Nanaki -> [1.9.5.5] Updated Bug List (7/6/2014 4:10:02 PM)
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Galaxy Editor: - FIXED - Editing pirate factions will remove the pirate flag in the upper left corner - FIXED - Editing pirate faction flags will not properly update the flag shown on pirate space ports in the galaxy map - Deleting planets/moons sometimes does not properly update the system planet/moon counts, sometimes it will show more planets/moons than actually exist - Certain types of ruins cannot be placed - The character editor does not properly import valid PNG files when changing character avatar Pirates: - Pirate Automaton will not build troops on owned colonies - Empires cannot build in pirate-owned systems - Pirates do not get most racial modifiers for the dominant race Note: Bonuses from assimilated races work, it is only the initial race pick that does not work - Smuggler/Mercenary facility defense bonus does not seem to work at all - FIXED - Pirates cannot build normal planetary structures unless they build them through the colony screen - Independant planets acquired by Criminal Network are not properly transferred to the Pirate faction Note: There are differences in population growth, income, and the planet is ignored when it comes to assimilated race benefits, might be other differences - Pirate Leaders, Intelligence Agents, and inactive Fleet Admirals are not transferred to a new Pirate Home Base - New intelligence agents and researchers will still spawn at the old pirate home base - Pirates gain no benefit from research wonders - Pirates are unable to acquire Colonial Governors, even if they possess colonies - Pirates are unable to build Pirate Bases/Fortresses on colonies they gain through colonization - Pirates can get racial assimilation bonuses from independant colonies they have facilities on - Pirate racial assimilation bonuses do not update over the course of the game, once the bonuses are applied they are permanent and do not change - FIXED - Pirates currently pay 0 maintenance for infantry troops trained - Pirates can build spaceports beyond the maximum size without needing a colony - Pirates do not get most events, including planetary disaster events and racial events, rendering them immune to disasters - NEW - Pirate Resort Bases are not properly cleaned up after destroyed, they continue to cost maintenance even though they are destroyed. Espionage: - FIXED? (MORE TESTING NEEDED) - Low counterespionage skill is too strong, I have had a 20% Counterespionage agent regularly capture a 70% Espionage agent in tests - FIXED? (MORE TESTING NEEDED) - Catching espionage agents are far too easy, I noticed that espionage missions either ended in 100% success (no detection), or the agent got cought AI: - FIXED? (MORE TESTING NEEDED) - AIs with access to corporate nationalism may commit suicide by constantly switching governments Note: A human government with Way of the Ancients reduced itself from a 30-colony major power to only a ~10 colony minor power - Empire AIs are a little too eager to cancel protection agreements, especially when they will accept a higher-costing one right after Characters: - Ship Captains will never have their skills revealed, even after countless battles and smuggling operations - Stations are not considered valid assignments for Ship Captains and Fleet Admirals even though their skills work onboard them Note: This one has a workaround through the right-click 'transfer character' drop down menu. This is also the only way to move Intelligence agents Other: - Wonder Development bonus does not stack for multiple wonders, ruins development bonus count as wonders so wonder + ruins will not stack - Private/Smuggler stations will not defend themselves against space creatures until the creatures get within melee range - On creating a new game, Colony Influence range is not stored properly. It will always subtract the stored value by 1% (100% > 99% > 98% etc) - Fighters are far too effective in 'Out of Sector' combat calculations. I have had a single construction ship with 3 fighter bays manage to hold off an entire Human fleet, so long as I kept out of sector. As soon as I zoom into sector, the construction ship is killed very quickly. - NEW - Planets will not export any resources unless a starport is built over it
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