Management hellreturn Posted April 5, 2012 Management Share Posted April 5, 2012 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 occurduring 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 tobe committed.+ Trade income is now correctly reported when no trading is available.+ Fixed an issue where mining stations were not showing up in stationconstruction options.+ Fixed mis-labelled Zuul station types in news events.+ Fixed an issue where colonization missions were not cancelling whencritical 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 whenthey should.+ Fixed an issue where heavy and planet missiles were not re-targetingin combat.+ Fixed an issue where stations were reporting incorrect remaining andtotal structure.+ Fixed an issue where in-transit fleets could be incorrectlydisplayed in repair dialogs.+ Fixed issues where asteroid monitor encounters would cease to occurafter destroying a command monitor.+ Fixed some combat stance issues related to planets.+ Fixed issues where alien habitation modules could take up standardhabitation module slots.+ Fixed a couple issues where warhead damage was not being adjustedcorrectly 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 offleets 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 View the full article Quote Link to comment Share on other sites More sharing options...
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