Patch 2.1.X

Version history

  Astral Planes

 3.10 • 3.10.1 • 3.10.2

  Galactic Paragons

 3.9 • 3.9.2 • 3.9.3

 3.8 • 3.8.2 • 3.8.3 • 3.8.4

  First Contact

 3.7 • 3.7.3 • 3.7.4

  Overlord

 3.6 • 3.6.1

 3.5 • 3.5.2 • 3.5.3

 3.4 • 3.4.3 • 3.4.4 • 3.4.5

  Nemesis

 3.3 • 3.3.2 • 3.3.3 • 3.3.4

 3.2 • 3.2.1 • 3.2.2

 3.1 • 3.1.2

 3.0 • 3.0.1 • 3.0.2 • 3.0.3 • 3.0.4

  Federations

 2.8 • 2.8.1

 2.7 • 2.7.2

 2.6 • 2.6.1 • 2.6.2 • 2.6.3

  Ancient Relics

 2.5 • 2.5.1

 2.4 • 2.4.1

 2.3 • 2.3.1 • 2.3.2 • 2.3.3

  MegaCorp

 2.2.4 • 2.2.5 • 2.2.6 • 2.2.7

 2.2 • 2.2.1 • 2.2.2 • 2.2.3

  Distant Stars

 2.1 • 2.1.1 • 2.1.2 • 2.1.3

  Apocalypse

 2.0 • 2.0.1 • 2.0.2 • 2.0.4 • 2.0.5

  Synthetic Dawn

 1.9 • 1.9.1

 1.8 • 1.8.2 • 1.8.3

  Utopia

 1.6 • 1.6.1 • 1.6.2

 1.5 • 1.5.1

  Leviathans

 1.4 • 1.4.1

 1.3 • 1.3.1 • 1.3.2

  Base version

 1.2 • 1.2.1 • 1.2.2 • 1.2.3 • 1.2.4 • 1.2.5

 1.1

 1.0 • 1.0.1 • 1.0.2 • 1.0.3

**Patch 2.1.X** are all patches beginning with 2.1.

## 2.1.1

Patch 2.1.1 was released on 2018-06-14 with the checksum *d173*.

### Free Features

* Hyperlane density can now be changed to "full", which guarantees every possible hyperlane will exist
* You can now choose to start in a trinary or binary star system when creating your empire
* Experimental ETA feature put in for starship movement orders, telling you the approximate date of arrival
* Now possible to achieve partial victory in subjugation and liberation wars with occupied systems splitting off as a new subject or ally in the event of a status quo peace
* Put in greyscale versions of strategic resources icons, to indicate that you currently lack the technology to collect them

### Balance

* Increased power usage of torpedoes
* Reduced frequency of gaining L-Gate Insights from unrelated anomalies by 70%
* A technology must now be researched after gathering all L-Gate insights before you can start the project to open the gates
* Reduced HP of missiles across the board, making point defense more potent
* The Prosperity faction will now be happier if you have war policy set to Defensive Wars Only
* The Imperialist faction is now also OK with ideological wars, and will only be angry if policy is set to Defensive Wars Only
* Reduced the chance of a Marauder Great Khan dying from noncombat causes
* Rogue Servitors can now allow organics to colonize planets
* Increased AI weight for naval cap & command limit techs
* Increased base weight of terraforming techs
* Reduced Materialist opinion boost towards Machine empires

### AI

* AI will now a wait some time before changing AI priority if it recently changed priority

### Performance

* Cached tile resource production for faster performance
* More border calculations optimization
* Borders are now only updated if they need to be, reducing unnecessary operations
* Removed useless recalculation of borders when planet change owners
* Bypass distance cache improvements
* Ensured Starbases owner modifiers are calculated only once, and parallelized that bit
* Parallelizing AI strategy monthly recalc and reducing the number of system evaluated
* More caching of tile related data performance - fixes a performance bug with previous caching of tile related data

### Modding

* Moved scripted variables for buildings into the scripted variables file
* Saved Event Targets should now always persist through Special Projects
* Added is\_event\_design setting for event ship designs that should be blocked by fleet manager
* Improved performance of Global SavedEventTargets
* You can now define in a section template whether its components (turrets etc) should be drawn graphically or not
* Effects that take name (such as create\_ship or set\_name) can now extract name from scope, ie set\_name = root will take the name from the root object (even if it's a different type of object, such as naming a ship after a leader)

