- Update v2.5:
- AlienGPT
- Reordered Generation to prevent Civilization name from being generated using the traits (e.g., Biology) from the previous generation.
- Personality is now included in the Player Traits portion of prompt.
- Citizen Description now describes the Citizens rather than Civilizations.
- Implemented ‘Humanoid’ as a distinct species in prompt.
- Art
- Updated Humanoid Citizen Portraits.
- Updated some Event images.
- Gameplay
- The SiliconBasedAbility Race Trait is now used rather than the Stat SiliconBasedLife in all locations.
- Slightly increased the size of Small maps.
- Red Stars are now more likely to have Asteroids.
- Stars now appear more frequently.
- Asteroids now appear more frequently.
- Durantium now appears mor frequently.
- Fixed Targeting Order to properly target ships.
- The Devout ability was fixed to allow access to the vestigial Krynn techs.
- Fixed an issue where Ships created from blueprint were not getting their respective Category Module.
- Stinky Glowy Plants approval penalty now increases 1 per level. People do not like glowy stinky plants.
- Ammonia Biology now allows for Radioactive colonization.
- Defensive Discipline tech now adds +20% to Evasion which is a valid effect type instead of Jamming.
- Fighters now attack Bombers first in their attack order.
- Balanced some weapons to be slightly more powerful.
- Improved controls for Battle Viewer camera.
- Graphics
- Tweaked exposure to reduce the blow out of Planets.
- Tweaked Point Lights for better lighting.
- Localization
- All Languages.
- Updated for new content.
- Korean.
- Fixed missing title on Mission screen for The Opportunity mission in Korean.
- Text
- Economic Stimulus now reflects the actual credit value granted of 100.
- Fixed the Broken Teleporter event tooltip to indicate that it gives the Wormhole Generator.
- Removed reference to vestigial improvements on Growth tooltip.
- Terran Resistance System description updated to correctly reference it as a class 23 system.
- The Kindness Culture Trait description has been updated to mention that it applies the pacifism cultural awareness percentage as an approval percentage bonus to a player’s civilization.
- The upgraded version of the Entrepreneur Citizen role now displays as “Economist†instead of as “Entrepreneurâ€.
- Updated Loyal ability description.
- UI
- Citizen Transport is now using unique Tactical Zoom icon.
- The Fertile Valley terrain tile on the Planet Screen now displays a bonus agriculture bonus icon.
- The Opponent Setting screen in New Game setup should now always have a background image.
- Added Citizens in transit on Citizen Transports to Population tooltip breakdown for Planet.
- Update v2.4:
- Major Changes
- We now create custom Citizen species based on your inputs
- Citizen transports are now available. On the planetary screen, you can send citizens to other worlds.
- The GNN has been moved to its own tab on the right side of the screen.
- Ability Tooltips now show unlock techs and improvements.
- Civilization Biology and Focus are now selected based on your prompts.
- -------------------------------
- 03/18/24 | v2.4 Changelog
- -------------------------------
- Core
- Fix for crash caused by auto fire weapons trying to use targets that were destroyed.
- Fix for crash caused by graphic thread trying to still change zoom level while exiting back to Main Menu.
- Fix for crash when changing ship style set while creating Custom Civilization.
- Fix for crash when designing a ship if a component fails to be placed.
- Fix for crash when attempting to trigger a Global Event in the Tutorial.
- Localization
- All Languages
- Everything is For Sale mission text update.
- -------------------------------
- 03/14/24 | v2.4 Changelog
- -------------------------------
- Localization
- Chinese
- Citizen Name updates
- Russian
- Faction dialogue updates
- Citizen Name updates
- -------------------------------
- 03/12/24 | v2.4 Changelog
- -------------------------------
- AlienGPT/Create a Civilization
- Citizens
- We now create custom Citizen species based on your inputs. This includes their name, description, abilities, and stats.
- Added new Citizen Species, which are now available.
- Citizens now appear on the Biology tab.
- Custom Citizen description is now shown in Civilization Selection
- Civilizations
- Civilization Biology and Focus are now selected based on your prompts, unless you’ve selected them manually.
- Moved planet details and colors to the Abilities tab.
- Rearranged the Biology tab to accommodate generated text and longer prompts.
- Updated labels to display as “Civilization Name†and “Civilization Short Name†from “Civilization Descriptionâ€
- Personality Type now always regenerates when a player presses “Generateâ€
- Core
- Fixed crash on Planet tooltip
- Fixed stuck turn related to directives.
- Fixed Color Override Overrun Crash.
- Fixed crash when updating Rally Points.
