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Dandy

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r18454c

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+ Fixed Node Line deteriorating event crash.

+ Fixed colony destroyed crash.

+ Fixed VN target crash.

+ Fixed a von neumann constraint violation that was adding a bogus target.

+ Fixed constraint violation when inserting a weapon bank.

+ Fixed System Killer move order crash.

+ Star map nebula and other features are back.

+ Fixed colony populations not updating.

+ Added colony max repair points calculation to database to fix various bugs with colonies as repair ships.

+ Fixed inconsistency bug where ships requiring repair where not showing up in repair widget.

+ Fixed rounding bug where slightly damaged ships could never be repaired fully.

+ Fixed Liir Flickerwarp availability.

+ Fixed Spinal Mount availability.

+ Fixed numerous module, section and technology descriptions.

Dandy [RUR]

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Da, v1.1 je za manual :P

Evo novi patch od danas... nije još to to, ali primiče se.

r18645b

------

Critical Fixes:

+ ** Fixed known empty fleet issues caused by orphaned battle riders not being removed. **

+ Fixed crash due to module instance count not matching actual module count.

+ Fixed the crash caused by selecting fleets while in the province edit mode.

+ Fixed the crash caused by multiple special encounters (for instance System Killer and Asteroid Monitor) at the same system.

+ Fixed the reported colony update crash.

+ Fixed the reported System Killer crash.

+ Fixed a crash caused by bad data in certain turn events.

+ Fixed a crash that could be caused by transferring a battle rider to reserves.

+ Fixed the crash caused by a colonization fleet being destroyed just prior to the appearance of the Colony Self-Sufficient dialog.

+ Fixed a potential crash that could be caused by removal of collision from dying objects.

+ Fixed a crash that could be caused by not having enough admirals for starting fleets.

+ Fixed planetary missiles not firing.

+ Fixed numerous known issues with fleet pathing.

+ Fixed a bug where a different station would be upgraded than the one selected.

Other Fixes:

+ Fixed known issues with Battle Cruisers.

+ Fixed an issue where detonating weapons were not selecting the correct targets.

+ Fixed known issues with lagging PD target tracking and PD target selection.

+ Improved general target leading in combat.

+ Increased turret tracking speeds in general.

+ Fixed an issue where multi-volley weapon firing sequences were being timed incorrectly.

+ Fixed an issue where drones were not firing their targets.

+ Disabling a Command Monitor or its turrets now forces a neutral state to eliminate unwanted combat.

+ Fixed an issue where battle riders were launching in the design screen.

+ Fixed known issues with the Combat HUD showing incorrect information for multiple ship selections.

+ Fixed an issue that was causing jitter from ships in formation flying around planets in overthrust mode.

+ Immigration slider is now hidden until until the correct technology is available.

+ Fixed an issue where disruptors were not disabling turrets.

+ Fixed a few smaller issues with Protean placement.

+ Fixed the issue where battle riders were not being provided with default ships.

+ Fixed the missing Siege Driver impact effect.

+ Fixed many localization typos.

+ Fixed known turret arc issues.

+ Fixed some material issues on various Human faction models.

+ Fixed an issue where stance changes were being erroneously applied to battle riders and stations.

+ Fixed bug where player was being charged for civilian built mining station.

+ Fixed bug where enemy fleets would show up in phantom fleet widget when turn is ended.

+ Rewrote turn transition interface flow to more accurately represent turn processing time.

+ Removed scrim from GUI loading lockout, which may eliminate the rare reports of being stuck on a screen forever.

+ Fixed bug where tooltips would be one line no matter how long they where.

+ Fixed known issues with variable weapons in the weapon test screen.

+ Fixed known issues where Drone carriers were not attaching drones.

+ Fixed known issue where meteors could not be destroyed.

+ Fixed an issue where weapon recharge times were double the intended value.

+ Fixed bug with Zuul where all civilians where being considered as slaves

+ Updated colony UI to properly represent slave vs civilian population.

+ Fixed a bug where a player's own colonies could be misinterpreted as being out of sensor range.

Other Changes:

+ Added new Double Helix star map.

+ Introduced combat AI surround and flank behaviors.

+ Adjusted some tech costs.

+ Made improvements to the research screen.

+ Tutorial pop-ups for Research and Starmap updated to reflect changes.

+ Added border and background to star map fleet and planet lists.

