steam_news
05.04.2012, 11:24
r20461b[br]---------[br][br]Critical Fixes:[br]+ Fixed a game loading crash related to asteroid monitors.[br]+ Fixed all known crashes related to deep space interception.[br]+ Fixed a potential infinite loop in Hiver movement that could occur[br]during turn processing.[br]+ Fixed known multiplayer de-sync issues that were leading to crashes.[br]+ Fixed a crash when returning from a demand or request with an indy.[br]+ Made optimizations to turn processing times.[br][br]Other Fixes:[br]+ Suul'ka can now be summoned again.[br]+ Mining and defense stations no longer double-charge players for construction.[br]+ Resolved conflicting broadside versus pursuit orders in combat.[br]+ Rapid prototyping now applies proper bonus.[br]+ Made changes to resolve minefield overlap and frame-rate issues.[br]+ Made changes to resolve PD phaser frame-rate issues.[br]+ Improperly configured requests and demands are no longer allowed to[br]be committed.[br]+ Trade income is now correctly reported when no trading is available.[br]+ Fixed an issue where mining stations were not showing up in station[br]construction options.[br]+ Fixed mis-labelled Zuul station types in news events.[br]+ Fixed an issue where colonization missions were not cancelling when[br]critical ships were destroyed.[br]+ Fixed a known issue related to incorrect movement speed on the starmap.[br]+ Fixed issues that were preventing AI players from declaring war when[br]they should.[br]+ Fixed an issue where heavy and planet missiles were not re-targeting[br]in combat.[br]+ Fixed an issue where stations were reporting incorrect remaining and[br]total structure.[br]+ Fixed an issue where in-transit fleets could be incorrectly[br]displayed in repair dialogs.[br]+ Fixed issues where asteroid monitor encounters would cease to occur[br]after destroying a command monitor.[br]+ Fixed some combat stance issues related to planets.[br]+ Fixed issues where alien habitation modules could take up standard[br]habitation module slots.[br]+ Fixed a couple issues where warhead damage was not being adjusted[br]correctly for researched technology.[br]+ Fixed an issue that was preventing government graph from updating.[br]+ Fixed issues where missiles targeting spectres could damage a colony instead.[br]+ Addressed network de-sync issues with certain weapons in combat.[br]+ Addressed some turret arcs that weren't firing or engaging correctly.[br][br]Additions:[br]+ Node Cannon and Node Maw weapons have been re-introduced for Zuul players.[br]***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.***[br]+ Updated combat screen GUI[br]+ Added a multiple combat system.[br]+ Added Morrigi tombs.[br]+ Introduced the ghost ship random encounter.[br]+ Turrets and modules now show up in the fleet manager.[br]+ Quantum disassociation now adds the intended 20% bonus to production.[br]+ Combat now occurs in multiple phases depending on the number of[br]fleets present.[br]+ Intelligence-gathering missions can now be executed from the diplomacy screen.[br]+ Increased AI diplomacy reactions.[br]+ Increased savings required for morale boost.[br]+ Biosphere preservation now reduces consumption by 50%.[br]+ Colonies now get an initial bonus on the turn they are established.[br]+ Fleets that lose their command ships in combat will now disband and retreat.[br]+ Increased battle rider mission times.[br]+ Reduced the density of minefields.[br]+ Added new drone attack behaviors.[br][br]http://storefront.steampowered.com/v/gfx/apps/42990/capsule_231x87.jpg (http://store.steampowered.com/app/42990/) [br] [br] Дальше... (http://store.steampowered.com/news/7701/)