- Fixed crash in old save games related to Hyper Gates.
- Fixed a memory leak in the ship graphics.
- Fixed issue where Teleporting a ship too far would cause a stuck turn.
- Fix for Stuck turn caused by missing subspace anomaly.
- Update Civilization UI Colors after selecting a civilization.
- Core Civilizations are now able to select from all Citizen types including those that were newly implemented
- Events
- “Precursor Prison Event†population capacity choice is now applied globally.
- Gameplay
- Updated Diplomacy Ability calculation to be more straightforward.
- Consolidated bonuses to consistently use the MaxManufacturing stat (Affects shipyard and planet production) away from ones that used the plain Manufacturing (only planet production).
- Culture Trait descriptions now better match their effects.
- Independence Culture Trait reduces colony decay instead of increasing it.
- Colonists are converted to Citizens when a world is assigned to a Governor.
- Updated Ideology discounts from Culture traits so they are applied to correct Culture Tree
- Updated Precursor Relic so that tech bonuses work as intended.
- Human citizens no longer generate for non-human Civilizations.
- Fixed an issue where the ejection tile was calculated using the pathfinding weights of the new owner (the invader gaining the shipyard) instead of the old owner (the player that is fleeing the shipyard).
- Fixed the "Colonial Leadership Council" to apply population cap boost.
- "Field Stabilization Module" is now unlocked before the upgraded version of the module.
- "Fleet Shield Module" is now unlocked with Shield Harmonics tech.
- "Radiated" Ability now allows for Radioactive world colonization.
- Disabled Opportunity Targets in Battles. The system isn't working as intended and we need more time to fix and tune it.
- Fix implemented so that players don’t get stuck in a state where they are unable to remove a component from a ship designer.
- Graphics
- Fixed memory leak in Merged Meshes.
- Point Lights: Added point lights to Starbases and Terror Stars.
- Point Lights: Added animated fade in and out.
- Fixed missing graphics when attacking a Mining Starbase.
- Fixed rendering issues with the ship icons in the Invasion screen that were causing red squares.
- Localization & Text
- Chinese
- Updates for newly added text.
- Label fixes.
- English
- Updates for newly added text.
- Fixed assorted typos.
- French
- Updates for newly added text.
- German
- Updates for newly added text.
- Text Fixes.
- Italian
- Updates for newly added text.
- Korean
- Updates for newly added text.
- Polish
- Updates for newly added text.
- Portuguese
- Updates for newly added text.
- Russian
- Updates for newly added text.
- Spanish
- Updates for newly added text.
- Multiplayer
- Core
- Ensured Multiplayer games with a human host and AI players is playable.
- Fixed lag when utilizing auto-explore.
- Gameplay
- Fixed a problem that prevented you from re-watching battles.
- Fix for auto-explore lag in multiplayer.
- Watching a battle no longer messes up the turn-timer.
- The turn timer no longer gets stuck when replaying battles in MP.
- Setup buttons no longer shift around when starting a multiplayer game after exiting another game.
- UI
- Fixed overlapping text on the multiplayer list.
- Galaxy Setting screen ComboBox is now correctly placed.
- Text
- Removed the reference to Hyperion Shrinker being a Galactic Achievement.
- Text updates to correct Typos.
- Updated Antimatter Bomb tooltip text to match its actual game effects.
- UI
- The GNN has been moved to its own tab on the right side of screen.
- Ability Tooltips now show unlock techs and improvements.
- Fixed the formatting of Minister tooltips.
- Ensured Pragmatic Ideology no longer displays since it is no longer available in-game.
- Fixed clipping on Artifact Notification backgrounds.
- Fixed clipping on Policy tooltip.
- Fixed missing and cut-off text on Starbase stat tooltips.
- Fixed multiple text sizing issues on the victory status screen.
- Increased the size of the status bar and made the font smaller so citizen status bar does not overflow.
- Updated Governor's name on Planet and Assign Governor screens to ensure it appears in a single line.
- Updated Starbase side bottom section to not overflow off the screen when scrolling.
- Updated startup side bar, headers to have fixed sizes so that it does not overflow in Large UI in Chinese.
- Xeno Archeology Lab no longer appears greyed out if the player runs out of modules.
- “Build Yor†improvement project no longer disappears when core world has no spare population capacity on Planet Screen.
- Fixed scroll bar from re-positioning and the filter from re-setting each time a Custom Civilization is deleted.
- Fixed title clipping on Colony Ship Transport screen.
- Adjusted Starbase screen to fit longer faction name and ellipse if they are too long.
- Update Ideology Discount Icon.