+ Planet orbital position changes have been disabled.

+ Asteroid Monitor special projects have been added.

+ Colonies will now launch heavy missiles if the population is high enough.

+ Introduced corrosive ship damage from weapons.

+ Added a better visual effect for ships being disrupted by EMP.

+ Improved strategic AI capabilities.

Key Known Issues:

*** This update breaks old save games. ***

- Tempest Array weapons are not firing.

- Some star systems have anomalous moon orbits.

- System Killer auto resolve is not producing results.

- Tarkas and Zuul Dreadnoughts have various turret arc corrections still to be made.

Dandy [RUR]

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r18757b

------

Critical Fixes:

+ Fixed a crash that could occur within the strategic AI could not determine which ships to construct for a fleet.

+ Fixed another crash related to selecting shield options in the design screen.

+ Mission estimates are back.

+ Fixed a crash related to fleet selection in the Battle Manager.

+ Fixed an issue where the star mapo camera could become locked after selecting a system for a diplomatic event.

+ Fixed a feasibility study crash.

+ Fixed mine frame rate issues.

+ Fixed mine audio issues.

+ Fixed frame rate issues when selecting large numbers of ships in combat.

+ Fixed an issue where fleet entry positions were not taking advantage of closer control zones.

+ Fixed the issue where game setup parameters were being lost when reloading a saved game.

+ Players rejoining hosted saved games will now be moved to their respective slots when possible.

Other Fixes:

+ Strike missions against stations now require the targets to be in sensor range.

+ Added missing Ionic and Shield Breaker weapon attributes.

+ Fixed an issue where Siege Drivers were not causing damage.

+ Added missing psionic abilities to modules.

+ Added missing tactical sensor range to colonies.

+ Fixed an issue that stopped cancelled fleets from being able to be issued new missions right away

+ Fixed an issue that caused the autosave to save the wrong turn number

+ Fixed a trigger constraint with the von neumanns

+ Fixed issues with calculating fleet ranges.

+ Fixed an issue where the endurance rating for fleets was falling below one turn.

+ Boarding pods are no longer factored into fleet endurance calculations.

+ Armor display on the design screen now updates correctly when changing techs.

+ Fixed an issue where colonization missions would not resume after clearing enemies out.

+ Fixed the bug where non Zuul factions where getting node line collapse events.

+ Fixed issues with station module assignment.

+ Fixed a number of small resizing issues in fleet lists.

+ Added missing combat fleet placements for neutral encounters.

+ Fixed an issue where damaged ships entered combat destroyed sections not properly connected.

+ Fixed various boarding pod issues.

+ Fixed issues with weapon target leading.

+ Added missing economic and research efficiency connections.

+ Von Neumann homeworld starts hidden once again.

+ Fixed Fire Control and AI Fire Control section effects.

+ Fixed an issue where all weapons would fire immediately when coming out of overthrust.

Other Changes:

+ Sensor memory and is now working.

+ Improved interfaces for all mission types except Station Construction and Upgrade.

+ Added features to the combat UI.

+ Introduced a Surveyed Systems view mode for the star map.

+ Reduced size of tactical star system.

+ Introduced surrounding behavior to combat AI.

+ Reduced structure of all ship sections.

+ Various weapon tweaks.

+ Made improvements to the research screen interface.

+ Added tooltips to all tech selections on the design screen.

Key Known Issues:

*** This update breaks old save games. ***

- Deployed gates are not showing up in combat.

- Some moon orbits are still incorrect.

Dandy [RUR]

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r18823b

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Critical Fixes:

+ Fixed issues where stations and special encounter enemies were not being removed from the game when eliminated.

+ Fixed the issue where existing profile names with apostrophes would cause a crash.

+ Fixed a crash that could occur with a neutral engagement.

+ Fixed a crash that could occur when upgrading stations.

+ Fixed known issues where colony information would not disappear for a player, preventing re-colonization and causing a crash in some cases.

+ Fixed the issue where moons were not listed as candidates for viable colonies.

+ Fixed the issue where moon climate hazard was being reported incorrectly in some cases.

+ Fixed excessively large station sensor ranges.

+ Fixed the issue where strike missions would not end automatically.

+ Fixed missing trade info on systems.

Other Fixes:

+ Fixed an issue where weapon forces were not being applied.

