*** Released 6/8/2015 ***
Features
Game now remembers MP map and galaxy settings like single player
You can now add random opponents to play against
You can now edit user created ship designs
You can now edit custom factions
Added lots of new pirate ships and star bases (and if you select the pirate ship style for your custom faction you will get a whole new line of ships)
Added 2 new cosmetic ship pieces for designing your own ships
Fixes
Fixed a crash in multiplayer caused by the hosts continuing to send messages after game was over
Rewrite of the turn state machine to fix numerous stuck turn issues
Fixed a bad iridium prereq for the starbase influence hub
Added some self-healing code so that if you are loading a game with a corrupt object (a ship without a fleet) the game continues loading rather than crash
Fixed bug where if a battle against a shipyard or starbase was aborted, the shipyard/starbase didn't reset its battle information, so it thought it was still in a battle and couldn't be attacked again or interacted with by the owner
Fixed a crash if the player builds more than 32 improvements on a colony
Fixed entry dragging horribleness that could arise when dragging a queue entry in the planet wnd while the queue list was updating from a previous queue order change being async processed by making the planet wnd execute any queue order changes in the listbox itself immediately, and having the event processing not try to rebuild the queue itself (translation: fixed an issue causing a crash on the planet screen)
Fixed an issue where you could click the rush button in the planet context wnd multiple times in a single turn before even one of the rush events was processed, especially during the start of a turn
Fixed a bug where the rush button, if enabled and disabled in the same frame, could actually become clickable for a split second when ultimately the intention was to keep it from being clickable at all
Fixed a crash when the AI wants to give away a ship but doesn't have any
Fixed bug where you could attempt to eject ships from a shipyard that were not ejectable from the shipyard context wnd, caused by being able to click the button in between update ticks that disable/enable the button.
Fixed missing economic improvements int he Yor tech tree
Fixed missing Krynn support modules
Fixed an issue keeping resistance bonuses from some techs from working
Fixed bug where the turn button enabled itself and the start turn fadey text "Week X" would show up right after you pressed the turn button, and then again at the start of the next turn
Fixed an issue where "request constructor" from a starbase wouldnt work if you obsoleted your base constructor
Fixed an issue causing Tech Specializations to have incorrect highlighting after loading a game
Fixed an issue causing the mousewheel to scroll the planet list on the side of the main game screen to stop if the cursor passed over the queue status bar
Fixed a crash caused by too many fleets being ctrl+click selected
Moved all user files to the my documents directory (this will resolve permission issues some users were having attempting to create the files to run the game and cause symptoms like missing UI or a crash on start
Fixed issues caused by having large fleet mass exceed expected maximums
Fixed issues cause by having the battle ranking for large fleets exceed expected maximums
Fixed an issue causing a stuck turn when creating a trade route
Fixed a crash after razing a colony caused by not cleaning up trade routes
Fixed a crash caused by a lingering selection after razing a colony
Fixed a crash reading relations in diplomacy
Fixed a multiplayer crash when automatic upgrades were happening in colony queues
Fixed an issue that caused ship designs to lost their names when being saves (usually the ship would just be called "M_")
Fixed typos
Added an exception handler (if your game crashes the crash info will be submitted to Stardock automatically)
Fixed an issue where the game could run out of text handles late in the game
Fix to keep the game from crashing on load if you don't have the consola.ttf file in your font directory
Fix that can cause some games from being reported to the Metaverse
Fix to allow the game to load if you have non-ascii characters in your user name
Foxed an issue where ship upgrade in multiplayer were free
Fixed an issue defying the UP in multiplayer could cause the game to get out of sync
Fix scope issues with Planetary defense and resistance in tech trees
Balance
Rebalance of the mass of Sensor systems
Updated the Spiral galaxy map to look more organic
Bumped Thala & Iconia to class 16 from 15, to make all starting systems total 16
UI
Decreased the range line intensity so that the line would always be visible but not too bright
Adjusted the emissive map and emissive texture intensities so that swapping materials won't create blow outs
Changing the Enable Mods option now pops up a message saying you have to restart the game for the change to take effect
Increased the space for tech descriptions on the tech unlocked screen (some descriptions didn't fit)
Performance
Fixed an issue causing quick battle to take a long time (also contributed to long time between turns)
Thank you for the constructive criticism and keeping an appropriate attitude. Surely, the developers are totally lazy and underachieving. Also, first time I see a computer game - car dealer comparison in the webs...