- Resolve the clipping issues on the Executive Order popup card.
- Removed the "Manage" button from the "Stacked Ship" bar as it is no longer used.
- Fix the floating, nonfunctional scrollbar in the diplomacy window.
- Fixed objects sometimes missing tooltips when you mouse over them.
- Moved "mission ship complete" popups into the GNN alert system instead. This change prevents spam of "Treasure Hunt" complete dialogs in the late game.
- Culture Progression Screen: The "Citizen with this Ideology" percentage is now calculated correctly, mostly by removing dead people from the count…
- Civilization Creator: Fixed a case that prevented you from editing the Civilization's personality.
- Battles
- The Battle Viewer top bar stats now properly update.
- The Battle Viewer side panel ship icons now properly update.
- Planet Screen
- If an improvement requires a type of terrain, it will not show bonuses to tiles not of that terrain while showing 0 or higher on those of that terrain type.
- The governor's name appears correctly in a single line.
- Ship Designer
- Components should appear disabled if they don't fit on the ship.
- Removed multi-select behavior from component lists since they were nonfunctional and just caused other bugs.
- Allow shift-select of cosmetic component entries in the ship designer again
- Starbases
- Fixed invalid modules appearing in the upgrade list.
- Stat tooltips are no longer missing or cut off.
- No longer display duplicate "Produce Module" unlock labels.
- Victory Screen
- Updated ranks to be stacked so that faction names can be longer.
- Fixed overlapping and alignment issues on text and goals.
- Fixed weird half-circles in the Tiny UI scale.
- Tales of Centauron DLC
- You no longer need to be online to complete the Korath mission.
- Update v2.3:
- Important Changes
- The AI is much better at diplomacy, especially regarding war and peace.
- Added Diplomatic Relation Event.
- Added War Events.
- We support now 1280x720 screen resolution and "Small" UI scale.
- Added an option to view human vs human battles in multiplayer.
- --------------------------------------------
- 01/24/24 | v2.4 HOT PATCH 3 Changelog
- --------------------------------------------
- Localization
- German text is longer too small.
- MP
- Fixed multiple desync related to trade routes, conversations, and executive actions.
- The Krynniac Temple is no longer always placed on the Host's homeworld (regardless of who placed it).
- UI
- Treaties no longer overflow the data bank screen.
- --------------------------------------------
- 01/19/24 | v2.3 HOT PATCH 2 Changelog
- --------------------------------------------
- Added a check to make sure AI isn't bothering the human player about a message it wants to send to another AI Player. This change should result in less needless conversation spam.
- --------------------------------------------
- 01/19/24 | v2.3 HOT PATCH 1 Changelog
- --------------------------------------------
- Events that include trading resources for both parties are now clearly marked who gets what
- Fixed a Terror Star Crash (hat tip to Losatu for discovering)
- --------------------------------------------
- 01/18/24 | v2.3 Changelog
- --------------------------------------------
- AlienGPT
- Fixed a problem generating Citizen types in non-English languages.
- Fixed a race condition that incorrectly disabled the generate button
- Battle Viewer
- Reduced point light flickering.
- Fixed missing explosion particles when ships blow up.
- Fixed missing clouds (they were overly transparent).
- Core
- Made use of threading to shave about 5s of launch time.
- Fixed several crashes.
- Fixed a problem that caused the ZOC borders to stop drawing.
- Fixed a graphics related memory leak.
- Fixed crash related to missions (e.g. "Treasure Hunt") and Modules
- Fixed a crash for if the player is running an old mod that has custom battle behaviors.
- Fixed a rare Executive Order crash in the UI
- Galaxy
- Adjustments to map sizes.
- Slightly fewer nebula but with more Elerium in them.
- Gameplay
- AI difficulty changes:
- Beginner
- AI gets a 50% influence generation penalty.
- Easy
- AI gets a 33% influence generation penalty.
- Bright
- Bright AI no longer gets a production bonus.
- AI wealth bonus reduced.
- Genius
- AI no longer gets an HP boost for ships.
- AI Starbase HP boost reduced.
- AI no longer gets a Moves boost.
- Incredible
- AI ship moves speed bonus reduced from 33% to 25%
- Godlike
- AI ship moves speed bonus reduced from 100% to 25%
- Culture
- "Secret Policy" now reduces Crime by 10% on all worlds.
- "Shared Purpose" now increases the Population Cap of Colonies by 2.
- The "Eureka" approval effect was reduced from 6 turns to 3 turns.
- "Independent" now increases Colony Supply Attrition by 15%.
- "Moral Relativism" ideology awareness benefit reduced from 1 to 0.1.