+ Fixed a rare issue ship-not-responding navigation issue.

+ Fixed an issue where boarding pods were causing ships to disappear.

+ Fixed known issues where boarding actions were not taking over ships.

+ Fixed some known issues regarding ship starting positions in combat.

+ Fixed an issue where critical hits were being incorrectly applied to drones.

Other Changes:

+ Accelerated combat enemy range distance has been reduced.

+ Reduced combat scale a bit more.

+ Improved station construction mission UI.

+ Survey missions now abort when encountering enemies at a colony.

Dandy [RUR]

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Brate, ovi se stvarno nisu zajebavali kada su rekli da igra nije zavrshena. Oni su prakticno pustili igru na 50% od gotovog proizvoda.

Zamislite dobijete mercedes bez guma, tockova, klipova u motoru, sedishta i meraca brzine. Neozbiljno [:D].

We must all fear evil men. But there is another kind of evil which we must fear most and that is the indifference of good men !

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  • 2 weeks later...

r18950b

------

Critical Fixes:

+ Fixed the known issues where ships would not respond to controls.

+ Fixed a design screen boarding pod-related crash.

+ Fixed an AI crash that could occur when issuing orders to fleets.

+ Fixed a crash related to Hiver AI trying to set Gate missions.

+ Fixed a crash that could occur when entering combat with police cutters.

+ Fixed the rare crash that could occur when previewing maps when creating a game.

+ Fixed the crash that could occur when combat salvage generated a special project.

+ Fixed a game lockup that could occur when entering combat at a system with no orbiting bodies.

Other Fixes:

+ Fixed known issues where planet missiles and boarding pods were missing certain ship sections.

+ Fixed the issue where only one module of the same type would show up in the design screen.

+ Fixed some known Battleship rider issues with Leviathan class carriers.

+ Fixed Hiver, Human, and Liir boarding pod speeds.

+ Fixed Drone configuration issues with the Horde Drone Satellite.

+ Fixed incorrect display of armor in the design screen.

+ Fixed a couple issues causing different combat results at different time scales.

+ Fixed the launch pattern of planet missiles, which should lead to planet defenses being more effective.

+ Fixed the issue where feasibility could be displayed as 0%.

+ Fixed Meson Beam Length and the issue where its impact effects were not positioned correctly.

+ Fixed some issues where ships could fly over planets in combat.

+ Fixed the missing sound cue for relocate missions.

+ Fixed duplicate speech events for research breakthroughs.

+ Fixed an issue where the empire summary was counting fleets incorrectly.

Other Changes:

+ Various weapon and section tweaks.

+ Sensor information is now shared by players in teams (allied for example) in combat.

Known Issues:

- Overlapping start points can occur at star systems with no orbiting bodies.

Dandy [RUR]

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r18454b

------

- Fixed crash when launching drones in weapon test screen, backing to design screen, and then switching mission sections

- Fixed crash caused by opening battle manager at a system where platforms are available for placement.

- Fixed crash that could occur when destroying weapons in combat.

- Fixed crash at end of turn when offering treaty

- Fixed occasional crash due to Main Menu combat

- Enemy AI will prioritize faction opponents over random encounters when choosing stance

- Strat AI will now prefer to enter conquering stance over expansion when past the war threshold.

- Modified the calculation for AI expansion factor, it will no longer take into account unexplored systems.

- Various adjustments to enemy AI's decision-making process

- Various adjustments to enemy AI to properly utilized specialized weapons

- Added combat UI for clicking on target locations for relevant weapons (Siege Driver, Detonating Torpedoes and COL).

- Fixed bug where platforms weren't showing up in defense manager

- Fixed bug where ships built with new Gate designs would not be available for the Gate mission.

- Fixed a bug where dissolving a fleet would lead to empty fleets.

- Seige Drivers working for all factions

- Fixed known issues with mine laying in combat.

- Fixed missing repair capacity on relevant ship sections.

- Minelayer sections working for all factions

- Fixed mine behaviour (depending on mine - tracking, etc.)

- Fixed various Torpedo sections that weren't firing

- Fixed arc of movement on all Zuul free-beam turrets

- COL weapons added.

