Management hellreturn Posted June 15, 2012 Management Share Posted June 15, 2012 r21933b------ Critical fixes:+ Fixed a crash that could occur when building both a Naval andScience station in the same system.+ Fixed a Suul'ka Horde crash that resulted from relocating assets. Other fixes:+ Fixed phantom mouse-over effects in combat.+ Fixed a case where asteroid monitors were not being removed.+ Fixed a case where selected ship changes were not being reflected inthe combat UI.+ Slaves are delivered to colonies on ship arrival.+ Made some improvements to star map UI stalls.+ Network packets are now more respectful of less common MTU limitations.+ Shield graphics are now disabled when associated ship sections are destroyed.+ Fixed grappling hook lag.+ Fixed assault shuttle behavior after the target colony is defeated.+ Pirates will now prefer to attack nearby freighters.+ Life- and psi-drain now works on enemy planets.+ Fixed reaction opportunity spam.+ Can no longer retrofit ships in a system without a colony.+ Fixed an issue that would cause automatic station placement not toconsider planets orbiting other planets, or independent system limitations.+ Added missing weapon icons.+ Fixed cases where station placement was not possible in independent systems.+ Fixed the bug that prevented retrofitting in networked games.+ Fixed a bug that was delimiting relocation range.+ Fixed various missing text strings.+ Fixed a bug that was causing relocating fleets not to show up in the star map. Other changes and additions:+ Combat double-left-click now makes ships move to their destinationwithout holding formation.+ Added War Mind effects.+ Improved free turret and spinal mounted weapon accuracy.+ Combat AI now makes use of Psionic powers.+ Defenses and Reserves can now be relocated.+ Introduced advanced network configuration options, which can beaccessed from the game launcher.+ Introduced new strategic AI research and colonization algorithms.+ Reaction dialog is now an overlay.+ Default initial savings is now 500,000.+ Police cutters now default to the reserves fleet and must be placedas defensive assets, but are now capable of traveling with fleets and/or be relocated. 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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