General:
Galaxy Activity
-Minimum/Maximum times adjusted in fast round
-Decay cannot exceed production
Fast Round:
Artefacts:
-Limited to 30 per round, randomly selected on round spawn
Special Operations:
Energy Surge
-Maximum damages reduced to match previous Python levels
Sense Artefact
-Base cost increased from 40% to 60% in fast round
-Difficulty increased from 3.0 to 5.0 in fast round
Maps Theft
-Difficulty increased from 4.5 to 5.5 in fast round
General:
Battle
-Costs adjusted for low player base, scales depending on size. More expensive if much larger, cheaper if much smaller
-Stationed fleet was not depleting losses if the planet was lost, fixed
-Fleet orders not processing for attacker if battle was lost prior to stage 4, fixed
Stationed Fleet
-Recall option changed on the planet page, any stationed fleet shows in the fleet page with the link to the planet
Transports/ Carriers
-Automatically fills minimum required when sending a fleet, displays a warning if not enough available
War
-Secondary condition added to declare, if opponent is less than 80% planets, they must also be above 60% of networth
-Prime Minister page will display an error message if trying to declare on an empire that fails to meet the conditions prior to declaring, allowing for users to check first
Galaxy Activity
-After successful testing, the next phase will be introduced
-Activities can now come and go during different stages of the round, with differing strength percentages
-New Galaxy activity allows for Artefacts to spawn in the Regular Round, it randomly selects an unexplored planet, possibly already scouted
Artefacts:
Guide
-Artefacts will remain hidden for the Regular Round unless found
Regular Round
-The random code for selecting the 9 artefacts has been adjusted to prevent the same artefacts appearing constantly
Special Operations:
Spells/ psychic operations
-Costs were defaulting to default, rather than adjusting for targetted player, fixed
General:
Battle
-A calculation was causing defender to lose all air units in phase 2 if defending fighters heavily outnumbered attackers, fixed
Artefacts:
Advanced Robotics
-Reduction to spec op penalty tweaked and now matches the python code displayed on screen
Special Operations:
System
-Total Agents in Main Fleet now shown under the number to send
-Ghost ships automatically filled with available numbers
-Option to send all available system affecting incantations directly from system screen rather than only allowing Survey
Readiness Losses
-Reported discrepency under War Decleration, unable to replicate but formula tweaked anyway, continue to report any issues please