Unofficial Code Patch

The **Unofficial Code Patch** by WhatIsSol fixes many bugs and reestablish a few unimplemented features in *Master of Orion: Conquer the Stars*. It is highly recommended since the game is no longer developed or supported officially.

The UCP is currently in its v6.3a/b version. Most changes from the v4 version were officially adopted by the developers in one of the last official patches they made. The latest patch notes and files can be located at https://www.moddb.com/mods/ucp

## Changes

* Many bugs fixed: erroneous calculations, weapon modifications that did not function, fixed lockups and stalls during tactical combat, etc.
* Updated AI to take more game features into account: the AI plays the game better as a result.
* Many UI improvements, adding more relevant information on most tooltips.
* Notifications for when enemy civilizations are building the structures needed for technological victory.
* Reimplemented missing features from *Master of Orion II: Battle at Antares*, such as looting technologies from a conquered planet
* Implemented extra features for use by mods.

### Interface

* Obsolete blueprints will no longer remain stuck in a colony's production pop up if the blueprint was upgraded while the ship was being bulk-produced.
* Pressing enter in a multiplayer chat window will no longer cause fleet to execute their pending orders.
* Added icon for the supernova random event on colony planet screen and empire management screen.
* Corrected truncations on fields in the "research completed" and "choose research" screens. This was visible with the space academy and in mods such as 5X.
* Added some missing sound effects to the link table. The sounds are now linked to existing game content.
* Rally points are added.
* Allow custom user defined build lists for colonies. This features allows the player to setup a predefined list of structures and projects for construction. You can then assign this list to a colony and it will automatically build in that order. It will skip items that you do not possess the tech for or cannot be built on the planet due to biome, richness, resources or other restrictions. It will also skip over the gravity generators if the colony does not suffer a gravity penalty. If nothing is found that matches from the list, you will be prompted to select a build order as normal for that colony.
* Added right mouse button action to most screens. This will now close most UI screens, some screens are excluded due to issues caused by this functionality.
* Added middle mouse button support to the planet screen, that will open the colony's build popup screen.
* Added middle mouse button support to the galaxy map. This will activate the current bottom right button action. This allows you to quickly jump to colonies or fleets that need orders for instance.
* Added CTRL key support to the planet screen. Holding down the CTRL key while clicking the "Done" button or using new right-click exit feature will exit the screen as normal and move the galaxy map to this planet.
* Added CTRL key support to the empire management screen, clicking on a planet's image with the CTRL key held down will exit the screen and take you to the planet on the galaxy map.
* Added notification reduction for colony production output. This will stop some of those unneeded end of turn notification. It is highly configurable, you can have all notifications on for a certain number of turns, any colony flagged will always output all notification, or you can configure a list of structures and projects to be notified upon completion.
* Added support for some new hotkeys on the galaxy map:
	+ Espionage screen = F4
	+ Leader Screen = F5
	+ Ship Design Screen = F6
* Planet structure list is now sorted by name.
* Path to victory screen now shows countdown to next Galactic Council vote.
* Added new colony focus: growth. This focus splits the population between food and production, but will not assign assign citizens to research unless they are on strike or the planet is full.
* Espionage screen now includes spy level in its sorting by spy logic. It will also remember your last sort choice instead of resetting every time.
* Space monsters and Orion guardian will now longer trigger the "enemy fleet detected" notification.
* Custom race traits are now automatically saved when hitting next. You can now load or clear these traits.
* Improved startup time by reducing loading of assets and skipping fade ins/fade outs. Also tied all the intro videos to the ShowIntroCinematic configuration setting.
* When the player takes over an AI colony that had a non-player focus, the colony's focus is now changed to "manual" to prevent display glitches.
* Espionage screen will now remove colonies that already have an active spy from the possible assignments. Only the first spy can perform actions in a colony, the others were stuck until being recalled.
* Removed redundant "security level" indicator in some languages for the spy and leader colony selection screens, which prevented the actual value from being visible.
* Increased field length for "XP per turn" and "Train spy cost" values on the spy screen to make sure the values are fully visible.
* Spy missions are now rated on a risk scale of "very low" to "very high" instead of just "low" to "high".
* 5X support: fast torpedoes now have the proper icon on blueprints and tooltip screens.
* Fixed inconsistency between the number of strikers reported on a planet screen and that number for the same planet on the empire management screen. Without the patch, in extreme cases, the empire management screen can report more strikers than the planet's entire population.
* Updated production queue display so the production time for queued items is consistent with actual game mechanics, instead of being based on outdated mechanics.
* Empire management screen: made pollution text consistent (instead of alternating between "value/capacity" and a percentage depending on whether the colony's production queue was changed); modified security display to look consistent with morale and pollution percentages.
* Rounded DPS in ship blueprint editor to two decimals to avoid display issues.
* Recalling a leader now refreshes the top bar data.
* Assigning a leader to a ship now refreshes the leader assignment screen, so you can no longer assign several leaders to the same ship.
* Fixed displayed values on colony leader assignment screen. The travel time value was hardcoded to show 2 (now properly shows the value from the TRAVEL\_TURNS setting, which is 4 by default), while the colony ground defense rating was hardcoded to show 200, regardless of actual value.
* Fixed several other issues with assignment screen, such as not scrolling the list to the proper system when selecting a star on the chart, and sending the leader to another system than the one selected.
* Prevented queuing of multiple "empire unique" ships, such as the Doom Star, instead of merely silently removing them once the first is built.
