1. Update v1.0.32:
  2.  
  3. A
  4. - fixed crash when clicking refit button on a fleet that was docked at a lagrange point
  5. - fixed crash when scuttling a fleet that has a councilor on board a ship in the scuttled fleet while they are visible in the finder
  6. - fixed follow-on crash from above with the following changes:
  7. 1) a councilor on a destroyed ship will abort mission
  8. 2) fixed a bug determining where a councilor on a destroyed ship will go if the ship is docked at a hab, it'll now go directly to docked hab if available
  9. 3) you can no longer order a scuttle in a fleet with your councilors that isn't docked at one of your habs so you don't accidentally kill him
  10.  
  11. B
  12. - Solar System camera zoom speed scaling adjustment (mostly to handle trackpad acceleration)
  13.  
  14. Update v1.0.31:
  15.  
  16. A
  17. 6000 - Fixed crash when clicking on a ship in strategy layer that was no longer valid/destroyed
  18. 5998 - Attempt fix for rare crash in operations UI when army is destroyed
  19. 6003 - fixed crash when fleet bombards a hab with no valid modules to target
  20. 5879 - Fixed precombat crash when evading due to extended pursuit UI toggle state not being reset properly between combats, additional safety code
  21. 6004 - Prevent NRE on load on trajectories who's destination is outside the solar system. Safety code that was trying to reconstruct the destination orbit of bugged trajectories was erroneously firing in response to trajectories that truly lack destinations. This caused an NRE when we tried to dereference the nonexistent destination.
  22. 5970 - Attempt fix for rare crash when clicking on enemy councilors on geoscape
  23. 6001 - attempt fix for rare combat crash with damage visualizations
  24.  
  25. B
  26. - 5996 - fix for cohesion and priority tooltips in nation info screen going outside of screen bounds
  27. - Fixed expected tech winner logic picking wrong faction when leader had low current research but already had a lead that was impossible to overcome
  28. - fix a logic error when secondary explosions were triggered when ships took internal damage to explosive components during combat that was causing them to do no damage
  29.  
  30. C
  31. - fixed annoying trade input field behavior adding 0 when trying to delete and type a new number
  32. - martyrs will now show up with the warning flag in the targeting dropdown consistent with other UIs
  33.  
  34. Update v1.0.30:
  35.  
  36. A
  37. - Bug #5969: Save repair: AdHoc orbits with NaN arguments of periapsis now set it to 0 to avoid crashing later. This doesn't address the root problem -- which somehow set arg periapsis to NaN without breaking the fleet's mean anomaly at epoch, which relies on it.
  38. - Bugfix #5971: Fixes bug where a fleet could have a deleted Ad-hoc orbit as a destinationOrbit, which would cause a crash bug when looking at the fleet. Now we won't delete Ad-hoc orbits if any fleet has them as an (eventual) destination (i.e. there will be another transfer between the current one and the ad-hoc orbit). Added save repair to fix existing instances of this bug.
  39. - 5816: nullcheck for nonsensical and unreproducible crash in turret visualization code.
  40. - Fix for rare crash on GOG when attempting to process achievements
  41. - fixed rare crash when game attempts to trigger Haunted Forest event under certain conditions
  42. - 5977 - Added safety code to attempt fix for rare crash when hovering over destroyed ship in combat
  43. - 5955 - attempt fix for rare crash when trying to repair/resupply from notification
  44. - 5973 Scuttling a fleet will no longer be allowed while said fleet or the base it is landed at is under bombardment. This prevents a future crash on save-load but also gets rid of a pretty gamey play. Also fixed the actual downstream crash
  45. - Fixed a crash when looking at the calendar when a fleet held in an arrival alarm has been deleted
  46. - Special notifications will update on council changes to prevent crashes when choosing some options after a councilor status becomes invalid
  47. - 5987 - fixed crash when using repeat operation on a notification for a fleet that no longer exists
  48. - 5988 - Fixed crash when viewing ship that finished a refit that previously had a councilor on board
  49. - Safety code for rare crash when attempting to box-select ships at start of combat
  50. - fixed crash when attempting to use ships in skirmish that were imported from a save and contained ":" in the ship class name
  51. - 5990 - fixed crash when ordering domesticated megafauna to attack an alien asset which caused the AA to declare war against itself
  52.  
