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######################### VERSION 2.1.0 ###########################

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# Story Pack Features

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* Added many new Anomalies, increasing the total amount by almost 50%

* Added new Leviathan: Voidspawn

* Added new Leviathan: Tiyanki Matriarch

* Added new Leviathan: Scavenger Bot

* Curator Enclaves will now also spawn for Distant Stars owners, to help with the new Leviathans

* Added new unique systems to explore

* Added L-Gates and the mysterious L-Cluster outside the known galaxy, which you will have to investigate and research to access



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# Free Features

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* Galaxy generation has been reworked for more interesting hyperlane terrain: stars are now grouped in highly connected 'constellations' separated by thin 'highways', making for more strategic placement of natural chokepoints

* All hyperlanes are no longer immediately visible when starting a new game, but will be revealed through exploration. Hyperlane visibility extends roughly twice as far as your sensor range

* Added binary star systems

* Added trinary star systems

* Added new star classes

* Added new Tomb World tileset and city backdrop art

* Anomaly levels have been reworked to span levels 1-10 instead of 1-5

* Anomalies can no longer fail, but instead the time to research an anomaly will depend on the difference between scientist level and anomaly level, with high level anomalies potentially taking a very long time to research for a low skill scientist

* Some older Anomalies have been reworked and fixed to function properly

* Strategic Resources have been reworked so that similar materials have the same types of effects - crystals for ship damage, ores for ship defenses, gas for empire effects, etc.

* All Strategic Resources are now always visible, but most require specific Technologies to be mined

* Strategic Resource deposits are no longer distributed according to galaxy clusters

* Added new Aldar Crystals Strategic Resource

* Added Aldar Crystals tech

* Added Experimental Subspace Nagivation which allows science ships to go missing-in-action and travel to a selected system. This will allow them to bypass (but not enter) closed borders

* Added a new Alert for when establishing communications reveals a new Strategic Resource within another Empire's borders

* Establishing communications with another Empire that has a Bypass (Gateway, Wormhole, L-Gate) within its borders now counts as discovering that Bypass Type

* Added a new Mammalian portrait



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# Balance

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* Survey speed increase per Scientist level increased from 5% per level to 10% per level

* Most scientist level requirements for Special Projects have been removed, as they tend to be gated by anomalies anyway

* Decreased outer boundary distance for Fallen Empires (was preventing more Fallen Empires from spawning in large galaxies)

* Zro Distillation is now a Tier 3 tech (down from 4)

* Rebalanced Strategic Resource tech tiers to better fit their effects



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# UI

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* Situation Log has been reworked and will now also list anomalies

* Science ships now have a "Research Anomalies in System" right-click command on systems

* Renamed tile science modifiers from e.g. "Physics Output" to "Tile Physics Output" to better reflect what the modifiers actually do

* Scientist level is now shown in the outliner



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# AI

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* AI will retreat its Colossus if it is alone in combat, as even a planet destroying giant laser is cold comfort in the lonely depths of space

* Fixed an issue where the AI would incorrectly allocate too much budget to navies when it could not support any more ships, resulting in underdeveloped empires



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# Modding

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* Scripted variables rework: centralized all @values in \common\scripted_variables folder

* Scripted variables rework: centralized @values can be overridden by @values defined in individual files

* Anomaly rework: combined _anomaly_categories and _anomalies files into one file

* Anomaly rework: added "anomaly_event" effect with expected scopes for use in anomaly categories

* Anomaly rework: added a number of new features and updated syntax

* Added "exclusive_trigger" functionality to event descriptions

* Added "last_changed_species_rights_type" trigger

* Added "fleet_action_research_special_project" effect

* Added "remove_orbital_deposit" effect that removes the orbital deposit on planet

* Added picture parameter for set_planet_entity effect

* Added support for multiple asteroid belt types

* Added "create_saved_leader" effect

* Hyperlane Discovery Range is now separate from Sensor Range, and can be modded for ships, planets, megastructure, etc.

* Added "is_bottleneck_system" trigger

* Added scriptable bypass connections

* Added "delete_megastructure" effect

* Added HIDE_HYPERLANES_OUTSIDE_TERRA_INCOGNITA define to hide hyperlanes outside TI

* Added "add_tradition" effect

* Added support for sealed_wormholes as a bypass type for wormholes

* Added the ability to specify colonizer pop species when spawning a colony ship via create_ship

* Added a batch optimization effect for spawn_system



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# Bugfixes

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* Fixed issues with the pulsar Marauder system initializer

* Fixed edge case where Marauders would sometimes demand more tribute than they should

* Fixed a number of minor syntax issues (shoutouts to Dayshine)

* Pop production modifier no longer affect strategic resources

* Fixed more potential out-of-sync issues in multiplayer

* Fixed stability issue when a selected situation log entry is removed

* Fixed aborted special projects not disappearing from the situation log and blocking others from completion

* Fixing game text descriptions for planet classes

* Fixed the OOS when you ctrl-shift-click an enemy fleet

* Fixing the set location effect having a wrong angle for fleet position

* Withdrawal symptoms are no longer reset when changing species rights

* Bugfix for when deleted bypasses were not removed

* Fixed issue where the Strategic Resource tutorial mission could trigger for resources located inside other empires, because envy is the darkest emotion

* Fixed an effect attempting to link up already-linked wormholes (which would crash the game)

* Fixed issue where tutorial missions could sometimes trigger for Gestalt Consciousness empires, who really should know all this instinctively already

* Fixed issue where Remove Orbital Debris special project did not require a Science Ship

* Fixed Occupation tooltip always displaying 0 planets being occupied

* Planet picture override should now apply correctly

* Fixing the issue when context effect used in hidden effect caused assert

* Fixed more potential text overflows in Federation view

* Habitats no longer double dip on orbital deposits

* First Contact tutorial mission will no longer trigger when encountering primitives

* Fixed anomaly tooltips sometimes displaying incorrect value types

* Fixed issue where gateways were sometimes weirdly initialized, causing first gate activation to not activate a second gate

* Made it impossible to start building pops that cannot grow and will be removed next monthly tick anyway

* Starbase occupation now counted even if there are no occupiable planets in the system

* Fixed OOS on hot join due to fleet auto-moving

* Fixed CTD for survey console command in case of player is invalid

* Fixed erroneous tooltip in "Leviathan Down" anomaly

* Disabled the upgrade button of starbase defense stations when you can't afford to upgrade them

* Defense armies are no longer so morally affronted by cybernetic enhancements that they mass disband upon completing Synthetic Ascension

* Fallen empires will now avoid spawning at the edges of the galaxy

* In case a starbase is lost in a save game it will be restored

* Fixed the bug when jump drive didn't call the notification for entering the system

* Blocked the ability to pick a non-mergeable fleet for deploying newly built ships to prevent an exploit with fleets lacking a size limit

* Fixing the bug when it was possible to load save game in an ironman game, and the attendant confusion

* Planet having sapient pops during colonization no longer messes up interface and other things

* Fixed ironman UI being broken in setup GUI

* Made debris try to pick earlier tech available for research rather than having latest one

* Event ships can now be removed from fleet designs when they have been destroyed