Patch notes 0.4.29

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johnnylump
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Patch notes 0.4.29

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Content
- Lots of new tank models for tech levels 2 to 7, with modern/historical tanks generally being tied to the nations that fielded them.
- Implemented Cyclotron ship utility model, bonus power to particle weapons
- Implemented Vector Thrusters ship utility model, bonus thrust for rotation
- Added T1 antimatter hab production module and project that only requires containment but also a plasma confinement tech.
- Added Mission to Venus tech, effect. Considerably cheaper than Mission to Mercury.
- Added bridge projects for Tibet-Mandalay, Chennai-Sri Lanka, Scotland-Northern Ireland

AI
- Significant work on fleet-management and goal AI.

Balance
- Significant rework with balance, bug fixes, and VFX work on AOE weapons (nukes, shaped charge nukes, antimatter weapons) in combat, including updates to damage to ships, projectiles, and projectiles. AOE weapons will now detonate when shot down by all PD. AOE for nukes is still small at our scaling so don't expect huge changes in their performance, just a much better handling overall.

- Adjusted Earth research formula. Earth now produces about 25% more research overall at campaign start.
- t3 labs have base research reduced to 15 and their projects now have additional prereqs. project costs increased.
- research campus / university now require populous space body. projects have additional prereqs.
- increased support costs for operations and command centers. command center project has additional prereqs.
- increased soc sci lab power cost to 4, soc sci rc to 16, soc sci institute to 48

- Removed the artificial angular acceleration cap for ships. Rotational velocity is now capped by human tolerances for centripetal acceleration. Ships will generally rotate faster now. Ships now require dV to be spent to rotate. Pending: High acceleration turns (and burns) will pause damage control operations, plus a setting to limit accelerations to enable damcon to continue and reduce DV spend on rotation.

- Antimatter spiker antimatter cost reduced by factor of 10.
- Increased range on human t3 plasma cannon. Increased chipping on all plasma weapons to 80%, leaning into their intended role as armor degrading weapons.
- Updates to combat autoresolve mechanics

UI
- Added warnings for really low acceleration in ship designer

A
- Fix for missile null ref crash
- 4390 - fixed audio memory leaks from projectile impacts causing issues in longer sessions with multiple combats

B
- Bugfix #4356: Fleets with incredibly low acceleration (due to engine damage) will fail to transfer because the required microthrust spirals would exceed 2 years. If the acceleration is high enough to avoid microthrusting around the Sun for the entire duration of the transfer, we threw a "code path not implemented" error. We now return an estimate of the minimum needed acceleration to make the trip within the timeframe.
- Bugfix #4356-B: There was an inconsistency on whether we knew that a destination fleet had launched a new trajectory or not. Orbit phasing transfers to a destination fleet that is launching immediately will, of course, fail. The error was that other transfers weren't attempted, causing a "code path not implemented" transfer failure instead of finding actual intercepts. That's now fixed.
- Laser engines and now cyclotrons apply some bonus power to pure PD weapons. The text previously indicated they supplied a bonus put they in fact did not.
- Fixed an issue with events causing national stats such as Cohesion and Inequality increasing when the event intends the values to decrease
- If a ship is performing a combat maneuver and runs out of dV the combat maneuver is canceled
- Fixed event bugs that pointed to specific map regions that were deprecated in the 0.4 build, and added various new regions appropriate to those events
- Fixed a bug with Cops and Robbers event. Event can no longer trigger on a councilor that is currently detained
- Fixed a bug with General Strike and other coheasion and population scaling events that would cause the tooltip outcome values to be inconsistant with the results values
- Fixed a bug with Ancient Explorers events where event could trigger on invalid space bodies
- Fix 4405: Bridge project eco bonuses.
- fix 4400 MC usage in the UI not updated immediately when a mine-network management tech is completed
- fix 4411 fix racer and swarm missiles salvo fire timing
- fix 4402 armies teleporting across the Black Sea when fleeing while the Turkish strait is closed
- fix 4398 allied armies not at war will no longer reduce occupations
- added safety code to recalculating angular acceleration to avoid div/0 error
- fix 4397, cross-regional defense bonus added incorrectly when an enemy army was in the neighboring region with no occupation taking place
- Enforced consistent rule that boost and money can only be used for resupply/repair in the Earth system. Will iterate improvements.

C
- 4320 - fixed small ui overlap in councilor recruit ui panel
- fixed bad syntax in TISpaceShipTemplate.json
- 3951: Added 10 z to the combat directional light gameobject of the SolModel prefab. This wasn't a bug, really; the shadows were being cast properly from the light source for the combat, but it was always at z = 0 which led to this weird-looking thing on start. Shadows will still be cast but the angle should make it a little less common.
- Fix 4406: Loss of cohesion when below 5 from narrative event is highlighted in Green rather than Red in Cohesion tooltip.
- fix 4403 (unused code)
- fix 4395, faction currentKnownCouncilors excluding known detained councilors
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