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The tooltip of factions traits that unlock technologies now display the corresponding technology's tooltip rather than a specific one
Add notifications when:
- A cease fire has been finished
- A contract has been canceled because of a lack of resource or dust
Boost the weight on Gravitation Manipulation because the AI never researched it, or too late
Changed how AI chose battlecards
Changed title in battle report to lower misunderstanding on damage calculation
Modified the priority on all the other descriptors related to the defense in order to only affect the initial value with the game speed factor
Added a speed factor for the hero arrival (25, 50, 75) and the colony conversion (15, 30, 45)
Changed defense depending on influence zone:
- neutral: 30 per population -> 10 per population
- under enemy: 24 per population -> 5 per population
Locust point are now progressing depending on the game speed:
- Slow: x0.5
- Normal: x1
- Fast: x2
FOCUS ON MULTIPLAYER FIXES
Fixed a bug when joining on the fly was able to cause a desync when an empire had a cloned hero
Fixed a bug when the parameters used to compute the population growth weren't properly initialized by remote players that joined on the fly (when playing in fast or slow)
Fixed a bug when sometimes, by joining on the fly, the star system influence was a source of desync
Fixed a bug in the construction queue (multiple unique planetary improvements of the same category)
Fixed a bug where the battle card retreat (when played by an AI) caused an assert and a desync
Updated the way fleets and ships are identified to guarantee each fleet has a unique identifier
Revamped game states to improve the synchronisation between players
Improve simulation calculations sorting to avoid desync when joining on the fly
Fixed a game state sync condition that caused the game to freeze under certain circumstances
Fixed a copy/paste mistake in fleet merging
Added a Hero ID sort in case of Hero Level equality in fleet merging
Fixed conversion issues
Fixed updating data simulation
Fixed initialisation of influence zones of home systems
Fixed latency issues
Fixed GUI that temporary duplicates/instantiates objects
Fixed game speed management with game events
Fixed an issue where the pool of heroes was deleted on the host side when a player joined on the fly
Fixed a desync which occured when leaving the session after hiring all available academy heroes
Fixed an issue where battle cards consuming dust caused an assert (and infinite turn ending) when they were played by the defender
OTHER FIXES
Resource exchanges weren't canceled even if the instigator didn't produce the required resources (after a system loss for example)
Contracts with a cease fire weren't destroyed after the cease fire end
Some overlapping and debug texts have been corrected
Updated description of Legendary Heroes/Micromanagers faction traits according to effect
Corrected a Path bug on Unique Sower Improvement
Update battle cards: Nano-repair/adaptive strategy/short circuit/EMP to match descriptions
Fixed an issue where interactive events effects could be applied twice when loading the auto save generated just after the appearance of this kind of event
Systems with an AI attributed to them will have an empty queue
Fixed an issue where the event that adds an anomaly on planets could add many different anomalies on the same planet
Fixed an issue where the random values that allow the pirate fleets to spawn were the same each turn.
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