22027c
----------------------
FIXES
- Fixed auto-resolve crash due to colony life UI.
- Fixed slider notches for trade sliders so they now notch for the colony trade output.
- Used correct player color and colony icon for colony life UI.
- Fixed surprise attack button not being available unless you had diplo points for declaring war.
KNOWN ISSUES:
- Weapon bank MP crash on client.
- Admiral turn event crash.
- Colonies from other systems may show up in Colony Combat display.
r22027
--------
Critical fixes:
- Fix retreat crash
- Fix combat freeze
- Fix crash for null AI designs
- Fix move order crash
Other fixes:
- Fixed AI equipping the wrong modules on the wrong sections
- Fixed AI building stations in un-owned worlds
- Fixed using psionics on menaces (eg: fear on swarm queen)
- Fixed Suul’ka fleets not storing their Suul’ka as an admiral
- Fixed display issues with relocating reserve assets
- Fixed diplomacy UI buttons
- Fixed being able to build stations in indy systems unless system was selected
- Fixed getting a combat if both players ONLY have a colony in a system (colony vs colony and no fleets)
- Fixed auto firing not always finding a target
- Fixed Morrigi LV not assigning all riders proper indexes, which leads to riders entering combat "launched"
- Fixed Hivers using node races pathing in some cases
- Fixed fleets in fleet widget properly displaying their base system instead of current location
Other changes and additions:
- Implement new player list UI in combat
- Implement ionic thruster tech
- Implement display for colony pop/infra info
- Implemented internal kinetic dampening tech
- Implement Morrigi traps
- Gave Morrigi abilities to instantly defeat Morrigi relics and traps
- Added notches to sliders in Empire Manager and for trade/construction sliders
- Starmap now properly shows Zuul slave and civilian count
KNOWN ISSUES:
- Morrigi trap combat does not carry over into combat (will be Fixed in next patch)
r21933c
------
Critical fixes:
+ Fixed a weapon firing race condition that could lead to crashes in networked combat.
+ Fixed the excessive strategic AI tax rate leading to economic suicide at the start of a game.
Other fixes:
+ It is no longer possible to modify caravan fleets in transition.
+ Fixed an issue that could cause the strategic AI to redesign constructors and freighters each turn.
+ AI ship designs now consider armor and other available options.
+ Fixed sporadically missing Zuul battle music.
r21933b
------
Critical fixes:
+ Fixed a crash that could occur when building both a Naval and Science station in the same system.
+ Fixed a Suul'ka Hoarder 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 in the 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 to consider 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.
Other changes and additions:
+ Combat double-left-click now makes ships move to their destination without 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 be accessed 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 placed as defensive assets, but are now capable of traveling with fleets and/or be relocated.
r21736b
------
Critical fixes:
+ Fixed a crash that could occur if no enemy was present in combat.
+ Fixed a crash that could occur if a colony support mission was cancelled.
+ Fixed known crashes related to recent news events.
+ Fixed a crash related to invalid station modules.
+ Fixed a crash that could occur by entering certain characters into the encyclopedia search box.
+ Fixed a treaty generation related crash.
Other fixes:
+ Fixed some known issues with System Killer news event handling.
+ Tomb rewards work again.
+ Retrofitted defenses are now returned to defense fleets.
+ Platform retrofitting is no longer linked to the station retrofit dialog.
+ Fixed black color for non-player empires.
+ Defense and reserve fleets are no longer disbanded when the last ship is scrapped.
+ Addressed the issue of locusts not attacking planets and stations in combat.
+ Mining stimulus is now disabled until mega-strip mining is acquired.
+ Fixed the white cubes in the research screen.
+ Fixed the intermittently missing Political Science family button at the bottom of the research screen.
+ Morrigi Crow firing now works again.
+ Planet sensor volumes are now affected by jammers.
+ Fixed design screen right-click retrofit loophole.
+ New admirals now display correct empire color.
+ Zuul fleets lacking bore ships no longer cause a request to bore node lines when issuing missions.
+ Stations are now removed appropriately if their attached colonies are destroyed.
+ Boarded ships no longer fire at unusually high rates.
+ Fixed Gardener suitability calculations.
+ Fixed an issue that could cause planets to share the same orbit.
+ The open/close star system button is now correctly synchronized in both star map and star system screens.
Other changes and additions:
+ Engrams fully functional.
+ Improved combat sensor graphics.
r21666c
Critical fixes:
+ Fixed a crash that could occur when freighters were lost in combat.
+ Fixed the Hiver farcast failure crash.
+ Fixed the Horde Zuul fleet reforming crash.
r21666b
Critical fixes:
+ Fixed a node maw related crash.
+ Fixed defense manager placement crash.
+ Fixed platform cost calculation crash.
+ Fixed a station building crash.
+ Fixed the reaction intercept crash.
+ Fixed a turn event related end-of-combat crash.
+ Fixed a Suul'ka and turn event related crash.
+ Fixed economy rating bleed.
+ Fixed client crash after the second round of combat.
+ Fixed issue where the star map UI was not reactivating on new turns (AKA Black Buttons of Doom).
Other fixes:
+ Fixed some networked combat weapon de-syncs.
+ Projected savings now considers pending ship construction.
Other changes and additions:
+ Added Tumbler weapon.
+ Added Shield Projector.
+ Added Grav Pulsar weapon.
+ Added Grav Cannon.
+ Empires now receive savings for defeating swarmers.
+ New user interface for treaty requests.
+ Classic Race badges added.
+ Variety of text, tooltip, and reference fixes.
+ Improved government summary UI, still accessible via the empire summary screen.
r21580b
------
Critical fixes:
+ Fixed the AI divide by zero crash.
+ Fixed a crash related to swarmer interception.
+ Fixed a crash related to exiting the defense manager.
