Spaceships that get destroyed by a population crisis event did display a broken dummy Statistic screen that could not be removed. This issue is fixed now. Colonies that turn into full civilizations do not copy the government name from the original society that sended the spaceship anymore. The Mouseover Popup for the Flares is placed on a more convenient position.
New Synthetic Species Event "Priority Framework : System X"
New Synthetic Species Event "System Development Analysis"
Bugfix - A successful "hacking attack" against a robot uprising that led to a drastic fall of tech levels used to destroy the bio civilization and let the robots win. This is fixed now.
Bugfix - The resource and population values of an incoming biological spaceship fighting with a robot civilization were set wrong, which caused strange results.
Bugfix - If a defending robot society fled from a biological spaceship attack, both parties were sometimes destroyed leaving only an empty planet.
Bugfix - The name of defending robots during an incoming biological spaceships attack was wrong and displayed something like "Master" instead of the proper robot name.
Bugfix - Some species-specific names for arms, brains, babies, etc were overwritten with more generic names of their type.
Bugfix - In the description text of second chance species sometimes a "__" was displayed instead of an empty space.
Bugfix - In the "Thieving Monkeys" event. ELEMENT_PREFIX Monkey should now be displayed as "Sand Monkeys" etc
Bugfix - Water Cats and Ocean Crawlers both have now the "Aquatic Species" status
Bugfix - If after a robot uprising the robots leave the planet or are destroyed (and they do not create a Tomb World in the process) it is possible to trigger a Second Chance Evolution event. But this event always produced Monkeys as the Balanced Species even if the creator Species was Unbalanced or Ambiguous. They will now spawn Cats / Crawlers.
Bugfix - "Justice" our industrial punk music score was not triggered by the "Battle of the Bands" event
Bugfix - When using the keyboard and quickly pressing tab to leave the Character Screen after an event the Character Screen was sometimes visible in the Galaxy Screen again which was really annoying.
Bugfix - When using the keyboard and quickly pressing tab during an event it could happen that the small description window popped up behind the event text. That should not happen anymore.
Bugfix - The "Robot Rivalry" event was never correctly triggered.
Bugfix - When selecting a flare sometimes the subtitle says something like "Earth is the home of the Human Governments." was removed for 5 seconds. This is fixed now.
Bugfix - Blizzards should not happen in space regions anymore.
Bugfix - Fish species are not building naval frigates anymore
Bugfix - Loading an old savegame from the Eros Update can produce dummy flare texts for stone age societies like "ai creates research" or "fear of technology". This should be fixed now.
Bugfix - When loading the save game at the end of the game the "Good Ending" and "Bad Ending" status was not saved and the player got the "Grey Ending" score.
Bugfix - The "Interstellar Data" event does not point towards the wrong star systems anymore.
UI Rework - Increased the spawning speed of flares.
UI Rework - The "Flare Panel" in the "How To Play Menu" now shows the new flare system.
UI Rework - The Mouse Over Popup of the flares will be shown much faster
UI Rework - No new Flares are spawned anymore when the game is already over
UI Rework - The text that displays on empty planets changes the type of the planet correctly if the planet is turned into a Tomb World or anything else.
Balancing - Positive Flares will only spawn Population Boost if one of these conditions apply
If the society is under 1000 population
If the population status is "Population Decline" and the growth rate is under 20%,
If the population status is "Sparse Population" and the growth rate is under 15%,
If the population status is "Balanced Population" and the growth rate is under 10%,
If the population status is "Dense Population" or higher and the growth rate is negative.
In all other cases a Consumption Decrease boost is spawned
Balancing - When Harm Potential is really low a Positive Flare will not spawn a Harm Reduction Boost but will spawn a Consumption Decrease Boost instead.
Balancing - When the Research progress is under 10% a Negative Flare will not spawn a Research Malus but will spawn a Population Decrease Boost instead.
Balancing - Events that give Maximum Harm Potential increase the Harm Potential by 8% now instead of 3%
Balancing - Events that give Default Harm Potential increase the Harm Potential by 2% now instead of 1%
Balancing - Harm Increase Flares increase the Harm Potential by 0.05% now instead of 0.02%
Balancing - Synthesis Costs of Robot Evolution Events are higher, so it is harder to turn off (set to Idle Behavior) the robot civilization in the beginning.
Balancing - Synthesis Costs of Robot Resettle Events are higher, so it is harder to leave blooming nature behind when extracting everything from a planet.
Balancing - Spaceships avoid now to move back to the planet they came from, even if it would be a very short or optimal route.
Balancing - Robot Spaceship tended to pack not much resources, which led to weird situations where a newly founded colony instantly moves on to the next planet.
Balancing - Synthetic Civilizations with the Expanding Behavior do not send Spaceships out anymore if they have less than 1000 Robots.
--