| Erik Rutins 
 
   Posts:  37503
 Joined:  3/28/2000
 From:  Vermont, USA
 Status: offline
   | This build will be available as a public beta today, hopefully as an official update next Tuesday. 
 This build has the following changes from 1.9.5.4:
 
 CRASH FIXES
 - added extra safeguards to help prevent crashes when using faulty themes
 
 BUG FIXES
 - now cancel intelligence missions when target colony or base conquered, destroyed, etc
 - fixed bug where sometimes getting tech bonuses from disassembling ships without advanced tech
 - Ion Defense and Tractor Beams no longer counted as weapons when checking civilian designs in Ship Design editor
 - ensure never load pirate raider troops when loading troops onto transports (e.g. loading troops from own colony while attacking pirate base)
 - ensure custom planetmaps getting loaded ('other' folder)
 - ensure mouse scroll wheel retains focus when Character and Empire Policy screens are closed
 - ensure colonies only appear once in Top Colonies screen, even when controlled by pirates
 
 MODDING
 - NEW MODDING FEATURE: defined Research path. Optionally allow specifying project order for a race for each tech tree (see new entries in race files: WeaponsResearchProjectOrder, EnergyResearchProjectOrder, HighTechResearchProjectOrder)
 - reverted file loading for certain files to be encoding neutral, i.e. does not matter whether ANSI or UTF-8 (resources.txt, components.txt, research.txt)
 - increased maximum government amount to 60 (governments.txt)
 - increased maximum planetary facility amount to 100 (facilities.txt)
 - increased maximum fighter amount to 50 (fighters.txt)
 
 USER INTERFACE
 - increased font sizes for main menu items when screen resolution is greater than 1920x1080
 - increased font size for Galactopedia topic index
 - increased font size of hover panel at bottom-middle of screen
 - increased font size in Game Options screens
 - slightly increased font size in main view for system names, nebula names, etc
 - increased font size of tradeable items in Diplomacy trade screen
 - increased font size in hover tech descriptions in Diplomacy trade screen
 - increased font size in Component Guide screen (Design Detail screen and Research screen)
 - ensure correct empire remains selected in Diplomacy screen when conclude trade deal
 
 GAME BALANCE AND AI
 - further improved AI ship design: no longer add too many extra reactors, nor remove too many shield components, when attempting to shrink a new design to fit within construction size limits
 - increased chance of counterintelligence missions successfully intercepting enemy intelligence missions, especially for agents with high counterintelligence skill levels
 - random government selection more balanced (no longer frequently choosing Military Dictatorship)
 - initial home system ruins (Age of Shadows) now never contain system map bonuses
 - reduced number of spaceports empire builds when has low population
 - increased maximum fleet count. Now relates to overall number of ships and bases, up to maximum of 100 fleets
 - AI empires now check whether colony is safe to build at prior to initiating research station construction (e.g. check for nearby pirates)
 
 PIRATES
 - ensure pirate smuggling freighters repair at pirate base when damaged
 - ensure pirate smuggling freighters retrofit when necessary and able
 - empire will not detect and attack pirate smugglers when they are smuggling resources for that empire
 - ensure that pirate-owned colonies are included when checking for wonder completion
 - pirate factions now get research bonuses from scientists at their bases
 - pirate factions can now change their home base to any space port in their empire by selecting new option in right-click pop-up menu
 
 OTHER
 - ensure that new settings and savegame folder locations are properly created (My Documents\My Games\Distant Worlds Universe)
 
 < Message edited by Erik Rutins -- 6/27/2014 2:56:07 PM  >
 
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