+ Fixed a battle rider and boarding-pod related crash.
+ Fixed a System Killer related crash on turn update.
+ Fixed a Suul'ka spawning and admiral-related crashes.
+ Fixed a few potential crashes that could occur after random encounters.
+ Fixed a potential deep space encounter crash.
+ Fixed a potential crash that could occur with out-of-date planet information and fleet selection.
+ Fixed a critical repair-related combat crash.
Other fixes:
+ Freighters now retreat on node lines when applicable.
+ Tuned combat sensor picking.
+ The pre-combat UI now defaults to the first combat.
+ The pre-combat UI now applies the correct star map effects and colors where applicable.
+ Fleet information now updates correctly when ships are transferred or repaired.
+ Fixed known issues where missiles were missing ships in the weapon test screen.
+ Mission screens no longer show extraneous fleet lines.
+ Fixed a bug that prevented the intercept mission screen from focusing on the target fleet.
+ Fixed shield placement and shield status combat UI issues.
+ Subjugators now carry Slave Disks.
+ Quantum Capacitor and Shield Magnifier effects now work.
+ The government support action no longer causes shifts for developed colonies.
+ Fixed corrupt game lobby player lists.
+ Zuul torpedo platforms can now be placed.
+ Colonization fleets no longer teleport on support runs.
+ Fixed the swapped government and research slider labels in the research screen.
+ Gas giants and moons are no longer incorrectly listed as size 10.
+ Fixed a bug that caused effect LODs to pile up on top of each other.
+ Fixed an issue where fleets and systems would overlap in lists.
+ The "war declared" turn event now correctly reflects the instigator.
+ Environmental tailoring effect now works.
+ Addressed an issue that was caused by retreating fleet consolidation to violate command point limits.
+ Gate station construction now removes system's deployed gate ship.
+ It is no longer possible to construct gate stations without the required technology.
+ Tracking weapons no longer attempt to path through planets.
+ Fixed an issue that was preventing combat AI from moving ships around a planet to reach the target.
+ Support missions no longer deliver twice in one turn.
+ AI rebellion will no longer occur if a countering technology has been researched.
+ Fixed a bug that was preventing treaties from activating.
+ Targets of node cannons no longer leave empty fleets behind.
+ Fixed an issue that was preventing ships at base from registering a sensor range.
+ Fixed an issue that was preventing station retrofits from working in networked games.
+ Fixed an issue that appeared to prevent the construction of stations at independent-controlled systems.
+ Ship rolling is now synchronized over the network in combat.
+ Fixed a networked combat issue that was causing the last ship in a selection to be left behind.
+ Tombs are now removed when all of their drones are destroyed.
+ Fixed an issue that was preventing weapon damage from being communicated correctly in networked combat.
+ The game window no longer reacts to keypresses when it does not have focus.
Other changes and additions:
+ Many new turn events.
+ Mission lines are now in player color.
+ Multiple missions can be issued from a single screen for Survey, Relocate, Colonize, Support, Patrol,
Interdict, Invade and Strike.
+ Construction, Upgrade and Patrol missions now have an optional rebase on completion.
+ Added a Von Neumann research bounty.
+ Ships waiting at base will now replenish crew and supplies.
+ The colony support dialog now provides planet details.
+ Combat sensor view now displays a greater variety of icons.
+ Asteroid belts now jam sensors.
+ Asteroid Monitors, Swarmers and Relics no longer generate encounters unless an enemy fleet is present.
+ Added slave drop-off.
+ Defense fleets are now available in various fleet lists.
+ Added a tooltip to the psi icon on the starmap.
+ Added a Liir deep space maneuvering bonus.
+ Node missiles added.
+ Modified the AI rebel color.
+ Added evangelist admiral trait effect.
+ Asteroid impacts now affect colony morale.
+ Independent colonies are immediately available for diplomatic action.
+ Overpopulation now affects morale.
+ Added AI Virus effects.
+ Increased station science module bonus.
+ Fleets now have empire-based default names.
+ Minelayers can now be placed with drag-and-drop interaction.
+ Added colony economic ratings.
+ Added open and closed systems.
+ Various unresponsive turrets fixed via arc errors.
+ Handful of missing text string errors corrected.
r21440b
-----
Critical fixes:
+ Patched a ship repair divide-by-zero crash.
+ Fixed a drone-related crash.
+ Fixed a very rare locking-beam related crash.
Other fixes:
+ Corrected display of drone designs in the design screen.
+ Construction and retrofit costs now include initial drone and assault shuttle costs.
+ It is now possible to select systems in province creation mode once again.
+ No more cube for phaser weapons on drones in the design screen.
+ Queued station modules no longer disappear.
+ Fixed system info demand.
+ Enemy ship construction ETA is no longer visible in system icons.
+ Corrected the direction of trade-related government shifts.
+ Admiral traits no longer cause negative endurance.
Other changes and additions:
+ Beam weapons will now fire for their entire duration and re-target on-the-fly.
+ Empire fleet summary no longer displays empty reserve fleets.
r21407b
------
Critical fixes:
+ Fixed a design screen selection crash.
+ Fixed a rare encounter pre-combat crash.
+ Fixed a rare combat related crash.
+ Turn times are greatly reduced.
Other fixes:
+ Fixed duplicate war declaration news events.
+ Addressed some ambiguous wording in war declaration news events.
+ Ship repaired speech events are less frequent.
+ Players can no longer construct remote stations without Deep Space Construction.
+ Phase Dislocation no longer affects Prester Zuul battle riders.
+ Trade stations are no longer available until FTL Economics is researched.
+ Government shifts no longer occur until station building is complete.
+ AI will no longer attempt to colonize systems with enemy colonies unless is exempt from this limitation.
+ Fleets will now relocate if their base is eliminated.
+ Naval capacity now takes pending changes into account.