* Preventing messing with a foreign colony's production queue or autobuild settings when using spies or omniscience to look at it.
* Fixed repeat delay in shipbuilding screen for weapon counts to avoid runaway numbers.
* Non-functional retreat button is no longer shown when the option is not available (the defending fleet already moved this turn).
* Refresh buy buttons on empire management screen to prevent buying structures you no longer have the credits for.
* Added tech level to tech names when trading technologies in the audience with foreign leader screen.
* Increased the size of a colony's Pollution field to prevent overlap with other UI elements.
* The "Mute advisor" button will now also mute the opening race selection narration as well.
* Removed 60ms delay between each choice tile on the colony build popup. This effect caused annoying lag in late game as more and more construction choices become available.
* Add details of the buildable object to the build queue, similar to the information shown on the build popup.
* Show tactical statistics of weapons on the technology application choice.
* Autobuild is no longer disabled if the player changes a colony's production queue, only if the player explicitly disables it.
* Added new colony option: auto cleanup. If enabled, the colony will spend production points to keep the colony clean. This can be enabled or disabled on a colony by colony basis.
* Added new colony focus type: clean production. This adds enough farmers to feed the colony, as many workers as the planet can get without producing pollution, and the rest are set on research.
* Removed some unused space from the custom race screen. This allows mods that add new perks to fit them more easily on the screen.
* Removed display of 0 modifiers. This can happen if a mod removes a bonus by setting it to 0.
* Mod screen: the content of any description.txt file will now be displayed for local mods.
* Changed how mod order is stored. Using a hash code caused reorders each time mod content was changed.
* Sorting colonies by production on the empire management screen will now sort them by what they are producing instead of by ETA.
* Added a scrollbar to the ship blueprint screen. This allows for more than a maximum of 8. The maximum is now equal to the number of known editable hulls plus the new ADDITIONAL\_DESIGNS variable (default value 2) in the Backend.Fleets.ShipBlueprint section of Globals.yaml. Mods can now increase this or add new editable hulls.
* The shipping lanes from interplanetary administration export projects is now updated when the administration building moves or when a queued export project starts.
* Use gaia transformation research hologram as a placeholder for the missing ocean transformation hologram.
* Galaxy popups for structures, stars, and planets, and zoom and panning controls are now disabled while in the empire management, espionage, leaders, fleet management, and known planets screens.
* Fixed connection between empire management screen scrollbar and panel. They should now stay in sync.
* Made displayed statistics on colonization video readable longer than just a few seconds. Before some faded too fast to be read.
* The "generous merchant" random event now gives notice of how much money was given.
* The "mysterious explosion" random event now gives notice of which ships was destroyed and where, and clicking the notification will take you to the star system in which it happened.
* Added an indicator whether a planet has a moon to the various planet screens .
* Quake and radiation random event notifications, when clicked, will take you to the affected colony.
* Corrected fighter bays description to reflect that they travel in groups of three, not four.
* Take racial perk of ship improvements: combat speed bonus into account on the blueprint editor screen and tactical combat tooltips, and factor it in the ship's defense rating.
* Hide the "mind control" and "stellar converter" buttons on the colony combat screen when you are the defender.
* Added missing localized string for FE\_SKIPPED tag.
* Removed redundant notification refreshes, greatly reducing start-of-turn lag when there are many notifications.
* Added notification popups for science victory, indicating who, what, and where, similarly to economic victory notifications.
* Fix blueprint manager which always showed 0 DPS for fighters, bombers, and heavy fighters.
* Blueprint manager no longer allows redundant modules (e.g. ECM jammer and multi-wave ECM jammer). Ship modules are now sorted in four categories: jammer, inertial, cloaking, and displacement. Mods can easily add new categories if needed.
* Windows: disabled Tobii EyeTracking as it caused significant UI lag.
* Linux: do not force fullscreen mode for intro movies.
* Reset timeline drop-down to default "Score" display when the timeline graph does that. (Unpatched game disconnects the two.)
* Added "Moon" icon to planet resources in empire management screen.
* Removed tutorial link from main menu, as the tutorial is hopelessly outdated and broken. (It was never updated to the final version of the game.)
* Made the borders for known tech applications thicker and a brighter yellow color, to be more easily visible. This is mostly useful for technology nodes with branch choices.
* Colony production queue is now enabled by default.
* Added tactical combat squadron selector keys. Use [ (previous) and ] (next) to cycle through your squadrons.
* Fixed the "Don't show this again" checkbox on tactical option popup screen. (Unpatched game simply ignores it.)
* Module size in shipbuilding screen formatted to two decimals. (Unpatched game can show excessively long decimals.)
* Removed bug report menu option, since the code patch modifies the game.
* Ship class names can now be longer and feature space characters.
* Display "defenses" icon over planet for any defensive structure, not just star bases.
* Victory condition rankings can now be seen even when the victory type is disabled.
* The game now remembers most user settings, so a new game will be generated with the same settings as the previous unless changed.
* Automatically selects a random available race on the new game menu.
* Enemy marines disappear when killed during colony combat. Explosions are shown on the planet surface while bombing.
* Hit points, attack rating, and defense rating of marines and armors are shown on the colony combat screen.
* Added the name of the transported race as a suffix to civil transports.
* Shorten game loading by skipping most of the Wargaming intro movie. NGD intro is not affected as it does not delay loading the game.
* Main menu shows UCP version to make it obvious that this patch was applied.
* Added NextTurnSound setting in the [SOUND] section of config.cfg, to allow changing it. E.g. NextTurnSound = STARMAP\_CLICK.
* Moved message box in audience screen to the top left so that it does not obscure the animated model of the foreign leader.