  53. B
  54. - Bugfix: combat velocity matching was causing overshoots and constant corrections as we weren't accounting for downthrottling our engine to save DV. This is now fixed.
  55. - Fixed combat DV calculator to respect fractional realism, and to calculate realistic DV correctly when our acceleration will exceed the modified cruise acceleration for the duration of the burn (thus the engine is running inefficiently).
  56. - Bugfix #5862: Prevent wobbly combat maneuvers. As ships burn propellant, they lose mass and become more maneuverable. This was causing our waypoints to adjust as they become red (and thus unchangeable), often in ways that were harmful to player tactics. Moreover, ships wouid try to exactly match the positions of future waypoints (chosen from maneuverability stats that are no longer accurate), at the expense of matching velocity -- which would result in escallating burns going back and forth. The latter is fixed by checking that waypoints have maneuvers and if they do not, treating them as free coasts that don't need to be hit exactly. The former is fixed by not updating the waypoint if our maneuverability improved. Maneuverability losses due to chunks of your ship falling off will still cause waypoints to update.
  57. - fixed Intel item with reason for no agreement to share intel not appearing in trade screen when intended
  58. - AIEvaluators.ShouldSystemBeInDefenseMode() bugfix : There must be a defense goal for a system to be in defense mode. The lack of this check resulted in fleets getting stuck in systems that had nothing for them to defend.
  59. - AIDailyFactionPlanner.ManageFleets() bugfix : Fleets stuck in ad-hoc orbits were being assigned a SendFleet goal despite selectedOrbit being null. This also resulted in these fleets being not being assigned any valid goal at all, which meant they would never drop damaged ships that were functioning but effectively couldn't go anywhere.
  60. - AI_CreatePropellantSharingPlan_Equalization() bugfix : Fleets getting stuck trying to equalize fuel fruitlessly. AI propellent sharing plans now must meaningfully improve fleet dv in order to be used.
  61. - TILaserWeaponTemplate.EstimateDPS() bugfix : when averaging damage at different ranges, the range used was the same range every time due to a mistake.
  62. - AIDailyFactionPlanner.ManageFleets() bugfix : TransferResult.Outcome.Fail_BurnLongerThanTransfer needed special handling if lowestDVFound_kps < 0. This bug resulted in AI fleets getting stuck because they could drop bad ships.
  63. - PrecombatController bugfix : Continue to disallow saving until player chooses to accept or reject autoresolve results.
  64. - ManageFleets() : fixed bug where rescue fleet could be unassigned
  65. - ManageFleets() : fixed bug where landed defense fleet jams things up
  66. - SingleFleetOperation() bugfix : Clear chase performance requirements if enemy fleet is docked at a hab
  67. - fix issue where max military tech level was set too high after liberating regions from redacted
  68. - FactionGoal_FoundHab.ShouldDiscardGoal() bugfix : Fixed bug where surveillance station founding goals could be discarded.
  69. - #5913 Anti-xenoforming patrol operation by Initiative fleets will no longer target ||redacted||
  70. - TIGlobalResearchState.GetExpectedWinner() bugfix : No longer identifies an expected winner in the scenario that no one has contributed any research. Issue #5907
  71. - fix an issue where AI factions would quickly break truces if they really, really hated you before making the truce
  72. - fix issue where intended effect of broke nation (no available IPs) preventing armies from reducing unrest wasn't working
  73. - FactionGoal_TransportCouncilorsWithFleet.ReadyForTransferToTarget() bugfix : Alien councilor transport fleets now proactively transfer to main base, rather than waiting for final transfer constraints to become true first. Issue #5963
  74. - Fix missing loc in SnapElections event
  75. - Attempt fix issue where habs would occasionally not release "under bombardment" flag after bombardment ended
  76. - #5962 fix an issue with unaligned nation army AI repeatedly canceling and restarting a damaged army's movement
  77. - #5934 projects that require a certain nation to exist as a prereq to availability will now work properly in non-2022 scenarios
  78. - #5938 fix issue where damaged ballistic warheads were applying full damage when hitting a target instead of damaged-mass damage
  79. - 5928,5925 - Fixed UI displaying information on invalid treaty options.
