steam_news
02.05.2012, 19:47
r20916b[br]---------[br][br]Critical Fixes:[br]+ Fixed a crash related to the star system tool tip on the star map.[br]+ Fixed multiplayer desync issues caused by clients dropping into a[br]game in progress.[br]+ Fixed known crashes relating to battle riders.[br]+ Fixed a crash related to assimilating colonies.[br]+ Fixed a crash related to Suul'ka losing their home colonies.[br]+ Eliminated a fleet manager race condition that was leading to[br]intermittent crashes.[br]+ Fixed known pre-combat UI crashes.[br]+ Fixed a rare crash related to admiral death and retirement.[br]+ Fixed a bug that could cause a crash when populating stations around[br]asteroids.[br][br][br]Other Fixes:[br]+ Fixed known ship and weapon data issues.[br]+ Fixed various known localization issues.[br]+ Karnak Targeting Module effects now working.[br]+ Scotsman Module effects now working.[br]+ Psi- and Life-Drain effects now damage planets.[br]+ Close to Attack behaviour now reflects race preferences.[br]+ Fixed known issues where budget projection was not matching reality[br]for the next turn.[br]+ Fixed Morrigi Relic starting locations.[br]+ Fixed known issues with AI relating to Morrigi Relic.[br]+ Fixed some inconsistencies in the way Human and Zuul players retreat[br]from combat.[br]+ Zuul bore ships now correctly retreat back to their homeworld when[br]boring a new node line.[br]+ Deployed gate ships are no longer being included in additional combat rounds.[br]+ Deployed gate ships no longer get doubled up in combat.[br]+ Enemy gate ships are now visible in combat at your own systems.[br]+ Fixed incentive calculation issues.[br]+ Fixed a regression where construction missions were not being[br]cancelled when the construction ships were destroyed.[br]+ Fixed known issues with Jammer ships not working in cobmat.[br]+ Jamming radius is now displayed in combat sensor view.[br]+ Light Emitters can now be fitted to battle riders.[br]+ Fixed known issues related to repairing Suul'ka.[br]+ Locked down issues where the game was not appearing to respond to[br]mouse clicks.[br]+ Diplomacy reaction histories now display events pertaining to the[br]correct players.[br]+ Diplomacy reactions related to relative empire size no longer occur[br]for undiscovered empires.[br]+ Suul'ka will now correctly maximize psionic potential.[br]+ Fixed an issue where fleets could not be relocated when a Suul'ka was present.[br]+ Fixed known multiple-GM spawning issues.[br]+ Damage to modules now carries over from combat to strategy turns.[br]+ Improved Node Fighter behavior.[br]+ Treaty accept and reject dialogs now display the correct empire names.[br]+ Defenses, gates and reserve fleets are now correctly cleaned up when[br]an empire is defeated.[br]+ Fixed the loophole that was allowing players to bypass feasibility studies.[br]+ Fixed an issue that was causing climate hazard values to display[br]positive values all the time.[br]+ The battle manager is now more forgiving about placing fleets near planets.[br]+ Invasion missions now correctly apply morale, government and[br]diplomatic penalties.[br]+ Fixed known issues related to colony support.[br]+ Fixed an issue where not all mines would be displayed in the sensor[br]view in combat.[br]+ The node line collapse news event now correctly displays both system names.[br]+ Fixed issues related to intercept missions.[br]+ Force-firing on ships in combat will now force a war declaration in[br]the strategy turn when appropriate.[br]+ Slave population numbers no longer reduce civilian population numbers.[br]+ Fixed morale bonus for police and propaganda ships.[br]+ Fixed an issue that was preventing the game from removing ships from[br]fleets that had exceeded their command point quota.[br]+ Fixed an issue where extra ships from retreating fleets were being[br]transferred incorrectly.[br]+ It is no longer possible to request or demand items from independent factions.[br]+ Stations are now considered for combat rounds.[br]+ Addressed issues that were preventing the strategic AI from[br]expanding its empire, especially after engaging in war with another empire.[br]+ Transient random encounters no longer hold on to control zones after[br]combat ends.[br][br][br]Other Changes:[br]+ GOOP and Joker Module abilities are now available.[br]+ Missle attacks on your ship can now be initiated in the Weapons Test[br]screen, using the new icon button.[br]+ Grappling cannon is now available.[br]+ AI now uses the node cannon and targeted missiles in combat.[br]+ Improved deep space encounter with system killer.[br]+ Defence Platform placement is no longer restricted to slots.[br]+ Tool tips in the design and build screens now display the design attributes.[br]+ It is no longer possible to launch riders while cloaked.[br]+ AI rebellions have been introduced.[br]+ Government shifts now occur in response to overharvesting gem and[br]forge worlds.[br]+ Introduced the surprise attack diplomatic action.[br]+ Empires now continue to be listed in the player list after defeat.[br]+ VRF Systems now increase appropriate weapon fire rates by 25%.[br]+ Food now occupies less space on colony support runs.[br]+ Reduced AI tendency to declare war.[br]+ It is now possible to reconfigure fleets on missions as long as the[br]changes do not violate mission objectives.[br]+ Independent faction tech levels are now displayed.[br]+ Systems with a colony now receive 3 base defense points.[br]+ Retrofit designs are now available. (see known issues) Introduced [br]+ protectorate and incorporate treaties.[br][br][br]Known Issues:[br]- Designs can be retrofitted with new weapons, and new ships built from them, but retrofitting old ships is not yet ready.[br]- Deep space, multiplayer combat will desync.[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/7878/)