Changelog: 1.4.6 - Bugfix and Accessibility

**[Accessibility]**

* Added icon in the Scan view legend to illustrate the different hacking routes and traces
* Added the fact (in tooltip) that all defensive programs remove detected backdoors on the node they're placed on
* Added a Notification for when Minor And Pirate get access to Hacking
* Reworked “Hostile Trace Detected!” notification
* Added tooltip to sleeper count element in the hacking banner
* When a hacking operation and its trace finish at the same time, the operation will always have priority and the trace will be cancelled
* Pre-allocated Program Icons now Blink
* Improved the tooltip of the "Piggyback" offensive program
* Tooltip now displays click instruction for Hacking Op Cancellation Allocation
* Changed failure message when trying to hack Vaulters' special node
* Show the possible colonizable planet on system label, even if colonized by another major empire, to better reflect the ability of UC to install sanctuaries on almost any system.
* Formated “Overcloaker” module tooltip for clarity

**[Balancing]**

* Increased cost of specialization for Obliterator
* Increased cost of Obliterator shot when not loaded
* Added vision bonuses on Citadel specialization and Obliterator Shield system improvement
* Tweaked United Empire faction quest chapter 1 part 2 Industrialist objective value
* Added bonuses in hacking (very light speed bonus and Bandwidth) for higher difficulty AIs

**[Perfs]**

* Reduced end turn framerate drops by highly reducing the time spent in the influence refresh and visibility refresh algorithms