- "Moral Relativism" intelligent boost of Nihilists reduced from 300% to 100%.
- "Purges" now reduce Crime by 10%.
- Ideology cost tweak (slight decrease in cost for next cultural
- Diplomacy
- AI players will ask for peace or at least a cease-fire and offer loot, depending on their situation. Lots of different options and lots of different types of bribes.
- AI updated to be more loyal when it comes to declaring war (i.e., when bribed to go to war, will reject bribe now if they've had a long, good relationship with the other civ rather than just looking at the current diplomatic status).
- AI is much more reasonable about ending wars. The longer the war, the easier it is to make peace with the AI (and with each other). This change should reduce Forever wars.
- Civs no longer get a diplomacy skill bonus when calculating their relations if they don't have the "Universal Translator "tech.
- AI-player-generated events that result in talking to the player now count as contact with that AI.
- Further balance on negotiating peace with an enemy that is winning.
- If I declare war on another civilization, my ships are automatically moved out of their ZOC.
- The "Covet Worlds" Diplomatic Penalty is reduced, but it slowly grows over time.
- The "We want to conquer the galaxy" Diplomatic Penalty is reduced, but it grows more slowly.
- Trade routes improve relations more than before.
- Diplomatic civs no longer covet other people's worlds.
- Executive Orders
- The "Print Money" Approval penalty reduced from 52 to 12.
- The "Pressure Scientists" order's Control Cost was reduced from 40 to 30, and the Cooldown was increased from 5 to 10.
- Events
- "Spector's Graph" event now has a 100-turn cooldown.
- Lots of new events created.
- The event system is now integrated with the "Who started it" system of knowing who started a given war and who is winning.
- The "Core Tap" disaster event made it much more rare.
- Balance pass on event spawn frequency.
- The "Slum" event now has a 200-turn cooldown.
- Fixed “Lazy Genius†event outcomes
- Factions
- Ancient Ability no longer provides extra research for every Precursor relic. Instead, it
- increases the benefit that the relic provides in its category, except for Approval relics, which still provide research.
- Iridium species now care a tiny bit about pollution.
- Improvements
- Homeworld capital now gets a small tourism benefit.
- "Infinite Garden" now requires Aurorus Arboretum to construct, moved to Exotic World Colonization.
- "Planetary Mainframe Research" reduced from 25% to 20%
- Kazar's Lift cost increased from 300 to 500 and now provides an adjacent Military +3 bonus.
- "Research Districts" now have 1 Maintenance.
- "Influence Districts" now default to having a 10% influence bonus, but the level effect is reduced from 5% per level to 3%.
- New Improvement: Early Visitor Center -- tourism improvement one per civ.
- Beacon of Babylon per level bonus changed from +5 per level to 5% per level.
- Core Tap improvement provides a bonus to all adjacent tiles.
- Supply Depot lowers Crime slightly.
- Certain improvements that used to provide 1 culture point for building now provide 10.
- Colonial Leadership Council provides 2 to population cap
- Leader Traits
- "Dread Weaver" now provides +3 influence per turn to the colony but reduces colony growth by -1 (was -2).
- Governors with traits that affect approval are modified to provide less of a penalty (-10 to -5)
- Ministers
- Minister of Tourism is now unlocked by Universal Translator.
- Minister of Culture is now unlocked by Cultural Influence tech.
- Minister of Health now unlocked by Xeno Medicine.
- Minister of Production now unlocked by Manufacturing Capitals.
- Minister of Finance now unlocked by Interstellar Trade Tech.
- Minister of Defense is now unlocked by Planetary Mobilization tech.
- Policies
- Free Trade no longer increases Crime but does reduce domestic manufacturing by 5%.
- Free Trade now also provides a 10% boost to colony income.
- New Policy: Economic Development, player planets get +2 to their base wealth.
- Updating policies now triggers a global update to the stats.
- Fixed a rare stuck turn related when the number of available policies changes.
- Planet Traits
- Balance pass on planet traits so that there are more colony planet candidates and fewer core planet candidates.
- Ships
- Slight buff to various weapons to increase the magnitude of effectiveness between generations of weapon types.
- Armor degrades over time in battle.
- Fighters will now target Fighters before bombers if both are in range.
- AI-provided ship designs for players now require that the ship be able to be built now.
- Shields now lose strength based on the sqrt of the enemy's attack rather than a 1 to 1 ratio.
- Kinetic base accuracy reduced from 67% to 50%.
- Missile base accuracy increased from 50% to 67%.
- Beam cooldown increased from 2 to 3.
