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SW Fallen Republic/Version 0.9.X
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=== Fixes === * fixed choosable Hutt Civic and Rebel Government * fixed Executor weapons autocomplete * fixed some army icons * fixed empire starting fleets being over naval capacity * fixed foreign aid planet modifier icon * fixed missing CIS dreadnought weapons * fixed duplicate space monster name (Purrgils etc) * fixed wrong modifier name for the Isotope-5 Reactor * corrected Mandalorian “Gathering Recruits” description * fixed Kyber Mine building lacking a job * disabled Dead God vanilla event * fixed a bug where habitats got planetary modifiers * fixed Starforge bathing in the star * removed exotic gas as a reward for killing Purrgils * fixed missed beam length * removed the possibility of researching Death Star technologies * fixed the Galactic Senate button * fixed the percent of amenities you get from Charismatic, Domestic Protocols, and Repugnant traits (it’s 20% for all eligible jobs now) * fixed an edge case of captured shipyards not flipping back when recaptured * fixed frigate modifiers being applied to corvettes * improved performance for tech decision (shields, armor, etc.) * fixed an incorrect value for the hull modifier in the ship specialization events * reworked War In Heaven (without the option to drag in other empires besides alliance members) * fixed a text overflow in the advisor UI related to War In Heaven * fixed the tooltip for the adoption of the Imperial Military tradition * fixed Fuel Production Base not being upgradeable to HQ * fixed the DS finishing event location button * fixed Desevro planet name and type when player-owned * fixed Nebula refineries * fixed Ninzam planet name * fixed having to rebuild Clinics/Hospitals when changing between Bacta and Spice * replaced vanilla asteroid event text with something more fitting to Star Wars * fixed Ordnance Edict upkeep * fixed Institutions flag/cost localizations * fixed vanilla resource trigger * fixed Hutt Elite civic description * fixed portraits swapping after modifying the species * fixed the Nu Enclave not auto-deleting when it's lost the last planet * fixed deficit event triggers * fixed city districts showing on minor factions capital after invading when the planet was an ecumenopolis
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