Spoiler: Patch Notes

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####################### VERSION 1.2.0 ########################

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# Special thanks to Magne "Meneth" Skjæran for helping out with the Map Modes



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# Features

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# Important

* Added Defensive Pact diplomatic action that allows you to form a defensive alliance with another empire.

* Non-Aggression Pact, Migration Treaty, Support Independence and Guarantee Independence are now diplomatic actions instead of trade deals.

* Removed embassies and replaced it with Trust. Trust builds over time from having active diplomatic treaties (such as a Non-Aggression Pact or Alliance) and increases opinion by up to +100.

* Federations now vote on wars and new members.

* Federation members now give 20% of their Navy Capacity to the Federation, which makes up the Federation Navy Capacity.

* Federation fleets no longer cost maintenance, but cannot exceed the Federation Navy Capacity in size.

* You can now kick alliance and federation members with a majority vote action.

* Sending a favorable trade deal (such as a gift) will now increase the opinion of the other empire by up to +100

* You can now set a War Philosophy policy. This policy determines what type of wargoals you can use

* Removed War Economy policy

* Colonzing Planets and building Frontier Outposts now costs Influence based on the distance to your closest owned system

* Border are now Open to everyone by default, but can be Closed through a Diplomatic Action. Empires will Close Borders to Rivals by default and Fallen Empires will never Open Borders

* Happiness is now a linear modifier, with levels above 50% giving bonuses and levels below 50% giving penalties

* All Ship Weapons have had their range doubled

* Added Diplomatic, Opinion, and AI Attitude Map Modes. Map Modes are easily moddable and more can be added through mods, but it will affect the checksum



# General

* Ship Designs with excess power gain a small bonus to damage, speed and evasion

* Grand Admiral achievement now requires a combined fleet power of 100.000 instead of having dealt 100.000 damage in a ship combat

* Alliances and Federations can now vote to kick a member. For the vote to be successful, ( 50% of members + 1 ) need to vote yes (so 3 members in an alliance of 4, for example)

* Ship Combat Computers behavior has been changed. Aggressive behavior is now called Swarm behavior and Defensive behavior is now called Bombardment behavior

* Added Visitor Center building and associated technology that is available to Xenophile empires

* Added Symbol of Unity building and associated technology that is available to Spiritualist empires

* Fleet merging has been improved and should prioritize certain fleets better

* Spaceports can now be dismantled

* Natural Beauty planet modifier effect on habitability removed. Instead the modifier now affects planet migration attraction by +25%

* Taking a Tributary now makes you guarantee their independence for 10 years without cost

* Migration Time was changed into Migration Speed

* Base Ethics Divergence has been changed and capital buildings have been adjusted accordingly. It is no longer possible to avoid Ethics Divergence by not working the Reassembled Ship Shelter

* Added Regulated Slavery policy option

* Civilian Ship designs are updated with shields and armor technologies

* Frontier Outposts are destroyed if the last owned planet in a system changes owner through war

* Strike Craft attack and movement pattern was charged to be more swarm-like

* Strike Craft ship count increased from 4 to 8, and damage has been rescaled accordingly

* Galactic Ambitions technology no longer provides Survey Data for empires you have contacted



# New - Wargoals

* Make Tributary: You can now take tributaries in war. Tributaries are a type of subject that pays 20% of their Energy Credits and Mineral income to their overlord, but do not join their overlord's wars and are free to declare their own wars and colonize planets

* Abandon Planet: If your policies allow Purging you can force an enemy to abandon a planet, killing all pops on that planet in the process

* Humiliate: You can humiliate enemy empires, making them suffer a negative modifier for a time and giving you a chunk of influence

* Open Borders: Forces the other Empire to open their borders to you for 10 years

* Stop Atrocity: Forces the other Empire to ban slavery and purging



# New - Space Nomads

* Nomads have been completely reworked and expanded for the mid-game

* This non-player faction travels from one end of the galaxy to the other, encountering empires and triggering events



# New - Diplomatic Incidents

* Certain actions and circumstances can now cause Diplomatic Incident events between Empires in the mid-game



# New - Slave Factions

* Removed the old Slave faction

* Added the Docile Slaves faction made up of relatively content slaves

* Docile Slaves faction has fairly mild Support Effects

* Docile Slaves faction demands Regulated Slavery policy

* Added the Malcontent Slaves faction made up of unhappy slaves

* Malcontent Slaves faction has fairly harsh Support Effects, indluding empire-wide rebellion