#### Tooltips

* Empire economic and research tooltips now shows credits and research points received from protectorates.
* Added tooltips support to dropdown combo box rows. This is used on the planet screen's colony focus and autobuild focus dropdowns.
* Added marine and armor combat rating and hits to the colony defense tooltip, same data that is currently displayed for the colony combat screen.
* Adapted some CSV settings that control tooltip display from 5X, with permission.
* Colony morale is now properly displayed when a building provides both a local and a system bonus to morale.
* Fixed racial traits tooltips not displaying for races with a large number of traits.
* Adjusted trade treaty tooltip to show the yield with two decimals of precision instead of merely truncating the value.
* Formatted colony tooltips to show food, production, research, income, etc. values with at most two decimals of precision.
* Reworked pollution tooltip to make it clearer what is adding and what is subtracting to the pollution.
* Normalized rounding of security values. Empire and colony tooltips now show consistent values.
* Fixed display of gravity modifier on colony production tooltip.
* Fixed sign in pollution clean-up tooltip (should be negative as it removes pollution). Modding only change, since this colony project is inaccessible normally.
* Added a "+" to tachyon scanner and hyperspace sensors tooltips to reflect the fact that the bonuses are additive.
* Fixed issue in empire management screen where tooltips would show incorrect data after scrolling down if you had enough colonies.
* Added facing information on weapon tooltips in the blueprint editor screen.
* Show production cost increase on MIRV, heavy mount, and semi-guided weapon modifiers in the blueprint manager.
* Corrected weapon modifiers listed on button tooltips in tactical combat.
* Take installed weapon modifications into account for blueprint editing and weapon tooltips.
* Added tooltips to the icons on planet entries in the empire management screen: revolt, incomplete assimilation, high or low gravity, etc.
* Added tooltips to the civilian, military, bombs, and marines icons on the fleet control panel.
* Added per turn yield for trade and research treaties.
* Added treaties to empire research.
* Added information on ships on the fleet combat screen.
* Added tooltip on military outposts and advanced military outposts showing attack rating, defense rating, and hull integrity.
* Added missile base and orbital batteries to colony defenses tooltip; with attack, defense, and hull ratings.
* Shows colony life points for population growth on planet food tooltip if UIShowRawData is set to true in the [UCP] section of config.cfg.
* Ships stats shown on ship tooltips to better see the differences between different levels of upgrades of a same ship class in a mixed fleet.

