Welcome to The Forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads

Sword of the Stars II: Lords of Winter Update Released


Dirty
 Share

Recommended Posts

r19908b

------

 

Critical Fixes:

+ Fixed indy colonies from trying to add an already existing civilian

faction to a newly created colony through stimulus. (Caused a crash

during end turn)

+ Fixed a crash with declaring war on an independent

+ Fixed a crash when trying to add battleriders to platforms

+ Fixed a crash when simulating 2 AI vs AI combats involving battleriders

+ Fixed dronesats from crashing the game when trying to place them in

the defence widget

+ Fixed an SQL crash caused by improperly removing systems from a game

(when they are destroyed)

+ Fixed a crash when placing defence platforms

+ Fixed a hang when more then 1 combat took place

+ Fixed a crash when entering multiplayer games

+ Fixed a crash related to slaver encounters

+ Fixed the station sync crash in the fleet widget

 

Other Fixes:

+ Added AI cost assessment and picking for technologies

+ Added ability for AI to resume abandoned research projects

+ Enhanced AI research algorithms

+ Enabled UI for Special Research Projects

+ Hooked up Asteroid Monitor Special ProjectID

+ Hooked up Investigate independent Special project

+ Removed the poker chip system that combined 5 like items into 1.

+ Added additional trade from megafreighters, and an icon to represent

them in the trade view

+ Balanced freighter speeds

+ Increased visual ranges

+ Made target dish on the command monitor easier to see and hit

+ Added Pirates to randomized encounters

+ Added AI tech research strategies

+ Added the missing icon for building a mining station in the station

placement screen

+ Balanced Civilian and Naval Stations

+ Added Interceptor missiles

+ Removed waypoint arrows when specific stances are active

+ Added Indy races and Splinter factions

+ Rebalanced number of empty star systems

+ Improved zuul trade range

+ Build screen stats have been fixed and report correctly

+ Added mission times for boarding pods

+ Adjusted the number of slots available around planets for stations

+ Fixed modules not having a proper collision shape

+ Added the Comet randoms

+ Added a load screen after combat

+ Fixed a bug in the last capital standing end game rule that caused

players to be prematurely removed from the game

+ Added the ability to assimilate indy players by creating an alliance with them

+ Added an Indy button and diplomacy screen for managing diplomacy

between indy players

+ Fixed the Asteroid encounters to have the proper player avatar

+ Fixed some text width issues in the build screen related to cost

+ Dragging a ship into a fleet now selects the fleet after it has been moved

+ Tuned module deaths when they are blown off a ship

+ Added critical hits to space beasts

+ Added the combat manager button to the precombat popup

+ Tuned drone sats

+ Added a confirmation to the exit to main menu button

+ Ships destroyed by a boarding pod are now properly removed from their fleet.

+ Added death of crew if a ship breaks it's crews constraints

+ Fixed fleets not refreshing when being added in the fleet manager

+ Corrected the fleet times for missions

+ Fixed an issue where you could spam the ok button on the naming

dialog for an invoice and it would add extra empty invoices

+ Fixed feasibility studies to show 100% for techs you can definitely research

+ Tuned repair points for ships

+ Fixed an incorrect turn event for players that were being betrayed

(They were being labelled as the betrayer)

+ Fixed music from not changing if another cue was already playing

+ Fixed gms to only spawn for the number of gms picked in the game setup

+ Fixed the kill count for ships in the post combat screen

+ Fixed the human construction ships slowing down node travel significantly

+ Added Suicide Drones

+ Added Drain Drones

+ Added EW Drones

+ Clicking on news events now focus' on relevant system/colony

+ Rebellions now form splinter colonies if the rebellion is successful

+ Fixed infrastructure display value

+ Fixed the tech tree only displaying the cheapest path

+ Increased max length for fleet names

+ Changed colony stimulus to drop friendly indy colonies on

inhabitable planets - They are only negotiable when they have become

fully developed

+ Fixed an issue that caused encounters to become unhooked when naming

your player name the same as an encounter

+ Fixed indy colonies to simulate without starvation and support

(since they cannot have support)

+ Fixed the primary weapons being saved on your designs

+ Added turns remaining to build orders on the build button

+ Increased starmap label view range 20%

+ Fixed ships with structural fields not being able to be fully repaired

+ Fixed ships with structural fields not having full health when they

are created

+ Changed the slaves label to Deaths to represent the change in slaves

better on the colony summary

+ Added a mouseover to defence widget items

+ Fixed the AI from creating fleets that exceeded command point limits

+ Fixed a bug related to updating ships in the fleet manager

+ Fixed an issue with command points being calculated when moving

command ships (leviathan and cruiser commands)

+ Added color indication to defence items that require more cp then available

+ Added police cutters to defence manager

+ Added new art for defence platforms

+ Added new art for minefields

+ Police cutters are automatically added to defense fleets when they are built

+ Fixed the Vector3 Parse crash (a knock on from removing systems)

+ Fixed encounters from being properly removed when the system killer

destroys their homeworld.

+ Fixed repair points from not being rejuvinated each turn

+ Fixed invalid slot placements in the battle manager

+ Fixed morrigi sdbs not coming with drones

+ fixed jammers not working

+ Wraith abductors will now properly attack planets

+ Adjusted weapons for slaver ships

+ Fixed a typo in the encyclopedia

+ True grit is now a positive trait

+ Construction mission estimates are now correct for time and cost

+ Meteors now end combat early if they cannot hit a planet

+ Added splash screens for indy races

+ Fixed defence fleet from not showing up in the repair dialog and rider manager

+ Fixed weapon riders from showing up in the repair dialog

 

Known Issues:

- When loading an old saved game, the fleet mission times will display

incorrect number of turns until they start a new mission.

- Unable to target polygons on Morrigi monitors.

 

capsule_231x87.jpg

 

More...

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share