Fearless News Posted May 2, 2012 Posted May 2, 2012 r20916b --------- Critical Fixes: + Fixed a crash related to the star system tool tip on the star map. + Fixed multiplayer desync issues caused by clients dropping into a game in progress. + Fixed known crashes relating to battle riders. + Fixed a crash related to assimilating colonies. + Fixed a crash related to Suul'ka losing their home colonies. + Eliminated a fleet manager race condition that was leading to intermittent crashes. + Fixed known pre-combat UI crashes. + Fixed a rare crash related to admiral death and retirement. + Fixed a bug that could cause a crash when populating stations around asteroids. Other Fixes: + Fixed known ship and weapon data issues. + Fixed various known localization issues. + Karnak Targeting Module effects now working. + Scotsman Module effects now working. + Psi- and Life-Drain effects now damage planets. + Close to Attack behaviour now reflects race preferences. + Fixed known issues where budget projection was not matching reality for the next turn. + Fixed Morrigi Relic starting locations. + Fixed known issues with AI relating to Morrigi Relic. + Fixed some inconsistencies in the way Human and Zuul players retreat from combat. + Zuul bore ships now correctly retreat back to their homeworld when boring a new node line. + Deployed gate ships are no longer being included in additional combat rounds. + Deployed gate ships no longer get doubled up in combat. + Enemy gate ships are now visible in combat at your own systems. + Fixed incentive calculation issues. + Fixed a regression where construction missions were not being cancelled when the construction ships were destroyed. + Fixed known issues with Jammer ships not working in cobmat. + Jamming radius is now displayed in combat sensor view. + Light Emitters can now be fitted to battle riders. + Fixed known issues related to repairing Suul'ka. + Locked down issues where the game was not appearing to respond to mouse clicks. + Diplomacy reaction histories now display events pertaining to the correct players. + Diplomacy reactions related to relative empire size no longer occur for undiscovered empires. + Suul'ka will now correctly maximize psionic potential. + Fixed an issue where fleets could not be relocated when a Suul'ka was present. + Fixed known multiple-GM spawning issues. + Damage to modules now carries over from combat to strategy turns. + Improved Node Fighter behavior. + Treaty accept and reject dialogs now display the correct empire names. + Defenses, gates and reserve fleets are now correctly cleaned up when an empire is defeated. + Fixed the loophole that was allowing players to bypass feasibility studies. + Fixed an issue that was causing climate hazard values to display positive values all the time. + The battle manager is now more forgiving about placing fleets near planets. + Invasion missions now correctly apply morale, government and diplomatic penalties. + Fixed known issues related to colony support. + Fixed an issue where not all mines would be displayed in the sensor view in combat. + The node line collapse news event now correctly displays both system names. + Fixed issues related to intercept missions. + Force-firing on ships in combat will now force a war declaration in the strategy turn when appropriate. + Slave population numbers no longer reduce civilian population numbers. + Fixed morale bonus for police and propaganda ships. + Fixed an issue that was preventing the game from removing ships from fleets that had exceeded their command point quota. + Fixed an issue where extra ships from retreating fleets were being transferred incorrectly. + It is no longer possible to request or demand items from independent factions. + Stations are now considered for combat rounds. + Addressed issues that were preventing the strategic AI from expanding its empire, especially after engaging in war with another empire. + Transient random encounters no longer hold on to control zones after combat ends. Other Changes: + GOOP and Joker Module abilities are now available. + Missle attacks on your ship can now be initiated in the Weapons Test screen, using the new icon button. + Grappling cannon is now available. + AI now uses the node cannon and targeted missiles in combat. + Improved deep space encounter with system killer. + Defence Platform placement is no longer restricted to slots. + Tool tips in the design and build screens now display the design attributes. + It is no longer possible to launch riders while cloaked. + AI rebellions have been introduced. + Government shifts now occur in response to overharvesting gem and forge worlds. + Introduced the surprise attack diplomatic action. + Empires now continue to be listed in the player list after defeat. + VRF Systems now increase appropriate weapon fire rates by 25%. + Food now occupies less space on colony support runs. + Reduced AI tendency to declare war. + It is now possible to reconfigure fleets on missions as long as the changes do not violate mission objectives. + Independent faction tech levels are now displayed. + Systems with a colony now receive 3 base defense points. + Retrofit designs are now available. (see known issues) Introduced + protectorate and incorporate treaties. Known Issues: - Designs can be retrofitted with new weapons, and new ships built from them, but retrofitting old ships is not yet ready. - Deep space, multiplayer combat will desync. View the full article Quote
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