Critical Fixes: + Fixed a known defense manager fleet list crash. + Fixed an end of combat crash related to combat involving neutral factions. + Made numerous sound system changes to help with frame rate issues. + Fixed a crash related to queued station modules. + Fixed a minefield related crash in combat. + Fixed a crash in the design screen related to selecting and submitting defense platforms. + Fixed a combat retreat crash. + Fixed a crash related to entering and exiting the empire manager. + Fixed known memory leaks in transitions to and from the star map. + Fixed a silent multiplayer crash related to random encounters. + Fixed a crash that could occur when opening the build screen. + Fixed a multiplayer hang that could occur versus lone gate ships.
Other Fixes: + Reduced ship spark effect density to help with frame rate issues. + Fixed an issue preventing the Repair All function from working. + Fixed an issue where a VN disintegrator beam could remain linked to ships that left its range. + It is no longer possible to cancel return missions for retreating fleets. + Fixed the issue where colonies were firing at targets outside of sensor range. + Fixed the issue where planets would mysteriously disappear from the list of colonization options. + Fixed an multiple combat round issue where the game would try to select eliminated fleets. + Fixed the issue where construction missions would leave stations under construction if the construction ships were destroyed. + Fixed known issues of missiles spinning in space. + Fixed a bug that was causing prototyped ships to become too cheap. + Fixed known issues where diplomatic actions could result in a negative cost, adding to a player's RDP instead of subracting from it. + Addressed issues that were causing the AI to declare war too frequently. + Fixed the missing news event notifying players of war declarations against them. + Fixed an issue where colonies were not correctly reporting when they were developed. + Fixed an issue that was preventing Hivers from upgrading gate stations fully.
Other Changes: + Build and design screens now show design attributes. + Made some improvements to the mine field placement flow in the defense manager. + Tracking weapons can now target the dish on a command monitor. + Fleets involved in multiple rounds of combat will lose additional endurance. + Non-Zuul factions are now attacked by pirates. + Developing colonies no longer support fleets. + Improved the research and feasibility study complete dialogs. + Variety of tweaks and corrections to ship turrets for all factions.
Critical fixes: + Fixed a new first-turn networked multiplayer crash. + Fixed a crash related to the Xavier module. + Fixed the issue that was causing Hiver gates not to function until the game was reloaded. + Temporarily removed localization files causing crash on start-up for German and Russian players.
Other fixes: + Fixed an issue where non-standard fleets could get into combat rounds. + Fixed an issue where module repair points were not being factored in to the total. + Build orders are now cleaned up with a player's colonies are lost. + Espionage panel in the diplomacy screen now lists pending intel operations for the turn. + Hiver gate icons now appear when gate ships are deployed. + Fixed new placeholder UI elements in the design screen. + Some weapon-related framerate optimization made in combat. + Fixed an issue where colony IO was not being redistributed when either terraforming or infrastructure were maxed.
Critical Fixes: + Fixed a game loading crash related to asteroid monitors. + Fixed all known crashes related to deep space interception. + Fixed a potential infinite loop in Hiver movement that could occur during turn processing. + Fixed known multiplayer de-sync issues that were leading to crashes. + Fixed a crash when returning from a demand or request with an indy. + Made optimizations to turn processing times.
Other Fixes: + Suul'ka can now be summoned again. + Mining and defense stations no longer double-charge players for construction. + Resolved conflicting broadside versus pursuit orders in combat. + Rapid prototyping now applies proper bonus. + Made changes to resolve minefield overlap and frame-rate issues. + Made changes to resolve PD phaser frame-rate issues. + Improperly configured requests and demands are no longer allowed to be committed. + Trade income is now correctly reported when no trading is available. + Fixed an issue where mining stations were not showing up in station construction options. + Fixed mis-labelled Zuul station types in news events. + Fixed an issue where colonization missions were not cancelling when critical ships were destroyed. + Fixed a known issue related to incorrect movement speed on the starmap. + Fixed issues that were preventing AI players from declaring war when they should. + Fixed an issue where heavy and planet missiles were not re-targeting in combat. + Fixed an issue where stations were reporting incorrect remaining and total structure. + Fixed an issue where in-transit fleets could be incorrectly displayed in repair dialogs. + Fixed issues where asteroid monitor encounters would cease to occur after destroying a command monitor. + Fixed some combat stance issues related to planets. + Fixed issues where alien habitation modules could take up standard habitation module slots. + Fixed a couple issues where warhead damage was not being adjusted correctly for researched technology. + Fixed an issue that was preventing government graph from updating. + Fixed issues where missiles targeting spectres could damage a colony instead. + Addressed network de-sync issues with certain weapons in combat. + Addressed some turret arcs that weren't firing or engaging correctly.