  80. - 5863 - Trade UI now displays hab summary info in tooltips when hovering over eligible habs
  81. - Fix not being able to transfer an officer from a surface base to a landed fleet if the fleet has no officers of its own
  82. - #5885 Fix an issue where ships would generate more officers than allowed for the hull type in a single battle
  83. - #5885 Fix an issue where you could transfer one more officer than allowed for the receiving ship's hull type during officer transfers
  84. - Bombardment can now target decommissioning habs to prevent exploit where you could prevent bombardment by decommissioning
  85. - fixed mission percent values and other geoscape text on regions not displaying correctly in Chinese, Japanese, and Korean fonts.
  86. - #5917 A nation releasing or transferring a region upon which it has a hostile claim will no longer clear the "hostile" status of that region. Fixes an exploit that allowed clearing of hostile claims through release and re-annex of a region.
  87. - 5974 - Fixed spacebody fleets list not updating when fleets in L-point were being merged
  88.  
  89.  
  90. C
  91. - some loc clarifications for how federation space program sharing works, victory mission requirements for some factions, rename "Advanced Chemical Rocketry" to "Long-Range Chemical Rockets" to avoid confusion with similarly-named tech, and mag weapon stat "Shot Battery Consumption" now "Shot Energy Consumption", Adjustment to Power tooltip in Combat to remove reference to ships having multiple batteries (a deprecated capability)
  92. - Add text to Initiate Nuclear Program priority tip that finishing it is required before you can acquire an annexed nations nukes; otherwise they are dismantled
  93. - 5887 - fixed unneeded space appearing between number and percent symbol when system is in Swedish
  94. - 5873 - Attempt fix for blank white ship reinforcement listitems when entering combat sometimes
  95. - Fixed game unintentionally unpausing when closing alarm panel
  96. - Remove forced uppercase TMP setting on Tutorial tip title, fixing incorrect accents from unintentionally displaying on some letters in some languages
  97. - FleetScreenController : resetting lastSCVUpdateFrame in a couple places to ensure combat score updates as expected
  98. - Ship designer bugfix : Sometimes combat score wouldn't update despite changes being made to design.
  99. - [#5542] Fixed an issue where hab models wouldn't respond to mouse cursor interaction (like hovering) after making a change to the hab's modules
  100. - Fixed an issue where the Codex window could remain open when starting the Intro tutorial after resetting tutorials in the codex
  101. - Fixed an issue where certain elements in the fleets screen tutorial wouldn't be properly highlighted and fleets wouldn't be expanded/unexpanded at the proper tutorial steps
  102. - #5924 fixed bad affinity in backer org
  103. - #5900 Low-attribute councilors on now run advise missions with an extremely low expected utility (~ 1e-9) rather than a negative expected utility. This will allow councilors set to advise as an automated mission to undertake the mission if no other options or available. This also creates an extremely low probability they and AI councilors will do it even if other options are available.
  104. - Loc fixes
  105. - Some start screen UI scrollbar & dropdown fixes
  106. - fixed bugged blocky text in update mod dropdown
  107. - 5867: fixed councilor professions cycling when clicking long campaign default settings button
  108. - Fix bad tag for Timor-Leste army name (English loc only so far)
  109. - 5975 - fixed finder not updating when changing hab name
  110. - Fixed enter key not properly saving hab name and changing fleet name instead when both panels are open
  111. - fixed incorrect evaluation of victory objectives in NAP trade message
  112.  
  113. AI
  114. - Significant overhaul to trade AI with the goal being to make the AIs better at finding larger, more mutually beneficial trades, as well to generally improve and standardize the trade logic. I believe these changes improve their gameplay by allowing them to use eachother as a resource to fill in gaps, as well as to make it harder for the player to take advantage of them.
  115.  
  116. The big new idea is trade categories - Right now, thats resources, habs, orgs, projects, and treaties. Each category is scored separately when scoring a TradeAgreement. For example, factions subtract the scores of the orgs they are giving away from the orgs they are receiving. After each category is scored, they add up the net positives and the net negatives (also separately). Net negatives are scored 3x higher. This means that if you try to trade one category for the other, you have to large premium. This is not a big deal generally for AI-AI trades because they can trade in kind for the most part. But it makes it much more expensive for players to do asymmetric trades, taking advantage of the difficulty to compare something like orgs and habs.
