Thank you for raising this - here are those changes!
Changelist for v1.08.06
-Tactical nuke now consumes a bit more radioactives in combat in some cases due to fixing a rounding glitch *
-Rail, High Speed Rail and Trucks station Worker cost for production have been revised to favorise higher asset levels.*
-Fixed rounding error in ammunition consumption during combat
-Private economy thinks twice now before building open agriculture in a to cold/ to hot/to dry area
-Fixed the bug you couldn’t add infantry to a custom Formation Type
-Fixed glitch with flak range for 50mm flak gun *
-Changed the management window display of soft att, hard att to be premultiplied by number of attacks (for better comparability)
-Scrap cards can no longer be played upon non-friendly zones.*
-Fixed a crash in a round 200+ game
-Assault Guns can now also use 200mm armour*
Changelist for v1.08.05
-AI might have been slowed down by accident in v1.08.04, I made sure 1.08.05 is compiled for optimal AI speed.
-Fixed issue with Friendship Pact and Victory Pact not triggering when a regime is attacked by another. It does from this subversion onward. In the rare cases where you have NonAgr/Friendship/Victory Pact with the aggressed as well as the aggressing side as well you will prefer to support the side that didn’t provoke your dilemma.
-In the overview of other regimes report you can now see the details of their relations with other major regimes (basic info at recon 5, all info at recon 10)
-For card graphics modding: The following cards now each have their own .png file: Commercial Gift (523), Estate Gift (524), Bonus (544), Official Gift (545) *
-Fixed an AI issue where it was using Flak (or artillery) in regular attack (even unsupported).
-Fixed a glitch where you could still execute a Stratagem even if it should not be possible due to “no target selected”.
-Fixed a problem with robotic infantry replacements not arriving during auto-replacement phase
-Nerfed the Emergency Tax card and it now strictly pays part of the private Credits imposed by you. It also gives more loyalty damage than before.*
-On game start airbases are no longer present if no initial air models are available to player (like on an airless moon for example)*
-When you craft a Stratagem you now are automatically moved out of Scrap Mode to avoid you scrap your new Stratagem by accident. (it happened even to my several times)
-Moons and Planetoids can no longer use Nemesis History Class (they are too small to always allow for the extra territory for the AI) *
-Faction Tech, Admin, Civ level demands now stop if you reach level 8. (impossible otherwise to give)
-Private economy will no longer build the same mine in the same Hex as where a public one was already present. This happened in rare cases involving delegation of public assets to another zone.
-You can no longer unselect “city state” in planet generation settings if it is the only option available.
-Nerfed the fuel/energy production cost of Truck Station, Rail Station and High Speed Rail Station. (it was getting more expensive after level 1 here, which was not the intention; fixed now) *
-Increased the movement cost for regular artillery and anti-tank gun models (without motorization), Militia version is still foot since they are very light and have improvised engines or traction systems *
-Upgrade and Downgrade Formation now also allows Individual Unit Formations to motorize or demotorize. (especially handy with the new increased artillery costs)
Changelist for v1.08.04b
-Will now only get the Customization Decision from Staff Council (and no longer from Supreme Council)
-You can now properly ask your Staff Director to schedule the Customize Decision immediately (if you have the points). There was a glitch.
-You can now also choose to postpone the Decision for Customization when it pops up.
-Fixed the number of trucks/APCs to be added when adding non-motorized to a motorized/mechanized Formation Type.
Changelist for v1.08.04
-Added customization of Formation Types task to the Staff Council (!)*
-Added some missing calcs from the Model Design Log
-Fixed some design calcs for equipment/troops without armour that got a random variation they shouldn’t have been getting
-Private Economy now better looking at available Population when deciding to make a new Asset or Upgrading an Asset.
-Minor nudges to number of deposits for beginner level (and little bit to regular difficulty) *
-Some more hard to exploit rare and metal deposits if playing on regular difficulty or higher *.
-Gas Powered, Gauss and Charged Gauss all moved on Research Group upwards and will thus be available earlier for research. *
-Militia can now be scrapped or mass scrapped (mass scrap will only affect those of the same culture)
-Fixed a rare AI processing crash
Changelist for v1.08.03
-Fixed you could nationalize an Asset in process of upgrade in the management screen
-Fixed glitch where rerolling on planet generation could cause non-alien cultures to trigger alien culture diplomatic events
-Fixed a rare weird crash during AI history play
-Added an asset prod log for Scavenging bonus with “Rich Scavenging Area” rule
-Manpower Rebate rule. Trucks / APCs and Recon Buggies return some manpower back to SHQ after their deployment from the factory (returning mechanics, logistics and factory teams). Defacto thus Trucks use only 20% of stated manpower, APCs and Recon Buggies 33%. (this rule also results in less manpower returned on disband and food consumption) (Militia does not profit from this rule as they are rather inefficient)
-Fear now also has a % chance equal to its score to give 2d10 extra pop happiness reduction points. (at autocracy 40+ this is reduced. At autocracy 60 this is half. At autocracy 80 its reduced to zero)
-Worker happiness is now maximized to 100-(fear/2)
-Worker happiness also can be reduced by fear but only by 1d10 if the % materializes. Autocracy has same reducing effect.
-Danger happiness reductions can now be lower if heart profile 40+. At heart 60 the effect is halved and at 80 reduced to zero.
-Robotic forces no longer suffer RETREAT hits during combat (it will be either KILLED or PINNED)
-Robotic forces no longer suffer morale loss during the battles
-Updated autocracy & heart mouse over to reflect those new rules above.
-Gas-powered, gauss, charged gauss rifles/MGs/Twin Heavy MGs/Quad MGs have improved FIREPOWER. This does away with the huge FIREPOWER gap between lasers and the former. Also the mm penetration value of gauss/charged gauss has been increased with respectively +25% and +50%.
-Rare metal production of recycling/demetallization reduced with -33%. Rare metals prod in rare metals min reduced with -25%.
-Rare metal + Radioactive production of the Demetallization Facility now also modified for the Planets Heavy Elements score >100 is more <100 is less. (metal was already adjusted)
-Demetallization Facility IP + Machines construction costs is doubled
-Bit less rare + radioactive deposits created during Planet Generation (especially on >100 heavy element score Planets)
-Some Air Techs will not be discoverable if you are on a Planet with 50 or less mbar of air pressure (near vacuum or vacuum).
-The effect of combat skills: Operational Command, Strategic Command, Tank Tactics, Gun Tactics, Infantry Tactics, Defensive Tactics, Air Tactics, Air Intercept, Air Offensive, Air Ground Attack, Air Anti-Air Tactics, Offensive Tactics have been reduced by Half ! I gave this a lot of thought but the Commander impact is just to big. Hence I am reducing it.
Changelist for v1.08.02
-Fixed the non-City minor disappearing completely when losing its conquered(!) City.
-Power Plant worker need has been halved.*
-Fixed urgent reports which was showing third party characters (like the CEO).
-Added effective strength data to Cult report. (effective strength is adjusted for example for suppression)
-Alien lifeforms now also display their recon value in popup.*
-Alien native portrait that was missing for seasoned and veteran militia fixed.
-More chance to have breathable air on Hydra and Morgana Class Planet.
-Fixed crash in multiplayer game with Stratagem target selecting.
*=requires new game start