Additions: + Node Cannon and Node Maw weapons have been re-introduced for Zuul players. ***To use the Node Maw in combat, go to sensor view and click on the corresponding buttons above the desired Bore node points.*** ***These will collapse the node points, to devastating effect for ships in the area.*** + Updated combat screen GUI + Added a multiple combat system. + Added Morrigi tombs. + Introduced the ghost ship random encounter. + Turrets and modules now show up in the fleet manager. + Quantum disassociation now adds the intended 20% bonus to production. + Combat now occurs in multiple phases depending on the number of fleets present. + Intelligence-gathering missions can now be executed from the diplomacy screen. + Increased AI diplomacy reactions. + Increased savings required for morale boost. + Biosphere preservation now reduces consumption by 50%. + Colonies now get an initial bonus on the turn they are established. + Fleets that lose their command ships in combat will now disband and retreat. + Increased battle rider mission times. + Reduced the density of minefields. + Added new drone attack behaviors.
Critical Fixes: + Fixed a handful of known multiplayer sync issues that could lead to crashes. + Fixed crashes when doing Zuul intercept mission + Fixed a crash caused by AI players attempting to ally with indy players. + Fixed an issue that was preventing certain technologies from being unlocked. + Fixed an issue that was causing premature ending of combat in certain single-player and networked games.
Other Fixes: + Fixed some overlapping text issues in the mission screens. + Survey complete and planet colonized dialogs now show interactive system and star map, respectively. (Click the right/left buttons on the viewports to cycle.) + Fixed the drawing of intercept mission waypoints. + Fixed return trips for intercepts when a target fleet goes out of range. + Prevented Zuul ships from boring temporary node lines back from a deep space encounter. + Fixed the issue where Radiant Bore ships could not create node lines. + Gate Lab upgrade requirements can now be met. + Hiver gates now display Gate Lab module options. + Ships no longer flee so far from an incoming comet in combat. + The sensor view icon has been centered correctly on the comet in combat. + Fixed a function that allowed a non-player owned system to request a check for an enclave permission before colonizing a planet. + Fixed the provincial capital visual effect. + Fixed an issue where combat UI was allowing freighter speeds to be set. + Combat zones no longer appear in deep space combat. + The battle manager is no longer available for deep space encounter locations. + Fixed an issue where infrastructure was resetting to zero each time a planet was recolonized. + Zuul trade now unlocks correctly. + Barren planets now have some resources. + Fixed issues where inappropriate battle riders were being used to aid in surveys.
Other changes: + Reduced overthrust in combat. + Ships with drones now survey faster.
Critical Fixes: + All known crashes related to fleet lists and drag-drop have been fixed. + Fixed a diplomacy point generation crash. + Fixed a crash related to improper battle rider cleanup after combat. + Fixed issues where weapon banks were being misidentified. These changes will break some existing games. + Fixed a pirate encounter related crash and lockup. + Fixed a crash related to adding ships to a fleet.
Other Fixes: + AI players now have personal preferences when researching. + Rider placement in Rider Manager screen fixed. + Fixed a bug where new admirals were being assigned to fleets in deep space. + Salvage odds now take correct ships and races into account. + Volume slider now affects GUI sounds as well. + Fixed issue that was having impact on screen transition times. + Recent combat effects no longer show up on systems outside sensor range. + Save games now recall initial encounter and GM settings. + Increased morale penalty associated with raising taxes. + Fixed an issue where civilian populations were not resuming growth after recent combat. + Cancelled missions now return fleets immediately if possible. + Fixed issues related to constructing mining stations. + Added support missions. + Fixed a number of minor visual glitches in UI appearance. + Hardened Structures now behave correctly. + Fixed an issue where battle riders were not assignable in the battle rider manager. + Fixed incorrect production cost display for prototyped designs. + Fleets outside of sensor range can no longer be selected. + Added missing animations to Zuul Immersion content. This was preventing certain weapons from functioning. + All budget pie charts are now buttons that transition to the Empire Summary. + Fixed the loophole allowing feasibility studies to be skipped. + Icons are now clearly visible for deployed gates on the star map. + Fixed all known instances of Human AI players slow-boating fleets. + Encounters tuned. + Kalvenic Torpedos tweaked. + Intertial Cannon (standard and heavy) added. Each shot will slow down target properly.
Additions and Changes + Interception missions are now available. + New drone and assault shuttle designs are now selectable on carriers. + Grav Cannon added. + Tar Baby COL added. + Cry Baby COL added. + Thud Missile added. + Leech Rounds added. + Improvements to VN encounters made.
Known Issues: - Fixes to game data will likely break existing save games.
