Patch 1.32

This is the most recent patch. It was released on August 16, 2011 and is only available for the Diplomacy expansion.
This patch includes a number of bug fixes and balance improvements reported by the community.
==Changes==
===Gameplay===
TEC
*Fixed autocasting on Worthy Cause envoy ability. It will no longer target the player’s own planets (as intended).
*Fixed the Trade Pact so that cargo ships get their HP bonus as intended
*Corrected TEC Siege Frigate research time to match its tier
*Corrected TEC Wormhole Travel research time to match its tier
*Corrected the Catastrophe Recovery research time to match its tier
*Corrected the Advanced Arctic Colonies research time to match its tier
*Corrected the Nuclear Smelting research time to match its tier
*Switched the TEC planetary shield buff priority to keep it from creating non-stop entity counts
Advent
*Illusionary squadrons will no longer give bounty or XP
*Updated the Shield Pact to grant +15% to max shield points and +15% phase missile block (from 10%)
*Corrected the modifier on Cultural Assistance to correctly increase the planet upgrade build rate
*Corrected the Advent Wormhole Travel research time to match its tier
Vasari
*Fixed the Pricing Pact to correctly make purchasing resources cheaper
*Updated the Phase Jump Pact so that two Vasari players can now share one another’s phase node networks
General
*Reduced the AI Relationship bonus growth rate for Unfair, Cruel and Vicious AI types
*Reduced overall AI Relationship growth rate from 0.0003 to 0.0002 per second
*Fixed a crash related to bombing planets
*Increased Deconstruction rate from 30 hp/sec to 50 hp/sec
*Updated Deconstruction autocasting to only target structures that have no weapons
*Military Actions are now counted regardless of location as intended. Previously they would only count in neutral gravity wells, which made the stat not update as designed. 
*Military Actions formula corrected to now be based off fleet supply/100 for ships
*Military Actions is now capped at +3.0 from +5.0
*The game will now cache rolls for player missions so that the AI no longer randomly decides to reject missions part way in
*Players will now be able to offer the AI resource missions as soon as they've researched the required tech
*Fixed lag issue that some players would see when a mission was completed by any player
*Players will now automatically break Pacts when they die
===Sound===
*Mission completion/failure for player missions will no longer trigger completion/failure sound effects
===Modding===
*Added a new AIAutocastUseTargetCondition – HasNoWeapons
*Hooked up the min/max pirate supply numbers in gameplay.constants
===Misc.===
*Removed an old assert for envoys (only noticeable with the dev .exe)
*Removed a dead entity in the entity manifest