- Missile cooldown increased from 4 to 5.
- Kinetic cooldown increased from 1 to 2.
- Missile range increased from 5000 to 6000.
- Starbase spacing distance increased from 4 tiles to 5 tiles.
- The Peace Treaty Duration increased from 20 turns to 24 turns.
- Cultural Progression Trait additive cost increased from 10 to 16 to reduce # of traits chosen in a game (especially early).
- Terran Alliance Survey (Explorer) increased in size, given a weapon so that it isn't so lame.
- AI is better at choosing the best ship it can build.
- Most Defensive Ship components are now 1 per ship.
- Basic Hull Plating can be stacked, but cost is increased from 3 to 10, mass is reduced from 3 to 2, and Armor Rating is reduced from 5 to 2.
- Increase maintenance cost of ships:
- Fighters/Bombers increased from 0.1 to 0.25 maintenance.
- Frigate maintenance increased from 0.25 to 0.50.
- Cruiser maintenance increased from 9.5 to 1.0.
- Battleship maintenance increased from 1 to 2.
- Dreadnought increased from 2 to 3.
- Tech
- Synthetic races can now get Xeno Agriculture tech, which makes various other techs available to them.
- Genetic Architecture now boosts the Intelligence, Diligence, and Social stats of player citizens by +3.
- "Political Capital" now provides +1 to Diplomacy ability, provides 5000 in "Diplomatic Capital" to spend in trades.
- Trade Networks made a critical tech as far as the AI is concerned, now directly follows Xeno Hospitality.
- New Tech: Economic Development. This early tech improves technology and provides a more obvious path to "make money for my civ by going this way."
- New Tech: Xeno Hospitality. Requires Economic Development. Unlocks early Tourism improvements.
- "Starbase Defense Grid" now adds 4 to the player logistics cap.
- Certain techs that provided 1 culture point now provide 5.
- "Starbase Defense Grid" now adds 4 to the player logistics cap.
- Certain techs that provided 1 culture point now provide 5.
- Misc
- Pirates start with more tech. They are quite a bit nastier now (move faster, build better ships).
- Faction Power calculation is balanced so that the military isn't so overrepresented.
- A revisit of the Prestige Victory calculation to better handle different-sized maps and configurations.
- Balance pass on tourism to make it matter more.
- AI is less likely to send out small fleets just because it's "winning."
- Adjustments to AI to handle the new military power calculation.
- Improvement to AI being aware if it is ready to move out with a fleet.
- Fixed a bug where the speaker wasn't looked at when determining whether a flavor text option was valid.
- Rebalance of Culture Starbases. They no longer provide raw influence on planets but
- instead focus on providing a % bonus to planets' influence.
- Adjustment to map data to have better tech pacing (i.e., map size will affect research costs more).
- When an invader takes control of a colony, it also gains control of its shipyard.
- Disable Influence Victory by default
- The "High Taxation" rate was lowered from 67% to 50% to make it more viable.
- AI sends fewer warnings to the player.
- Level effect from food changed to be 5% per level instead of 8% + 0.1 flat (i.e. farms don't magically conjure food from rock).
- Localization/Text
- New flavor text dealing with behavior during war.
- Updated Translation text .
- Big thanks to LevelX2 for helping with German translation.
- The "Escort" ship label changed to" Cruiser."
- MP
- Added an an option to view human vs. human battles in MP.
- Fixed an “Autofire†crash
- Fixed a desync caused by the “Think Tankâ€
- Tutorial
- Assigning a Governor before getting the tutorial prompt for the Governor no longer breaks the tutorial flow.
- UI
- Added support for 1280x720 screen resolution with a new "tiny" ui scale.
- Added a warning that an opponent is about to achieve an influence victory.
- Fixed a bug that prevented a star's planets from showing on its context card, even after the star had been uncovered in the FOW.
- Workshop: Ship screenshots are no longer too big for the steam workshop.
- Fixed invisible entries in the Fleet context area.
- Custom Civilization Screen: You can now pick a custom background for your leader.
- Leader Screen no longer maxes out the GPU.
- Increase the size of the Rush Tooltip to 400.
- Tutorial: Ensure a scrollbar appears on tutorial startup description.
- Planet Screen: Build Queue Tooltip – rounded values to whole numbers.
- GNN addressed a bug that prevented the Terraforming complete message from being displayed.
- Tales of Centauron DLC:
- New component: Fleet Shield System (gives entire fleet +5 to shields).
- New Policy: Sell Surplus food.
- Centauron Emporium: Provides a Celebrity citizen, a 20% Tourism boost with a 5% Tourism boost per level.