+ New home systems are now automatically flagged as surveyed when assigned to a player.
+ Fixed a mining station bonus miscalculation.
+ Enemy reserve fleets are no longer visible.
+ Fixed an issue where the game was treating Propaganda ships as Police Cutters.
+ Fixed unending rebellions.
+ Fixed unending trade treaties.
+ Fixed the sensor view bug that caused overlapping spheres to eliminate each other.
+ Load times are reduced.
+ Reduced UI transition times from some screens.
+ Fixed an issue that was preventing full repair of a ship.
+ Protectorates no longer expire.
+ Admirals now age at the correct rate.
+ Suul'ka now enter combat again.
+ Weapon panels are now cleared when re-entering screens and dialogs.
+ Fixed some design-naming issues.
+ It is no longer possible to break the transition to the station placement screen.
+ UI now refreshes after retrofitting or repairing ships.
+ Retrofitting will no longer produce two sets of drones for a ship.
+ AI no longer retires ships constantly.
+ AI now redesigns for missing ships, such as gates and bores.
+ The research ring around the tech cube on the star map no longer disappears at certain camera angles.
+ Mission screens now lock focus on the target system.
Other changes and additions:
+ There is now a two-turn moratorium on AI actions when it takes over for a dropped player.
+ Clicking a module or weapon icon in the design screen will now close the associated selector if it is open.
+ Economic and research efficiency maximums have been increased to 200%.
+ Enemy fleet lines are now visible when their destinations are visible.
+ Up and down arrow keys now function in place of the mouse wheel for zooming.
+ Sensor range bonuses are now applied to stations.
+ Large asteroids are now selectable.
+ Added tech requirements for gate stations.
+ Station construction screens now have a Commit button that will automatically place the new station.
+ Individual ship selection in combat will now yield additional information about critical issues.
+ Ships losing crew in combat are highlighted to bring attention to the damage.
+ The star map tech cube tooltip now displays technology info and ETA.
r21284b
------
Critical fixes:
+ Fixed a turn processing crash related to updating morale.
+ Fixed an MP crash that could occur when clients joined a game while the host was in combat.
+ Fixed an AI processing crash related to Leviathan research.
+ Fixed a hang in combat related to positioning ships.
+ Fixed an issue where in a multi-player game would hang if the client was in the first player slot.
+ Fixed a multi-player crash that could occur is the host was not in the first player slot.
+ Fixed a system-killer related turn update crash.
+ Fixed the empty treaty crash.
+ Fixed a turn update crash related to patrol missions.
+ Fixed an upgrade mission UI crash.
+ Fixed a potential crash that could occur when using the battle manager where neutral zones existed.
+ Fixed a crash that could occur when interception targets left sensor range.
+ Fixed a star map re-entry crash that could occur when resuming a game after returning to the main menu.
+ Fixed a rare crash that could occur when joining a game in progress.
Other fixes:
+ Support missions now work in the same system.
+ Support missions no longer take an extra turn when in the same system.
+ Research estimates are more accurate.
+ Boarding pods no longer attack grand menace or random encounter entities.
+ Fixed issues related to station targeting with non-tracking weapons.
+ Fixed an issue with Suul'ka showing up in the design screen.
+ Fixed some localization issues in the intel results dialog.
+ Fixed scaling issue on Protean tentacles.
+ Fixed known issues with the Fear psi power.
+ Fixed an issue where psionic UI overlays could persist after combat.
+ Fixed issues with disruptor effects.
+ VN Berserkers now retreat correctly.
+ Fixed Hiver carrier recovery animations.
+ Default target filter and firing mode settings are now carried into combat from designs.
+ Swarmers no longer generate multiple queens while others are in transit.
+ Textures have been optimized.
+ Colony faction morale now displays correctly.
+ Fixed an issue where the design screen was not displaying the effects of ship design options.
+ The login dialog is now displayed when re-entering the server browser.
+ Fixed an issue where asteroid monitors and Morrigi relics would show up in combat as enemies after they had been neutralized.
+ Fixed an issue where player-built asteroid monitors had some unresponsive turrets.
+ Fixed an issue that was incorrectly revealing star map details to players.
+ Fixed an issue that was allowing players to abandon enemy colonies.
+ Corrected the order of ship section names displayed in the build screen preview.
+ Fixed an issue that was allowing the display of information for enemy fleets out of range.
+ Favorite invoices now use the newest available retrofit for each ship design.
+ Fixed missing Phaser weapon icon.
+ Fixed issues where player ship designs were not being assigned roles.
+ Biome colonizers now show up in colonizer lists.
+ Fixed an infinite repair point issue with stations.
+ Fixed the black-sensor-view display bug.
+ The build screen no longer reverts back to cruisers after invoice submission.
+ Fleet lists no longer display irrelevant command points in the battle rider manager.
+ Salvage projects now have 100% feasibility.
+ Fixed an issue that was causing the AI to continually redesign thee same ship role turn after turn.
+ It is no longer possible to rename ships in retrofit orders.
+ Fleet items in the admiral manager now display the correct empire color.
+ Fixed a networking issue that was causing the game host to continue attempting to send game information to disconnected clients.
+ Addressed a network issue where client connections were not being correctly terminated on timeouts.
+ Fixed a display bug where the station retrofit list was not being cleared.
+ Fixed the ship design generational mk. naming scheme.
+ Addressed a handful of missing or broken text strings.
Additions:
+ Implemented the last of the admiral traits
+ Implemented admiral survival and capture mechanics
+ Allies now share sensor data.
+ Colony and trade values now display in red/green.
+ Added a weapon range tooltip in combat. Hovering mouse over weapon icon will reveal max range circle for that weapon.
+ Reserve fleets can now be filtered out of fleet summaries.
+ Human factions can now use Node Maws.
