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Modder Patchnotes 1.5.0

Malthus edited this page Mar 30, 2017 · 1 revision

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User modding

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Misc.

  • 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

Effects

  • 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

Triggers

  • 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

Modifiers

  • 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

On-actions

  • 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

Game Rules

  • 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