**[FIX]**

* Increased Vodyani base food output so that they won't start with -1 food in endless speed
* Users can now properly use keyboard shortcuts to navigate the galaxy map after successfully placing a sanctuary on a neutral system
* Made sure the deed asking for multiple trade companies doesn't appear when there's an UC in the game
* Hacking a system with another UC sanctuaries will reveal them
* Fixed Core Cracker modules not being correctly forbidden by the "Enable super weapon" setting
* Systems which are under Blackout effect can no longer launch hacks, and a tooltips feedbacks why
* When an offensive programs is on two operations, it will automatically be cancelled if the operation that triggered it finishes before the next one reaches it
* Made sure custom factions with the "In the Sahdows" affinity can not take the following traits:
	+ "Fervent Colonists" and "Apathetic Colonists"
	+ "Resilient" (Free Obliterator Shield on home system) as it is useless to them
	+ "Involuntary Nomads" (Argosy)
	+ "Guardians"
	+ All Minor Faction Population traits
* Made sure the custom faction trait "Xenolinguistics" that provides said technology only appears once in the list
* Fixed unoperational hacking speed boost from Umbral choir cooperation protocol
* The UC can no longer impose a closed borders treaty, as it has no effect on the systems they control. Other factions can still use it against a UC player
* Added a specific improvement for Umbral Choir affinity / Riftborn visual affinity so the faction can extend its population to Sanctuaries
* Tooltip of "Purge" Ground Battle Outcome for Minor Faction systems now correctly states that the faction trait will be gained
* Operation cancellation bandwidth cost cannot be increased by enemy or allied programs anymore
* Forbid sending "stop hacking" contextual term when at war
* Added Crescent-only anomalies. Prevented custom factions with UC gameplay from having any Anomaly starting modifier traits
* Fixed situation where the game crashed because of diplomacy being way too harsh on performances.
* Construction items are now properly displayed on monitors with native 1600x900 resolution and Custom Interface Size below 80
* Made sure the Compression Singularity is consistent with the tooltips of other singularities
* Fixed Cathedral of the Swarm displaying the wrong category in the tech tree
* Removed weapons from available module list when designing a Horatio/Cravers/Riftborn colonizer
* Fleet line elements don't flicker anymore whenever a fleet performs an action
* The Riftborn Explorer module slot obtained from Adaptive Colonies technology was not properly positioned in Ship Design Screen while Redshifted skin enabled
* Corrected the political impact of the "Immaterial Connection" improvement; also made sure it couldn't be built until the player gets a sanctuary on a gas planet
* Orbital stations of the Umbral Choir are now displayed around planet to reflect the level of population
* Assimilated Illo, Kalmat and Harmony minor civilizations will now be shown in the conquest counter
* Removed Colonizer module unlocks from the tech tree when playing a faction without colonizer
* Removed useless colonizer ship design when creating custom faction with UC gameplay and any other visual affinity
* Enemy Best System Indicator in scan view no longer informs the player about hacking outcomes while having the DLC 3 Content disabled
* Umbral Choir players are no longer unable to move population units from Sanctuaries to planets containing outposts
* Corrected a variable for the UC faction quest chapter 4B
* Fixing Achievement “Thank god they use USB too” to only rewarding it when hacking major home systems
* Fixed Striker module effect not being functional
* Disabled animated hero portraits in academy screen if you have over 5 heroes in order to lessen the performance impact of hero cards when you have a lot of heroes
* Moved the "Turns" legend of System Info graph in System Overview scan view to avoid overlap with the end turn button
* Fixed an issue when trying to place a sleeper on a vodiany system
* Corrected an Endless Day quest: no more skippable assert when playing with too many players compared to the map size
* The "Enable Hacking Outcome timer" is no longer available for the player while having DLC 3 Content disabled
* Made the quest "Your Bag, Please" take the diplomatic status into account
* The notification for pacific conversion is no longer triggered for Umbral Choir
* Fixed UC having some ground battle strategies effect not applying for Sanctuaries
* Fixed some glitch in the portrait of Imane (pilgrim hero)
* Changed System level improvements for UC and Vodyani to remove mention of unlocking space port - Part1
* Fleet Expedition action on Systems with only curiosities which need Curiosity Power higher by at least 2 Levels than the player's current power will now display the proper failure message
* The tooltips for the Crescent expansion (and other terraformation) unlocks in the Technology screen no longer falsely inform the user they are planetary specializations
* Fixing an issue when a Sanctuary is destroyed and is a ship spawn point
* Added a political event for population slot SSI (not considered as "approval" improvements anymore)
* Sleepers are now destroyed when they failed to be transferred to a planet from an automated delivery
* The Sanctuary Management screen "link destination" button is now properly grayed out when having no functionality while the sanctuary is invaded
* Prohibited "Force Immigration" for UC Empires
* Removed outdated scan view caption info and added Hacking info
* Fixed confusing or debug response notification messages generated after/during contextual diplomatic exchanges
* Made sure the military Deed asking the player to destroy 4 planets doesn't trigger when super-weapons are disabled
* Made sure the sophon quest curiosities could not be researched before the relevant quest is triggered
* Prohibited the placement of sanctuary on a planet if there is already one from another empire regardless of visibility
* Sleepers are no longer revealed on security breach (the first system of a trace).
* Fixed "Immaterial connection" effect not showing in the empire science tooltip despite being correctly applied
* Fixed some Sleeper detection actions being available when Penumbra content was disabled
* The infinite improvements which converts Industry will now be also consuming the Industry generated by Sanctuaries
* Populations on the spaceport are now destroyed when the system is lost. This fixes numerous issues with undead pops and Sleepers in lost systems' spaceport.

**[AI]**

* UC AIs will now seek to use further beacons if possible
* UC AIs will now seek to place more beacons in order to gain the nodes' bonuses
* UC AIs will now seek to place backdoors on pirate systems
* UC AIs will avoid firing on their sanctuaries if possible
* AIs will now seek to push max population improvement
* AIs are now less likely to chose hacking routes on which there are consecutive enemy colonies
* AIs will focus their influence on one minor at a time
* AIs use Sanctuary-specific variants of Ground Battle Tactics more effectively

**[AI][FIX]**

* Fixed an issue where AIs would not explore other constellations than their own
* Fixed an issue when determining if a fleet could attack another
* Fixed an issue during the operation need computation
* Fixed an issue preventing laws from being pushed
* Fixed an issue when selecting a hacking outcome
* Fixed an issue where Arks could not properly attach themselves