- PD weapons now only engage PD targets

- Targets engaged per turret, not per bank (allowing PD, Torps, etc. engage multiple targets)

- Fixes for various weapon icons/names

- Fixed handful of missing tech descriptions

- Salvage missions are now properly being generated

- Fixed prototype modifiers for Human faction

- Fixed salvage profits

- Fixed weapon cost calculation in designs

- Ship option savings cost multipliers are now applied per section instead of per ship.

- Fixed various diplomatic messages that weren't displaying

- Fixed incorrect calculation of turret efficiency based on power and crew.

- Technical knowledge now gathered during combat

- Research progress now displayed in Research screen

- Completed technologies now clearly marked in green

- Fixed bug where players were unable to build habitations for their own race

- Fixed bug where Zuul players could build alien habitations

- Allowable distance between systems in a province has been increased to 8-ly.

- Fixed various turrets with odd parameters and placement

- Fixed various weapons with odd parameters

- Fixed Morrigi BR AM engine label (not a streak engine)

- Added ability to set initial fire mode and target filter when creating a ship design

- Any ships left in a removed fleet are now properly cleared

- Introduced new Scan Satellites and Torpedo Satellites

- Any remaining ships in a removed fleet will now be deleted

- Fix to a constraint violation between diplomacy and turn events

- Combat ready ships will increase the calculate strength of an empire more than utility ships

- Fixed defense platforms not showing up in Combat

- Fixed known issues with tracking speed on turrets

- Introduced initial pass diplomacy requests and demands

- Fixed a sound bug when constructing stations (event played when ordered, not completed)

- Fix potential issue where system/planet killer would not avoid a station in its path

- Added weapon panel configuration to design screen

- Fixed known issues with direct-fire torpedoes behaving incorrectly

- Fixed known issues where boarding pods and assault shuttles were not able to connect to ships

- Fixed rider patrol paths around a star

Known Issues

*** This update breaks old save games. ***

- Human faction unable to select typo of COL for COL section ships.

- Slaves and system information are not yet hooked up to diplomacy.

Dandy [RUR]

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19111b

Critical Fixes:

+ Fixed a ship module sound issue that could potentially cause leaks.

+ Optimized code that was contributing to longer turn times and slower combat.

+ Fixed a bug that was causing combat to be initiated when no ships

were present.

+ Fixed the issue where invisible enemy fleets could still be selected

on the star map.

+ Fixed the bug where additional armor layers were not being carried

over into combat.

+ Fixed the issue where the strategic AI was not researching outside

of initial core technologies.

Other Fixes:

+ Addressed known bad turret arcs on numerous ship sections.

+ Fixed known issues with combat AI assigning objectives to ships.

+ Fixed issues with the design screen weapon panel not closing.

+ Fixed the intermittent bug that would cause icons not to be laid out

correctly when switching ships in the design screen.

+ Added missing combat sensor icons.

+ Fixed the bug where simulated and full combat start positions would differ.

+ Numerous fixes to known issues with Psionics effects in combat.

+ Fixed Neutron Round and Accelerated Amplification effects.

+ Fixed some issues where star system ownership visuals could get out

of sync in the star map.

+ Addressed known issues with disruptors and deflectors.

+ Addressed known issues with minelayers.

+ Rapidly clicking buttons will no longer bypass feasibility studies.

+ Slave discs now attach to ships other than Scavengers.

+ Made some changes to address the strategic AI spending itself to death.

+ Fixed an issue where COL launchers were not orienting to face the target.

+ Addressed known issues with node lines and fleet travel.

+ Fixed some issues with fleets showing up behind routes.

+ Fixed a bug where fleet pathing would sometimes return an incomplete route.

+ Addressed known issues with DLC materials.

+ Fixed a bug related to colonizing systems with more than one colony.

+ Fixed a bug with armor alignment on tooltips.

+ Fixed the bug where research was not being cancelled when going too

far over budget.

Other Changes and Additions:

+ Build screen now sorts available ship classes, and only shows

classes that you have designs for.

+ Implemented Smart Nanite effects.

+ Stealth armor on all sections now correctly reduces sensor signature in strat.

+ Full functionality for Liir battlecruisers and battleships.

+ Full functionality for mines and cracker COLs.

+ Improved grappling hook physics.

+ Effective ranges for ships used in stance positioning no longer

include PD weapons unless requested.

+ Numerous ship section, weapon and module data tweaks.

+ It is now possible to select a direct route for Zuul bore ships to travel.

+ Updated UI for upgrade missions.