* Malcontent Slaves faction demands freedom for all slaves

* Added Emancipation faction for non-slave Pops

* Emancipation faction strengthens the Malcontent Slaves

* Pop ethos influences which faction Pops join when enslaved, and the decision "sticks" to them for a time

* Enslaved Pops move between the two factions, with dissatisfied slaves gravitating toward the Malcontent Slaves



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# Balance

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# General

* Base Happiness reduced from 60% to 50%

* Habitability of Planet Classes two steps removed from your species' primary type increased from 20% to 40%

* Reduced chance of post-combat Admiral events firing by a factor of 5

* Leaders will no longer gain any additional traits from leveling up if they already have 3 or more

* Newly spawned pops are now more likely to take their ethics from pops of the same species

* The Ruler Savior modifier duration from The Ransomeers event has been reduced from 100 years to 5 years

* The Grand Design modifier from Void Unclouded event is no longer permanent and now gives +10% Happiness for 20 years

* Propaganda edict can now be used by everyone. Fanatic Collectivists were previously prevented from using it

* Mineral Deficit effect increased from -33% to -50% and now also affects research speed

* Energy Credits Deficit effect increased from -33% to -50% and now also affects Robot output by -50%

* Comet Sighted event effect on happiness reduced from +15%/-15% to +10%/-10%

* Migration Treaties no longer affect Pop Happiness



# Ethics

* In general, fanatic versions are now 3 times as stronger than non-fanatic ethics



Fanatic Individualist

* Energy Credits output reduced from +20% to +15%



Individualist

* Energy Credits output reduced from +10% to +5%

* Slavery Tolerance reduced from -50% to -33%



Fanatic Collectivist

* Food requirement increased from -10% to -15%



Collectivist

* Slavery Tolerance reduced from +50% to +33%



Fanatic Xenophobe

* Xenophobia reduced from 20% to 15%

* Rival Influence Gain increased from +50% to +75%



Xenophobe

* Xenophobia reduced from 10% to 5%

* Alien Slavery Tolerance reduced from +50% to +33%



Fanatic Xenophile

* Xenophobia reduced from -20% to -15%

* Alliance Influence cost effect removed

* Max Embassies effect removed

* (NEW) Diplomatic Influence Cost reduced by 75%

* (NEW) Rival Influence gain is reduced by 75%



Xenophile

* Xenophobia reduced from -10% to -5%

* Alliance Influence cost effect removed

* Max Embassies effect removed

* (NEW) Diplomatic Influence Cost reduced by 25%

* (NEW) Rival Influence gain is reduced by 25%



Fanatic Militarist

* Army Damage effect removed

* (NEW) Max Rivalries increased by 3

* (NEW) Ship Damage increased by 10%

* (NEW) Trust growth reduced by 60%



Militarist

* War Happiness increased from +5% to +10%

* Army Damage effect removed

* (NEW) Max Rivalries increased by 1

* (NEW) Ship Damage increased by 3%

* (NEW) Trust growth reduced by 20%



Fanatic Pacifist

* Growth Requirement effect removed

* Army Damage effect removed

* War Happiness reduced from -20% to -15%

* (NEW) Peace Happiness increased by +15%

* (NEW) Max Rivalries reduced by 3 (cannot have rivals)

* (NEW) Trust growth increased by 75%



Pacifist

* Growth Requirement effect removed

* Army Damage effect removed

* War Happiness reduced from -10% to -5%

* (NEW) Peace Happiness increased by +5%

* (NEW) Max Rivalries reduced by 1

* (NEW) Trust growth increased by 25%



Fanatic Spiritualist

* Happiness effect removed

* (NEW) Ethics Divergence reduced by -30%

* (NEW) Growth Requirement reduced by -15%



Spiritualist

* Happiness effect removed

* (NEW) Ethics Divergence reduced by -10%

* (NEW) Growth Requirement reduced by -5%



Fanatic Materialist

* Physics, Society and Engineering output increased from +10% to +15%



# Modifiers

* Youthful Elite modifier effect on Leader Lifespan reduced from +25 to +10 years