### AI

* Antarans have a 50% chance of skipping over "lucky" races such as the Gnolams when determining which empire is the strongest.
* Added the rival civlization's OathBreakerScore and WarmongerScore to the value calculations the AI attributes to long term payments value.
* AI now takes into account the ships it has already queued for production when choosing which ship type to build in a colony. This should result in more balanced fleet and prevent it from attempting to build multiple doom stars.
* Fixed AI budgeting code and spending ratios. (In unpatched game, the AI is spending far more than it makes due to various issues with income and cost calculations routines and the adjustments made for difficulty to credits multiplier, causing them to overbuild then scrap, then repeat.)
* Increase odds of success requirement for the AI to seek a fight with a space monster.
* AI engagement rules are now consistent. (In unpatched games, the victory chances are calculated differently depending on which part of the AI code is running.)
* AI races with mind control ability will now use it correctly, instead of getting their fleet stuck on a planet failing to take action.
* To prevent common AI abuse tactics, the AI will now try to save its own fleets if possible, and will prioritize attacking undefended settlements over attacking fleets.
* Tweaked logic for when and what planets to invade or bomb, tweaked civilization threat detection ratings. This should result in a more aggressive AI.
* Prevent AI from wasting all their command points on troop transports at the expense of military capability. Troop transport building is no longer governed by invasionInclination, made rush building of troop transports less frequent, and put a cap on the proportion of troop transports in the total fleet.
* AI will now attack colonies after defeating the fleet that protected it when said fleet was a higher priority target than the colony.
* Delayed culling of potential targets to after fleet assignments have been made. Before the AI was prone to attacking distant nodes instead of closer ones when it couldn't evaluate travel time.
* Calculations for military strength was using a different formula than those for attack and defense ratings, and it was even more inaccurate. This could result in suicidal behavior such as an AI trying to colonize a system inhabited by a space monster, with the monster quickly destroying the defending fleet and the fledgling colony. Changed to use attack and defense ratings.
* Fixed chance calculations for combat to include special weapons, such as the amoeba.
* Diplomatic victory vote: given a choice between two candidates when they are at war with one of them, they will occasionally choose the other instead of abstaining.
* AI goal settings removed the AvoidAllConflicts setting. *(was it brought back? changelog is unclear)*
* Ship defense rating calculations now include ECM jammers.
* Adjusted upkeep for structures for the AI, to use the same setting as credits increase. This should let AI get more BCs.
* AI will now use stellar converters to destroy planets if available. This depends on their unused (in unpatched game) racial setting of stellarConverterInclination (0-10) where 10 = 100% chance. Antarans will always use it.
* Prisoner exchange is now assigned the "espionage" transaction type, allowing the AI to ask for it. (In unpatched game this transaction has no associated type, so the AI does not know what to do with it and never asks for it.)
* Corrected "production" colony focus, as the AI assigned too many citizens to farming duties. This was especially noticeable with lithovore races such the the Silicoids.
* The AI (including autobuild) will no longer build food-producing structures if colony does not need more food.
* Production and research focus will still attempt non-stagnant population growth provided the colony has more room to grow and the planet is occupied by races that need food.
* Racial bonus to espionage is now considered a bonus to offensive spying capacity. (Unpatched game as this flipped, so a Darlok AI player under-estimates its spying strength.)
* Antarans attack a random system of the target empire instead of the one with the strongest fleet, so as to be less predictable. This can be controlled with the USE\_RANDOM\_ATTACK\_LOCATION value in AntaranSettings.yaml. Setting it to zero restores the original behavior.
* Reduced the amount of bombs that the AI likes to put on their warships, leaving more room for space combat capabilities.
* Optimized AI build priorities. AI should now be able to maintain larger fleets.
* The effects of galactic currency exchange and interplanetary security network are now known by the AI, which can choose to build them.
* Amoeba attack ratings increased to take its splitting into account, allowing AI players to better estimate their chances.
* Telepathic training, which only gives an experience bonus, is no longer considered to be an offensive spying technology.
* Pollution reduction colony structures are now evaluated according to the colony's need, instead of using a fixed value making the AI build them even when not needed. This also affects player autobuild.
* The AI will offer trade treaties, and will evaluate more reasonably the benefits of trade and research treaties offered by the player. (In unpatched games, they never offer a trade treaty on their own, but accept extremely lopsided deals that include a trade or research treaty.)
* Adjusted spending habits on when the AI would rush buy starbase and perform normal ship upgrades.

