OK, I have good news and bad news. The bad news is that there aren't any updates to the AI, the tech trees, or the races in this build. The good news is that Brad is going to be on X-Play tomorrow at 8pm! He'll be demoing Sins of the Solar Empire. So he's been in L.A. this week on a media tour instead of working on the game. We do have some bug fixes and a tweak for you, though.
+ FIXED: Bug in AIFindScoutDestination where the scout's planet destination was setting ulAIColonyAssigned instead of ulAIScoutAssigned
+ FIXED: Stuck turn button bug where an AI scout kept trying to move on to a planet
+ FIXED: Bug in campaign code where it wasn't checking the Dark Avatar directory for campaign files when loading the next mission
+ FIXED: Changed it so that you have to be spending something to use the creative ability
+ FIXED: Changed Creative ability to only give the amount of tech points necessary to complete research on the tech, instead of the entire cost, as it did previously.
+ FIXED: Creativity now ignores negative creativity ability values
+ FIXED: Minor races are no longer affected by Neutral Ground UP Law.
+ FIXED: Terror stars are now moved by Neutral Ground UP law along with the rest of your warships.
+ FIXED: All random events (including mega events) that create minor races should now be disabled when minor races are disabled
+ FIXED: Bug where minor race tab on Foreign Policy screen wasn't enabled if a minor race was created when the minor races are disabled (in case we decide to allow exceptions to the disabled minor race option)
+ FIXED: The Jagged Knife no longer automatically uses the The, so you won't see The The Jagged Knife anymore
+ FIXED: Added new XML tag to TechTree.xml CanUseCreativeAbility, which determines if the tech can be completed using the race's creative ability. If it is not present, it is assumed to be TRUE.
+ FIXED: Bug in "minor races get all of a major civ’s tech" event that gave the wrong techs to the minor race
+ FIXED: Bugs in other events that involve giving one civ all of another civ’s techs
+ FIXED: When a terror star is in the mobilizing phase (which lasts 10 weeks and doesn’t allow the terror star to move), it was possible to move it if you fleeted it with another ship.
+ FIXED: Bug where UP issue restricting starbase modules affected terror stars
+ FIXED: Bug where UP issue that prevents you from attacking starbases did not exclude terror stars (but there are no issues like that currently implemented, this was mainly for mod compatibility)
+ FIXED: If you don't have a serial number registered and you go to start a Metaverse game, the game will now tell you that you need to register your serial number
+ FIXED: Bug where fleets with warp bubbles did not get correct moves when loading a saved game
+ FIXED: Crash in planet surface code
+ TWEAK: Ship Maintenance now excludes freighters and is lowered by 1%.