+ Updated combat UI introducing new cloaking, stance buttons, facing

buttons and a priority weapon toggle.

+ Fixed some spelling errors in UI.

Dandy [RUR]

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Critical Fixes:

+ Fixed AI from taking control of players in slots other than slot 1

+ Fixed upgrade missions from using the wrong system to populate upgrade options

+ Fixed issues with upgrade missions.

Other Fixes:

+ Fixed missing start node lines for Humans

+ Fixed an incorrect calculation for ship construction that caused the player to have less production then they were supposed

to have.

+ Fix missing Battle Cruiser and Battle Ship Categories

+ Fixed module weapons

+ Fixed spectres not being attacked by planetary beams when merged with planets

+ Fixed some animations for Liir battleriders

+ Fixed minor projector bugs

+ Fixed the order of fleets in all mission screens

Other Changes and Additions:

+ Minor tech tree and ship tuning changes

Known issues

+ Launcher not properly reflecting game version number

Dandy [RUR]

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  • 2 weeks later...

r19278b

------

Critical Fixes:

+ Fixed a combat memory leak.

+ Fixed a crash that could occur when clicking the research cube on

the star map.

+ Fixed a crash that would occur in the research screen when the

slider was set all the way to government.

+ Torpedoes now apply damage to planets.

+ Fixed a bug that caused battleriders to crash the design tooltip.

+ Fixed a crash that could occur when requesting enclaves.

Other Fixes:

+ Fixed missing Bio-missile art for Morrigi.

+ Fixed a couple Human, Hiver and Morrigi DLC art issues.

+ Fixed the problem with some carriers not being able to rotate while

riders were docked.

+ Fixed an issue with riders taking too long to dock.

+ Fixed a couple issues that were leading to phantom fleets, related

to deployed gates and defense fleets.

+ Carriers can now carry other carriers.

+ Fixed an issue where loaded games could mix up player ID's.

+ Fixed known issues with Kingfisher.

+ Fixed issues where ships were not targeting stations correctly in combat.

+ Fixed an issue where destroying the mission section on the ship

would kill all crew onboard.

+ Fixed an issue with Game Setup options resetting when switching maps.

+ Fixed issues with combat AI splitting targets.

+ Fixed issues where bio-missiles were not launching.

+ Added missing bonus for Expert Systems.

+ Added missing bonus for Orbital Drydocks.

+ Added missing bonus for Heavy Platforms.

+ Corrected bonus for Materials Applications.

+ Fixed a bug that was causing designs to return incorrect attributes

once they had been committed.

+ Fixed a bug that was reporting the build times for ships with naval

stations incorrectly.

+ Removed duplicate "destination" text from fleet lists.

+ Made a change to address the concern that missiles would continue to

move after combat had ended.

+ Battle riders are now silent while docked.

+ Fixed known issues where tracking weapons would fail to hit ship

targets after their sections were destroyed.

+ Turrets no longer fire missiles after the crew are killed.

+ Fixed an issue where assault shuttles would not return to tender.

+ Fixed combat AI not launching battle riders.

+ Fixed the decimal place in reported post-combat damage.

+ Fixed issue where ships would not point off the horizontal combat

plane to aim.

+ Fixed an issue where the AI was making poor/mixed weapon decisions

when designing ships.

+ Fixed an issue where a colonization was available for targets with

known enemy colonies.

+ Fixed a handful of sounds that did not have attenuation set and were

therefore audible from everywhere in combat.

+ Fixed known issues where the Hiver gate traffic was not being

updated correctly.

+ Fixed known issues where Liir were no longer being slowed in

proximity to gravity wells.

+ Addressed handful of engine types that could be heard constantly

regardless of distance from camera.

+ Addressed variety of standard turrets that weren't able to target straight up.

Other Changes and Additions:

+ Psionics can now be researched, designed into ships and activated in the game.

+ It is now possible to repair riders in the repair dialog.

+ Added antialiasing to many parts of the game. 3D scenes now use FXAA

antialiasing by default, which can be disabled in the launcher if desired.

+ Reduced fleet icon click radius on the star map.

+ Biomissile and other super-class weapons are now reported in the

post-combat dialog.

+ Added plague effects.

+ Increased pitch range of turrets across the board to make them more

effective at PD off the combat plane.

+ Sensor range discs now have clearly defined boundaries in combat.