* Youthful People modifier effect on Happiness reduced from +5% to +3%

* Natural Beauty planet modifier effect on happiness reduced from +15% to +5%



# Components

* Increased the engagement range of strike craft from 80 to 120

* Strike Craft rebuild speed improved from 1 per month to 4 per month

* All Laser Weapons have had their armor penetration reduced from 50% to 33%

* Plasma Weapons have had their armor penetration reduced from 100% to 75%

* Most Projectile Weapons now deal +15% damage vs. Shields



Small Red Laser

* Accuracy increased from 82% to 90%



Medium Red Laser

* Accuracy increased from 80% to 85%



Large Red Laser

* Max damage increased from 41 to 43

* Accuracy increased from 75% to 80%



Small Blue Laser

* Max damage reduced from 12 to 11

* Accuracy increased from 82% to 90%



Medium Blue Laser

* Accuracy increased from 80% to 85%



Large Blue Laser

* Max damage increased from 47 to 48

* Accuracy increased from 75% to 80%



Small UV Laser

* Max damage reduced from 13 to 12

* Accuracy increased from 82% to 90%



Medium UV Laser

* Max damage reduced from 27 to 26

* Accuracy increased from 80% to 85%



Large UV Laser

* Max damage increased from 57 to 56

* Accuracy increased from 75% to 80%



Small XRAY Laser

* Max damage reduced from 15 to 13

* Accuracy increased from 82% to 90%



Medium XRAY Laser

* Max damage reduced from 31 to 30

* Accuracy increased from 80% to 85%



Large XRAY Laser

* Max damage increased from 66 to 63

* Accuracy increased from 75% to 80%



Small Gamma Laser

* Max damage reduced from 16 to 14

* Accuracy increased from 82% to 90%



Medium Gamma Laser

* Max damage reduced from 36 to 33

* Accuracy increased from 80% to 85%



Large Gamma Laser

* Max damage increased from 76 to 71

* Accuracy increased from 75% to 80%



Particle Lance

* Armor penetration reduced from 100% to 75%



Tachyon Lance

* Armor penetration reduced from 100% to 75%



Large Fusion Missiles

* Max damage increased from 55 to 57



Medium Antimatter Missiles

* Max damage increased from 33 to 34



Large Antimatter Missiles

* Max damage increased from 62 to 65



Medium Quantum Missiles

* Max damage increased from 37 to 39



Large Quantum Missiles

* Max damage increased from 68 to 72



Medium Marauder Missiles

* Min damage increased from 24 to 25



Large Marauder Missiles

* Damage increased from [48 to 80] to [50 to 83]



Sentinel Point-Defense

* Accuracy reduced from 40% to 20%

* Range increased from 8 to 10



Barrier Point-Defense

* Accuracy reduced from 40% to 30%

* Range increased from 8 to 10



Guardian Point-Defense

* Range increased from 8 to 10



# Resources

* Doubled the spawn rate of Garanthium Ore, Lythuric Gas, Engos Vapor, Teldar Crystals, Pitharan Dust, Orillium Ore and Satramene Gas



# End Game Crisis

* End-Game Crises fleets are now significantly tougher

* End-Game Crises now occur later on average, with the earliest appearances of the Prethoryn Scourge and Unbidden being delayed by at least 50 years compared to 1.1