### Bugfixes

* Fixed a bug where guaranteed nearby colonizable worlds sometimes did not appear
* Fixed pop\_modifier out of sync in MP
* Fixed several other OOS causes with convoluted causes
* Fixed several crashes with similarly arcane origin stories
* Added Distant Stars ownership icon for MP setup
* Fixed an OOS related to ship armor stats
* Fixed missing ambient sounds for certain star classes
* Fixed missing brain slug traits for scientists and admirals
* Fixed getting brain slugs and other non-robotic traits for event-spawned robotic leaders
* Fixed "Asteroid Collision" anomaly awarding the wrong deposit type
* Fixed "...and Hope?" achievement for opening the L-Cluster not being awarded
* Fixed missing text description for the L-Gate insight technology
* Missing word added in Phase Disruptor tech description
* Fixed other typos rendering the game literally unplayable
* Fixed some Horizon Signal-related building tooltips
* Improved janky Tiyanki death animations, giving rise to a desire for a new 1930's dance craze
* Fixed cases where you would sometimes not identify Leviathans after meeting them, this should also fix Curators not having anything to say about them
* Fixed The Gray Tempest event having 2 choices with identical outcomes, because it was painfully close to much of real life
* Gestalt consciousness can no longer pick liberation wars policy as it did nothing for them anyway
* Phaseshifting planet now has edge case handling if a nation completes the project before researching the anomaly
* Pacification of Space Amoebas or Crystals now turns them neutral instead of friendly because come on guy, you don't know me like that
* Fixed Fanatic Purifier, Devouring Swarm, and Determined Exterminator Empires suddenly becoming socially presentable when talking to the Curators about L-Gates
* Fixed instances where Empires created after initial L-Gate activation would be unable to use the L-Gates
* Fixed a text overflow issue in the Anomaly tracker
* Fixed "Bunker-Bot" anomaly not generating an L-Gate Insight
* Fixed a crash when the gateway type doesn't exist (affected certain mods)
* Fixed an OOS due to Experimental Subspace Navigation
* Added missing modifier string for all languages
* Marauder neighbor events can no longer trigger for empires that have no communications with them
* Properly calculate cached values when ships are created, meaning fleet power is now displayed correctly
* Fixed a bug where freshly created ships would not benefit immediately from bonus hull point effects
* Addressed a couple of edge cases that might cause improper Strategic Resource tech weights
* Added Go To buttons to a couple of Anomalies
* Fixed a cause of ship stats OOS. Some code was executed in unsafe order somehow when recalculating for hot join
* Scriptable localization error logging fix
* Asteroids can now glow
* Fixed L-Gates that were opened in 2.1.0 being unusable in 2.1.1
* Minor loc polish and fixes to events
* Fixed broken repair costs for ruined buildings
* Fixed the Great Khan being stuck bombarding the planets of Satrapies
* Fixed issue with Ancient Manufactory that could leave the system's star without a resource deposit
* Hid display of weapons when inspecting space creatures, to prevent Amoebas with frickin' lasers attached to their heads
* Added missing check to prevent Sea of Consciousness tech gain exploit
* Fixed the bug where it was impossible to land troops on planets captured by titanic life
* Fixed ruined gateways blocking construction of megastructures
* Fixed construction time being calculated incorrectly for defensive platforms
* Machine Intelligences will no longer look down upon Synthetic Empires for being Artificial Beings
* Fixed ludicrously broken costs for starbase defense platform upgrades
* Added missing selection sound effects for ice asteroids and brown dwarves
* Fixed Gray Goo and Marauder fleets sometimes just idling instead of attacking nearby targets
* World Shaper ascension perk is no longer available to Machine Empires
* Fixed hyperlane detection range wrongly showing up in every ship-related popup known to sentient life
* Autonomous Ship Intellects is no longer marked as a dangerous tech
* Planned Obsolesence can no longer fire for non-materialist empires
* Fixed CTD on loading save game from in game
* Fixed "Asteroid Collision" anomaly awarding the wrong deposit type

## 2.1.2

Patch 2.1.2 was released on 2018-08-07 with the checksum *170f*.

### Free Features

* Map modes now are able to show claims - diplomatic map mode shows claims of selected empire by default
* Added the Kuiper Belt to the Sol system
* Added several new event pictures
* Ctrl-F9 now also hides system lines and navigation arrows
* It is now possible to rename the currently selected faction in faction view by clicking its name

### Balance

* Re-enabled pre-sapient discovery Anomalies for the AI
* Existing Horde fleets are now removed upon Great Khan's death and replaced by a fixed number of replacements
* AI empires are now more likely to find L-Cluster insights after 100 years have passed
* Increased levels of precursor anomalies across the board
* Balanced anomaly levels according to QA and player feedback
* Marauder empires are less likely to spawn close to an empire's starting system
* Rogue Servitors & Assimilators can now once again pick World Shaper perk
* Reduced frequency of terraforming candidates by about 50%
* Reduced min distance at which Fallen Empires can spawn from other empires
* Fixed some fallen empire tasks being able to target other fallen empires