+ Double-clicking a battle rider in the battle rider manager is now a short-cut for adding them to the ship.
+ It is now possible to build naval and science stations in neutral systems.
+ Added an incoming fleet news event.
+ Energy Cannons received balance pass.
r21149b
------
Critical fixes:
+ Fixed a Suul'ka repair crash.
Other fixes:
+ Restored sound.
+ The add to invoice button now correctly accumulates favorite invoice ships.
+ Stations no longer cause combat rounds versus gate ships.
+ Fixed some pathological combat AI issues that were preventing it
from attacking certain features such as deployted gates.
+ Fixed new Zuul AI slow-boating.
+ Fixed tech tree issue involving Plasma Focusing.
Additions:
+ Added 3-second combat ending warning.
+ Fleets with damaged ships now display red in lists.
r21119b
------
Critical Fixes:
+ Fixed an end of combat crash related to retreating.
+ Fixed a couple crashes related to diplomatic actions with independent factions.
+ Fixed remaining known multiplayer sync crashes.
+ Fixed a crash caused by the target of a boarding pod being destroyed.
+ Fixed a crash in the battle rider manager.
+ Fixed a crash caused by network clients finishing combat prior to the host.
+ Fixed a crash that could occur when calculating rebel AI economic ratings.
+ Fixed a crash caused by submitting a treaty with an independent faction without first selecting the type.
Other Fixes:
+ Fixed spectre camouflage.
+ Strategic turn timer is now displayed in games that use it.
+ Fixed an issue where players were not being assigned the correct initial star systems.
+ Fixed the UI issue that was preventing players from moving ships in combat in some cases.
+ Gate labs now apply a bonus only to drive research.
+ Independent colonies no longer form on barren planetoids nor gas giants.
+ Fixed an issue that was preventing minelayers from functioning in combat.
+ Improved framerate in combat when many ships are selected.
+ Fixed some issues with the grav cannon.
+ Colony information panels were tweaked to display in owner colors.
+ Trade stimulus no longer provides more freighters than are needed.
+ Encounters involving non-aggression parties no longer induce morale penalties.
+ Fixed known AI issues with slaver encounters.
+ Fixed a bug that was assigning unwanted modules to stations and ships.
+ Fixed known issues that were preventing players from upgrading stations.
+ Addressed VN-related framerate issues.
+ Retreating ships no longer get pulled back into combat at the same location.
+ Fixed an issue - fleets will now maintain their positions for multiple rounds of combat.
+ Initial station weapons are now longer range.
+ Fixed an issue where station upgrades were not updating station structure.
+ Fixed an issue where players were spawning too close to the star during random encounters.
+ The Morrigi Relic encounter no longer holds players in combat after the relics are destroyed.
+ Fixed an issue where the research screen was not correctly displaying module bonuses.
+ Fixed main menu sound playing in games when the sound enabled options are turned on and off.
+ Removed the unwanted vertical scrollbar from the avatar and badge selection strips.
+ Fixed some issues with AI ship design and related weapon selection.
+ Active invoices are now properly discarded when leaving the build screen.
+ Made changes to fleet interception logic to address a pathological case that was causing Hiver intercepts to fail when they should not.
+ Fixed some Hiver Gate fleet loopholes.
+ Fixed an issue that was allowing speech events to play while disabled.
+ Fixed various text string errors.
Additions:
+ Added curvature Compensation bonus for Liir.
+ Added phase dislocation tech bonus.
+ Added colony support trips configuration.
+ Support missions now default to the maximum possible trips.
+ Added station retrofitting.
+ Added click-to-focus for items in the fleet summary.
+ Support event dialogs now identify the supporting fleet.
+ Empire summary values now display in red and green to reflect change since the previous turn.
+ Asteroid monitors are now available as player buildable defenses.
+ Protectorate ship section effects.
+ The defense manager now displays incoming fleet vectors for pending encounters.
+ Zuul missions will now prompt for the automatic inclusion of a bore ship when necessary, instead of assuming that one is needed.
r20995b
------
Critical Fixes:
+ Fixed a stance selection related crash in combat.
+ Fixed the combat multiplayer de-sync that was on the list of known issues in the last update.
+ Fixed a crash related to exiting multiplayer combat prematurely.
+ Fixed a rare animation-related crash in combat.
+ Fixed a rare system killer related crash.
+ Fixed a recent issue in combat that was preventing ships from being selected.
+ Fixed a crash caused by cancelling a mission for a node boring Zuul fleet.
+ Fixed a crash related to upgrading a station that had not been in combat.
Other Fixes:
+ Fixed known issues with movement on the government type graph.
+ Joker, GOOP and battle rider wing buttons now disappear from the HUD when the selected ships are too far from the viewer.
+ Fixed an issue where players were getting multiple salvage projects leading to the same tech.
+ Addressed issues where the AI player was bypassing fleet supply limitations when sending out missions.
+ Fixed the issue where missiles were not colliding with the ghost ship.
+ Fixed an issue where fleet missions would get hung up in systems with disabled relics or asteroid monitors.
+ Fixed the bug where effects from stations were active prior to completion of construction.
+ Fixed a bug that was allowing players to slot any weapon into a retrofitted design.
+ Fixed an issue where the system killer would not proceed on to the next star system.
+ Fixed an issue where Leviathans were taking armor damage on the wrong side in combat.
+ Fixed some flaws in the weapon ricochet calculations in combat.
+ It is no longer possible to see enemy ship tool tips.
+ Cleaned up some inconsistencies in the display of climate hazard ratings.
+ Fixed a bug that was allowing players to submit intercept missions when no fleets were available to do so.
+ Fixed an issue that was causing overlapping stations to appear in the system view and combat.
Additions:
+ It is now possible to set the number of initial planets for each faction.
+ Some general ship section and weapon tweaks.
