Sword of the Stars II: Lords of Winter Update Released

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  • siosios
    g0d!
    Kung Fu Master
    • Oct 2006
    • 13626

    #1

    Sword of the Stars II: Lords of Winter Update Released

    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.



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