1. Update v1.3.0.3:
  2. This major update is focused on improvements to the management of your fleets, to make
  3. fleet tactics settings easier to understand, improved default fleet tactics, add the ability to
  4. upgrade fleet templates and make fleet topup more efficient and intelligent.  There are a number
  5. of other fixes and improvements as well, based on feedback after the release of the Control
  6. update and its manual play improvements.
  7. CRASH FIXES
  8. • fixed rare crash when determining fastest construction yard for retrofit
  9. • fixed rare crash when resolving message images
  10. • fixed rare crash when setting image for new random character
  11. • fixed rare crash when resolving message images
  12. • fixed crash when determining construction resources
  13. • fixed some modding-related crashes
  14. FLEET IMPROVEMENTS
  15. This update includes some major changes to Fleets, Fleet Tactics, Fleet Policies and Fleet
  16. Templates, in an attempt to make it easier for new and experienced players to manage their
  17. fleets, both in manual and automatic play. Please read through the changes below carefully to
  18. understand what has changed.
  19. FLEET DOCUMENTATION
  20. • updated all tooltips and Galactopedia topics relating to fleet engagement range to reflect recent
  21. changes
  22. FLEET TACTICS
  23. • simplified Fleet Tactics dialog to only show the most commonly used and essential settings, with
  24. other settings hidden by default as advanced settings
  25. • improved default Fleet Tactics to better match most player preferences
  26. • updated Fleet Posture description to more accurately describe engagement settings for Manual
  27. and Invasion fleets (Nearby)
  28. • improved Fleet formation layout
  29. • generally made fleet formations tighter and set default Fleet formation to Very Tight
  30. • Manual and Invasion fleets will now only auto-respond to Nearby threats (within 5000 units)
  31. instead of any threats within the same System (regardless of Fleet Engagement Range), but
  32. there is a new policy setting to adjust this (see below)
  33. FLEET TEMPLATES
  34. • fleet templates will now be automatically upgraded to use the most relevant template for the role,
  35. i.e. when new ship roles become available then a better fleet template containing that new role
  36. may be selected for the fleet. Can enable/disable using new Automation setting in Empire Policy
  37. screen (Fleet Template Upgrading)
  38. • added new default templates for early Escort-based fleets
  39. • default Fleet Templates now disable Role Up/Downgrade, thus improving behavior of fleet topup
  40. • automated fleet creation now strictly follows Fleet Template setting for Role Up/DownGrade, i.e.
  41. will not select ships of different role if turned off for template
  42. • added Default Formation setting to Fleet Template screen
  43. • changed fleet engagement ranges: 50% of Fuel Range is now 40% of Fuel Range and 33% of
  44. Fuel Range is now 30% of Fuel Range.
  45. • auto-generated fleets now select better fleet template based on highest available military ship
  46. role and  total number of ship roles covered
  47. • added unit range details to description of Nearby engagement range setting (5000 units)
  48. • added new option Fleet Templates List screen to allow/disallow Auto-Upgrading for each fleet
  49. template. Click on column to toggle. All templates are set to upgrade by default.
  50. • increased number of Fuel Tankers in default Attack Fleet Template
  51. • added Fuel Tankers to default Invasion Fleet Template
  52. FLEET POLICIES
  53. • added new empire policy settings to control maximum auto-response range for Manual and
  54. Invasion fleets. By default these are set to 'Nearby' threats, but can be increased to Location- or
  55. System-level. See Fleets section of Empire Policy screen for details
  56. • Fleet Posture automation settings: now have separate settings for Attack Fleets (Attack, Raid,
  57. Invade) and Defense Fleets
  58. FLEET TOPUP
  59. • fleet topup now considers existing fleet ships as matching the template, even when using specific
  60. designs in the template, as long as the ship will retrofit to the specified design (Retrofit Path).