* Extradimensional Invaders will now reinforce more aggressively

* Extradimensional Invader Portal has had its base Hull Points tripled



# Governments

* Democratic governments have had their election terms increased to 10 years



Military Republic

* Ship Upkeep effect removed

* War Happiness effect removed

* Army Upkeep increased from -10% to -20%

* (NEW) Army Damage increased by 10%

* (NEW) Military Station build cost reduced by 15%

* (NEW) Military Station damage increased by 10%



Martial Demarchy

* Ship Upkeep effect removed

* War Happiness effect removed

* Army Upkeep increased from -20% to -40%

* (NEW) Army Damage increased by 20%

* (NEW) Military Station build cost reduced by 30%

* (NEW) Military Station damage increased by 20%



Military Junta

* Ship build cost effect removed

* (NEW) Ship Upkeep reduced by 5%

* (NEW) Admiral starting level increased by 1



Ordered Stratocracy

* Ship build cost effect removed

* (NEW) Ship Upkeep reduced by 10%

* (NEW) Admiral starting level increased by 2



Military Dictatorship

* Ship Upkeep effet removed

* Naval Capacity effect reduced from +20% to +10%

* (NEW) Ship build cost reduced by 10%

* (NEW) Rivalry Influence Gain increased by 25%



Martial Empire

* Ship Upkeep effet removed

* Naval Capacity effect reduced from +40% to +20%

* (NEW) Ship build cost reduced by 20%

* (NEW) Rivalry Influence Gain increased by 50%



Theocratic Republic

* Ethics Divergence effect removed

* Core Systems effect removed

* (NEW) Happiness increased by 5%

* (NEW) Food Requirement reduced by 10%



Transcendent Republic

* Ethics Divergence effect removed

* Core Systems effect removed

* (NEW) Happiness increased by 10%

* (NEW) Food Requirement reduced by 20%



Theocratic Oligarchy

* Ethics Divergence effect removed

* Leader Influence cost effect removed

* (NEW) Leader Lifespan increased by 20 years

* (NEW) Resettlement Cost reduced by 15%



Transcendent Oligarchy

* Ethics Divergence effect removed

* Leader Influence cost effect removed

* (NEW) Leader Lifespan increased by 40 years

* (NEW) Resettlement Cost reduced by 30%



Divine Mandate

* Slavery Tolerance effect removed

* Resettlement Cost effect removed

* (NEW) Edict Influence cost reduced by 15%

* (NEW) Edict duration increased by 15%

* (NEW) Ethics Divergence reduced by 10%



Transcendent Empire

* Slavery Tolerance effect removed

* Resettlement Cost effect removed

* (NEW) Edict Influence cost reduced by 30%

* (NEW) Edict duration increased by 30%

* (NEW) Ethics Divergence reduced by 20%



Direct Democracy

* Core Systems effect removed

* (NEW) Happiness increased by 5%

* (NEW) Leader Experience Gain increased by 15%



Subconscious Consensus

* Core Systems effect removed

* (NEW) Happiness increased by 10%

* (NEW) Leader Experience Gain increased by 30%



Despotic Hegemony

* Survey Speed effect removed

* (NEW) Research Station cost reduced by 25%



Neural Network Administration

* Survey Speed effect removed

* (NEW) Research Station cost reduced by 50%



Moral Democracy

* Happiness effect removed

* (NEW) Leader Pool increased by 1

* (NEW) Empire Leader Cap increased by 1

* (NEW) Core Systems increased by 2



Irenic Democracy

* Happiness effect removed

* (NEW) Leader Pool increased by 2

* (NEW) Empire Leader Cap increased by 2

* (NEW) Core Systems increased by 4



Peaceful Beaurocracy

* Leader Pool effect removed

* Leader Influence Cost effect removed

* Empire Leader Cap effect removed

* (NEW) Core Systems increased by 5



Irenic Protectorate

* Leader Pool effect removed

* Leader Influence Cost effect removed

* Empire Leader Cap effect removed

* (NEW) Core Systems increased by 10



Enlightened Monarchy

* Edict duration reduced from +25% to +15%

* Edict cost reduced from -25% to -15%

* Core Systems increased from +1 to +2



Irenic Monarchy

* Edict duration reduced from +50% to +30%

* Edict cost reduced from -50% to -30%

* Core Systems increased from +2 to +4



Indirect Democracy

* Leader Influence cost reduced from -10% to -15%



Democratic Utopia

* Leader Influence cost reduced from -10% to -30%



Plutocratic Oligarchy

* (NEW) Mining Station build cost reduced by 25%



Mega Corporation

* (NEW) Mining Station build cost reduced by 50%



Despotic Empire

* Slavery Tolerance effect removed

* (NEW) Building construction cost reduced by 15%



Star Empire

* Slavery Tolerance effect removed

* (NEW) Building construction cost reduced by 30%



# Leaders



# Factions



# Technology



# Units

* Colony Ship mineral cost now depends on components and is no longer static

* Private Colony Ship now costs 50% of Colony Ship, but in Energy Credits

* Private Colony Ship cost now depends on components and is no longer static



# War



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# AI

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# Misc

* AI Empires will start outlawing AI Robotics over time during a certain Crisis

* AI Empires no longer pick "dialogue-only" event options in diplomatic events

* Fixed AI colonizing holy worlds despite not having the strength to tackle the Fallen Empire protecting them under some circumstances

* Fixed a bug where the AI would not upgrade federation fleets

* AI now creates auto-generated designs for federation ships

* AI now builds federation fleets

* AI will open borders during end-game crises

* AI now dismantles non-sentient robots if they are unemployed

* AI no longer build robots if unemployment exists or pop would be unemployed

* AI and sectors now upgrade military stations

* Fixed bug where the AI would not upgrades spaceports if there already existed a max-level spaceport in the empire

* AI will now cancel follow fleet orders if target fleet's system has more hostiles than they can take on

* Fixed a bug where AI didn't choose the species with highest damage when building a new army