That's right, with the current state of the game, upset is the appropriate attitude. And maybe you didn't understand my comparison, it was about an item with a cost, (coincidentally I said a car) and a game mechanic, not the game (had it been the game I would have used the adjectives shady for the dealer and used for the car).
So without a comparison, it's frustrating (if not pointless) to have an elaborate currency system, including the ability to change the rate at which it's gained, without being able to know the cost of anything purchased with the currency...If you're still lost I'm talking about research points.
That's right, with the current state of the game, upset is the appropriate attitude. And maybe you didn't understand my comparison, it was about an item with a cost, (coincidentally I said a car) and a game mechanic, not the game (had it been the game I would have used the adjectives shady for the dealer and used for the car).So without a comparison, it's frustrating (if not pointless) to have an elaborate currency system, including the ability to change the rate at which it's gained, without being able to know the cost of anything purchased with the currency...If you're still lost I'm talking about research points.
Research points carry over to the next project. You can cue. What you are asking for is a cntl+click selection up the research line. I get it. That feature while nice is not needed and is not something that would ruin the game without it. With that said it is likely to get into the game but at a later date. The priorities for the game right now have been stated over and over again.
A tiny bit of courtesy in your post would go a long way to getting a nice response. Coming into the forum all guns blazing because you are upset that a minor feature is not in, is a bit over the top.
I too would like the ability to cntl+click my research projects as a cue however its not a big deal.
Cheers.
Sad the UI issue with disappearing ship moves/HP is not fixed, it's preventing me playing at all it's so frequent
Other than that the editing user created ships thing is very nice, I'm constantly tweaking and really don't want 10 different virtually identical designs - love this change.
I can't seem to opt in to this update. The beta thing is asking for a code. Where would this code be?
I guess you missed the very top of the post on both pages?
"*** UNRELEASED ***"
Do you think its possible to add tech tooltip/info to gift or demand Windows (diplomacy)?
http://steamcommunity.com/sharedfiles/filedetails/?id=454909780
A tiny bit of courtesy in your post would go a long way to getting a nice response. Coming into the forum all guns blazing because you are upset that a minor feature is not in, is a bit over the top. I too would like the ability to cntl+click my research projects as a cue however its not a big deal. Cheers.
Can I get a dev (or someone with the appropriate authority) to confirm/deny this?
It's not at all what I've experienced. If I exit the research screen with a project up that specific tree selected my extra points go toward the next one in that tree. If it's an optimization it will forcibly switch to the top one when I exit, regardless if I wanted the 2nd or 3rd optimization.
If I don't exit with something specifically in that tree selected, any extra points seem to vanish; the next project takes just as many turns as the game said it would based on my current RP/turn production.
Devs?
The points don't vanish, they just don't get applied until next turn, after you've told the game which tech to apply it to (this way you aren't forced to apply it to anything you don't want). This is why it suddenly goes from "5 turns" to "2 turns". It doesn't apply immediately because what if you click the wrong one? Exactly. So it applies next turn. Same happens with stored construction points.
I agree that you are being very rude over a minor QoL feature that would merely be nice to have.
THEN Don't do that. If you do not select something "up" the tree your carry over points go into whatever you select next. If you really want to Q things up by selecting further down the terr, just do not go past a specialization. You can Q up to the specialization by selecting the one you want.
It is really not that big of a deal, but if it is so bad for you, go back and get a refund from steam, easy pezzy
They always post the list early so we can see what in coming next. No op in till the UNRELEASED goes away.
BTH Cool avatar
I'm not sure you guys are understanding what I'm trying to say, and I'm not sure how to put it more simply.
I've never noticed any carryover. It never goes from like 5 turns to 3 turns. If it says 5 turns it always takes 5 turns, even if before that I complete a tech really low on the tree that should take fraction of my RP.
So I asked for someone with some authority to explain how it really works and all I get is a bunch of people reverting to the 3rd grader playground tactics of "uh huh!"