  117.  
  118. When selecting items to trade, AIs now look at two key metrics - the overall size of the item, measured in terms of how high its score is, and the "efficiency" of the trade (efficiency being the more important metric). Efficiency is defined by the ratio of the Faction A's score for the item to Faction B's score. This efficiency based trading makes it more likely that both parties will give a positive evaluation of a TradeAgreement.
  119.  
  120. More AI
  121. - AIEvaluators.IsSafeForColonization() : Added logic for non- veryProAlien factions to colonize at Jupiter and beyond
  122. - AIEvaluators.IsSafeForColonization() : Alien appeaser now considers locations at Jupiter and beyond safe
  123. - GetBestOperation() : Added logic to handle situation where station defense fleet has opportunity to take out a defenseless enemy base
  124. - MangeFleets() : Added code to create a rescue fleet for alien's primary system, in the event that it is occupied by enemy fleets
  125. - AIEvaluators.IsPrimarySystemCamped() : adjusted this function to also check for enemy fleets that will soon be occupying the primary system. This avoids sending small fleets to the primary system too late, wasting them. Instead, these fleets can be merged into the primary system rescue fleet.
  126. - SingleFleetOperation() : Adjusted logic that could cause alien defense fleet to not attack enemy fleet that is invading the alien's primary system
  127. - AliensCheckGoals() : increased found surveillance station goal importance to be in-line with other hab founding goal importances
  128. - GetBestOperation() : defenseFleets no longer set shouldRegroup to true if they fail to bombard a target. Issue #5923
  129. - GetBestOperation() : Resupply logic no longer orders fleets to resupply at bases unless they are in desperate need. Issue #5923
  130. - FactionGoal_FoundBase : AI factions will now attempt to use their colony fleet to bombard if intended habsite is claimed while they are en route
  131. - GetMaxBoostForRateLimitedBoostPurchase() bugfix : now automatically sets the lastPurcahseDate if its null. This fixes bug where AI factions could not purchase hab modules that cost boost.
  132.  
  133. Balance / Scenarios
  134. - SimulatedCombat : projectile PD can now miss
  135. - TILaserWeaponTemplate:EstimatedDamageAtRange_MJ() : Improved formula here to avoid overvaluing lasers. Previously, lasers could have arbitrarily high scores if ArmorEffectivenessAtRange() was very low, which was not accurate or a very good approximation - zero armor effectiveness doesn't mean the laser deals infinite damage, for example. The new formula looks at a range of armor values, assesses the effective relative change in damage in each case, and does a weighted average based on expected armor values in an typical campaign.
  136. - 2026: China now starts with 6 nuclear barrages
  137. - 2026: Increase Iran starting unrest because we checked the news
  138. - 2026: Remove USA-Venezuela rivalry because I guess that fits what happened?
  139. - reduced exotics requirement to build t3 human plasma weapons
  140. - when the aliens trigger their late-game upgrades -- which can vary by difficulty and dependent on player action or time passage, they will now also receive a 25% bonus to ship construction time. This is a test to try to make the aliens a bit more active and competitive lategame without upsetting the balance earlier in the game.
  141.  
  142. UI
  143. - 5892 - include cost in org tooltips in org management UI
  144. - added solar icon to available custom hab icons
  145. - 5012 - Unnassigned orgs display cost in tooltip in hostile takeover selection UI
  146. [#5878] Added UI path to refit directly from the "My Fleet" UI. The refits are prioritized by first trying to refit all ships of the same type as the flagship, then (if the flagship can't refit) ordering based off of which type of ship is the most common in the fleet and has a refit available (ex: if 10 ships can be refit and 7 are one type while 3 are another, the 7 ships will be selected)
  147.  
  148. Content
  149. - councilor video setting will not always be disabled on Wine. The videos used to not work but maybe we fixed it somehow?
  150.  
  151. Misc
  152. - Update Steamworks and Steam SDK to latest 1.63. One of the SDK patch notes says this can help with Steam Deck controls somehow.
  153. - GiveOrg console command also checks and removes org from all other faction market pools to prevent crashes, for all the cheaters out there
  154. - 5879 - added logging to help track rare crash when evading combat