# Sector

* Sectors should now build and appropriately handle special buildings (such as +Happiness buildings)

* Sector AI will now abort spaceport construction if hostiles are nearby

* All sectors will now build military stations

* Fixed a bug that could cause the sector AI to sometimes not build buildings

* Fixed a bug where player could give resources to sectors and sectors could store resources over cap

* Fixed a bug where sectors try to build stations by a planet that the empire already is building a station by



# Diplomacy

* AI allies will now be upset if you vote down their proposals, and may leave the alliance or attempt to kick you

* AI is now less selfish when selecting wargoals



#End Game Crises

* Crises empires are more aggressive and computer-controller Empires respond more aggressively to the Prethoryn Scourge



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# User Interface

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* Weapons that cannot be evaded are now properly labeled

* Added ALT+B shortcut for opening the help browser in-game

* Heir portrait in government view is no longer offset incorrectly

* Attacking general portrait in planet view is no longer offset incorrectly

* Portraits in resettlement view, multiplayer lobby and genetic modification are no longer offset incorrectly

* "Construction queue completed" message now only triggers for space ports in directly controlled systems

* Diplomacy view now shows the leader name, species and trait of the nation you're communicating with

* Now possible to see information about the wars empires are having in diplomatic status

* You are now able to see how much minerals you gain from your subjects, and how much you pay as a subject

* No longer possible to dismiss an alliance vote message

* Fixed so you get some descriptive text for alliance vote messages

* Implemented a diplomacy status which lists everyone guaranteeing the country

* Armies and fleet construction now automatically opens when entering the assocatied tabs in planet view

* Fixed so that you get a context menu when right-clicking systems while the fleet is in FTL

* Power in a ship design is now shown as green if you have excess power, and red if you have too little

* Buildings that can be upgraded but you lack the resources to upgrade now show a grey upgrade arrow

* Ship view is now drag-able by the header line

* Galaxy view now goes all the way to the left when hiding

* Galaxy view selected empire government type no longer overlaps the founder species ethics

* Empire view now goes all the way to the left when hiding

* Trust status in diplomacy view now has a background and is aligned like the other elements

* Open and Close Borders diplomatic action is now shown even if not clickable due to access control

* Diplomatic actions in diplomacy now sort based on possibility



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# User modding

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# Misc.

* Browser base URL is now set in defines instead hard-coded

* Fixed so that boolean effects print to the error log when receiving bad values

* Fixed so fallen_empire_initializers.txt script uses effect instead of referencing last_created_fleet

* Added a check for set_graphical_culture to make sure the graphical culture exists

* Fixed so that create_ship effect reports errors when writing unsupported variables

* Added an error for when set_owner fails to evaluate a country

* Fixed so that variables not read in create_fleet and set_location effects are reported as unexpected

* Added new localization promotions

* Added new localization functions in SpeciesScope; GetNamePlural, GetClass, GetClassPlural, GetNameInsult, GetNamePluralInsult, GetNameCompliment, GetNamePluralCompliment, GetSpawnName, GetSpawnNamePlural, GetOrganName, GetMouthName, GetRandomSpeciesSound

* Added new localization function in LeaderScope: GetRulerTitle

* Fixed an issue with random_owned_fleet effect

* Added every_owned_fleet effect to complement random_owned_fleet

* Implemented a guarantee_country effect

* Improved the begin_event_chain to print more errors when failing and load order independence

* Fixed so that create_species effect attempts to randomize a namelist from the uplifted version of the species class

* has_established_communications = { who = from } was changed to has_established_communications = from for consistency

* Fixed so that the create_pop effect uses a proper event target for specifying ethos

* Implemented set_closed_borders effect to set if a country has borders opened/closed towards another country

* Added every_subject, random_subject effects

* Description for can_control_access_for now shows reasons why

* Added an effect variable to create_country effects, which should be used instead of referencing last_created_country

* Implemented an effect variable for create_fleet, which should be used instead of referencing the fleet immediately after using last_created_fleet

* Added support for effectButtonType in container windows

* Implemented a "on_planet_surveyed" onaction

* Unified so that owned pops trigger is generated in the same way as the effect

* Added clear_resources effect

* Added set_species_homeworld effect

* Fixed so that boolean effects print to the error log when receiving bad values

* Added support to be able to use weights to decide how the AI builds buildings

* Purge effect now actually purges all pops, previously it only purged pops of the same species as the first pop in the planet

