Hi team!
Today, Jaime has prepared full patch notes for the Ancient Relics Story Pack and its accompanying 2.3 "Wolfe" update, releasing on June 4th! The team has worked hard on new features, bug fixes, balance as well as performance and AI improvements!
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######################### VERSION 2.3.0 ###########################
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# Ancient Relics Story Pack Features
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# Relics
* Collect Relics to show off the achievements of your empire. Display your glory by showing off your very own Omnicodex, Miniature Galaxy, and more. All grant powerful passive and active effects to their owner.
# Archaeology
* A system that allows multi-stage investigations of strange alien sites, with rewards for unlocking each stage. Find them, excavate them, make their secrets yours. Also added some new archaeology-themed scientist traits tying in to these.
# Two New Precursors
* Learn more about the ancient history of the Stellaris galaxy with two more Precursor races: the Baol, a peaceful plantoid hive mind, and the Zroni, a powerful psychic species that was the first to reach the mysterious alternate dimension known as The Shroud. Find their ancient homeworlds and hopefully learn from their demise.
# Relic Worlds
* Discover a new world type, a mausoleum on a planetary scale. The the dead civilizations that once dwelt here left behind a treasure trove of arcane technology, which you can excavate at archaeological sites.
# Minor Artifacts
* Ancient Relics adds a new rare resource, Minor Artifacts, which can be uncovered via archaeology and exploration. They can be spent to give powerful empire ethics-specific boons. Celebrate the diversity of life in the galaxy by displaying these artifacts in a museum, or destroy them to proclaim the superiority of your own eternal empire.
# Achievements
* Unlock the mysteries of the galaxy to get 10 new Steam achievements
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# 2.3.0 "Wolfe" Free Features
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# Prior Content Relic Rework
* Many things from previous game content have been reworked to use the new Relics system. Among several others, you can gain the Isolated Contingency Core or the Prethoryn Brood Queen as symbols of your triumph.
# Sector Redesign and Automation
* Sectors have been greatly improved in 2.3, allowing the player more control over how and where they are formed, as well as giving more robust automation tools to let them run themselves if you want to focus on the bigger picture.
# Planet Designation
* You can now choose to manually set a planet designation (Agri-World, Forge World, etc), focusing production on different resource outputs. There is now a shared automated development stockpile that you can pay in to and allow planets to set their own build orders.
# Megastructure Improvements
* Habitats gain different effects based on the type of celestial body they inhabit. Ring Worlds gain specialized, highly efficient districts.
# Other Stuff
* 2.3 is now a 64 Bit application. Support for 32 Bits is deprecated, but you can roll back to 2.2 if you want to play on such hardware.
* Precursors no longer spawn in a preselected pie slice of the galaxy
* Added a menu option at game start to disable Caravaneer fleets if you don't want those sweet, sweet deals
* Added a randomize button when renaming planets
* Rogue Servitors can now build a variant of leisure districts on habitats to entertain their bio-trophies in space
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# Balance
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* Thrall Worlds can now build Energy Grids and Mineral Purification Plants
* Terraforming worlds no longer re-rolls districts, blockers, unique deposits
* The Voor Technocracy prescripted Empire is now Fanatic Materialist/Authoritarian
* Technocracy civic now requires fanatic materialist ethics
* Rebalanced the Worm-In-Waiting to make it more of a real threat
* Habitats can now build food processing buildings, research labs, commercial zones, and holo theaters
* Adjusted costs of clearing Arcology blockers
* Habitats built over rare deposits now gain the associated deposits
* Mastery of Nature ascension perk requirement reverted, can once again be picked in the first slot
* Ecumenopolis districts now require rare resources build (50) and upkeep (2)
* Low habitability now also reduces pop growth and job output by 0.5% per missing habitability
* Gaia World terraforming time reduced from 7200 to 3600 days, cost reduced from 10000 to 7500
* Matter Decompressor Site alloy cost increased from 3000 to 5000, to be consistent with other sites
* Architectural Renaissance unity ambition now also increases megastructure build capacity by +1
* Dyson Sphere energy output increased from 250/500/750/1000 to 1000/2000/3000/4000
* Matter Decompressor mineral output increased from 250/500/750/1000 to 500/1000/1500/2000
* Consolidated placement rules for most megastructures, so that they are no longer inconsistent
* Interstellar Assembly now costs energy in upkeep instead of consumer goods, restoration alloy cost reduced from 20000 to 15000
* Mining Drone Home Base now also drops a strange device
* Gestalt races now also benefit from increasing the flow of Dark Matter from the Dimensional Portal
* Rogue Servitors start with another Nexus District
* Galactic Wonders ascension perk no longer immediately unlocks the ability to build Ring World, Matter Decompressor and Dyson Sphere, but instead adds them as research options
* Picking life seeded will no longer grant neighboring Gaia worlds, but rather a randomized starting planet class
* Clerks and Preachers job weights no longer care about being strong, weak, or proles
* Miner job weights DO care about being proles
* Synth Empires pay only alloys for Colony ships, like Machines
* Inward Perfection empires can no longer form research agreements or commercial pacts
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# Performance
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* Fixed a case where unneeded VFX were being rendered, causing a gradual game slowdown over time
* Reduced the delay when there is a big transfer of systems after a country surrender
* Fixed the end of year lag when big empires with lots of pops being assimilated convert them into proper citizens
* Improved faction threading, for performance and OOS safety
* Smoothed border calculations to reduce stutter
* Reordered threaded economics calc to avoid race condition of ships depending on planet resources depots
* Fixed a case where every pop would check for faction membership on every daily tick, creating a performance drain
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# UI