### Combat

* Dauntless target reselection now use estimated travel distance of the missile for their radar range, instead of using max range.
* Adjusted logic such that if a target already has enough incoming potential damage to be destroyed the next weapon slot that is ready to fire will target a different ship.
* More crash-prevention code for race conditions during tactical combat.
* Displacement device and subspace teleporter should now work correctly, and no longer have a meaningless range indicator.
* Corrected squadron maneuver code in TacticalSquadronManeuverOrbitFireSupport so ship movement looks more natural. Fixed a bug that prevented this maneuver from ever completing.
* Bombers should no longer get stuck orbiting their carrier when trying to dock. If their carrier was destroyed, they now disappear instead of circling around uselessly, so as to free up memory and processing power for the rest of the battle.
* Bombers will now attack twice before needing to dock and reload instead of once.
* A defending fleet told to retreat will no longer charge at the enemy while waiting for the retreat option to be available.
* Added military defensive specials to the blueprints for missile bases and orbital batteries, so they will now be upgraded along with star bases and warships.
* Disabled tactical combat logic that could result in the AI keeping ships in reserve that have leaders. The check it has it not really valid and just causes oddities in combat.
* Fixed accuracy range loss calculations. The rangemaster targeting unit is no longer a hindrance instead of a help.
* Space dragon now uses its parasite fighters. The dronesPerGroup setting was missing, resulting in a default value of 0.
* Fixed another source of common lockups during combat. Removed redundant UI refresh logic (getting a minor performances boost in the process) and added further safeguard around some tactical objects.
* Added game logic for AI usage of the stellar converter and energy absorber. (In unpatched games, the AI never uses them in combat.)
* Fixed condition where a ship would be incorrectly prevented from being able to rotate.
* Added back "mass hold" button.
* Tactical deployment now uses correct setting for a small combat zone.
* Fixed bug where AI fleet would sometimes fail to detect their enemies and keep flying in a straight line instead of engaging.
* Fixed attack rating calculation by using a more accurate method to calculate average weapon penetration.
* Tactical controls overhauled to address many problems such as the speed slider not working, the range slider going to an impossible state, and more.
* Plasma web now behaves like the in-game description explains. (In unpatched games it does not cling, damage does not penetrate armor, and the blast radius is far too small.)
* Fixed attack rating calculations for pulsar and plasma web.
* The value of ARMOR\_PENETRATION\_LOWER\_CAP in Globals.yaml is now correctly loaded, allowing mods to change this value.
* Auto-resolve time increased from 25 seconds to 60.
* Reduced torpedo spread to make them more accurate at long ranges.
* Autocast on specials is now on. (In unpatched games, specials such as automated repair units have to be manually activated, otherwise they do nothing.)
* Fixed initial calculation of torpedo attack vector. This calculation also now takes fast modification into account.
* Fixed point defense modification calculation. Now you get the same value for the same number of point defense laser regardless of how many weapon slots they are spread over.
* Added guard code to prevent NaN error in SetDestiny code.
* Added guard code to prevent divide by zero error in OrderUseModule GetTarget code.
* Added guard code to prevent null reference exceptions in FillSpecialsButtons and FillSelectedSquadronInfo.
* Fix MIRV modification so the fragments keep the fast, armored, and ECCM modifications if the missile had them.
* Fix MIRV fragments getting the full missile damage value instead of just half. (The modification is supposed to double the total damage by splitting the missile into four fragments, so each fragment should deal only half damage individually.)
* Fix armored modification so that it actually works. Now it adjusts missile health.
* Fix fast modification so that it actually works. Now it increases maxVelocity instead of velocity.
* Fix ECCM modification so that it actually works. Now it reads the proper values in the yaml files.
* Fix wide area jammer so it correctly applies its defense benefit to the ship carrying it.
* Fighters will now select a new target if their current target is destroyed and they still have ammo, instead of returning to their home ship.
* Prevent infinite loop in OrbitAttack so that fighters do not get stuck running in circle around empty space for the entire battle.
* Corrected leader bonus being misapplied in attack rating calculations.
* Stealth ships now decloak when firing and cloak when moving. (Unpatched game has inverted logic.)
* AI can now use the black hole generator in combat. It also properly uses the expected range value from WeaponTypes.yaml instead of a global value.

