siosios
01-17-2012, 04:14 PM
Updates to Sword of the Stars II have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Features
- Added better battlerider behaviours
- Added drone healing and autolaunching
- Added patrol positions in combat
- Added a fleet widget tooltip to show ship information from any fleet listing.
- Added gravity mines and tar pit functionality
Major Bugs
- Fixed a crash involcing salvage projects that occured after combat with a zuul player
- Fixed a hang with the zuul intercept missions
- Fixed a number of incorrect ship section and module stats
- Added ship options to a number of ships
- Fixed a crash caused by the Von Neumanns in combat
- Fixed a crash caused by critical hit repairs
- Fixed a crash caused by dead AI admirals trying to repurpose fleets.
- Fixed an issue with reserve fleets causing false combat for a turn.
Minor Bugs
- Fixed the critical hit for shield generator to function correctly.
- Changed the default ship construction on planets back to zero
- Fixed a framerate issue with overlapping ships in combat
- Fixed a framerate issue with gate ships in intercept combat
- Fixed the weapon panel to no longer show destroyed weapons
- Added a primary weapon to ships to determine closing distance for pursuit
- Fixed planet missiles from attacking themselves when spectres are attacking the planet
- Fixed the battle rider button to only enable if the carrier is able to launch
- Fixed being able to select things other then the design ship in the design screen
- Moved station spawns closer to planets
- Fixed a bug in the tech tree that allowed the camera to focus on nothing
- Removed unneeded sliders and ship designs related to trade when FTL economics are not researched
- Fixed a bug that caused the incorrect tech state for feasible techs
- Fixed gate ships getting incorrect spawn positions in combat
- Fixed mesh particles from always spawning at their effect position
- Fixed a label in the fleet widget from overlapping it's list
- Fixed the starmap so that it focused on your home system if a certain option was checked
- Fixed disabled states on sliders so that they are more obviously disabled.
- Made the combat preview focus on the system the combat is taking place in
- Added art for admiral promotion events
- Fixed VN disintigrator beam range
- Fixed the defaults shields from not showing up in the design screen
- Fixed mining station costs
- Fixed a missing icon for adaptive buttresses
- Fixed some turret arcs on the torpedo mission sections
- Removed an extra quote from a localized string
- Fixed the cost of human large habitation modules
- Increased supply and track speed of guass PD
- Increased track speed of Phaser PD
- Increased track speed an muzzle speed of laser PD
- Added disabled state to controls of a colony when it is not owned by a player, but still visible to them
- Fixed a number of incorrect turret arcs
More... (http://store.steampowered.com/news/7177/)
Features
- Added better battlerider behaviours
- Added drone healing and autolaunching
- Added patrol positions in combat
- Added a fleet widget tooltip to show ship information from any fleet listing.
- Added gravity mines and tar pit functionality
Major Bugs
- Fixed a crash involcing salvage projects that occured after combat with a zuul player
- Fixed a hang with the zuul intercept missions
- Fixed a number of incorrect ship section and module stats
- Added ship options to a number of ships
- Fixed a crash caused by the Von Neumanns in combat
- Fixed a crash caused by critical hit repairs
- Fixed a crash caused by dead AI admirals trying to repurpose fleets.
- Fixed an issue with reserve fleets causing false combat for a turn.
Minor Bugs
- Fixed the critical hit for shield generator to function correctly.
- Changed the default ship construction on planets back to zero
- Fixed a framerate issue with overlapping ships in combat
- Fixed a framerate issue with gate ships in intercept combat
- Fixed the weapon panel to no longer show destroyed weapons
- Added a primary weapon to ships to determine closing distance for pursuit
- Fixed planet missiles from attacking themselves when spectres are attacking the planet
- Fixed the battle rider button to only enable if the carrier is able to launch
- Fixed being able to select things other then the design ship in the design screen
- Moved station spawns closer to planets
- Fixed a bug in the tech tree that allowed the camera to focus on nothing
- Removed unneeded sliders and ship designs related to trade when FTL economics are not researched
- Fixed a bug that caused the incorrect tech state for feasible techs
- Fixed gate ships getting incorrect spawn positions in combat
- Fixed mesh particles from always spawning at their effect position
- Fixed a label in the fleet widget from overlapping it's list
- Fixed the starmap so that it focused on your home system if a certain option was checked
- Fixed disabled states on sliders so that they are more obviously disabled.
- Made the combat preview focus on the system the combat is taking place in
- Added art for admiral promotion events
- Fixed VN disintigrator beam range
- Fixed the defaults shields from not showing up in the design screen
- Fixed mining station costs
- Fixed a missing icon for adaptive buttresses
- Fixed some turret arcs on the torpedo mission sections
- Removed an extra quote from a localized string
- Fixed the cost of human large habitation modules
- Increased supply and track speed of guass PD
- Increased track speed of Phaser PD
- Increased track speed an muzzle speed of laser PD
- Added disabled state to controls of a colony when it is not owned by a player, but still visible to them
- Fixed a number of incorrect turret arcs
More... (http://store.steampowered.com/news/7177/)