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* Corrected misleading tooltip that falsely claimed it was not possible to set a species to Transcendent Awakening when it has Assimilation citizenship
* Queuing up multiple outpost constructions will now give the adjacency discount for influence costs where appropriate
* Fixed an issue when having multiple fleets selected including a colossus, right click orders menu on planets would be empty
* Rivalry influence production now displayed with modifiers in diplomatic view
* Diplomatic actions now display correct influence upkeep cost with modifiers
* Added entry to the fleet capacity tooltip explaining how many Titans you can build
* Fixed terraform button tooltip wrongly suggesting you can terraform gaia worlds
* Fixed some technology description texts overlapping with the tech specialization icon
* Fixed quite unplayable text spillout for guaranteed habitable worlds slider in multiplayer galaxy setup
* Fixed info about "Mass Produced" and "Custom-Made" modifiers for robot assembly being missing in the tooltip
* Fixed the reinforce fleets option in the Fleet Manager wrongly showing missing minerals rather than alloys, if you don't have enough of the latter
* Fixed text spillout of View Privacy Policy button in options (I'm looking at you, 23 letter German compound word)
* Fixed a heinous pixel error with Mass Driver I
* Fixed fractional costs of rare resources in ship designer displaying as 0, causing confusion
* Added tooltip to terraform button when it is disabled, detailing why
* Removed redundant repetitive redundant diplo offer duplication for peace offers
* Fixed an issue where the overall progress of a fleet upgrade order would visually reset to 0% after any single ship in the fleet completed upgrades
* Fixed observer outliner to be less broken, along with the hotjoin interface
* Fixed missing species portrait in the declining pop window, so now you can feel extra sad
* Fixed a display issue where replacing a built district would temporarily add to the number of built districts, sometimes causing overflows
* Replacing a planetary building now triggers a re-sort of building icons to keep similar types grouped together
* Removed the "has no FTL drive" part of the tooltip for stations when they are selected and you hover over a different system
* Fixed an issue where losing a building due to resettlement would show the pop requirements for all slots displaying as 5 lower than reality
* Even though devouring swarms can now purge inorganics for alloys, the tooltip wrongly stated they could not be processed...fixed
* Fixed so that unemployment by strata icons are properly displayed and has a working tooltip
* Now it is possible to add federation ships to a fleet design
* Fixed commercial pact diplo agreement wrongly inverting what the proposing and receiving empire will get from the deal
* Fixed visual issue wrongly showing zero tech progress until after first monthly tick
* Cornucopicturesque and Mineralistic event option tooltips no longer refer to adding tile deposits
* Fixed placeholder icons for Ascendancy Shipwrights modifier and Menial Drone Output (extra % produced by Coordinators)
* Fixed missing reference to influence gain reduction in the tooltip describing the result of losing a humiliation war
* Fixed unplayable overlap of the investigate button on unknown alien fleets
* Fixed bad text wrapping in federation fleet power display when the number was over 10000
* Machine empire Mineral Purification/Energy grid etc buildings no longer show the tooltip for raising district cap on inapplicable planet types
* Fixed tooltip that falsely claimed that setting a species to purge (except neuter) was a requirement for the Decent Living Standard
* Habitability map icon now considers all possible species instead of just owned ones
* Added descriptive text to the jobs screen to explain how favouriting jobs works
* Updated Corporate Dominion civic tooltip to refer to its new post-MegaCorp effect
* increased tooltip decimal precision on the complex drone output bonus Rogue Servitors gain from Biotrophies
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# AI
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* Implemented improved AI building selection weights (thanks to Glavius for awesome insight here)
* AI will now properly bombard and invade primitive planets rather than suffering last minute pangs of conscience about using orbital lasers on people armed with bronze daggers
* AI now checks for how many outposts are being upgraded to starbase status already when deciding if it can build more
* Fixed the AI considering federation ships as part of its own fleet capacity, causing them to drastically neglect their own fleet building
* Fixed a bug preventing sector automation ever upgrading research labs to level 3
* AI will not build nanite transfusers without nanite income, nor build more than 2 per planet
* Fixed AI fleets getting stuck with redundant attack/defend orders if their target went MIA
* The sector AI of Machine Intelligences and Synthetically Ascended Empires will no longer build food-producing districts or buildings unless they actually need food
* AI will now consider repairing ruined branch office buildings
* Fixed so that transports don't emergency FTL as soon as they take any damage whatsoever, because D-Day didn't stop when the first landing craft hit a mine
* Fixed some edge cases where the AI would attempt to build its way out of unemployment with districts and buildings that its pops can't work
* AI prefers City districts over Housing buildings a bit more
* Machine empires will no longer build nonsentient, less efficient robot pops and unemploy their own citizens
* AI will now take more opportunities to repair damaged fleets when it has the chance
* Fixed AI bug caused by fleets unassigned to any group not being able to be added to one due to damage, instead just sitting idle
* Fixed AI not bothering to send its war-weary fleets home following a peace agreement
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# Modding
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* The Archaeology system from Ancient Relics is open for modding use, to create your own multi-stage event chains
* Fixed a map distance cache bug that affected mods with non-random maps, causing each outpost to cause the maximum amount of influence
* Added GetAge, GetFirstName and GetSecondName to the leader scope in localization, to allow you to do events calling just first or second names, etc
* on_fleet_destroyed_xxx events will now happen only once. For example: the shattered loop
* Added num_owned_relics trigger
* kill_pop_chance now uses weights with Pop scope
* Added locked_random_list with predetermined effect for random colony automation
* added building/district specific building speed modifier "planet_
[ 2019-05-30 15:36:15 CET ] [ Original post ]
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