### Other

* Armor combat rating now takes the racial trait perk\_ground\_combat\_rating into account.
* Galaxy generation now distributes stars better so that it fills with the most wanted stars rather than the least wanted. (Unpatched game used max where it should have used min.)
* Changed out of turn processing so that fleet and structures are only scrapped after diplomatic deals are processed. This prevents scrapping if trade deals or received tributes can pay for maintenance, and inversely causes scrapping if paying tributes means that there isn't enough money for maintenance.
* Fixed out-of-order cleanup on StageDiplomacyView object. It now properly releases its message sink before being destroyed.
* Buyout cost now takes into account accumulated production points leftover from the previous construction.
* Lithovore population growth is now affected by population growth game pacing option, and by gravity.
* Added support for armorCombatRatingBonus in the PlanetDefenses.yaml table. This works the same as the current infantryCombatRatingBonus but for armor. Useful for mods.
* Made another adjustment to the ship blueprint defense rating calculations. Should hopefully prevent that value from becoming excessively high when certain specials are equipped.
* Military outposts can now trigger first contact as well.
* Ship leader bonus "beam attack" now applies to shipmodulesubtype\_cannon as well as shipmodulesubtype\_beam.
* A ship blueprint's "point defense effectiveness" is now capped at the number of point defenses it has. This impacts the ship's defense rating.
* Corrected logic for a fleet attempting to travel between the jump gates of different civilizations.
* Production cost for structure upgrades now correctly factors in game pace multipliers.
* On game creation, your home star system will be fully explored. This can be turned off in globals.yaml by setting AUTO\_EXPLORE\_HOMESTAR to 0.
* Modified pirate logic so that the blueprints used for spawned pirate ships count from the first pirate spawning rather than the start of the game. This should help for "pre-warp" starts.
* Orion homeworld will now always have artifacts.
* AI players will now always consider their heavy army value to be the maximum, so as to make them build stronger fleets. The original behavior can be restored by setting AI.SP\_GeneralStrategy::HEAVY\_ARMY to 0 in Globals.yaml.
* High-gravity tolerant races now no longer receive a penalty on medium-gravity planets, like in MOO2, making this trait worthier of its +4 cost. This is controlled by the GRAVITY\_TOLERANT\_HIGH\_EXPANDED setting in Globals.yaml, setting it to 0 restores old logic.
* The cyber security link now only sets a spy's level if it would increase it. This is useful for mods that change the maximum level a spy can reach.
* Steam Workshop: the game will no longer sort local mods alphabetically on startup when there are no subscription to any workshop mod. Mod load order should be preserved in all cases.
* Fixed bug where a "creative" race which already knew all branched technology applications from an unknown technology node (by trading, spying, or conquering) would not get the non-branched applications after researching the node.
* Auto-upgrade of ship templates should no longer result in weapon slots with invalid modifications.
* Model positioning is now based on hullClass instead of hardcoded hullkey value. This allows mods to add new hulls without positioning glitches.
* Pollution capacity is now a tipping point at which the planet degrades, instead of constraining pollution, to prevent abuse tactics.
* Terraforming now reduces pollution by the planet's pollution capacity instead of simply resetting it to zero, to prevent an exploit.
* Biospheres now increase a colony's max population by 2, like in *Master of Orion II*. Other structures can also use the new maxPopulationBonus property.
* "Balanced starting conditions", when enabled, will now ensure homeworlds always have at least one moon.
* Added TRADE\_LENGTH to the Backend.Diplomacy.ResearchTreaty section of Globals.yaml. It will control the length of a research treaty, same as how it already worked for trade treaty.
* Fixed a game logic bug that allowed to trap an enemy fleet at a warp point indefinitely by moving a ship to guard it each turn.
* Dismissing spies and leaders now takes effect immediately, they are no longer paid for the next turn.
* Game no longer reads contradictory resolution settings from the registry first and the config file later.
* Racial perk perk\_counterespionage\_leveling\_rate now works as an additive bonus like the UI presented it, instead of a multiplier.
* Corrected logic for bulk-building civil transports and colony ships. They should no longer be silently canceled.
* Spy names now get an "encryption key" as a suffix, so that all spy names should be unique even if an empire has more than 26 spies.
* Spy training costs now depends on the number of active spies, not on the total number of spies ever trained before.