Dandy [RUR]

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r19345b

------

Critical Fixes:

+ Fixed a crash that could occur when clicking to launch a bio-missile

frequently.

+ Fixed all known issues preventing combat with deployed Hiver gates.

+ Fixed a crash that would occur if duplicate province names were selected.

+ Fixed a crash caused by the trade stimulus phase of the turn update.

+ Fixed a crash related to erroneous reactionary movements versus

undiscovered star systems.

+ Fixed a multiplayer desync in combat that could lead to players not

being able to move ships and a potential crashes after combat ended.

+ Fixed a turn update crash related to checking certain victory conditions.

+ Fleets are no longer held up indefinitely at systems with enemies.

This addresses issues where missions could not be cancelled.

+ Fixed reported divide by zero crashes.

Other Fixes:

+ Fixed an issue where players could select the same psionic power

twice for a design.

+ Added missing Morrigi bio-missile collision shape.

+ Fixed accuracy/aiming issues with fixed mounts on drones and ships.

+ Tarka Hunters are now constrained to Tarka Hunter Carriers and said

carriers can no longer take other battle rider types.

+ Dead ships no longer show up in sensors.

+ Fixed the issue where ships were auto-targeting uninhabited planets in combat.

+ Fixed an issue where assault shuttles were not returning from a

planet if it was defeated.

+ Fixed an issue where techs that should add to the production cost of

ships were reducing the production cost instead.

+ Fixed issues with duplicated psionic icons in the selector.

+ Fixed issue with modules not loading in the design screen.

+ Fixed the issue where AI players would issue missions to unknown star systems.

+ Fixed an issue where certain ship armor data could go missing.

+ Fixed an issue where the battle rider manager was not showing riders

already assigned to ships.

+ Gate traffic cost is no longer applied for fleets already at their

destinations.

+ Fixed an issue where the starmap display was not updated after

committing an upgrade mission.

+ Fixed some known turret arc issues.

+ Fixed an issue where PD missiles were not taking out other missiles.

+ Added a fail-safe to certain effects that might not otherwise

expire, creating a memory leak in combat.

Other Changes:

+ Tweaks to drones.

+ Hooked up Psionic recharge bar.

Dandy [RUR]

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  • 3 weeks later...

r19609b

------

Critical Fixes:

+ Fixed a plague-related turn update crash.

+ Fixed a combat psionic effect-related crash.

Other Fixes:

+ Diplomatic points are now being accumulated and applied.

+ Heavy planet missiles are now working.

+ System entry points and approach vectors are now working.

+ Ships now recover psionic power each turn based on the empire's psi potential.

+ Fixed neutral combat zones not returning to the system's owner.

+ Fixed an issue where options window revert button was not working correctly.

+ Fixed an issue with incorrect speech timeouts.

+ Zuul civilians are no longer considered in slave calculations.

+ Fixed an issue where fleet travel distance was not being reported correcly.

+ Zuul players are no longer queried for alternate mission route

confirmations unless this is necessary.

+ Fixed localization issues with admiral traits.

+ Structure and armor bonuses now show correctly in the design screen.

+ Fixed known issues where reserve fleets could go missing.

+ Drones in the bottom wing of Hiver Dreadnoughts now launch.

+ Slave disks now connect with the correct ship sections.

+ Reduced speech spamming in the design screen.

+ Fixed floating modules on Human dreadnoughts.

+ Fixed a corner case preventing combat with hiver gates.

+ Colony support missions now stop correctly if the target colony is destroyed.

+ Fixed a couple odd issues where fleets were not correctly considered

to be 'at' a system.

+ Combat AI now deploys battle riders more intelligently.

+ Fixed an issue where crewless ships were preventing players from

entering accelerated time in combat.

+ Fixed the issue where requesting surrender of an empire could lock

out camera control.

+ Fixed the issue of invalid save game names crashing the game.

+ Fixed an issue where crewless ships were preventing the end of combat.

+ Fixed the visual glitch with torpedo trails.

+ Fixed the issue where fleets in transit could be unselectable.

+ Fixed an issue where the strategic AI was creating duplicate ship designs.

+ Fixed an issue where surveying fleets were returning home if

hostiles were encountered.

+ Fixed known issues with Land Grab and Leviathan victory conditions.

+ Victory conditions are now correctly reported when all other players

are eliminated.

