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Просмотр полной версии : Star Ruler Update Released


steam_news
18.01.2011, 05:26
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:[br][br]Fixed:[br]

A long lag before joining a multiplayer game in progress that appears as a freeze (but eventually does connect).[br]
Modded EmpireNames.txt and EmpireColors.txt are now used in the lobby.[br]
Tips files were showing up as languages.[br]
Freeze when holding alt for range rings while hovering on an enemy unit.[br]
Antimatter generators would not explode when disabled due to lack of control.[br]
Queue management commands did not work for dry docks in multiplayer.[br]
Light/Heavy/Stealth hulls were incorrectly scaling with level, making them much too powerful at later tech levels.[br]
Ships can now be retrofitted / scuttled at dry docks.[br]
The victory message was not showing up when eliminating all enemy teams in a team game.[br]
Docking stations into planets or carriers could crash.[br]
Starting a multiplayer game with teams could crash due to timing issues.[br]
When hovering over a sub system with a modifier/link attached to it, the correct stats will now be shown on the left.[br]
Overriding controls that had a default key assigned to them would create duplicate bindings and not be displayed correctly in the options menu.[br]
Hotkey groups are now saved and loaded.[br]
The Rack Mount was misbehaving at small scales. It now behaves much more sensibly at all scales.[br]
Fixed jittery movement of ships in multiplayer (except in very high-lag situations).[br]
Manual transfer orders did not work for MP clients and did not save.[br]
The order list on completely idle ships would not properly display for clients.[br]Boarding defenses were not scaling up, making them wholly ineffective.[br]
Changed:[br]

Nano armor hitpoints and damage reduction now only increase with armor research, while regeneration rate increases with nanotech research only.[br]
Multiplayer server names now default to "'s Game".[br]
Clicking the planet lost message now zooms to the system the planet was lost in.[br]
Version compatibility is now checked before joining the lobby, instead of after starting the game.[br]
When a treaty ends prematurely because of one party lacking the required materials / research, a message is now displayed.[br]
Use tool only appears in the right click menu if the ship could actually use that tool on the clicked object.[br]
Stations built from orbital dry docks now correctly orbit the original planet.[br]
System Searches (used by the AIs) should now be faster.[br]
The hovered object poll now uses the OctTree, improving performance by ~10% in large galaxies.[br]
Arrow key movement speed now changes more drastically with zoom level, instead of being exceedingly slow when zoomed out.[br]
Zoom in now locks on to the system plane, so missing a target will no longer zoom "through" the system.[br]
The Remnants now use designs with more advanced technology in them. Analysing or boarding their designs will let you build high-tech toys much earlier.[br]
The system rings are now larger so as to fully contain the bounds of the system.[br]
Space damage is now percentage based.[br]
System ring owner color is now based on military strength rather than pure ship count.[br]
Systems are only marked as under attack if either you or the enemy have military presence.[br]
Systems that are contested now glow rather than their ring changing color.[br]
Distant icons for ships that are taking damage now glow.[br]
Balance:[br]

All armor levels are now equalized, making more advanced armor more viable.[br]
Ablative armor now scales the same way as other armor, giving it significantly more hitpoints at higher tech levels.[br]
Torpedoes now use less ammo.[br]
Planets now have a damage resistance related to cities, capitols, and bunkers. This scales with level, increasing their longevity late-game.[br]
Added:[br]

Savegames may now be deleted in-game.[br]
Added an 'experimental' tab to the options menu. Has various completely unexplained options that aren't quite ready for release, but mostly work.[br]
Dedicated server binary to run a server without playing or rendering the graphics.[br]
UPnP support: port forwarding is no longer necessary to host a server when using a modern router that supports UPnP.[br]
Moving your mouse to the edge of the screen now moves the camera. (Can be turned off from the options menu).[br]
Options menu settings for ambient brightness and multiplayer server autosave.[br]
3D movement orders: Double right clicking and holding the right mouse button now lets you adjust the vertical component. (Also works by holding control, single right clicking and holding)[br]
Added support for scripted planet queues. Use '' in a queue to use a function of the type 'bool Name(Planet@).' Return true to prevent the rest of the queue from running.[br]
A grid is now displayed on every system's XZ plane. (Can be turned off from the options menu).[br]
Added 'OrderList::leaveFleet()' to remove a ship from its fleet.[br]
Added a new weapon: Artillery. Huge range, massive damage, but very slow fire rate. May only be equipped to stations.[br]
Added log & log10 functions for formulas.[br]
Added new planet conditions: Plains (Cheaper buildings), Volcanic (Weaker buildings), and Geothermal vents (Faster electronics/advanced parts production).[br]
Empire messages now have a category. Categories can be toggled on or off when expanding the ticker display.[br]
Options to control the display or hide the distant icons for ships, stations and planets.[br]
Race Customization: before the game starts, you can pick traits affecting your empire in various ways. Traits are picked with a point-buy system.[br]
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