+ Combat Algorithms technology now allows an additional two cruisers instead of just one.
+ Battle Riders can now be launched by clicking the individual squad/wing buttons associated with each ship.
+ Ships can now be retrofitted.
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 a game 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 to intermittent 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 around asteroids.
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 reality for 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 retreat from combat.
+ Zuul bore ships now correctly retreat back to their homeworld when boring 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 being cancelled when the construction ships were destroyed.
+ Fixed known issues with Jammer ships not working in combat.
+ 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 to mouse clicks.
+ Diplomacy reaction histories now display events pertaining to the correct players.
+ Diplomacy reactions related to relative empire size no longer occur for 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 when an empire is defeated.
+ Fixed the loophole that was allowing players to bypass feasibility studies.
+ Fixed an issue that was causing climate hazard values to display positive values all the time.
+ The battle manager is now more forgiving about placing fleets near planets.
+ Invasion missions now correctly apply morale, government and diplomatic penalties.
+ Fixed known issues related to colony support.
+ Fixed an issue where not all mines would be displayed in the sensor view 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 in the 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 from fleets that had exceeded their command point quota.
+ Fixed an issue where extra ships from retreating fleets were being transferred 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 from expanding its empire, especially after engaging in war with another empire.
+ Transient random encounters no longer hold on to control zones after combat ends.
Other Changes:
+ GOOP and Joker Module abilities are now available.
+ Missile attacks on your ship can now be initiated in the Weapons Test screen, 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.
+ Defense 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 over-harvesting gem and forge 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 the changes 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.
- Tab or Home key is required to focus on lead ship in combat.
r20587b
------
Critical Fixes:
+ Fixed a known defense manager fleet list crash.
+ Fixed an end of combat crash related to combat involving neutral factions.
+ Made numerous sound system changes to help with frame rate issues.
+ Fixed a crash related to queued station modules.
+ Fixed a minefield related crash in combat.
+ Fixed a crash in the design screen related to selecting and submitting defense platforms.
+ Fixed a combat retreat crash.
+ Fixed a crash related to entering and exiting the empire manager.
+ Fixed known memory leaks in transitions to and from the star map.
+ Fixed a silent multiplayer crash related to random encounters.
+ Fixed a crash that could occur when opening the build screen.
+ Fixed a multiplayer hang that could occur versus lone gate ships.
Other Fixes:
+ Reduced ship spark effect density to help with frame rate issues.
+ Fixed an issue preventing the Repair All function from working.
+ Fixed an issue where a VN disintegrator beam could remain linked to ships that left its range.
+ It is no longer possible to cancel return missions for retreating fleets.
+ Fixed the issue where colonies were firing at targets outside of sensor range.
+ Fixed the issue where planets would mysteriously disappear from the list of colonization options.
+ Fixed an multiple combat round issue where the game would try to select eliminated fleets.
+ Fixed the issue where construction missions would leave stations under construction if the construction ships were destroyed.
+ Fixed known issues of missiles spinning in space.
+ Fixed a bug that was causing prototyped ships to become too cheap.
+ Fixed known issues where diplomatic actions could result in a negative cost, adding to a player's RDP instead of subtracting from it.
+ Addressed issues that were causing the AI to declare war too frequently.
+ Fixed the missing news event notifying players of war declarations against them.
+ Fixed an issue where colonies were not correctly reporting when they were developed.
+ Fixed an issue that was preventing Hivers from upgrading gate stations fully.
Other Changes:
+ Build and design screens now show design attributes.
+ Made some improvements to the mine field placement flow in the defense manager.
+ Tracking weapons can now target the dish on a command monitor.
+ Fleets involved in multiple rounds of combat will lose additional endurance.
+ Non-Zuul factions are now attacked by pirates.
+ Developing colonies no longer support fleets.
+ Improved the research and feasibility study complete dialogs.
+ Variety of tweaks and corrections to ship turrets for all factions.
r20461c
------
Critical fixes:
+ Fixed a new first-turn networked multiplayer crash.
+ Fixed a crash related to the Xavier module.
+ Fixed the issue that was causing Hiver gates not to function until
the game was reloaded.
+ Temporarily removed localization files causing crash on start-up for
German and Russian players.
Other fixes:
+ Fixed an issue where non-standard fleets could get into combat rounds.
+ Fixed an issue where module repair points were not being factored in
to the total.
+ Build orders are now cleaned up with a player's colonies are lost.
+ Espionage panel in the diplomacy screen now lists pending intel
operations for the turn.
+ Hiver gate icons now appear when gate ships are deployed.
+ Fixed new placeholder UI elements in the design screen.
+ Some weapon-related framerate optimization made in combat.
+ Fixed an issue where colony IO was not being redistributed when
either terraforming or infrastructure were maxed.
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 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.
r20293
------
Critical Fixes:
+ Fixed a handful of known multiplayer sync issues that could lead to crashes.
+ Fixed crashes when doing Zuul intercept mission
+ Fixed a crash caused by AI players attempting to ally with indy players.
+ Fixed an issue that was preventing certain technologies from being unlocked.
+ Fixed an issue that was causing premature ending of combat in certain single-player and networked games.
Other Fixes:
+ Fixed some overlapping text issues in the mission screens.
+ Survey complete and planet colonized dialogs now show interactive system and star map, respectively.
(Click the right/left buttons on the viewports to cycle.)
+ Fixed the drawing of intercept mission waypoints.
+ Fixed return trips for intercepts when a target fleet goes out of range.
+ Prevented Zuul ships from boring temporary node lines back from a deep space encounter.
+ Fixed the issue where Radiant Bore ships could not create node lines.
+ Gate Lab upgrade requirements can now be met.
+ Hiver gates now display Gate Lab module options.
+ Ships no longer flee so far from an incoming comet in combat.
+ The sensor view icon has been centered correctly on the comet in combat.
