Apr 06 TechPreview_1.0.30.1
AI Improvements:
Improved player AI attacking
Improved player AI planet guarding
Improved player AI unit building
Improved player AI colonization
Improved player AI researching
Improved player AI planet development
Improved player AI retrofitting
Improved player AI exotic management
Improved player AI loot collection
Improved unit AI collision avoidance
Improved unit AI pathfinding
Improved unit AI combat 'target track' movement
Improved garrison AI
Fixed AI still updating when player is dead.
Effects:
Added new effect for dunov energy transfer beam.
Fixed popping particles that had a fade- in/fade- out combination
Gameplay:
Added parallel research build queues per domain. now research domains are now completely separated from the top bar onwards
Improved early game economy
Increased trade income.
Improved battle length
Adjusted lobby game speed options.
Adjusted spawn loot guardians range.
Fixed exotic duplication bug when moving build queue.
Fixed human doctrine being duplicated on home planet.
Fixed missile guidance computer and targeting array items not removing their bonuses to nearby allied units when the item is removed.
Reduced squadrons of low level carrier capital ship.
Updated tier/price/windfall of focused exploration research.
Rebalanced pirate ratios and removed obsolete medium pirate.
Galaxy_generation:
Fixed resource asteroids intersecting structures.
Fixed structures spawning in structures or asteroids
Fixed structures building outside the build area when possible
Fixed units spawning inside a star or planet
Fixed loot guardians spawning on top of loot.
User Interface:
Added auto overlap detection to bookmark window and top bar.
Added tip on how to rename units.
Disabled culture takeover blinks around planet icons.
Fixed assert when selecting 200% dpi.
Fixed autocast animation being scaled by dynamically changing simulation time.
Fixed crash giving rally orders to stacks of units in production window.
Fixed crash in passive ability range rendering.
Fixed game not remaining paused when changing settings or entering save game name (singleplayer only).
Fixed minor layout issues at non- standard dpi settings.
Fixed other dpis not pickable if auto_scale_dpi_to_fit_display is set to false.
Fixed phase lane being deleted blink from speeding up with game speed settings.
Fixed scout triggering enemy_units_detected_at_unowned_planet at all visited gravity wells.
Fixed shield bars growing out of bar area.
Fixed structure building pips blink being modified by game speed.
Fixed time scale issues with UI and shaders.
Clouds and other shader- based effects no longer affected by global game speed options set in lobby
UI animations no longer affected by any game speed changes and will always pulse or otherwise animate at a consistent speed (will still pause if game is paused though)
Fixed volume sliders not initialized when settings file was deleted from filesystem.
Improved transition between both research window domain windows.
Linked research window is compressed setting between both domains. expectation is that changing it in one location will change it in the other as well.
Linked research window text filter between both domains.
Merged asset change notifications by sign. previously would infinitely queue if signs of asset changes differed (sell/buy/sell/buy/etc)
Suppressed planet track completed and exotic built notifications.
Fixed selection window capital ship level up fill color flash showing up for other players.
Modding:
Moved moon_fillings from uniforms to galaxy_chart_fillings. This allows moon_fillings to take advantage of the filling merging infrastructure and allows per- scenario fillings easily.
Tooltips:
Added colonized planets summary tooltip.
Added human doctrine buff values to research subject tooltips.
Added unlocked/improved abilities to research subject tooltips.
Fixed non- homeworld human doctrine buff not showing up on unit tooltips.
Fixed research domain tooltip list of structures/itemps providing points.
Improved research text filtering.
Will now filter on both the unit and abilty names for any unlocked abilitites (ex retrofit bay - repair)
Will filter on keywords ability,unlock,improve (if level > 0) for any unit abilities improved by research
Will filter on unlocked ability properties (modifiers, trade capacity, custom labels) - will filter on unlocked item ability (and properties) - will filter on unlocked item modifiers (unit,planet,player,etc)
Made all hull restore rate values in abilities positive green color.
Shortened some ship unlock research names to make tooltips more compact.
Research:
Added parallel research build queues per domain. now research domains are now completely separated on the top bar
Audio:
Fixed magnetic singularity sound not being played when initially created.
Fixed tec autocannon selected dialog from using advent dialog.
Added Magnetic Singularity SFX. Added Magnetic Singularity SFX to Dunov.
Adjusted Frigate Death SFX. Adjusted attenuation on RadialExplosion_Frigate sounds - they were set to 3000. Added separate Finalesound variants to make the final death explosion of a Frigate pop.
Adjusted Medium AC and Gauss Volume. Increased Medium AC muzzle sound to - 15 LUFS- I; adjusted attenuations up for all ACs. Adjusted gauss cannon AC up significantly.
Audio Work. Normalized music tracks and UI sounds to - 16 LUFS- I. Reworked RadialExplosion sfx and attenuations for all ship sizes. Initial updated normalization for engine audio.
Engine, Hyperspace and Muzzle Rebalance. Normalized sfx for engines and hyperspace. Testing Light and Medium AC muzzle rebalance. Added new small structure death sequence.
Major Audio Re- balance. Regenerated alts for many weapon impacts and muzzles; normalized everything to ~- 16 LUFS- I loudness; updated sound file attenuations.
Updated TEC Defense SFX. Updated TEC AC defense structure to use new AC Medium sfx and updated burst pattern to match Kol. Updated gauss defense structure sfx to new.
Updated death sequences. Updated death sequences to be cleaner, more interesting. Adjust volumes.