Patch Notes 0.4.19-25

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johnnylump
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Patch Notes 0.4.19-25

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0.4.25

B
- fix missing helium 3 mine 2d icon

C
- updated UINation.chs with correctives
- formatting typo
- weapons with fraction-of-a-second cooldowns will show fractional cooldowns
- codex typo

0.4.24

Updated Spanish localization to 0.4.14 drop.

A
* fix #4336, crash when looking at fleet operations entry in code
* gamepass saves are now stored in the regular local documents folder location and mirrored into microsoft-managed cloud folder. This should allow saves to be retained after uninstalling Terra Invicta
- fix crash when trying to loading game during autoresolve

Balance
* balance pass to tone down t3 alien missiles
* The GDP size modifier on various missions no longer uses the economy score but is instead a separate variable that uses the 0.3 builds power (^.33) instead of the new economy scaling (^.35). This power can be modded in TIGlobalConfig.
* Officers will now only promote in combats where at least one ship or hab module was destroyed. Anti-farming measure.
* Officer promotion chances will be modified by how lopsided a combat is; the more powerful side will have lower chances of promotion while the underdog will get a bonus. #4342

Performance
- performance / added per frame caching of a ship's functional utility modules, fix issues with too many refreshes of operations bar. Was causing significant slowdowns when a large fleet was selected.
- opening options menu will pause autoresolve coroutine

0.4.23

A
- Fixed Texture2D memory leak when cursor image was switched in the UI. This could rapidly inflate memory use when using AI control for ships in combat and we believe it is the cause some end-of-combat crashes that have been recently reported.

B
- SingleFleetOperation() bugfix : do not run if fleet is in transfer
- TISpaceFleetState.CreateAtRunTime() bugfix : set fleetTrajectoryData.initialDeltaV_mps based on origin fleet data. Not doing this can result in split fleet having 0 deltaV.


0.4.22
Updated all localization except Spanish to 0.4.14 drop.

A
- Bugfix #4327: Preventing crash when fleets attempt a microthrust transfer to something in its own (or very near) orbit, as the needed alignment will never occur. These transfers are better solved with orbit phasing.
- Fix a crash when a fleet bombards a landed fleet in the outback (that isn't at a hab) (email report)

C
- 4320 - fixed councilor recruit ui where loyalty was covered
- Caliphate claim on Buraidah region moved to Caliphate instead of Greater Caliphate project
- Fixed a bug that allowed enemy officers to appear in combat UI
- Reduce more internal combat log spam
- fix for long text overflow in apply hab template ui popup

UI
- A tech that unlocks new space bodies for exploration will show a probe all button in the tech alert UI that works just like the one in the intel space bodies tab.

AI
- AdjustPerceivedEnemyFleetStrengthFactor() adjustment : capped the maximum ratio to 2. Should prevent AI from being scared into utter submission.

Performance
- HumanHabPlanner.ManageProspectGoals() optimization : just use an arbitrary hab schematic for comparison. Not necessary to compute the perfect had schematic for each site, it makes no real difference for this decision.
- 4319 - removed update from savemenucontroller because JL is a real terror about using Update() when it isn't required

Misc
- updated gamepass warning that cloud saves are not working properly
- game will now store scenario name in TITimeState for referencing after load. First step in a log process aimed at enabling adding regions without breaking saves.


0.4.21

B
- More fixes to particle weapon damage

0.4.20

Balance/Gameplay/Content
- You may now cancel repair and resupply operations in progress, and a portion of ships will be repaired/resupplied, and the rest of the cost refunded. They are ordered by quickest job to the longest job to fix, which maximizes the number of ships that can get back in action. A few UI adjustments to support this.
- added comet Pons Brooks to Full Solar System, removed Kowal 2, which doesn't really come into the inner system. Added to Medium Solar System, removed Tempel 2, which stays outside Mars.
- All antimatter module granting projects, save those that grant the endgame amat drives, will now grant sufficient antimatter stockpiles to build at least one of the developed object (assuming I did the math right).
- Remove redundant photonic computing prereq for quantum computing. Add advanced neural networks prereq in its place.
- Changed default fleet spacing for Space Combat Test Scenario
- component armor now reduces internal damage by 25% sted 50% and is immune to being damaged or destroyed as a module (because it's spread throughout the ship).
- added First Nation claim on Kamchatka
- added North Ural region to that claimed by Great Europa
- renamed South Peru breakaway Qullana Suyu Marka and gave it some more claims upon trigger. Thanks for suggestion Discord
- adjusted down max armor allowed on ships. Added utility module, Armor Struts, that doubles allowed amount.
- reduce 40mm cannon ammo to 2000
- increased hybrid armor density a little
- small reduction in max targeting range for smaller alien lasers
- added backer hab site
- Limited occupation gain from one army to 10% per day sted 15
- flattened scaling of region population/size adjustment effect on occupation speed