+ Fixed a function that allowed a non-player owned system to request a check for an enclave permission before colonizing a planet.
+ Fixed the provincial capital visual effect.
+ Fixed an issue where combat UI was allowing freighter speeds to be set.
+ Combat zones no longer appear in deep space combat.
+ The battle manager is no longer available for deep space encounter locations.
+ Fixed an issue where infrastructure was resetting to zero each time a planet was recolonized.
+ Zuul trade now unlocks correctly.
+ Barren planets now have some resources.
+ Fixed issues where inappropriate battle riders were being used to aid in surveys.
Other changes:
+ Reduced overthrust in combat.
+ Ships with drones now survey faster.
r20241
------
Critical Fixes:
+ All known crashes related to fleet lists and drag-drop have been fixed.
+ Fixed a diplomacy point generation crash.
+ Fixed a crash related to improper battle rider cleanup after combat.
+ Fixed issues where weapon banks were being misidentified. These changes will break some existing games.
+ Fixed a pirate encounter related crash and lockup.
+ Fixed a crash related to adding ships to a fleet.
Other Fixes:
+ AI players now have personal preferences when researching.
+ Rider placement in Rider Manager screen fixed.
+ Fixed a bug where new admirals were being assigned to fleets in deep space.
+ Salvage odds now take correct ships and races into account.
+ Volume slider now affects GUI sounds as well.
+ Fixed issue that was having impact on screen transition times.
+ Recent combat effects no longer show up on systems outside sensor range.
+ Save games now recall initial encounter and GM settings.
+ Increased morale penalty associated with raising taxes.
+ Fixed an issue where civilian populations were not resuming growth after recent combat.
+ Cancelled missions now return fleets immediately if possible.
+ Fixed issues related to constructing mining stations.
+ Added support missions.
+ Fixed a number of minor visual glitches in UI appearance.
+ Hardened Structures now behave correctly.
+ Fixed an issue where battle riders were not assignable in the battle rider manager.
+ Fixed incorrect production cost display for prototyped designs.
+ Fleets outside of sensor range can no longer be selected.
+ Added missing animations to Zuul Immersion content. This was preventing certain weapons from functioning.
+ All budget pie charts are now buttons that transition to the Empire Summary.
+ Fixed the loophole allowing feasibility studies to be skipped.
+ Icons are now clearly visible for deployed gates on the star map.
+ Fixed all known instances of Human AI players slow-boating fleets.
+ Encounters tuned.
+ Kalvenic Torpedoes tweaked.
+ Inertial Cannon (standard and heavy) added. Each shot will slow down target properly.
Additions and Changes
+ Interception missions are now available.
+ New drone and assault shuttle designs are now selectable on carriers.
+ Grav Cannon added.
+ Tar Baby COL added.
+ Cry Baby COL added.
+ Thud Missile added.
+ Leech Rounds added.
+ Improvements to VN encounters made.
Known Issues:
- Fixes to game data will likely break existing save games.
http://store.steampowered.com/news/7512/r20025b
-----
Critical Fixes:
+ Fixed a multiplayer combat desync that could occur in games
involving more than two players.
+ Fixed a crash related to unlocking salvage projects.
+ Fixed a pirate combat crash.
Other Fixes:
+ Stimulus sliders now default to zero when starting a new game.
+ Ships can no longer be dragged in and out of defense fleets in the
repair widget.
+ Fixed an issue where too many battle riders were being added to
defense platforms.
http://store.steampowered.com/news/7507/r19983b
-----
Critical Fixes:
+ Fixed crashes from indy demands when they do not have a value to select.
+ Fixed a possible crash with pirate-related combat.
+ Fixed a Hiver pathing crash related to retreating.
+ Fixed a plague-related crash.
+ Fixed an emitter-related crash in combat.
+ Fixed all strategic turn-related multiplayer sync issues.
Other Fixes:
+ Fixed Scansats and Dronesats not appearing in defense manager widget.
+ Added Battlerider Sats to defense manager.
+ Fixed biome colonizers from hurting biosphere when terraforming.
+ Fixed independents with "RandomOrbital" as their homeworld names.
+ Indy factions now only get one faction type per star system per game.
+ Zuul are no longer able to initiate trade treaties with other factions.
+ Fixed a miscalculation with the tax rate slider.
+ Enabled Diplomacy Interactions on Independent Races you have
completed a study on.
+ Made Survey Button in Independent Study Complete Dialog more clear.
+ Tribute stations now unlock the trade view for Zuul.
+ Star systems now show an effect where recent combats have occurred.
+ Building a science station at an independent world now unlocks a
special research project.
+ Players may no longer repair using enemy systems.
+ Fixed an edge case for when stimulus rolls tried to use data about a
player's homeworld that did not exist.
+ Alien habitation modules now increase RDP.
+ Indy players who lose their colonies are now eliminated from the game.
+ Studied asteroid monitors are now moved into the defense fleet of
the star system/player and will properly function in combat.
+ Modules now yield repair point bonuses.
+ Fixed some defence platforms not being recognized or added to the
defense widget.
+ Fixed known combat zone reassignment issues.
+ Addressed fleet reassignment and naval support capacity issues.
+ Fixed localization names for interceptor missiles.
+ Fixed some overlap/string cutoff issues in UI.
+ Fixed various UI issues in the diplomacy screen.
+ Splinter factions now display the correct avatars.
+ Fixed an issue where splinter factions and easter eggs could show up
as diplomatic entities.
+ Fixed an issue preventing engagement of Hiver gates.
+ Players are now awarded bounties for destroying pirate ships.
+ Neutral indy factions no longer prevent colonization.
+ Friendly Asteroid Monitors now appear in the defense manager.
+ Fixed an issues where the news events were not displaying correctly
for the current turn.
