Sword of the Stars II: Lords of Winter Update Released

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  • siosios
    g0d!
    Kung Fu Master
    • Oct 2006
    • 13630

    #1

    Sword of the Stars II: Lords of Winter Update Released

    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.



    More...
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    |W0rd|SexualTurtletara420ת/ύ: Hey there daddy..

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