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Просмотр полной версии : Star Ruler Update Released


steam_news
12.11.2010, 22:12
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:[br][B]Fixes>

Fixed a major bug in single threaded mode that prevented ships from leaving systems.[br]
Object icons were messing up in Medium & Low texture quality.[br]
Fixed some minor issues with the tutorial.[br]
Crash when selecting a shipset.[br]
Remnants no longer run out of fuel.[br]
Changed order for movement updates to prevent a one-frame delay in motion prediction.[br]
Clients in multiplayer were shown the victory message before joining an empire.[br]
Governors no longer build structures that are not unlocked yet.[br]
Layout scales are now rounded to 3 decimal places to prevent floating point errors from showing up.[br]
Pirates with money troubles weren't buying pillagers because marauders were cheaper.[br]
Joining a multiplayer game after going back to the main menu from another game would not load the map correctly.[br]
The fighter hull had a 5% flat dodge chance instead of it being based on relative velocity.[br]
Changing the max number of selectable AIs in main_menu.xml did not work. The default still goes up to 10, but it's moddable up to 200 AIs.*[br]
Fixed various issues with updating hulls (SubSystem modifiers not working when a hull is updated). Designs in previous saves should be able to benefit from being updated, depending on the type of modifier used.[br]
Fixed fleet icon not showing after load and not disappearing when docked.[br]
Ship owner was being set after effect activation, leading to certain effects (notably Research) crashing on ships.[br]
Structures with non-natural levels (farms) could not be renovated manually.[br]
Zoom to cursor checkbox was saving incorrectly.[br]
Planet orbits were sometimes stopping after loading a save.[br]
Undocking sometimes hurled ships across the vast expanses of space at insane speeds.[br]
Damage order based on sub system position wasn't taking the size of the sub system into account. Now, a large sub system can protect little sub systems 'inside' it.[br]
The music now instantly stops playing upon exiting, rather than when the game finishes cleaning itself up.[br]
Treaties would randomly crash in multiplayer.[br]
Objects thought they had far higher acceleration than they really did (due to not taking mass into account). Should significantly improve movement patterns, especially when it comes to planets.[br]
Our custom GUI elements were not being properly deleted, causing a memory leak in the GUI.[br]
Goto object orders weren't being saved/loaded.[br]
Order lists were being loaded in reverse.[br]
The dim2di for the blueprint window's tab buttons was using 2 px less than it should have, resulting in part of the button being cut off in the window.[br]Sending chat messages with the # character in them no longer causes weirdness.[br]

[B]Changes

Various game data files (PlanetTypes.xml, build_queues.xml, ...) can now be overwritten by mods.[br]
Script data loading now falls back to the default files (mods no longer have to copy the Script Data directory).[br]
Empire names and colors are now moddable the same way system names are.[br]
Changed the standard maps to use a single copy of object descriptors, rather than making a new one for each object. Significantly speeds up map generation for common map sizes.[br]
Removed unnecessary window generation and resource loading during script testing.[br]
The tutorial can now be localized.[br]
An auto-colonize order can now be removed by right-clicking on the planet and unticking it.[br]
The AI now periodically retrofits its obsolete ships.[br]
Slightly sped up locking in general, and reduced overhead related to creating those locks.[br]
AIs obsolete their old designs and retrofit their old designs to larger versions. (Cruisers go up to scale 24 over time).[br]
Planet orbits were much slower than intended. Planets now orbit at faster speeds, and their speed is based on the size of the star.[br]
Changed various memory allocations over to a pooled system. Slight gains when setting the game up, but far more dramatic gains when exiting.[br]
Objects now register themselves instantly during map creation, significantly improving map generation speeds.[br]
Empty strings no longer allocate themselves on the heap.[br]
Star Ruler's icon has been replaced with a higher resolution version.[br]
Mods can now add their own Locales that are loaded after and can override the base game's.[br]
Weapon effect graphics are now allocated in a pool, significantly improving performance when watching combat.[br]
Updated French, Russian and German translations.[br]
While updating the blueprint window to the planet window's style, reduced the image size, saving a slight bit of memory.[br]
Objects are destroyed on-demand when the game exits, speeding up game exit times.[br]
Planetary rings now have ambient lighting.[br]
Planetary rings are now more common.[br]
Timed game effects are now allocated on a pool. Improves performance in combat.[br]

[B]Additions

An optional toggle in the system window to display stored resources for planets in the list.[br]
Ships can now be scuttled at planets for resources. They provide 50% of their cost to the planet.[br]
Added support for ttf fonts and locale-specific fonts.[br]
Added basic per-system minimaps.[br]
Add Require:Tag to restrict subsystems to blueprints that have that tag.[br]
Script bindings for Irrlicht's quaternion.[br]
Relative military strength bars for pinned systems/stars and systems in the system window's system list.[br]
"Zoom to object" buttons in planet window, pinned list and the system window's planet list.[br]
The clusters map now has separate options for flattening the overall map and the clusters themselves.[br]

[B]Removals[br]

Removed duplicate ship designs from the tutorial mod.[br]

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