AI
- took a crack at reducing AI overuse of crackdown and purge in early turns (focus fire AI only)
- AI: alien AI will limit how much exotics it uses for armoring ships so it doesn't overspend. Other changes to armoring calculation, including trying to maintain combat acceleration.
- adjust AI priority behavior when cohesion = 0 and when cohesion is otherwise very low during wartime
- badly damaged army AI trying to go home to heal won't go into region with enemy armies

Combat AI
- Ships now take into account how long it will take them to rotate before beginning evasive maneuvers
- Adjusted target engagement velocity
- Fixed AI being overly avoidant
- Fixed AI charging off into the aether
- Fixed AI Manuevering bugs

UI
- Lasers will now show armor pen at 200/400/600 km
- hab module tooltip in construction UI will always show base resource cost

A
- 0.4.18 save repair for div/0 education error fixed in 0.4.19

B
- fix errors in particle weapon damage calculation. They should be stronger now.
- fix bugged viceroy influence calculation
- Fix missing adjacency between Jeddah and Buraydah regions
- Fixed a bug where AI ships were not properly reengaging combat
- AI: PackingDecision.GetChoices() bugfix : use ProspectivePower() for all modules.
- AI: PowerDecision.Decide() bugfix : use ProspectivePower() for all modules.
- fix missing tail armor slot on alien cruisers.
- Fix AI logic error on using particle point defenses, other adjustments to PD weapon selection.
- fix logic errors in occupation code.

C
- combat damage values will show an extra decimal place to account for particle weapon damage
- Adjusted Radiation Damage Overflow Text Size
- Adjusted overflow for combat damage value UI
- fix multiple bad string tags in army names
- fix some issues in occupation army UI popup

0.4.19

Balance/Gameplay
- Mission to Mars now requires Skywatch. Mission to the Asteroids now requires Space Mining and Refining (instead of Skywatch). This is to narrow down the early game decision set, especially for the AI when it's picking techs.
- add EU claim on Makhachkala region (Chechnya/Dagestan/Stavropol) with Great Europa

AI
- ShouldNotBuildHabModuleRightNow() improvement : considering farm costs to support given module. Currently farms don't have support costs, so this is just futureproofing + mod support.
- ManageHabs() adjustment : lowered the rate at which habs are renovated, and increased the improvement requirements
- ShouldNotBuildHabModuleRightNow() improvement : added logic to consider the support costs for power modules require to support a given module
- GetHabModuleSize() refactor : splitting up into GetPowerModuleSize and GetFarmModuleSize().

UI
- nearly identical alert notifications will attempt to stack to reduce multiple repeated notifications (like 5 armies arriving in a region at once)
- Combat Radiation Damage UI fixed and reenabled.
- external log: armies will only notify arrival in a region if it's their final destination

A
- 4292 - fixed crash when opening hab screen ui due to processing recently deleted habs
- fix crash when pathing to Turkey by sea when at war with Turkey (4304)
- fix a crash when a faction completes a ship at a base another faction has parked a fleet at.

B
- fix a possible order of operations error in sustainability damage from region damage
- fix calculation error for promoting officers when their attached ship system is damaged (it was usually zeroing out promotion chance instead of modifying it)
- synced up some calculations of individual GHG contribution to GW and total calculation (bug #4298)
- reduced the allowed mission scheduling duration for 3-week turns from 21 to 20 days, because in March on non-leap years some phase 5 missions like purge would occasionally get canceled because they ran into the next turn (no bug number, totally noticed this myself)
- fix garbled template data for planetary tilts, added save repair so everything angles the right way (bug from discorder)
- prohibited use of the Declare War option in the "move your armies!" prompt if you just moments ago made peace with the nation asking you to move your armies. (bug 4285)
- Some adjustments and fix to combat and the effects of cohesion
- fix div/0 error in education priority effect when education gets so low you get infinite education

C
- fix typo in officer ECM ability
- fix army icons vanishing until a refresh when you ally with a just liberated nation whose land you now stand upon (bug 4287)
- update description of fission frag drive (discorder)
- fix floating point math issue that was showing inaccurate miltech in nations screen (4301)
- fixed a UI bug in the remove-your-armies prompt that would say they'd have a > 0% chance of allying with you but the option was grayed out. In that case it will now show 0% (because an alliance violates the allying rules).
- fix for some broken visual fleet positions in strat layer post combat and when performing operations
- fix missing hab site name at a Centaur
- fix sea zone for Diyarbakir region
- 4269 - fixed incorrect repeating project cost in ui
- 4302 - fixed combat tutorial tips pointing to incorrect fleet command buttons

Modding
- added nationalDirectInvestmentCapGlobalMultiplier in TIGlobalConfig to nation direct investment cap calculation for modders (default is 1)
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