Critical Fixes: + Fixed a multiplayer combat desync that could occur in games involving more than two players. + Fixed a crash related to unlocking salvage projects. + Fixed a pirate combat crash.
Other Fixes: + Stimulus sliders now default to zero when starting a new game. + Ships can no longer be dragged in and out of defense fleets in the repair widget. + Fixed an issue where too many battle riders were being added to defense platforms.
Critical Fixes: + Fixed crashes from indy demands when they do not have a value to select. + Fixed a possible crash with pirate-related combat. + Fixed a Hiver pathing crash related to retreating. + Fixed a plague-related crash. + Fixed an emitter-related crash in combat. + Fixed all strategic turn-related multiplayer sync issues.
Other Fixes: + Fixed Scansats and Dronesats not appearing in defense manager widget. + Added Battlerider Sats to defense manager. + Fixed biome colonizers from hurting biosphere when terraforming. + Fixed independents with "RandomOrbital" as their homeworld names. + Indy factions now only get one faction type per star system per game. + Zuul are no longer able to initiate trade treaties with other factions. + Fixed a miscalculation with the tax rate slider. + Enabled Diplomacy Interactions on Independent Races you have completed a study on. + Made Survey Button in Independent Study Complete Dialog more clear. + Tribute stations now unlock the trade view for Zuul. + Star systems now show an effect where recent combats have occurred. + Building a science station at an independent world now unlocks a special research project. + Players may no longer repair using enemy systems. + Fixed an edge case for when stimulus rolls tried to use data about a player's homeworld that did not exist. + Alien habitation modules now increase RDP. + Indy players who lose their colonies are now eliminated from the game. + Studied asteroid monitors are now moved into the defense fleet of the star system/player and will properly function in combat. + Modules now yield repair point bonuses. + Fixed some defence platforms not being recognized or added to the defense widget. + Fixed known combat zone reassignment issues. + Addressed fleet reassignment and naval support capacity issues. + Fixed localization names for interceptor missiles. + Fixed some overlap/string cutoff issues in UI. + Fixed various UI issues in the diplomacy screen. + Splinter factions now display the correct avatars. + Fixed an issue where splinter factions and easter eggs could show up as diplomatic entities. + Fixed an issue preventing engagement of Hiver gates. + Players are now awarded bounties for destroying pirate ships. + Neutral indy factions no longer prevent colonization. + Friendly Asteroid Monitors now appear in the defense manager. + Fixed an issues where the news events were not displaying correctly for the current turn. + Fixed the Line Abreast formation in the fleet manager. + Fixed some known turret arc issues. + Fixed known issue where heavy turrets on Zuul Armada section not tracking or firing.
Known Issues: - A network sync error may occur with combat rounds involving 3 or more players.
Critical Fixes: + Fixed indy colonies from trying to add an already existing civilian faction to a newly created colony through stimulus. (Caused a crash during end turn) + Fixed a crash with declaring war on an independent + Fixed a crash when trying to add battleriders to platforms + Fixed a crash when simulating 2 AI vs AI combats involving battleriders + Fixed dronesats from crashing the game when trying to place them in the defence widget + Fixed an SQL crash caused by improperly removing systems from a game (when they are destroyed) + Fixed a crash when placing defence platforms + Fixed a hang when more then 1 combat took place + Fixed a crash when entering multiplayer games + Fixed a crash related to slaver encounters + Fixed the station sync crash in the fleet widget
Other Fixes: + Added AI cost assessment and picking for technologies + Added ability for AI to resume abandoned research projects + Enhanced AI research algorithms + Enabled UI for Special Research Projects + Hooked up Asteroid Monitor Special ProjectID + Hooked up Investigate independent Special project + Removed the poker chip system that combined 5 like items into 1. + Added additional trade from megafreighters, and an icon to represent them in the trade view + Balanced freighter speeds + Increased visual ranges + Made target dish on the command monitor easier to see and hit + Added Pirates to randomized encounters + Added AI tech research strategies + Added the missing icon for building a mining station in the station placement screen + Balanced Civilian and Naval Stations + Added Interceptor missiles + Removed waypoint arrows when specific stances are active + Added Indy races and Splinter factions + Rebalanced number of empty star systems + Improved zuul trade range + Build screen stats have been fixed and report correctly + Added mission times for boarding pods + Adjusted the number of slots available around planets for stations + Fixed modules not having a proper collision shape + Added the Comet randoms + Added a load screen after combat + Fixed a bug in the last capital standing end game rule that caused players to be prematurely removed from the game + Added the ability to assimilate indy players by creating an alliance with them + Added an Indy button and diplomacy screen for managing diplomacy between indy players + Fixed the Asteroid encounters to have the proper player avatar + Fixed some text width issues in the build screen related to cost + Dragging a ship into a fleet now selects