Spud_Dastardly, on 25 April 2017 - 07:21 PM, said:
The posted patch notes are incomplete. See this thread: https://steamcommuni...61868335794488/
Here's some additional changes they didn't mention (copied from my Steam post):
Turn processing times have been vastly reduced
Personally I have seen late game times go down from 1 minute before the patch to about 5 seconds after.
But also all of the bugs in my bug fix mod and most of the bugs fixed in WhatIsSols unofficial patch have been fixed plus more. The ones I can recall off the top of my head are:
- The notorious MIRV bug where they were immune to PD and the warheads would spawn at the original ship instead of where the original missile disappeared.
- Fixed the fact that the AI would never use leaders.
- Made the AI be more careful when fighting monsters so they don't throw their fleets away over and over.
- Fixed revolt lasting forever instead of 20 turns
- Fixed leader buyout cost increasing cost instead of decreasing
- Fixed Gnolam leader Arne providing a colony research bonus instead of an empire one (he is a ship leader).
- Fixed Antarans sometimes spawning in the middle of the galaxy
- Made traders and fantastic traders mutually exclusive so the traits don't conflict.
- Made shapeshifters and telepathic mutually exclusive so the assimilation traits don't conflict (otherwise they cancel out).
- Fixed Stealth Suit increasing missions risk instead of decreasing
- Fixed radiated, toxic, and volcanic biomes having low enough pollution tolerance for you to be able to build up pollution and degrade the biome (the biome wouldn't actually degrade; the pollution just reset to 0). Set tolerance to 500.
- Fixed dronespergroup in fighter bay tooltip on weapon screen.
- Removed continuous modifier from laser cannon because laser cannon has 0 armor penetration. Now it's not wasted on AI designs.
- Fix for Firing Race's Racial Trait - Beam Defense was being added to the defenders beam defense
- Fixed changes to WeaponTypes.yaml not showing up in game
- New galaxy ages and planetary density settings can be ordered using a parameter in those yamls
- Biomes resulting from terraforming and pollution degradation can be modded in PlanetBiomeTypes.yaml
- Fixed incorrect defense min globals in AntaranSettings.yaml
Oh and this one requires explaining from the patch notes: "Fix for incorrect population growth ratio." You see, in order to grow population, you need to reach a certain amount of surplus food. The forumla used to subtract bonuses, so if you needed 100 food originally, 25% growth would mean you only need 75 food, and 90% growth means you only need 10 food. If you do the math, that means that 90% growth actually gives you 1000% as much population. The formula has been changed, so now +25% growth means you need 100/1.25 = 80 food, and + 90% growth means 100/1.90=52.6 food. This means that 90% growth means 90% more population instead of 1000%. It was a huge problem before the patch.
Awesome, thanks