+ Fixed the Line Abreast formation in the fleet manager.
+ Fixed some known turret arc issues.
+ Fixed known issue where heavy turrets on Zuul Armada section not
tracking or firing.
Known Issues:
- A network sync error may occur with combat rounds involving 3 or more players.
http://store.steampowered.com/news/7423/r19683b
------
Critical Fixes:
+ Fixed plague-related crash.
+ Fixed a crash with the asteroid encounter.
+ Fixed a rare crash bug with interdict missions.
+ Fixed a crash related to building stations that could be caused by
loading older save games.
Other Fixes:
+ Fixed graphical bug where SDB's would not sit in correct slot.
+ Added missing cancel button to treaty request dialog.
+ Fixed an issue where armor display would not update correctly when
switching designs in the design screen.
+ Fixed a couple of lingering missing localized text.
+ Fixed Hiver and Liir Deep Scan bonuses not being applied.
+ Fixed planet scale in the battle manager.
+ Having a population hovering at 50% no longer saps resources from planets.
+ Fixed an issue with slavers no removing their fleets in some cases.
+ Naval stations now include Command Modules in CP calculation.
+ Players may no longer request gates of non-Hiver players.
+ Fleet positions set in the battle manager no longer carry over to
other star systems.
+ Fixed a potential issue where the AI could go bankrupt early in the game.
Other Changes:
+ Stations are now labelled in the battle manager.
+ Added confirmation for leaving build screen without committing a
pending order.
+ Abandoned colonies no longer remove science and naval stations.
+ Hooked up sounds to cancel mission events.
+ Added Pathfinder and Livingstone admiral traits.
Known Issues:
- Deep Scan designs from older saves may not work correctly when loaded into newer versions of the game.
- Drone variants have been added, but thier behaviour has not.
http://store.steampowered.com/news/7394/r19631b
------
Critical Fixes:
+ Fixed crash on startup for Russian players.
+ Fixed crash that could occur when attempting to scrap stations.
+ Fixed crash that could occur when exiting the Battle Manager after
placing fleets.
Other Fixes:
+ Stations will no longer show up alongside fleets in transit.
+ Battle Manager fleet positions are now obeyed.
Other Changes:
+ Added Slaver encounter.
http://store.steampowered.com/news/7389/r19609b
------
Critical Fixes:
+ Fixed a plague-related turn update crash.
+ Fixed a combat psionic effect-related crash.
Other Fixes:
+ Diplomatic points are now being accumulated and applied.
+ Heavy planet missiles are now working.
+ System entry points and approach vectors are now working.
+ Ships now recover psionic power each turn based on the empire's psi potential.
+ Fixed neutral combat zones not returning to the system's owner.
+ Fixed an issue where options window revert button was not working correctly.
+ Fixed an issue with incorrect speech timeouts.
+ Zuul civilians are no longer considered in slave calculations.
+ Fixed an issue where fleet travel distance was not being reported correcly.
+ Zuul players are no longer queried for alternate mission route
confirmations unless this is necessary.
+ Fixed localization issues with admiral traits.
+ Structure and armor bonuses now show correctly in the design screen.
+ Fixed known issues where reserve fleets could go missing.
+ Drones in the bottom wing of Hiver Dreadnoughts now launch.
+ Slave disks now connect with the correct ship sections.
+ Reduced speech spamming in the design screen.
+ Fixed floating modules on Human dreadnoughts.
+ Fixed a corner case preventing combat with hiver gates.
+ Colony support missions now stop correctly if the target colony is destroyed.
+ Fixed a couple odd issues where fleets were not correctly considered
to be 'at' a system.
+ Combat AI now deploys battle riders more intelligently.
+ Fixed an issue where crewless ships were preventing players from
entering accelerated time in combat.
+ Fixed the issue where requesting surrender of an empire could lock
out camera control.
+ Fixed the issue of invalid save game names crashing the game.
+ Fixed an issue where crewless ships were preventing the end of combat.
+ Fixed the visual glitch with torpedo trails.
+ Fixed the issue where fleets in transit could be unselectable.
+ Fixed an issue where the strategic AI was creating duplicate ship designs.
+ Fixed an issue where surveying fleets were returning home if
hostiles were encountered.
+ Fixed known issues with Land Grab and Leviathan victory conditions.
+ Victory conditions are now correctly reported when all other players
are eliminated.
+ Fixed an issue where trade income was not being synchronized
correctly in networked games.
+ Fixed an issue where client player status was not being updated
correctly in networked games involving more than 2 clients.
Other Changes:
+ Sound volume now updates in real time.
+ Mine fields and SDBs (System Defense Boats) can now be placed in the
Battle Manager and activated in combat by clicking their icons in sensor view.
+ Mission screens not grey out systems that are not viable.
+ Sensor, support and trade views now grey out systems that are out of range.
+ Stations now appear along with fleets, and they can now be repaired
through the standard repair dialog.
+ News events are now reported for lost or retired admirals.
+ The repair dialog can now be called up at any system.
+ The game now agressively seeks out and frees memory consumed by game
assets where possible. This should help players who are running into performance issues due to memory consumption.
+ Updated star map node line and mini-ship visuals.
+ New encounters are available or have been re-introduced, including:
The system killer, asteroid showers, spectres and swarmers. More are on the way.
http://store.steampowered.com/news/7298/r19345b
------
Critical Fixes:
+ Fixed a crash that could occur when clicking to launch a bio-missile
frequently.
+ Fixed all known issues preventing combat with deployed Hiver gates.
+ Fixed a crash that would occur if duplicate province names were selected.
+ Fixed a crash caused by the trade stimulus phase of the turn update.
+ Fixed a crash related to erroneous reactionary movements versus
undiscovered star systems.
+ Fixed a multiplayer desync in combat that could lead to players not
being able to move ships and a potential crashes after combat ended.
