added warnings for really low acceleration in ship designer

A
- Fix for missile null ref crash
- 4390 - fixed audio memory leaks from projectile impacts causing issues in longer sessions with multiple combats

B
- Bugfix #4356: Fleets with incredibly low acceleration (due to engine damage) will fail to transfer because the required microthrust spirals would exceed 2 years. If the acceleration is high enough to avoid microthrusting around the Sun for the entire duration of the transfer, we threw a "code path not implemented" error. We now return an estimate of the minimum needed acceleration to make the trip within the timeframe.
- Bugfix #4356-B: There was an inconsistency on whether we knew that a destination fleet had launched a new trajectory or not. Orbit phasing transfers to a destination fleet that is launching immediately will, of course, fail. The error was that other transfers weren't attempted, causing a "code path not implemented" transfer failure instead of finding actual intercepts. That's now fixed.
- Laser engines and now cyclotrons apply some bonus power to pure PD weapons. The text previously indicated they supplied a bonus put they in fact did not.
- Fixed an issue with events causing national stats such as Cohesion and Inequality increasing when the event intends the values to decrease
- If a ship is performing a combat maneuver and runs out of dV the combat maneuver is canceled
- Fixed event bugs that pointed to specific map regions that were deprecated in the 0.4 build, and added various new regions appropriate to those events
- Fixed a bug with Cops and Robbers event. Event can no longer trigger on a councilor that is currently detained
- Fixed a bug with General Strike and other coheasion and population scaling events that would cause the tooltip outcome values to be inconsistant with the results values
- Fixed a bug with Ancient Explorers events where event could trigger on invalid space bodies
- Fix 4405: Bridge project eco bonuses.
- fix 4400 MC usage in the UI not updated immediately when a mine-network management tech is completed
- fix 4411 fix racer and swarm missiles salvo fire timing
- fix 4402 armies teleporting across the Black Sea when fleeing while the Turkish strait is closed
- fix 4398 allied armies not at war will no longer reduce occupations
- added safety code to recalculating angular acceleration to avoid div/0 error
- fix 4397, cross-regional defense bonus added incorrectly when an enemy army was in the neighboring region with no occupation taking place
- Enforced consistent rule that boost and money can only be used for resupply/repair in the Earth system. Will iterate improvements.
- Resupply/Rearm operation will use boost correctly now. Only allowed when in the Earth system. (Not working for repairs yet)
- Fixed a few issues with the Infiltrated event chain that could cause the chain never to resolve.
- fix army AI getting stuck when it's trying to get out of a battle with other armies of the same faction
- 4221 - fix for duplicate objective notifications
- Combat AI: - Fixed a bug with withdraw code that made AI ships too skiddish in attempting to retreat when their weapons were damaged. Ships will try to hold on longer and allow for Damage Control to work.

C
- 4320 - fixed small ui overlap in councilor recruit ui panel
- fixed bad syntax in TISpaceShipTemplate.json
- 3951: Added 10 z to the combat directional light gameobject of the SolModel prefab. This wasn't a bug, really; the shadows were being cast properly from the light source for the combat, but it was always at z = 0 which led to this weird-looking thing on start. Shadows will still be cast but the angle should make it a little less common.
- Fix 4406: Loss of cohesion when below 5 from narrative event is highlighted in Green rather than Red in Cohesion tooltip.
- fix 4403 (unused code)
- fix 4395, faction currentKnownCouncilors excluding known detained councilors
- fixed poor text contrast in hab screen when selecting habs

Modding
- added a TIGlobalConfig value, homeCountryISOCodeOverride, to override your system settings so your first councilor is generated from a ingame nation assigned that country code

Performance
- removed verbose councilor video logging

0.4.28

A
- fix crash when AIReaction in arrivefleet removes a fleet, and then is checked later for rallies (4385)

B
- 4383 - fixed mouse clicks going through UI panels and selecting habs while interacting with dropdowns

C
- updated read/write setting on type 2 human ship set meshes, fix missing sparks in construction visualization


0.4.27

Balance
- reduced impact of land size on occupation time somewhat.Tech superiority will now improve pace of occupation more.
- Megafauna can no longer control other megafauna for the SPOILER; a regular SPOILER army is required

A
- Fix crash when a ship that has only component armor takes an internal hit directed to utility modules
- 4362 - fixed crash when renaming player owned megafauna army
- Fix crash when trying to move army from Turkey when Turkish straits are closed
- Attempt fix a non reproducible crash that seems to occur when a fleet recently involved in combat cancels repairs.

B
- SimulateCombat() bugfix : Only consider remaining combatants for offensive/defensive weapon frequency computation
- SimulateCombat() bugfix : missile weapons do not receive additional impact velocity. Thanks to redwah for finding this mistake.
- SimulateCombat() bugfix : salvo weapons fire too much.Thanks to redwah for finding this mistake.
- SimulateCombat() bugfix : Offensive vs defensive use of weapons was inconsistent (duplicate commit). In particular, a weapon could be used simultaneously for defense AND offense, making it basically twice as good. Or, it could be used for neither, making it useless. This happened randomly.
- fix scaling on Katonda Kuiper Belt Object, should be modelScale = 0.5 in TISpaceBodyTemplate.json
- 4360 - fixed hab screen ui displaying incorrect hab when resolving notifications for a hab when hab screen was already opened
- 4346 - fixed MC usage not updating correctly when refit completes
- correct bad logic in thruster chance to kill missile code
- armies owned by warring nations but the same faction will now fight each other if there are no other armies to fight in the same region. (4353) This fixes some cases where invasions got stuck.
- fix some additional issues with SPOILER-controlled megafauna and AI attempts to fight it.
- fix some issues with army UI path proposals and TIOperationTemplate.DeployArmyOperation() allowed destinations getting out of sync

C
- fix garble in Plasma weapon description
- 4335 - fixed some incorrectly capitalized faction names in ui
- fixed bad loc tag for TIArmyTemplate.displayNameWithArticle.AlienInvader
- 4371 - fixed shipyard filter not updating properly when leaving refit tab
- fix bad lat/long value for new Atlanta region that was causing sea transport to sometimes go via New Orleans sted Charleston
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