*** RELEASED 7/9/2015 ***
Features
Added Steam Workshop support for uploading and downloading ship templates
Added Steam Workshop support for uploading and downloading custom factions
Added 2 new difficulty levels: Easy and Incredible (much like my wife)
Added custom map support for multiplayer games
Enabled Pirates in multiplayer
Added a "No Tech Brokering" game setup option (setting this blocks trading of techs unless you discovered it, ie: you can't trade a tech you got in a trade)
Fixes
Fixed a multiplayer desync when asking for peace
Fixed a multiplayer desync from some battles
Fixed a multiplayer desync when sending a constructor to a rally point
Fixed a crash when two systems both attempted to add notifications at the same time
Fixed a multiplayer crash when being awarded a constructor from an anomoly
Fixed an issue with missing movement trails on some ships
Fixed a crash when updating steam stats
Updated the miles version to fix sound issues and sound memory leaks
Fixed a bug/exploit where if you asked for enough from the AI it would overflow and forget its value, giving you everything it has for free
Fixed an issue where you can offer more credits per turn to the AI than you can actually pay
Fixed game within a game crashes in the ship designer
Fixed an issue where players could use rally points to ignore range limitations
Fixed an issue where ships couldnt explore if you didnt have a home planet (like at the begining of the tutorial or campaign)
Fixed an issue where ship desings would be broken if they were saved with a decimal in the name
Fixed an issue where sometimes game reports wouldn't be submitted to the universe
Fixed a desync when humans were traidng with each other in multiplayer
Fixed an issue where ship movement forecasting times were inaccurate
Fixed an issue where custom race homeworld doesn't display correctly in diplomacy report screen
Fixed crashes
Fixed an issue where the AI wouldn't take over if a human left a multiplayer game
Fixed a crash in the crash reporting tool (this is just a joke, don't send in letters)
Fixed crash if a multiplayer game was abandoned while there were multiple popups in the popup queue for the game about to be destroyed, which would crash once they were unhidden
Fixed several crashes, hangs, and missing UI when a peer would disconnect during a multiplayer game setup
Fixed a crash when loading a save game if a corrupt fleet exists
Fixed crash in race trait tooltip caused by a user making an insanely long list of modifiers in a trait mod, which the fixed string used for formatting the tooltip couldn't handle
Moved awarding the ship until after the battle when encountering pirates at an anomoly
Fixed the Mega Resort for the Drengin
Fixed an issue where the UP chairperson could be listed twice if the chairbeing defies the UP
Fixed ship definitions for missing ships
Fixed a desync when the AI considered requesting peace
Fixed Ranfer, Destroyer and Battleship blueprints
Fixed some issues with the Krynniac Jihad specializations
Fixed a bug with Food Distribution that made it unbuildable
Fixed an issue where you could get blank images after downloading content from Steam Workshop
Fixing a crash if your ship design list changes before you open the ship designer for the first time, like if you are playing a multiplayer game with a custom faction that isn't your own, with custom ship designs that aren't your own
Fixed an issue where the race trait that gives first improvement free was able to incorrectly award an ongoing project as the item to be awarded. Since this is impossible it prevents the item from ever clearing, and it also prevents any other manufacturing from happening. This basically locks out the planet from ever being usable to the AI.
Fixed an issue where restored session custom faction data was getting improperly culled or overwritten
Fixed an issue where govern wheel sliders (player, colony) were not being sent over the wire and saved for non-HOST players in MP sessions
Added 'isLocalPlayer' check to prevent 'you have insufficient resource and cannot build that thing' notification from showing up on other player's notification lists
Fixed a stuck turn after a human planet is invaded by the AI
Fixed a crash merging large groups of ships
Fixed a crash that can happen when encountering pirates in anomollies
Fixed crash in which the AI was able to find a way to get a certain improvement type hub without any neighbor improvements unlocked
Fixed the Merchants ideology trait
The Mutations colonization event is no longer global
Fixed bug with the lobby window where custom faction icons from one player do not appear to other players
Balance
You cannot select food and growth modifiers as a custom faction if you are playing a synthetic race anymore
Rush costs are now modified by the turns remaining
You can no long stack Yor assembly projects beyond your population cap
Request Constructor Button currently builds a basic constructor instead of latest constructor
AI
The AI is now better at building hub improvements in good spots
AI will now make use of preferred defense type when researching and when building ship blueprints.
UI
New cinematic camera system for watching battles, the Michael Bay edition (in that every time a ship explodes I imagine that Michael Bay is on it)
Added a new Medium UI size
Added a new Normal UI size
In the error popups that come up when you fail to colonize a planet or declare war on another player, it now says why you cannot do these things (e.g. UP resolution prohibits this, this player is immune to war, etc.)
