Full notes
Full Predestination update
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What changed
- Performance
- Gameplay
- Fixes
- UI and audio
Predestination changes
Patch Notes for Hotfix V1.0.0.3 (Build ID: 2590635)
This hotfix solves a number of reported crashes that didn't make it into the previous hotfix, and fixes a lot of bugs that have been recently reported or in the backlog for some time. The patch also adds an Exit Tutorial button to the Tutorial and adds a new diagnostic suite to the crash reporter that gathers basic information on your CPU adn GPU to help diagnose complex and unusual faults. Note: This update includes changes to the planet generation code to fix a problem with the Aquatic homeworld. We've chosen not to invalidate any V1.0.0.1 or V1.0.0.2 save game files in case you're in the middle of the game and because the risk of disruption is extremely low on all planets but the Z'loq homeworld. If you see a previously explored planet's continents rearranged compared to where they were in the previous version, it's nothing to worry about and the resources should remain where they were before the patch.
Bug and crash fixes:
Any technology you research now applies immediately on the turn that you get it, so any bonuses are applied to that turn's output.
The planet UI will now correctly update immediately after researching a new technology that affects it such as Advanced City Planning.
The Waste Management Tech will now correctly stack with improved road techs and applies immediately when researched.
The Zloq will no longer accidentally start on land. For real this time!
Deep Core Coral deposits will now correctly be revealed on planets you have already explored. We may be removing Deep Core Coral in a future update though as it doesn't make much sense.
All Deposit descriptions now automatically update to reflect new technologies, such as Carbonide Drills increasing Ore Deposit yield from +2 to +3.
All building and infrastructure descriptions now automatically update to reflect new technologies and changes based on environment. For example, Fossil Fuel Power Plants will now update from 50 to 100
Fertile Soil and Land Animals can no longer spawn in desert environments.
The recycling plant technology's description now correctly states that it produces 1 metal per thousand population in the city, not across the entire planet. It now correctly matches up with the building description on the tooltip.
It's no longer possible to select the same city blueprint that's already in use at the current city, triggering a popup asking if you want to upgrade even though it's the same blueprint. The current blueprint is now grayed out. This interface is due for a revamp soon too.
The game will no longer autosave every time you load a save game file. It now correctly autosaves when you create a new game or start a mission.
All ships in the build queue of starbases are now automatically regenerated when you load the game. Previously they were only regenerated when you hit the end turn button.
The debug keys for Show Sensor Area (b) and Show Star Chart Plane (c) on the Galaxy Screen are now correctly disabled in non-debug mode. The player could accidentally press these keys and get confused.
It's no longer possible to click the blueprints on the blueprint screen multiple times.
Cities no longer mark themselves as not built when Updating a player-made blueprint.
Cities now correctly update to the latest version of their blueprint when it's modified, taking a number of turns based on the build time of the new buildings.
The game should no longer black-screen on rare occasions when moving from the planet view to the galaxy view. This was caused by the game accidentally opening two versions of the same screen.
Fixed a rare Predestination.DialogPopup.AddDisaster crash that could happen if the planet's colonies are destroyed before a disaster happens there.
Attempted a fix for a rare Predestination.PlanetScreen.RenderBiospheres crash that we can't replicate but is most likely due to thread timings.
Minor Changes:
Added a button to let players quit the Tutorial early at any point. The tutorial must currently be restarted from the beginning if you want to continue it.
Enemy planetary shields will now be a minimum of 50% opaque even if they have almost 0 energy reserves, so you can see that there are still shields wwhen dropping troops etc.
Attached a new diagnostic suite to the crash reporter. This will now send us generic information on the system's CPU and GPU, which will help us diagnose whether a crash is in our code, a driver fault, or a hardware incompatibility that we can look into. Please keep sending in those crash reports! Cheers, -- Brendan, Lead Developer
Source
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