* Neural scanner now provides a flat security bonus, instead of a bonus to each spy. (Old logic seemed to be a holdover from when counterespionage spies had to be assigned to individual colonies.)
* Added a new global value to Globals.yaml for controlling blueprints templates called IGNORE\_PRIORITIZE\_MODS. Setting this to non-zero (default in this release) causes the template engine to ignore the "prioritizeMods" setting for weapon slots. This once again is just an adjustment to make the AI build more combat-worthy ships.
* AI blueprint adjustment, kind of normalized point defense weapons (since some designs had way too many or way too few), removed anti-missile rockets since they do not scale at all, made all designs above cruiser automatically use battle pods tech if available. This change like the previous bomb adjustments is to just make the AI build overall better combat-worthy ships.
* Changes made to support mods with different planet sizes and increased number of biomes.
* Added mod debug log message for mods that do not correctly set the StructureTypes in the ColonyStructureTypes.yaml.
* Implemented damageBoost logic. Default value in the base game is 1.0 so this has no effect without mods.
* Ignore rangeBoost bonus on point defense weapons. The extended range let them fire before MIRV missiles had split.
* Fixed possible multiplayer sync issue caused by situational leader bonuses on ship attack ratings.
* Missiles now have a beam defense rating based upon their speed, instead of 0 beam defense.
* Corrected range to target calculation issues caused by using an unassigned value.
* Point defenses now correctly use their specific formation accuracy value (formationPDAccuracy) instead of the setting for generic beam attacks (formationAccuracy).
* rangeBoost bonus is now taken into account for rangeDissipation and accuracy. This makes star bases, military outposts, and orbital batteries more dangerous.
* Disabled LogitechKeyboardManager LED lighting adjustment.
* Disabled Telemetry. The game will no longer send information to remote logging services.
* Energy weapons with the heavy mount modifier will now properly use yaml settings instead of hardcoded values, and will now actually deal damage at long range.
* Fixed Elerian doom star template. They tried to use rear-facing heavy mount missiles, which is an invalid modifier for missiles. Changed to all-facing heavy armor missiles.
* Attempt to optimize achievement calculations by skipping backend calls for achievements that have already been obtained.
* Adjusted down some of space dragon and squids that had excessive bombs. In particular, this stopped the space dragon from using its breath attack.
* Researching evolving technologies now brings the benefit of increasing available ship space. This emulates the mechanic of previous games where researching a technology past its maximum would continue to miniaturize the corresponding ship weapons and modules.
* Added back the pollution multiplier reduction feature for colony structure. This is a modding support change only, game structures were not changed to reuse this game mechanic.
* Added setting to force formation of the galactic council on a specific turn even if all races have not yet found each other. Setting is FORCE\_FORMATION\_TURN in Globals.yaml. Setting it to -1 disables the feature.
* Windows: added full-screen borderless with position control. This is governed by the following settings in the [Graphic] section of config.cfg: borderlessWindow (true/false), and borderlessX and borderlessY (coordinates for multi-monitor setups, leave at 0 for a single monitor setup or to use the top-most, left-most monitor). Do not toggle fullscreen or apply default graphic settings when borderless is active, or it will cause a crash.
* The AI can now upgrade special modules on a ship template. The modules should be listed in descending order (best version first), and the AI will use the first module that it knows.
* Fixed instance where a ship class' role could be changed accidentally when updating multiple blueprints.
* Fixed respawning pirate bases not appearing for a player using a race with omniscience trait, such as the Elerians.
* Corrected values for Antaran frigate and cruiser. (Unpatched game has them accidentally swapped around.)
* Fleet leader bonus, being a percentage, is divided by 100. (Unpatched game divided only by 10, resulting in excessively high values.)
* Enemy technologies can now be discovered when capturing a planet.
* Removed drop ship mechanic, adjusted combat formula to compensate.
* Corrected research treaty cost formula to grow like trade treaties do. (Unpatched game uses the sum of the costs of all previous trade treaties.)
* Corrected event orders in a colony invasion. This is required for the 5X mod. (In unpatched game, colony ownership changes before destroying non-transferable structures, so it is the invading empire is considered to lose the structures.)

## External links

* Unofficial Code Patch on ModDB
* Unofficial Code Patch on Steam Workshop