### UI

* Only ships that are docked in a starbase with upkeep reduction will now show as having a green orbit icon on the outliner, other ships in orbit around something but not receiving an upkeep reduction will show as yellow

### Modding

* It is now possible to set anomalies as should\_ai\_and\_humans\_use = yes which will allow them to be used by both AI and human empires (overrides should\_ai\_use)
* Added on\_added\_pop on action for when a pop is added to a planet

### Bugfixes

* Numerous OOS fixes to improve multiplayer stability
* Fixed issue where acquiring an L-Gate and the L-Gate activation tech out of order would cause the L-Gate special project to fail to appear
* Names for country designs are not duplicated anymore
* Marauder raiding fleets are now always deleted a year after they start to withdraw to prevent rare situations where they get stuck
* Added missing localization for Great Khan leader titles
* Fixed template manager displaying wrong military power
* Fixed event trigger preventing Rudimentary Robots chain from continuing once you colonize their planet
* Fixed Colossus Tech being reverse-engineerable from debris
* Federation requests between two empires belonging to the same species class should now present correct localisation
* Fixed Curator cost checks to avoid truncation problems
* The AI no longer considers fleets that are running away as support in their current endeavour
* Fixed the AI thinking unreachable systems are the closest systems
* Fixed Cloud Lightning being hidden and unavailable as a component
* Impossible Organism Nivlac Empire should no longer be placed on a Holy World or in a hostile system
* Fixed the bug where ships were losing health while merging
* Fixed Pacifist Defensive Wars Only demand to trigger properly
* Fixed issues with upgrading designs twice in the Template Manager
* Fixed issue where ship designer would not show the difference after researching new tech
* Fixed issue where players could change components on auto-generated designs
* Auto-upgrade is now considered as an update and can be saved
* Strategic Resources generated via events will now trigger the Strategic Resource discovery message
* It is no longer possible to construct event ships from starbases
* L-Cluster strategic resources will no longer appear on terraformed planets or Ring Worlds
* Fixed nonsensical requirement to have a free Leader slot in order to buy L-Gate Insight from the Curators
* Event text for opening the L-Cluster is now correct if only one L-Gate exists in the galaxy
* Fixed typo in Great Khan dialogue
* Limbobots can no longer be used to colonize worlds
* Limbo can only trigger once per game globally
* Fixed errors in Vechtar Zavonia event chain outcome
* Fixed on\_entering\_system event not being fired in your own systems. This fixes bugs like the shrines to the old gods not being completable
* Fixed non-sapient robots getting the wrong species rights in a Machine Empire
* Fixed certain opinion modifiers from distant stars events not going away over time
* Fixed defense platform cost not being correctly calculated
* Fixed instances of fleets getting stuck
* Fleets that cannot have their leader assigned or removed will now show this in the interface
* Resolved an error where Fanatic Purifier style empires could get an alien scientist from an anomaly
* Tweaked War in Heaven to generally have more AI empires picking sides among the Awakened Empires rather than staying neutral

## 2.1.3

Patch 2.1.3 was released on 2018-09-06 with the checksum *42f6*.

* Updated the game for GDPR compliance (basically, a once-only popup on first launch of 2.1.3 with some legal text to read and accept, as now required by EU law)

### Bugfixes

* AI will no longer accidentally try to research already researched technologies
* Mardak purgers fleets no longer use bouquets of flowers as the warheads of their missiles, and their bombardment can now actually cause damage
* Fixed the Unbidden Portal being vulnerable while the Extradimensional Invaders still have active Anchors
* Fixed literally unplayable typos
* Fixed a case of COUNTRY\_UNITY out of sync
* Fixed an out of sync with COUNTRY\_ENERGY
* Fixed Contingency starbases being so confident in their imposing demeanor that they didn't bother to use their weapon slots
* Fixed broken text string for the upkeep of gene warrior armies
* Fixed pacifist description for the ancient mining drones event wrongly referencing your home system instead of the one where the drones were
* Added game rule exception to allow you to take hostile action against factions that have conquered your planets, meaning situations like the mutant horrors event can now be properly resolved
* Enigmatic Cache traits can no longer be applied through gene modification, so you can't spam them on all your planets outside the intended scope of the event
* Fixed Impossible Organism event to allow Nivlacs to be spawned on any planet with free housing, not just the capital
* Fixed advanced start AI empires not getting all the extra colonies they should start with

## References

1. ↑ Forum, [Dev Team] 2.1.1 patch is now live [checksum d173] , 2018-06-14
2. ↑ Forum, [Dev Team] 2.1.2 patch is now live [checksum 170f] , 2018-08-07
3. ↑ Forum, [Dev Team] 2.1.3 patch is now live [checksum 42f6] , 2018-09-06