Patch 1.9.0
Fixed the misbehaving solar system defenders.


Fixed the misbehaving solar system defenders.

Fixed torpedo launcher issue.

Fixed an issue with detecting loss of solar system ownership to other empires. Fixed Sectoid expansion issue that stop them to pick a target system. Fixed corvettes attack run under Ai control, their engine was reduced to almost nothing when in range to targets which stopped them

Fixed a turn crash related to defeated empire's trade privatization subroutine. Fixed the change of system ownership bug related to conquering or destroying enemy colonies. About interest, I limited it to max 10 million per turn as well disabled it for the duration of recession.

Reworked the Interceptor tech tree. Made a new area damaging flak cannon, that is now the new tier 2 Interceptor weapon, pushing the beam interceptor to the tier 3 position. Removed the ray interceptor for now. The flak cannon causes area damage, making it excellent against the r

Fixed policy options being blocked by the new 5 turn long cooldown after setting a new policy. Changed policy base political cost for 5 and every subsequent use of the same policy increases it by 2.5 on normal difficulty. Added a new command console config setting. Use CONFIGBATT

Added cooldown and increment to political cost per usage to the new policies. Added damage mitigation to large battles, number of vessels over 12 each reduces damage by 2.5% until the maximum of 70%. This calculation uses the total number of vessels in a battle on both side. Impr

Fixed an issue with the new power distribution slider's buttons to max out either side with one click. Fixed an issue with fighter's failing to fire their weapons. War support now does not sets back to 100 when ending a war rather it is slowly one turn at a time grows back to 100

The aim of this is to provide better tooltips for the new policies system. Each policy got detailed breakdown and info to better understand how they work. Most of the policies have been renamed based of vaaish's suggestion. Thanks so much! Also based of suggestion additional effe

This patch introduces a new system for the empire menu, the new system has three different policy slots each having 5 distinctive policy options to pick from. These policies are grouped as political, economical and military and their slot is found right beside the current governa

Fixed resource cash of Compute Quartz rewarded as Trihelium Gas. Fixed an issue with power reserve module's bonus amount not added to starting power reserve. Improved the combat AI's responsiveness at the start of battle. Fixed the Astral Space Corp's corvette engine, it was not

Added work placement increase breakdown to the employment info table.

Added a power distribution slider for space combat. This new controller allows the player to change the balance of power between ship systems and weapons. Weapons and systems are both using power generated by the reactor and when under use each weapon and system drains power in o

Fixed an issue with Damages getting to the lowest output. Made sure saving interest is calculated at the right time, all before any due payments are made. Made a round of tweaking of the new governmental properties.

This patch exposes the Debt Approval property of governments as well as introduces new properties in the form of their Interest Rate and Recession chances. Debt approval reduces approval after every 1.000.000 negative budget. Interest rate is given after every 1.000.000 positive

This patch introduces new governmental perks like the tech proficiency and new governmental programs. The tech proficiency perk grants the player 50% less tech points requirement for the specified tech tree. It also provides 20% better power efficiency for that tree's weapons, re

Tactical missile launchers now launch their missiles with a small delay of about a quarter second offset by a random amount in between -0.1 and 0.1 seconds for a less uniform look. This change is mainly aimed to solve the issue of the player able to launch missiles while the game

Added precursor assault cruiser capital vessel to be recovered. Changed the trade route missing freighter slots to display the number of missing freighters instead of spanning one for each. Added remaining duration indicator to anomaly exploration beside the progress bar. Added c

Added precursor shipyard and science station that can be recovered using the system survey manager. The recovered shipyard can be used to do retrofits even if the system is not yet colonized but cannot build new ships until do so. The science station if recovered provides +10 res

Fixed a number of issues that may have caused combat to misbehave, hanging or crashing. Fixed an issue where shield would not turn on at 100% charge. Added trade route missing freighter indicator, yellow slot for freighters needed to fulfil demand, and green slots for shipping su