Management hellreturn Posted May 2, 2012 Management Share Posted May 2, 2012 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 agame 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 tointermittent 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 aroundasteroids. 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 realityfor 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 retreatfrom combat.+ Zuul bore ships now correctly retreat back to their homeworld whenboring 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 beingcancelled 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 tomouse clicks.+ Diplomacy reaction histories now display events pertaining to thecorrect players.+ Diplomacy reactions related to relative empire size no longer occurfor 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 whenan empire is defeated.+ Fixed the loophole that was allowing players to bypass feasibility studies.+ Fixed an issue that was causing climate hazard values to displaypositive values all the time.+ The battle manager is now more forgiving about placing fleets near planets.+ Invasion missions now correctly apply morale, government anddiplomatic penalties.+ Fixed known issues related to colony support.+ Fixed an issue where not all mines would be displayed in the sensorview 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 inthe 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 fromfleets that had exceeded their command point quota.+ Fixed an issue where extra ships from retreating fleets were beingtransferred 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 fromexpanding its empire, especially after engaging in war with another empire.+ Transient random encounters no longer hold on to control zones aftercombat ends. Other Changes:+ GOOP and Joker Module abilities are now available.+ Missle attacks on your ship can now be initiated in the Weapons Testscreen, 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 andforge 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 thechanges 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. 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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