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Modder Patchnotes 1.5.0
Malthus edited this page Mar 30, 2017
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1 revision
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- is_boss is now a fleet setting only
- Added functionality to support GetSpeciesAdj for Pop Scope
- Traits now have a randomized = yes/no setting that is used when randomizing traits instead of initial = yes/no. Initial now only controls what traits can be used in a custom species
- Support context switch from army to owner
- Removed defines for base resource income. You can now change this in the script files for each resource
- Replaced Pop_add_ethic with Pop_change_ethic, can still use Pop_add_forced_ethic to override 1-ethic rule
- Added pc_habitat planet class
- The kill_leader effect now uses the scoped leader if no type is specified
- Added spawn_megastructure effect
- Added change_leader_portrait effect
- Added rename_species effect that can pick randomly from a list or prompt the player for a custom name
- Added add_ruler_trait and remove_ruler_trait effects
- every_owned_leader and random_owned_leader now include the current ruler
- Added support for army scope for is_same_species, is_exact_same_species triggers and change_species effect
- Added clear_ethos effect, takes Pop or country scope
- Added shift_ethic effect, adds the selected ethic to country ethos and then cleans up afterwards so amount of ethics points stays the same
- Added add_ruler_trait and remove_ruler_trait effects to change ruler traits for any leader, even if they are not currently ruler
- Added random_pool_leader and every_pool_leader list effects for leaders that are recruitable for a country
- Added count_species and count_exact_species triggers
- Added any_planet_army and count_planet_army triggers
- Added any_owned_army and count_owned_army triggers
- Added num_ascension_perks trigger
- Added former__type triggers
- Added habitable_structure scripted trigger
- Added has_tradition trigger
- Added has_ascension_perk trigger
- Added num_trait_points trigger
- Added has_presence trigger
- Added excess_food trigger
- Added unrest trigger
- Added has_ruler_trait trigger
- Renamed random_army_within_country to random_owned_army
- Renamed every_army_within_country to every_owned_army
- Renamed random_army to random_planet_army
- Allow using a species 'who' target for the habitability trigger
- any_owned_leader now includes the current ruler
- Added any_pool_leader and count_pool_leader triggers for leaders that are recruitable for a country
- Added slave_mineral_output modifier
- Added country_trust_cap_add modifier
- Added federation_naval_cap_contribution_mult modifier
- Added ship_home_territory_fire_rate_mult modifier
- Added country_vassal_naval_capacity_contribution_mult modifier
- Added subject_tribute_mult modifier
- Added country_subject_technology_sharing_mult modifier
- Added country_federation_member_resource__mult modifiers
- Added leader_<admiral/general/scientist/governor>_influence_cost modifiers
- Added planet_building_upkeep_mult modifier
- Added megastructure_build_speed_mult modifier
- Added mod_megastructure_build_cost_mult modifier
- Added modify_species_cost_mult modifier
- Added country_government_civic_points_add modifier
- slave_production_output now affects all resources produced by slaves
- Added trigger support for opinion modifiers, allows creating new opinion modifiers without code support
- Removed support for common/triggered_modifiers
- Replaced Pop_radiation_happiness modifier with biological_Pop_happiness that only affects biological Pops
- All auto generated "resource_x_add" modifier types have been renamed to "tile_resource_x_add" as they were only applied to tiles
- The "country_resource_x_mult" modifier type is back! This one should be preferred over tile_resource_x_mult for empire-wide effects. Influence specific sources are not affected by this one (like influence from rivalries etc).
- The "planet_resource_x_add" modifier now works for all resource types, not just food
- Added faction_influence_mult modifier type
- Added subject_influence_gain_mult modifier type
- Added subject_integration_influence_cost modifier type
- tile_resource_x_add modifier type now adds resources regardless of what building is on the tile
- Added tile_building_resource_x_add modifier type that only adds its value if the tile's building already produces some of that resource
- Added on_megastructure_built on-action
- Added on_megastructure_upgrade_begin on-action
- Added on_megastructure_upgraded on-action
- Added on_ruler_back_to_pre_ruler_class on-action
- Added empire_init_add_technologies on-action. Used during galaxy generation
- Added create_capital_initial_Pops on-action. Used during galaxy generation
- Added empire_init_create_ships on-action. Used during galaxy generation
- Added are_rebels_hostile game rule
- Added should_apply_neighbor_rival_modifier game rule
- Added show_notification_for_ground_combat game rule
- Added has_full_sensor_range game rule
- Added can_planet_support_orbital_station game rule