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Sword of the Stars II: Lords of Winter Update Released


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  • Management

r20461b

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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.

 

http://storefront.steampowered.com/v/gfx/apps/42990/capsule_231x87.jpg

 

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