- Update v1.3.5:
- Several AI improvements:
- Improved AI's tactical approach to combat: they now focus more on units they have a tactical advantage over (terrain, unit types, etc) and try to use the terrain to their advantage more
- AI values trust more than before when evaluating some proposal items so they don't give too many resources, funds or influence to factions that they feel might attack them later
- AI now prioritizes space deposits more than before when at peace
- AI tries to save/accumulate more resources and invest more on new units when it feels its faction is on the verge of war
- AI now uses Edicts more frequently and efficiently
- Lore related history now affects how the AI behaves more significantly when the lore impacting diplomacy option is toggled on
- AI now tries to strike diplomatic deals with factions that share common enemies more frequently if at war, specially if the war isn't going their way
- Rebalanced some AI behavior variables for some factions to further fit their traits and leader personality more accurately
- Some changes under the hood have been made to accommodate some diplomacy changes for an upcoming update
- Other changes:
- Choosing an event option that causes the player to lose funds now allows the player to go into negative territory if he doesn't have enough funds
- The Efficient Building Materials edict now costs 400Cr and lasts for 100 turns
- Edicts that cost X amount of funds or influence now can't be enacted if the player doesn't control any cities
- Mass Conscription edict now costs 12 Influence and is active for 50 turns
- Tentatively fixed end turn button occasionally not working, forcing the player to select another unit before the turn can be ended
- Fixed Extremist group event option not yielding pragmatism and advancing the path of bliss instead
- Fixed '-' character being rendered in the path menu subtitle under certain circumstances
- Fixed arbitrary quantities showing in the text for the credit, influence and Aether options
- Fixed currently researching technology being skipped if the player receives a technology from another factions and only skips it if the traded technology is the technology that's being researched
- Fixed ship units launching and retaining the effects of the weather effects on the planet they came from
- Fixed Mass Conscription edict not deducting the right amount of influence per turn
- Fixed Frozen status decreasing 1 Health per turn instead of 10 Health per turn
- Fixed Essence Shard found event displaying wrong artwork
- Fixed mechs for Yr race causing save system issues among other bugs
- Fixed Transcendence pod not being buildable under certain circumstances
- Fixed but that caused the AI to occasionally crash and skip turn earlier when trying to mine space deposits
- Fixed Seals of Power quest not rewarding the player with the described reward (8 Influence)
- Fixed unit design menu not indicating the right values for health if the faction has a trait that affects these
- Tentatively fixed some technologies sometimes not yielding the right items (districts, improvements, unit classes etc) if auto generate new templates option is disabled
- Fixed some weather effects being rendered in space and galaxy view
- Tentatively fixed some space anomaly events not setting the anomaly as searched, making it possible to exploit multiple times
- Fixed Efficient Building Materials edict working for one turn only
- Fixed some events (ie Political Scandal brewing event) blocking progress of the player doesn't have enough resources available
- Fixed some artifacts caused by Temporal anti-aliasing
- Fixed some minor localization issues
- Fixed event options that should yield Aether deducting it instead
- Fixed multiple typos
- Tech Supremacy DLC
- There's more of everything for you to enjoy! Discover new random events, quests, technologies, and much more. Here's what you can expect from the brand new Tech Supremacy DLC:
- Dyson Spheres: First to build a Dyson Sphere command center in that system will unlock a Dyson Sphere in the sun of that solar system, giving a huge boost to research production in every tile controlled by that faction in every planet of that system
- Phantoms: very powerful mid to late game enemy ship / enemy type that roams space and demands Aether every few turns to keep peace, or they’ll or attack your units. Can be bribed with more Aether to attack a specific faction.
- 20 New Technologies
- 6 New Unit Abilities / Powers
- 10 New Weapons
- 18 New Events
- 8 New Quests
- 2 New District Types
- 6 New Minor Faction Products
- 5 New Improvement Types
- 1 New Strategic Resource Type: Spice
- 2 New Diplomatic Actions
- 4 New Edicts
- 1 New Leadership Style
- 2 New Creature Types
- 5 New Path Milestones
- 4 New Artifact Types