+ Fixed an issue where trade income was not being synchronized

correctly in networked games.

+ Fixed an issue where client player status was not being updated

correctly in networked games involving more than 2 clients.

Other Changes:

+ Sound volume now updates in real time.

+ Mine fields and SDBs (System Defense Boats) can now be placed in the

Battle Manager and activated in combat by clicking their icons in sensor view.

+ Mission screens not grey out systems that are not viable.

+ Sensor, support and trade views now grey out systems that are out of range.

+ Stations now appear along with fleets, and they can now be repaired

through the standard repair dialog.

+ News events are now reported for lost or retired admirals.

+ The repair dialog can now be called up at any system.

+ The game now agressively seeks out and frees memory consumed by game

assets where possible. This should help players who are running into performance issues due to memory consumption.

+ Updated star map node line and mini-ship visuals.

+ New encounters are available or have been re-introduced, including:

The system killer, asteroid showers, spectres and swarmers. More are on the way.

r19631b

------

Critical Fixes:

+ Fixed crash on startup for Russian players.

+ Fixed crash that could occur when attempting to scrap stations.

+ Fixed crash that could occur when exiting the Battle Manager after

placing fleets.

Other Fixes:

+ Stations will no longer show up alongside fleets in transit.

+ Battle Manager fleet positions are now obeyed.

Other Changes:

+ Added Slaver encounter.

Dandy [RUR]

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r19683b

------

Critical Fixes:

+ Fixed plague-related crash.

+ Fixed a crash with the asteroid encounter.

+ Fixed a rare crash bug with interdict missions.

+ Fixed a crash related to building stations that could be caused by

loading older save games.

Other Fixes:

+ Fixed graphical bug where SDB's would not sit in correct slot.

+ Added missing cancel button to treaty request dialog.

+ Fixed an issue where armor display would not update correctly when

switching designs in the design screen.

+ Fixed a couple of lingering missing localized text.

+ Fixed Hiver and Liir Deep Scan bonuses not being applied.

+ Fixed planet scale in the battle manager.

+ Having a population hovering at 50% no longer saps resources from planets.

+ Fixed an issue with slavers no removing their fleets in some cases.

+ Naval stations now include Command Modules in CP calculation.

+ Players may no longer request gates of non-Hiver players.

+ Fleet positions set in the battle manager no longer carry over to

other star systems.

+ Fixed a potential issue where the AI could go bankrupt early in the game.

Other Changes:

+ Stations are now labelled in the battle manager.

+ Added confirmation for leaving build screen without committing a

pending order.

+ Abandoned colonies no longer remove science and naval stations.

+ Hooked up sounds to cancel mission events.

+ Added Pathfinder and Livingstone admiral traits.

Known Issues:

- Deep Scan designs from older saves may not work correctly when loaded into newer versions of the game.

- Drone variants have been added, but thier behaviour has not.

Dandy [RUR]

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  • 2 weeks later...

r19908b

------

Critical Fixes:

+ Fixed indy colonies from trying to add an already existing civilian

faction to a newly created colony through stimulus. (Caused a crash

during end turn)

+ Fixed a crash with declaring war on an independent

+ Fixed a crash when trying to add battleriders to platforms

+ Fixed a crash when simulating 2 AI vs AI combats involving battleriders

+ Fixed dronesats from crashing the game when trying to place them in

the defence widget

+ Fixed an SQL crash caused by improperly removing systems from a game

(when they are destroyed)

+ Fixed a crash when placing defence platforms

+ Fixed a hang when more then 1 combat took place

+ Fixed a crash when entering multiplayer games

+ Fixed a crash related to slaver encounters

+ Fixed the station sync crash in the fleet widget

Other Fixes:

+ Added AI cost assessment and picking for technologies

+ Added ability for AI to resume abandoned research projects

+ Enhanced AI research algorithms

+ Enabled UI for Special Research Projects

+ Hooked up Asteroid Monitor Special ProjectID

+ Hooked up Investigate independent Special project

+ Removed the poker chip system that combined 5 like items into 1.