the fleet after it has been moved + Tuned module deaths when they are blown off a ship + Added critical hits to space beasts + Added the combat manager button to the precombat popup + Tuned drone sats + Added a confirmation to the exit to main menu button + Ships destroyed by a boarding pod are now properly removed from their fleet. + Added death of crew if a ship breaks it's crews constraints + Fixed fleets not refreshing when being added in the fleet manager + Corrected the fleet times for missions + Fixed an issue where you could spam the ok button on the naming dialog for an invoice and it would add extra empty invoices + Fixed feasibility studies to show 100% for techs you can definitely research + Tuned repair points for ships + Fixed an incorrect turn event for players that were being betrayed (They were being labelled as the betrayer) + Fixed music from not changing if another cue was already playing + Fixed gms to only spawn for the number of gms picked in the game setup + Fixed the kill count for ships in the post combat screen + Fixed the human construction ships slowing down node travel significantly + Added Suicide Drones + Added Drain Drones + Added EW Drones + Clicking on news events now focus' on relevant system/colony + Rebellions now form splinter colonies if the rebellion is successful + Fixed infrastructure display value + Fixed the tech tree only displaying the cheapest path + Increased max length for fleet names + Changed colony stimulus to drop friendly indy colonies on inhabitable planets - They are only negotiable when they have become fully developed + Fixed an issue that caused encounters to become unhooked when naming your player name the same as an encounter + Fixed indy colonies to simulate without starvation and support (since they cannot have support) + Fixed the primary weapons being saved on your designs + Added turns remaining to build orders on the build button + Increased starmap label view range 20% + Fixed ships with structural fields not being able to be fully repaired + Fixed ships with structural fields not having full health when they are created + Changed the slaves label to Deaths to represent the change in slaves better on the colony summary + Added a mouseover to defence widget items + Fixed the AI from creating fleets that exceeded command point limits + Fixed a bug related to updating ships in the fleet manager + Fixed an issue with command points being calculated when moving command ships (leviathan and cruiser commands) + Added color indication to defence items that require more cp then available + Added police cutters to defence manager + Added new art for defence platforms + Added new art for minefields + Police cutters are automatically added to defense fleets when they are built + Fixed the Vector3 Parse crash (a knock on from removing systems) + Fixed encounters from being properly removed when the system killer destroys their homeworld. + Fixed repair points from not being rejuvinated each turn + Fixed invalid slot placements in the battle manager + Fixed morrigi sdbs not coming with drones + fixed jammers not working + Wraith abductors will now properly attack planets + Adjusted weapons for slaver ships + Fixed a typo in the encyclopedia + True grit is now a positive trait + Construction mission estimates are now correct for time and cost + Meteors now end combat early if they cannot hit a planet + Added splash screens for indy races + Fixed defence fleet from not showing up in the repair dialog and rider manager + Fixed weapon riders from showing up in the repair dialog
Known Issues: - When loading an old saved game, the fleet mission times will display incorrect number of turns until they start a new mission. - Unable to target polygons on Morrigi monitors.
Critical Fixes: + Fixed plague-related crash. + Fixed a crash with the asteroid encounter. + Fixed a rare crash bug with interdict missions. + Fixed a crash related to building stations that could be caused by loading older save games.
Other Fixes: + Fixed graphical bug where SDB's would not sit in correct slot. + Added missing cancel button to treaty request dialog. + Fixed an issue where armor display would not update correctly when switching designs in the design screen. + Fixed a couple of lingering missing localized text. + Fixed Hiver and Liir Deep Scan bonuses not being applied. + Fixed planet scale in the battle manager. + Having a population hovering at 50% no longer saps resources from planets. + Fixed an issue with slavers no removing their fleets in some cases. + Naval stations now include Command Modules in CP calculation. + Players may no longer request gates of non-Hiver players. + Fleet positions set in the battle manager no longer carry over to other star systems. + Fixed a potential issue where the AI could go bankrupt early in the game.
Other Changes: + Stations are now labelled in the battle manager. + Added confirmation for leaving build screen without committing a pending order. + Abandoned colonies no longer remove science and naval stations. + Hooked up sounds to cancel mission events. + Added Pathfinder and Livingstone admiral traits.
Known Issues: - Deep Scan designs from older saves may not work correctly when loaded into newer versions of the game. - Drone variants have been added, but thier behaviour has not.
Critical Fixes: + Fixed crash on startup for Russian players. + Fixed crash that could occur when attempting to scrap stations. + Fixed crash that could occur when exiting the Battle Manager after placing fleets.
Other Fixes: + Stations will no longer show up alongside fleets in transit. + Battle Manager fleet positions are now obeyed.