  61. Thus it is usually best to first Retrofit a fleet, then Topup
  62. • fleet topup now better at building new fleet ships at construction yards near the fleet
  63. • Top Up Fleet button is now properly disabled when will not change fleet composition (no ships
  64. added or removed)
  65. • Topup fleet button tooltip now shows breakdown of existing ships and newly built ships that will
  66. be added to the fleet, including total cost for new ships
  67. • Top Up Fleet button tooltip now also shows ships that will be removed (by role) when Trim
  68. Excess is enabled for fleet template
  69. • Top Up Fleet button tooltip now also shows unaffordable ships that will not be built, along with
  70. cost
  71. • fixed Fleet Top Up process sometimes mistakenly removing too many ships when Trim Excess is
  72. enabled for fleet template
  73. • manually-initiated fleet topup now forces removal of any excess ships (as defined by the fleet
  74. template)
  75. • improved automated fleet topup logic when fleet template items use 'Latest Design for Largest
  76. Hull for Role'
  77. FUEL TANKERS
  78. • Fuel Tankers in a fleet will now respond to 'Refuel from Tankers' right-click manual fleet mission
  79. even when the tankers themselves are set to manual control
  80. • increased willingness of automated Fuel Tankers to refuel ships (higher fuel threshold)
  81. • Fuel Tankers in a fleet are now excluded from following fleet override tactics, thus allowing them
  82. to behave differently and avoid engaging in battle
  83. FLEET AND SHIP BEHAVIOR
  84. • Defense fleets now more careful about auto-responding to incoming enemy fleets at other
  85. locations when target location already has enough defending strength
  86. • automated fleets are now more careful about investigating dangerous locations with higher
  87. enemy ship strength than the fleet
  88. • automated fleets are now more careful about attacking strong enemy ships, bases and fleets,
  89. and are now more willing to coordinate multi-fleet attacks against these strong targets
  90. • ensure automated fleets always honor engagement range when selecting attack targets
  91. • fleet ships now exit hyperjump in formation, even when jumping to non-specific target (e.g. galaxy
  92. coordinates)
  93. • now exclude fleet ships that cannot jump (e.g. damaged hyperdrive) when synchronizing fleet
  94. jumps while waiting for fleet fighters to board their carriers. This ensures that fleet jumps do not
  95. get held up by damaged carriers. This can especially be a problem when Fleet Ship Management
  96. is manually-controlled and the player chooses not to remove damaged ships from the fleet
  97. • automated fleets are now more careful about avoiding attacking a threat to a fleet ship when the
  98. fleet ship is not at the fleet location or within the fleet's engagement zone. This can especially
  99. happen with Fuel Tankers as they obtain fuel at distant locations
  100. • automated ships will now escape/retreat (when tactics specify) even when loading cargo (e.g.
  101. Fuel Tankers) as long as not docked inside base
  102. FLEET UI IMPROVEMENTS
  103. • when Fleet is selected in Selection Panel, now show icons for Military Attack Automation status
  104. and Fleet Role, along with explanatory tooltips, to help player notice when automation policies
  105. may influence fleet behavior
  106. • added Switch Fleet Role button to Fleets List to allow directly changing the role of each fleet in
  107. the list
  108. UI IMPROVEMENTS
  109. • when your empire has reserved funds (saving up for Colony Ships, etc) then indicate by changing
  110. color of cash amount to yellow in header bar (hover for details)
  111. • fixed filters in Mining Locations list so that properly consider Fuel/Construction/Luxury Resources
  112. filter options
  113. • fixed display of Scenery bonuses in Resort Locations and New Resort Locations Lists so that
  114. now also includes bonuses from Ruins definition, not just Ruins directly
  115. • added note to Known Locations tooltip in Resources List to explain that some of these may be in
  116. foreign territory
  117. RESEARCH
  118. • added Extremely Slow Research speed option in Start New Game screen. This new setting is
  119. half the speed of Very Slow research speed
  120. GOVERNMENTS
  121. • ensure Refugee Fleet factions (e.g. initial Shakturi arrival) can always establish outposts, even
  122. when suitability at target planet is extremely low
  123. • feudalism average time between change of leaders set to 25 years instead of 20
  124. BOMBARDMENT
  125. • plagues and other colony events no longer block bombardment from completely eliminating the
  126. population at a colony or outpost
  127. DIPLOMACY
  128. • fixed diplomatic trades and gifts from advisor suggestions not reaching recipient
  129. • fixed sometimes getting duplicate acknowledgement messages after giving diplomatic gifts or
  130. trades
  131. TOURISM
  132. • ensure independent colonies properly display scenery bonuses in the New Resort Locations list
  133. CONSTRUCTION
  134. • fixed manually-assigned Construction Ships continually building Defensive Bases at colonies
  135. NOTIFICATIONS
  136. • prevent message popups for several delayed story events when Supress All Popups enabled in
  137. game settings
  138. ZENOX FACTION REFRESH
  139. • fixed Zenox Preserve the Ruins event sometimes not changing the ruins
  140. RACES
  141. • mortalen received a minor buff to their race bonuses
  142. ATUUK AND WEKKARUS DLC
  143. • prevent message popup for Atuuk Rapid Unscheduled Disassembly when Supress All Popups
  144. enabled in game settings
  145. • ensure Wekkarus Deep Labyrinth event properly sends notification message to empire who loses
  146. spy
  147. • fixed Atuuk Great One event sometimes incorrectly sending notification message to player
  148. empire
  149. • turning off Race Victory conditions in game setup now also properly turn off Atuuk Great Direction
  150. victory objectives. The Great Directions will still occur, but there will be no related victory
  151. objective for each direction
  152. QUAMENO AND GIZUREAN DLC
  153. • fixed Gizurean Rivalries event not occurring
  154. • quameno received a buff to their research bonus and a decrease to integration unhappiness
  155. • increased frequency of Gizurean Tribal Conflicts event
  156. IKKURO AND DHAYUT DLC
  157. • ikkuro received a minor buff to their race bonuses