+ Added additional trade from megafreighters, and an icon to represent

them in the trade view

+ Balanced freighter speeds

+ Increased visual ranges

+ Made target dish on the command monitor easier to see and hit

+ Added Pirates to randomized encounters

+ Added AI tech research strategies

+ Added the missing icon for building a mining station in the station

placement screen

+ Balanced Civilian and Naval Stations

+ Added Interceptor missiles

+ Removed waypoint arrows when specific stances are active

+ Added Indy races and Splinter factions

+ Rebalanced number of empty star systems

+ Improved zuul trade range

+ Build screen stats have been fixed and report correctly

+ Added mission times for boarding pods

+ Adjusted the number of slots available around planets for stations

+ Fixed modules not having a proper collision shape

+ Added the Comet randoms

+ Added a load screen after combat

+ Fixed a bug in the last capital standing end game rule that caused

players to be prematurely removed from the game

+ Added the ability to assimilate indy players by creating an alliance with them

+ Added an Indy button and diplomacy screen for managing diplomacy

between indy players

+ Fixed the Asteroid encounters to have the proper player avatar

+ Fixed some text width issues in the build screen related to cost

+ Dragging a ship into a fleet now selects the fleet after it has been moved

+ Tuned module deaths when they are blown off a ship

+ Added critical hits to space beasts

+ Added the combat manager button to the precombat popup

+ Tuned drone sats

+ Added a confirmation to the exit to main menu button

+ Ships destroyed by a boarding pod are now properly removed from their fleet.

+ Added death of crew if a ship breaks it's crews constraints

+ Fixed fleets not refreshing when being added in the fleet manager

+ Corrected the fleet times for missions

+ Fixed an issue where you could spam the ok button on the naming

dialog for an invoice and it would add extra empty invoices

+ Fixed feasibility studies to show 100% for techs you can definitely research

+ Tuned repair points for ships

+ Fixed an incorrect turn event for players that were being betrayed

(They were being labelled as the betrayer)

+ Fixed music from not changing if another cue was already playing

+ Fixed gms to only spawn for the number of gms picked in the game setup

+ Fixed the kill count for ships in the post combat screen

+ Fixed the human construction ships slowing down node travel significantly

+ Added Suicide Drones

+ Added Drain Drones

+ Added EW Drones

+ Clicking on news events now focus' on relevant system/colony

+ Rebellions now form splinter colonies if the rebellion is successful

+ Fixed infrastructure display value

+ Fixed the tech tree only displaying the cheapest path

+ Increased max length for fleet names

+ Changed colony stimulus to drop friendly indy colonies on

inhabitable planets - They are only negotiable when they have become

fully developed

+ Fixed an issue that caused encounters to become unhooked when naming

your player name the same as an encounter

+ Fixed indy colonies to simulate without starvation and support

(since they cannot have support)

+ Fixed the primary weapons being saved on your designs

+ Added turns remaining to build orders on the build button

+ Increased starmap label view range 20%

+ Fixed ships with structural fields not being able to be fully repaired

+ Fixed ships with structural fields not having full health when they

are created

+ Changed the slaves label to Deaths to represent the change in slaves

better on the colony summary

+ Added a mouseover to defence widget items

+ Fixed the AI from creating fleets that exceeded command point limits

+ Fixed a bug related to updating ships in the fleet manager

+ Fixed an issue with command points being calculated when moving

command ships (leviathan and cruiser commands)

+ Added color indication to defence items that require more cp then available

+ Added police cutters to defence manager

+ Added new art for defence platforms

+ Added new art for minefields

+ Police cutters are automatically added to defense fleets when they are built

+ Fixed the Vector3 Parse crash (a knock on from removing systems)

+ Fixed encounters from being properly removed when the system killer

destroys their homeworld.

+ Fixed repair points from not being rejuvinated each turn

+ Fixed invalid slot placements in the battle manager

+ Fixed morrigi sdbs not coming with drones

+ fixed jammers not working

+ Wraith abductors will now properly attack planets

+ Adjusted weapons for slaver ships

+ Fixed a typo in the encyclopedia

+ True grit is now a positive trait

+ Construction mission estimates are now correct for time and cost

+ Meteors now end combat early if they cannot hit a planet

+ Added splash screens for indy races

+ Fixed defence fleet from not showing up in the repair dialog and rider manager

+ Fixed weapon riders from showing up in the repair dialog

Known Issues:

- When loading an old saved game, the fleet mission times will display

incorrect number of turns until they start a new mission.

- Unable to target polygons on Morrigi monitors.

Dandy [RUR]

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