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2.2.X 版本
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== 2.2.5 == Patch 2.2.5 was released on 2019-03-07<ref>Forum, [[forum:1158452|[Dev Team] 2.2.5 patch released, and 2.2.6 beta now available [checksums 05d3 and 1018]]], 2019-03-07</ref> with the checksum ''05d3''. === 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
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