+ Fixed a turn update crash related to checking certain victory conditions.
+ Fleets are no longer held up indefinitely at systems with enemies.
This addresses issues where missions could not be cancelled.
+ Fixed reported divide by zero crashes.
Other Fixes:
+ Fixed an issue where players could select the same psionic power
twice for a design.
+ Added missing Morrigi bio-missile collision shape.
+ Fixed accuracy/aiming issues with fixed mounts on drones and ships.
+ Tarka Hunters are now constrained to Tarka Hunter Carriers and said
carriers can no longer take other battle rider types.
+ Dead ships no longer show up in sensors.
+ Fixed the issue where ships were auto-targeting uninhabited planets in combat.
+ Fixed an issue where assault shuttles were not returning from a
planet if it was defeated.
+ Fixed an issue where techs that should add to the production cost of
ships were reducing the production cost instead.
+ Fixed issues with duplicated psionic icons in the selector.
+ Fixed issue with modules not loading in the design screen.
+ Fixed the issue where AI players would issue missions to unknown star systems.
+ Fixed an issue where certain ship armor data could go missing.
+ Fixed an issue where the battle rider manager was not showing riders
already assigned to ships.
+ Gate traffic cost is no longer applied for fleets already at their
destinations.
+ Fixed an issue where the starmap display was not updated after
committing an upgrade mission.
+ Fixed some known turret arc issues.
+ Fixed an issue where PD missiles were not taking out other missiles.
+ Added a fail-safe to certain effects that might not otherwise
expire, creating a memory leak in combat.
Other Changes:
+ Tweaks to drones.
+ Hooked up Psionic recharge bar.
http://store.steampowered.com/news/7282/r19278b
------
Critical Fixes:
+ Fixed a combat memory leak.
+ Fixed a crash that could occur when clicking the research cube on
the star map.
+ Fixed a crash that would occur in the research screen when the
slider was set all the way to government.
+ Torpedoes now apply damage to planets.
+ Fixed a bug that caused battleriders to crash the design tooltip.
+ Fixed a crash that could occur when requesting enclaves.
Other Fixes:
+ Fixed missing Bio-missile art for Morrigi.
+ Fixed a couple Human, Hiver and Morrigi DLC art issues.
+ Fixed the problem with some carriers not being able to rotate while
riders were docked.
+ Fixed an issue with riders taking too long to dock.
+ Fixed a couple issues that were leading to phantom fleets, related
to deployed gates and defense fleets.
+ Carriers can now carry other carriers.
+ Fixed an issue where loaded games could mix up player ID's.
+ Fixed known issues with Kingfisher.
+ Fixed issues where ships were not targeting stations correctly in combat.
+ Fixed an issue where destroying the mission section on the ship
would kill all crew onboard.
+ Fixed an issue with Game Setup options resetting when switching maps.
+ Fixed issues with combat AI splitting targets.
+ Fixed issues where bio-missiles were not launching.
+ Added missing bonus for Expert Systems.
+ Added missing bonus for Orbital Drydocks.
+ Added missing bonus for Heavy Platforms.
+ Corrected bonus for Materials Applications.
+ Fixed a bug that was causing designs to return incorrect attributes
once they had been committed.
+ Fixed a bug that was reporting the build times for ships with naval
stations incorrectly.
+ Removed duplicate "destination" text from fleet lists.
+ Made a change to address the concern that missiles would continue to
move after combat had ended.
+ Battle riders are now silent while docked.
+ Fixed known issues where tracking weapons would fail to hit ship
targets after their sections were destroyed.
+ Turrets no longer fire missiles after the crew are killed.
+ Fixed an issue where assault shuttles would not return to tender.
+ Fixed combat AI not launching battle riders.
+ Fixed the decimal place in reported post-combat damage.
+ Fixed issue where ships would not point off the horizontal combat
plane to aim.
+ Fixed an issue where the AI was making poor/mixed weapon decisions
when designing ships.
+ Fixed an issue where a colonization was available for targets with
known enemy colonies.
+ Fixed a handful of sounds that did not have attenuation set and were
therefore audible from everywhere in combat.
+ Fixed known issues where the Hiver gate traffic was not being
updated correctly.
+ Fixed known issues where Liir were no longer being slowed in
proximity to gravity wells.
+ Addressed handful of engine types that could be heard constantly
regardless of distance from camera.
+ Addressed variety of standard turrets that weren't able to target straight up.
Other Changes and Additions:
+ Psionics can now be researched, designed into ships and activated in the game.
+ It is now possible to repair riders in the repair dialog.
+ Added antialiasing to many parts of the game. 3D scenes now use FXAA
antialiasing by default, which can be disabled in the launcher if desired.
+ Reduced fleet icon click radius on the star map.
+ Biomissile and other super-class weapons are now reported in the
post-combat dialog.
+ Added plague effects.
+ Increased pitch range of turrets across the board to make them more
effective at PD off the combat plane.
+ Sensor range discs now have clearly defined boundaries in combat.
http://store.steampowered.com/news/7202/Critical Fixes:
+ Fixed AI from taking control of players in slots other than slot 1
+ Fixed upgrade missions from using the wrong system to populate upgrade options
+ Fixed issues with upgrade missions.
Other Fixes:
+ Fixed missing start node lines for Humans
+ Fixed an incorrect calculation for ship construction that caused the player to have less production then they were supposed
to have.
+ Fix missing Battle Cruiser and Battle Ship Categories
+ Fixed module weapons
+ Fixed spectres not being attacked by planetary beams when merged with planets
+ Fixed some animations for Liir battleriders
+ Fixed minor projector bugs
+ Fixed the order of fleets in all mission screens
Other Changes and Additions:
+ Minor tech tree and ship tuning changes
Known issues
+ Launcher not properly reflecting game version number