4.0.22-Wilderness Open Beta 2025-08-07 Update
[p][/p][p]Feature[/p]- [p]The Technological Ascendancy AP now unlocks research policies allowing you to increase the draw weight for technology categories[/p][/*]
- [p]Added Research Restriction policies, allowing you to massively reduce the chance of drawing dangerous technologies (for example if you want to use automated research without researching these technologies).[/p][/*]
- [p]Added the Refactored Restrictions to the Ethical Guideline Refactoring GalCom resolution, which increases the draw chance for dangerous and rare technologies.[/p][/*]
- [p]Added demands to the Technologist faction pertaining to Research Restriction policies.[/p][/*]
- [p]The Charismatic and Repugnant traits (and their robotic, cybernetic and overtuned equivalents) now additionally provide job efficiency modifiers for elite strata and bio-trophy jobs. Go forth and pamper the galaxy's most adorable creatures! (Edit: Bio Trophies are missing "_bonus_" from the static modifier so it's not applying correctly. This will be fixed in the next update.)[/p][/*]
- [p]Decreased amenities granted by housing buildings[/p][/*]
- [p]Reactor Boosters now give a percentage boost to reactor output.[/p][/*]
- [p]Later growth stages of biological ships now have an inherent reactor output percentage boost.[/p][/*]
- [p]Rebalanced trade policies for regular empires.[/p][list]
- [p]Wealth Creation: 50% Trade, 50% Energy.[/p][/*]
- [p]Consumer Benefits: 50% Trade, 25% Consumer Goods, 25% Conversion Tax.[/p][/*]
- [p]Marketplace of Ideas: 50% Trade, 25% Unity, 25% Conversion Tax.[/p][/*]
- [p]Trade League: 50% Trade, 15% Energy, 15% Consumer Goods, 15% Unity, 5% Conversion Tax.[/p][/*]
- [p]Holy Covenant: 50% Trade, 37.5% Unity, 12% Conversion Tax.[/p][/*]
- [p]Mutual Aid: 25% Trade, 20% Energy, 20% Minerals, 20% Food, 15% Unity.[/p][/*]
- [p]Assorted planetary features that gave rare crystals or exotic gases from technicians now apply to miners or farmers respectively[/p][/*]
- [p]Added new District Specializations for strategic resources and some special features:[/p][list]
- [p]Rare Crystal Extraction district specialization to Mining Districts[/p][/*]
- [p]Volatile Motes Harvesting district specialization to Generator Districts[/p][/*]
- [p]Exotic Gas Capture district specialization to Agricultural Districts[/p][/*]
- [p]Central Spire district specialization for the Urban Districts of certain Relic Worlds[/p][/*]
- [p]The Spare Organs species trait will no longer interfere with Envoy assignment. Death now relieves them from their duties.[/p][/*]
- [p]Purging now properly disables regular pop upkeep because we really don't budget for the dead[/p][/*]
- [p]Fleet that are fighting are no longer eligible for special project requirements[/p][/*]
- [p]Civilians will now be properly used in the Lathe[/p][/*]
- [p]Updated Synaptic Reinforcement and Industrial Maintenance edicts to account for 4.0 changes.[/p][/*]
- [p]Robots no longer benefit from Cloning Vats[/p][/*]
- [p]Fixed the Housing tooltip not correctly showing district modifiers[/p][/*]
- [p]Fixed Buildings modifiers not being calculated at game start[/p][/*]
- [p]Fixed some duplicated entries of haruspex occurring from spiritualist federations[/p][/*]
- [p]Wilderness empires now have a fallback if their capital buildings are deleted during the monthly tick.[/p][/*]
- [p]Updated the Chronicle Drones production tooltip to reflect that they no longer produce amenities.[/p][/*]
- [p]The Lethal Ecosphere blocker will no longer require a technology to clear, cleaning up the technology view.[/p][/*]
- [p]Leviathan Parades should now have the name of the beastie you killed in the title again.[/p][/*]
- [p]Fixed a few more cases in which pops that should be bio-trophies weren't be pampered correctly (for example refugees that were insisting that they were being purged)[/p][/*]
- [p]Pops resettled to the Synaptic Lathe should no longer retain any belief that they still belong to any social stratum that isn't being part of a computer[/p][/*]
- [p]Stasis Wardens no longer scale their own or Civilian workforce into infinity and beyond[/p][/*]
- [p]Dramatically increased the weight for Offspring Drones, meaning that your planets are more likely to employ them and avoid the negative modifier.[/p][/*]
- [p]Fixed Pirate Events not spawning pirates[/p][/*]
- [p]Artisan Drones now have a food upkeep instead of a mineral one if you have a Catalytic Processing Civic.[/p][/*]
- [p]Fixed the space time anomaly saying it converted physicists into dimensional researchers.[/p][/*]
- [p]Added volatile mote cost and upkeep for alloy reclamation plant.[/p][/*]
- [p]Fixed undefined behavior in planetary construction (potentially leading to CTDS:s and OOS:s) of Districts and District Specializations as well as replacing/upgrading/repairing Buildings, Districts and District Specializations.[/p][/*]
- [p]Fixed crash when using the "Alerts.ShowAll" console command.[/p][/*]
- [p]Fixes OOS due to ship construction time is calculated to 0 on client but correct on server[/p][/*]
- [p]Improved the logic that checks for hidden Cutholoids[/p][/*]
- [p]Fixed OOS with ship positions due to combat.[/p][/*]
- [p]Continued improvements to AI economic plans.[/p][/*]
- [p]Added alert settings to the settings menu.[/p][/*]
- [p]Removed "Filter by Type" from message settings.[/p][/*]
- [p]Fixed situation alerts showing the wrong severity based on current stage.[/p][/*]