Fearless News Posted April 5, 2012 Share Posted April 5, 2012 r20461b --------- Critical Fixes: + Fixed a game loading crash related to asteroid monitors. + Fixed all known crashes related to deep space interception. + Fixed a potential infinite loop in Hiver movement that could occur during turn processing. + Fixed known multiplayer de-sync issues that were leading to crashes. + Fixed a crash when returning from a demand or request with an indy. + Made optimizations to turn processing times. Other Fixes: + Suul'ka can now be summoned again. + Mining and defense stations no longer double-charge players for construction. + Resolved conflicting broadside versus pursuit orders in combat. + Rapid prototyping now applies proper bonus. + Made changes to resolve minefield overlap and frame-rate issues. + Made changes to resolve PD phaser frame-rate issues. + Improperly configured requests and demands are no longer allowed to be committed. + Trade income is now correctly reported when no trading is available. + Fixed an issue where mining stations were not showing up in station construction options. + Fixed mis-labelled Zuul station types in news events. + Fixed an issue where colonization missions were not cancelling when critical ships were destroyed. + Fixed a known issue related to incorrect movement speed on the starmap. + Fixed issues that were preventing AI players from declaring war when they should. + Fixed an issue where heavy and planet missiles were not re-targeting in combat. + Fixed an issue where stations were reporting incorrect remaining and total structure. + Fixed an issue where in-transit fleets could be incorrectly displayed in repair dialogs. + Fixed issues where asteroid monitor encounters would cease to occur after destroying a command monitor. + Fixed some combat stance issues related to planets. + Fixed issues where alien habitation modules could take up standard habitation module slots. + Fixed a couple issues where warhead damage was not being adjusted correctly for researched technology. + Fixed an issue that was preventing government graph from updating. + Fixed issues where missiles targeting spectres could damage a colony instead. + Addressed network de-sync issues with certain weapons in combat. + Addressed some turret arcs that weren't firing or engaging correctly. Additions: + Node Cannon and Node Maw weapons have been re-introduced for Zuul players. ***To use the Node Maw in combat, go to sensor view and click on the corresponding buttons above the desired Bore node points.*** ***These will collapse the node points, to devastating effect for ships in the area.*** + Updated combat screen GUI + Added a multiple combat system. + Added Morrigi tombs. + Introduced the ghost ship random encounter. + Turrets and modules now show up in the fleet manager. + Quantum disassociation now adds the intended 20% bonus to production. + Combat now occurs in multiple phases depending on the number of fleets present. + Intelligence-gathering missions can now be executed from the diplomacy screen. + Increased AI diplomacy reactions. + Increased savings required for morale boost. + Biosphere preservation now reduces consumption by 50%. + Colonies now get an initial bonus on the turn they are established. + Fleets that lose their command ships in combat will now disband and retreat. + Increased battle rider mission times. + Reduced the density of minefields. + Added new drone attack behaviors. View the full article Quote Link to comment Share on other sites More sharing options...
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