* Improved how ship data can be scripted in country types



# Triggers

* Adding heir = yes to a kill_leader = { type = ruler } effect will now kill heir instead of ruler

* Added scripted trigger "is_robot" checking if a pop is a non-sentient robot

* Added calc_true_if trigger

* Added trigger has_spaceport_construction

* Added trigger is_researching_technology

* Added is_subject and is_overlord triggers

* Added any_subject trigger

* is_same_species now compares the identity of the two species

* Added is_exact_same_species that works like is_same_species used to work

* Fixed an issue with the potential trigger in country edicts not always hiding the edicts

* Added minerals ><= trigger

* Updated some trigger_docs documentation



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# Performance

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* Fixed a stall that could happen with large sectors

* Improved performance in factions view

* Improved performance in fleet view

* Improved performance in Sector AI's monthly updates

* Minor improvements in AI calculations



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# Bugfixes

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* Leader death chance tooltip now displays correctly for leaders with non-standard Lifespan

* Fixed some cases where technology research would end up before special projects in the tech queue, causing some weird issues

* Fixed so that the progress rate of special projects in the situation log entry tooltip shows the correct value

* Fixed so you get mouseover effects for "track on map/"stop tracking" button in situation log

* Fixed bug where sector outliner members icons would flicker when list is rebuilt

* Fixed bug where where outliner integration would be constantly created/deleted

* Save games will now be saved in the same folder as they where loaded from

* Fixed a bug where random_planet_within_border effect would scope to invalid planets

* Fixed a crash when canceling construction for inexistent spaceports

* Fixed so you can't build military stations within someone elses borders unless you're allied or at war

* Fixed multitudes of Sentinel nations spawning during the Prethoryn Scourge crisis

* "Change of Heart" colony event and Xeno Integration tech weights no longer count non-sentient robots as alien pops

* "Grimacing" anomaly will no longer result in too-large habitable planets

* "Mothballed Fleet" event will no longer spawn a fleet that is permanently missing in action

* Fixed so the edict "Master's Teachings: Warring States" correctly grants 10% larger naval capacity

* Can no longer play galactic abolitionist and emancipate pops on planets you do not own

* Purge tooltips now give the correct information for robots

* Species list during game setup no longer animates at start

* Fixed an edge case where a Nationalist faction would seek to be repatriated to the empire it already belongs to

* Fixed issues with bad deposits ending up on tiles, also made a savegame fix to repair previously broken savegames

* Fixed so you cannot build Frontier Outposts within the territory of others

* Fixed so that vassals cannot give you borders if their overlord has closed borders against you

* Fixed Fleet command buttons and leader be off screen with large enough fleet and high UI scaling

* Planet view now scales correctly with UI scaling

* Fixed a bug where colonzation and tile blocker technologies were incorrectly weighted after repeatable techs instead of their own tech groups

* Randomly generated species will no longer have a negative sum of traits

* You now get notifications when other countries leave your alliance or federation

* Changing government from one monarchy to another no longer kills your heir

* Crisis countries and Fallen Empires now count towards Conquest victory, and have to be destroyed before it can be achieved (if they exist on the map)

* Right-clicking on a country shield now actually goes to homeworld rather than home system

* Can now properly see health of fleets of uncontacted empires if they are within sensor range

* Fallen Empires should no longer attempt to re-contact empires they already have communications with

* Fixed robot pops joining the AI Uprising when not yet fully grown

* Fixed CTD related to strike craft of killed carrier

* Pops will no longer be xenophobic against gene-manipulated version of their species

* Fixed so that fleets stuck in FTL will go MIA if they have no path back to their empire

* Fixed a bug where the resettlement screen didn't show all planets

* Fixed a bug where player couldn't surrender in war

* Empire-unique buildings are now destroyed when changing owner if the owner already has a building of that type

* Reassembled Ship Shelters are now properly removed from planets without owners

* Fixed a bug where the ship designer didn't add armor and shields to some ship sizes

* Fixed a bug where ships could get stuck between two stations in combat

* Fixed a bug where ending a war ended non-war-related occupation

* Fixed a bug where the message after losing an invasion was sent to the owner instead of controller



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# Graphics

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* The galaxy background used in solar systems now change depending on type of star and star's position in the galaxy

* Aura effects should now be slightly smaller and less intrusive

* Fixed an issue where a gun would float next to the Arthropoid Hope Breaker Destroyer section

* Fixed an issue where a mammalian portrait would have black squares as eyes

* Fixed an issue where an avian portrait didn't have eyes