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

    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.



    More...
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