Official Update 1.25.5

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

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eddieballgame
Posts: 911
Joined: Wed Jun 29, 2011 2:50 am

Official Update 1.25.5

Post by eddieballgame »

Why no mention of this?

Change History:
v1.25.5 – 15th January 2024
Features + Rule changes:

Added 9 Minor Subcultures (2 for Raiders, 2 for Farmers, 2 for Nomads and 3 for Mutants) for more variety during the early game.

Upon incessant request you can now change Leader names in the Leader Management Tab *

Upon your resigning of the game being implemented (the turn after the decision) the whole map will become visible now, without fog of war, if it is a single player game

Difficulty for Offer Protection / Offer Client increased with the Tradition Culture Key of the target Culture.*

Ammo Factory Level 1 now needs 1000 workers to produce, instead of 500 *

Natural relation growth is now also possible for Leaders with Ambition 66 or higher. It's just slow and very irregular. Increasingly so when approaching the maximum of Ambition 100.

Gas powered Rifle base Fire Power reduced from 100 to 85*

Skewed the initial random portrait selection a bit more towards more caucasian *

Added option to consult the Battle Report after regular combat during your turn *

25mm AT and 25mm Artillery Guns now have Foot movement instead of artillery movement. *

Added Public Production Penalty to the Asset Log.

Triple Electric Engine can now longer be installed on the smallest vehicles *
Bugs & Glitch Fixes:

Fixed Group Move crash if way more than 16 units on a Hex (freak cases) (matthew)

Fixed issue with SAMs not firing from distance (voker)

Fixed “rolled” result mouse over for name of advisor that was displayed as -1,-1 in many cases

Fixed strategem mini map regime targeting issue with regime that had no hexes with recon on it and selecting it in the list to the left (Xebec)

Fixed turn process crash due to Zone without traders (Voker + Other reports)

Nudge to ship building for some MTHs in some special cases (Thrake)

Starting Asset construction on Hex will no longer remove the “start new zone” flag from previous
asset construction order (Trake)

Irregular artillery,tank and walker now get a little bit of structural damage points capability as well (Thrake) *

Expell Pop now is generated by Staff Council (Cranky) *

Fixed renaming upon creation of custom independent formation (Cranky)

Leaders originated from 3rd parties (like corporate) now get included in seniority ranking

Better drawing of thermal clothing for Militia

Fixed heavy metals in water display glitch (huge negative value) on Lava Planets.

Fixed “resign reveals whole map”, it now also works if you resign after losing or winning the game (thanks Das)

Fixed Unit log glitch that was confusing energy with food consumption

Made a fix to private economy being blocked from constructing new farms if enough pop present, but suboptimal prodmod average of existing farms

Fixed a mouse-over production detail glitch in Management’s Assets Tab

Fixed a crash with attempting to Disband an Asset in a Zone that does not have a City yet. Disband no longer possible in such rare occasions.

Fixed some farming areal bonus calculations*

Fixed rather serious double food production of agricultural assets*

Fixed an issue where a Minor Regime under your protection got attacked by a Maor Regime AI and where Pacts where remaining in place (not that between human player pact levels due to indirect cause of war should stay intact)

Fixed a rare AI glitch where it could possibly build a second mine Asset in a Hex

Added the missing graphic for Tech #10 : Furnaces

Adapted the Zone Border painting algorithm to take into account enemy neighbor Hexes in the same way we take Sea Hexes into account

AI no longer receives airbase on Zone City if low pop+workers.

AI no longer abandons “safe” strategic reserve allocation for hex that also has air units.

Fixed a glitch with sea water heavy metals calculations on ocean worlds that are frozen over
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havoc1371
Posts: 461
Joined: Tue Dec 05, 2017 2:44 pm

Re: Official Update 1.25.5

Post by havoc1371 »

Some things I've noticed that need fixing still:
1) Renaming zones doesn't stick. I rename the zone and confirm, but the zone name remains the same.
2) Occasionally the map graphics glitch, requiring that I change the view to get it back to normal.
3) Units who's formation "disbands" due to the loss of the HQ unit are not able to join any other formation because they are shown to still belong to one.
eddieballgame
Posts: 911
Joined: Wed Jun 29, 2011 2:50 am

Re: Official Update 1.25.5

Post by eddieballgame »

I rename my zones frequently & have not encountered any issues so far. (since release date June 2020 & with all beta updates)
No map graphic issues either; are you using any graphic mods?
Can't speak to #3, just have not noticed it.
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Voker57
Posts: 290
Joined: Sat Sep 19, 2020 9:00 am

Re: Official Update 1.25.5

Post by Voker57 »

havoc1371 wrote: Wed Jan 24, 2024 9:19 pm Some things I've noticed that need fixing still:
1) Renaming zones doesn't stick. I rename the zone and confirm, but the zone name remains the same.
2) Occasionally the map graphics glitch, requiring that I change the view to get it back to normal.
3) Units who's formation "disbands" due to the loss of the HQ unit are not able to join any other formation because they are shown to still belong to one.
1) Make sure you still press the "update orders" button on the city settings screen too after you rename
3) That's intentional, you should raise their HQ unit back instead.
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havoc1371
Posts: 461
Joined: Tue Dec 05, 2017 2:44 pm

Re: Official Update 1.25.5

Post by havoc1371 »

Voker57 wrote: Sat Jan 27, 2024 2:02 pm
havoc1371 wrote: Wed Jan 24, 2024 9:19 pm Some things I've noticed that need fixing still:
1) Renaming zones doesn't stick. I rename the zone and confirm, but the zone name remains the same.
2) Occasionally the map graphics glitch, requiring that I change the view to get it back to normal.
3) Units who's formation "disbands" due to the loss of the HQ unit are not able to join any other formation because they are shown to still belong to one.
1) Make sure you still press the "update orders" button on the city settings screen too after you rename
3) That's intentional, you should raise their HQ unit back instead.
Figured it out #3, thanks. Now on to the next inexplicable thing to figure out.
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