Really? "don't do that?" Hey my knee doesn't work right, no way it should be fixed, I'll just not walk.
So your first sentence says the queue doesn't work right so don't do it, and your second sentence says you can do it?
Ok lets take a deep breath. I understand what your saying better. IT is/ can be unclear but there is carry over. E.g.: Lets say you say 0 turns worth of carryover; Click your next tech in line and it says 5 turns, next turn it says 4 remaining. Now lets say you say 2 turns worth of carryover; Click your next tech in line and it STILL says 5 turns (which i think it should not but that's a different topic), NOW next turn it will says at most 2 turn remaining >> 5- current turn -2 carryover =2. It takes a turn for the carryover to register in the countdown. I 100% guarantee carryover is in there. I have even gone in (just to test) and set my research/turn to zero, knowing i should have a big balance and my nest turn the selected tech will even complete if you had enough. The displayed # turns is/can be confusing, i.e when i set my R/T =0 the said NA (turns) yet it completed. This could use improvement in the info shown but it does work and once you understand that (not a shot at you) it is really not that big of a deal.
I agree with putty. It definitely feels like your carry over points are lost unless you have a tech queued up. example: end game i can queue up techs and research 3+ per turn, but if i don't do that and switch to a different tech path, i can only do 1 per turn. Might be confirmation bias on my part tho, ill have to pay more attention to it. Same if i don't queue up but just select 1 each, a lot of carryover is lost then: it will take 3 turns to research them 1 at a time, vs 1 turn with queue up.
And adding a tooltip to the techs that says how much it cost is nice to have.
I however also agree that it's not a very high priority thing to be fixed.
Agreed. One thing to learn about the real world is that politeness costs you almost nothing (maybe a few calories of extra typing/speaking), but has a noticeably positive effect on getting people to do what you want (or at least take into consideration what you want).
Sometimes the angry customer tactic works with large, outsourced customer service departments that rely primarily on satisfaction metrics. It also works if you represent a significant portion of a business' patronage. This is neither of those cases.
Try being polite. It doesn't always work, but don't get disheartened. The strategy is still superior on average.
Wow a0152570,
you used a lot of words to say "uh-huh!"
I didn't ask for an explanation of how you think it works. Not that yours made a shred of sense, "set my RP/turn to zero and i should have a big balance my next turn"? I dare you to make less sense.
BECAUSE IT CARRIED FORWARD. It is not I think, IT DOES. Was trying to say how i tested, maybe not too clear, but take your time and try it. If it is not working for you then you have discovered something strange and would send a save game in with a ticket.
Ohhh! now that you repeated yourself with caps it makes perfect sense. Why didn't you do that in the first place?
Derek Paxton-
Rebalance of the mass of Sensor systems.
Does this^ mean no more sensorboats (sensor loaded cargo hull) ?
Also more importantly has the base amount of stars and planets on a abundant insane map been either been fixed or put back to what it was? and if so what is it in 1.03?
Well puty, you have clearly shown your inability to display even a tiny bit of politeness or courtesy in your posts (noted by many). Along with the complete disregard for what the collective mind set of 1000's of hours of play time are trying nicely to explain, and an apparent lack of sufficient quantitative analysis ability to analyze the game for yourself. And apparently no desire to listen only spew unfounded complaints. Go get a refund if you this unhappy and make room for people who want real help and report real issues
I am done with ys and it looks like others are too.
You are correct. I find that it's quite easy to ignore those such as him.
Beta patch up!
J5S???? (not you guys, Putty)
The carryover is still there, but it's not being applied right away. Even if you take the 3 turns vs 1 turn, it still accumulates carryover, so the only thing you lose is time. The research will continue to carry over until you select a tech big enough to fit all the research at once, and then it applies it once you click "next turn", even if you set your research to 0.
We know it works now because it WAS an issue in beta, and it WAS fixed.
Hi,
In other words, “I am the only adult around here; all of you are acting like kids.” (putty101, 2015). I respectfully request that you please find a mirror, look into it, and tell us what you see.
Thank you and signed,
Self-Proclaimed Etiquette Reminder-Extraordinaire
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