News Liste Terra Invicta

Terra Invicta Build 0.3.134
Terra Invicta
04.03.24 15:44 Community Announcements
This is another bug fixing patch as we prepare our 0.4 builds for our beta branches.

Saves from prior 0.3 versions should be compatible on a technical level. Balance and AI changes may alter the experience from one patch to another.

We continue to investigate crashes for a subset of players related to the animated councilor portraits. If you are getting frequent crashes when selecting a councilor or opening the councilor screen, please toggle the Settings-Graphics "Use Councilor and Leader Videos" to off.

A
- Fix For a notification leader video playing when video setting is turned off; this was causing a crash on Proton/Steam Deck
- Attempt at missile target crash fix #1387
- 4119 - fix crash when resolving some fleet notifications
- Another attempt fix for rare crash in combat coming from OnArmorHit
- 4118 - fix crash when viewing fleet screen due to unusual trajectory data
- fix for crash when last station is destroyed while construction ui is opened and trying to build a ship
- 4106 - fixed crash when assaulting and capturing an enemy hab with ships under construction while viewing the hab.
- 4102 - fix for ship duplication issue & fix for crash when a fleet is deleted before resolving notification which merges deleted fleet
- 4103: Prevented NREs when a trajectory lacks a destination, which happens if the trajectory ends with lithobreaking or goes interstellar.
- 4104 - Fix a crash when an invalid fleet is assigned as pending to an AI goal and not previously cleaned up properly.
- put in some nullchecks in UI for orbitStates when looking at fleets with complex trajectories to fix a reported crash
- null check to deal with a race condition when a hab dies and ship's targeting it try to clear their targeting data
- null checks and warnings for ship vector thrusters
- 4041- fix visual bug when refitting an entire fleet that you are viewing. It is possible this is associated with a crash that was reported that we couldn't reproduce.

B
- fixed an issue where setting formation focus Left or Right would be reversed when on the defending side
- Event fixes -- jeez Ben, I guess it's back to cruddy patch notes from you
- fixed visual bug where captured enemy hab still shows models under construction until rezooming on hab again
- fixed bug when trying to cancel ship construction after re-entering construction screen
- fix armies firing while at sea at armies in region they just departed
- Event Fixes for Revolt
- Nation must be extant to be a valid target for Breakdown in Civil Order
- Fixed a bug where trajectories that require too much DV could report "Code Path Not Implemented" instead of telling you to use larger propellant tanks.
- fix one-sided rivalries with breakaway parent occurring when allying with a breakaway, now properly two sided
- address 4061, mark update of alien hate meter when contact initiated with any faction aliens are willing to trade with (instead of veryProAlien), update it again if any trade processed with changes. Also fix it when capturing an alien hab.
- claims-granting projects with requiredNation setting will now have a chance to trigger when that nation is created (meaning you'll roll monthly chances for it to be available to research). If this had been the last requirement for a project to trigger, it was only triggering on save repair code during a load.
- Autoresolve combat does not result in TISpaceShipState.PostCombat() being called, preventing some repair functions from triggering. Issue #4066
- fix broken dataNames for two events
- fix missing publicity settings on wet bulb event
- FactionGoal_Fleet.LookingForFleet : Deleted or empty assignedFleet now counts as not existing for the purposes of this property.
- InvasionCombatValue() : Formula did not account for number of armies per module. This resulted in the system requesting too many assault carriers.
- FactionGoal_InvadeEarth : use scaled default desired combat value. Previously, it was using its own formula that was overestimating the amount of force needed. This should tone down invasion aggression to intended levels.
- AssignIdleFleetsToGoals() : Don't add a new invasion goal if you can join an existing one.
- AssignIdleFleetsToGoals() : Creating too many SurveilEarth goals bugfix.
- 4089 - adjusted incorrect refit costs when changing only drive or power plant
- Bugfix #3994: Fixed inconsistencies in whether we knew that an enemy fleet was going to transfer. These were causing Code_Path_Not_Found errors in the Master Transfer Planner.
- 4097 - fixed ship construction having incorrect times due to cached resource value
- fix some wonky calculations in climate change math. again ... this climate change will be the death of me. It was leading to NAN errors in extreme cases, usually with a certain mega nation.
- loosened requirements for using torch trajectory math in outer solar system, it was defaulting to impulse trajectories incorrectly on lower-thrust ships and giving the AI fits about travel time.
- Quite a bit more AI work to get the AI sending assault carriers to Earth consistently. Fix issues with escorts and loosen some rules about how these fleets are built.
- make sure AI puts enough thrust on army carriers and a few other noncombatants.
- #4034: When intercepting another fleet, we need to be able to pay the DV costs of the rest of its transfer, as we'll be following it by default. But, we don't always know if a destination fleet has a transfer. Namely, enemy fleets aren't kind enough to tell us that they'll be launching in the future. The code to determine if we know if a target fleet has a transfer was inconsistent when the target fleet is launching at the same instant as we are calculating an intercept. This could cause us to think we have a valid transfer, and then have it fail due to lack of DV momentarily later. That's now been corrected.
- Further fix for #3982: On abort, if we're past the arrival date of the trajectory, and the trajectory has a destination orbit, we arrive at said orbit instead of generating a new orbit from first principles (which is appropriate for adhoc orbits).
- 4035, 3863 - fix for projects completing twice in rare situations, leading to doubled benefits
- 4012 - fixed bug allowing ships to be split from an ongoing repair&resupply operation
- 4039 - councilor video setting toggle now applies to leader videos
- Fix error that was halving the reported pursuit distance in precombat chases. This affects balance and high-DV ships will have a sqrt(2) easier time escaping.
- 3933 - refits no longer charge refuel cost for propellant tanks being removed in the refit
- fix typo in pherocyte resistance effect, will fix three projects that weren't providing defenses when they should have been (one Initiative-only)
- fix for good vs sneaky councilors being swapped

C
- fix a few typos, clarify one of the solar kits best use text
- fixed a bunch of prematurely cut lines for voice English-Arabic-1
- Loc Fixes for Infiltrated
- fix bad eccentricity value of 325 Heidelberga. Props to the player who actually noticed it was wrong.
- fix for visible skybox seams
- fix for construction sparks not being correctly positioned to ship
- fix for finder opening over large UIs when the selected asset is unselected
- fixed typo in event_infiltrated_Influence_1
- codex will note defend interests partially works on Enthrall Elites when EE is available in the codex, and not later
- required power plant info will use "molten" consistently instead of mixing the terms molten and liquid interchangeably

Modding
- adding empty dummy function to use as a safe entry point for UMM DoorstopProxy

Content
- new event illustrations

AI
- Change default mothership role to short-range.
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Release:26.09.2022 Genre: Strategie Entwickler: Pavonis Interactive Vertrieb: Hooded Horse Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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