Official Update 1.25.5
Posted: Wed Jan 24, 2024 5:26 am
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
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