You can now get to the Manual from the games main page
You can now get to the Wiki from the games main page
Added the ability to review the game
Added an option to show design that are over mass (for modders to fix their ship designs if we change mass values)
Updated the text in the popup when changing the galaxy difficulty to be more clear
Redid the turn count victory condition to be more clear and have it based on more relevant information (faction power)
Enter/Esc key now closes the shipyard screen like it does for other screens
Added Raw Production entry and breakdown to the planet wnd
Yor colonies show Synthetic Pop Cap instead of Food in the planet wnd
If you don't have resources required for a ship it still shows up in your shipyard, but it is greyed out
If tech trading is disallowed by a UP resolution, the tech category entry will still show up in the interaction wnd, but disabled and with a tooltip saying which UP resolution is preventing tech trading.
While a galactic event is active, the notifications list on the side of the main game wnd will show the name of the active event and how long it will be active for (if applicable). Mousing over the entry will show the bonuses granted by that event
Fleet tooltips tell you how many moves they have remaining
Updated planet textures
When attempting to load a map, it now shows the proper text in the title and delete prompt
Added a new ambient music track
And introducing new typos (at least in this patch overview)
But the big question is: When do i get my grubby little hands on it?
Sounds nice. Do we have the same wife? I don`t hope so.
Please do something about the Large Empire Penalty this patch.
Looking forward to the Michael Bay Edition!!!
Sweet! And... how early is "very early"?
Nice!
The Yor have Infertile (-2). Did you adjust this?
That Michael Bay part really made me
Looking forward to test! Lots of nice changes incoming.
by 2morrrow!!! ....................
Still no fix for the missing ship designs? I sent in the fixed code for missile ships back in 1.02
Fixes are here for missing missile ships and missing battleship design, along with fix for missing Enhanced variant ships: https://forums.galciv3.com/467065/page/1/#3562130 Fix for EscortCarrier modules not being used in ship designs is described here: https://forums.galciv3.com/467070/page/1/#3562356
Its just ~ 30 lines of code that need adjusting, and a bunch more default ships will be available to the AI and to players.
Further tiny adjustments to the code that would fix some things with (I think) minimal effort:
Anti-matter resources still appear in the game even on 'none' resource setting, and Elerium is not appearing at all below 'occasiona' frequency - fixed here: https://forums.galciv3.com/467186/page/1/#3564254
Note: when the above ships *are* fixed, it will gimp the AI slightly because.. well, it will build those ships and they have some design flaws (movement speed). Issue described here: https://forums.galciv3.com/467382/page/1/#3565006
I can fix that one too if you'd like. Heck, I want to, and I know there are more modders who have wanted to help out with these things for some time
Related to the above, I have a bit of critical feedback here about the patching process. I don't mean this as an attack on the dev team in any way, all I'd like to do is talk about these observations:
From these things, I get the impression that the person who was initially in charge of the ship design system is working on something else now, and whoever took over that job is not fully aware of the interconnected file structure of the various XMLs.
I'm concerned this will lead to more problems with future balance changes - during the 1.03 testing we already saw that changing Sensor mass resulted in a bunch of broken ship designs, this will happen again to greater or lesser degrees. When it's player designs that's annoying, of course, but when it's AI designs it's easy to gimp their ability to do all kinds of things without even realizing it, as the effects are not directly visible.
It would be really cool to talk to whoever is in charge of ship designs sometime, to work out how to avoid some of the pit-falls there. I think it would save dev time with new designs and balancing issues in the future.
With all that said, I'm still really happy with the pace of patching and all the features you guys are introducing. Crash fixes should of course be a top priority, and it's great to see a bunch of those resolved. The Steam integration especially is wonderful. More difficulty levels are very welcome (I'm hoping 'incredible' is somewhere between Genius and Godlike ai). All the feature and UI changes are also things which we couldn't mod, while most of the stuff I'm talking about is community-moddable, so it's quite reasonable to leave that to the community while you focus on the bigger projects.
Keep up the good work Stardock!
We are checking out all of your feedback TurielD! Thank you!
Great ... and very funny
TurielD Paul went though and got all the stuff fixed that you mentioned, thanks for pointing that out! It probably won't be in time for the first optin of 1.1 (which will probably be tomorrow). But will probably be in Tuesday's update.
Derek and Paul, thank you very much for listening to the Forums to get Gal Civ III to be the best it can be!
Looking forward to the update as well.
/cheers
+1
Thank you! I appreciate you guys putting the effort in!
About the already posted notes:
Could you give a little detail about how the AI will do this?
I hadn't seen any ability for the AI to choose improvement locations dynamically yet, this seems like a brand new feature.
Has the file location for templates and factions been changed to make this work? If so, will the update move already-existing templates and factions to the correct location?
Will diplomacy be enabled for Pirates in the future? Would there be multiple pirate factions and could the pirates (or a pirate-like faction) ever become a playable race?
Wer900,
I made a thread about just this idea you are asking about.
https://forums.galciv3.com/463962/page/1/#3544238
It is VERY likely we will get a DLC that upgrades pirates a great deal. The potential as a non major entity is just too good!
Still laughing at this, I love you guys so much.
(unlike my wife)
"Medium" UI scale?
Wait, wait: incredibly easy or incredibly hard?
OMG it happened, thanks!
Yowser! So when you come into work tomorrow with swollen, boxed ears, we need not ask what happened.
I'm a single male and i still think this absolutely adorable.
Hahahaha +1.
Looking forward to this overall.
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