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Sword of the Stars II: Lords of Winter Update Released
r18454b
------ - Fixed crash when launching drones in weapon test screen, backing to design screen, and then switching mission sections - Fixed crash caused by opening battle manager at a system where platforms are available for placement. - Fixed crash that could occur when destroying weapons in combat. - Fixed crash at end of turn when offering treaty - Fixed occasional crash due to Main Menu combat - Enemy AI will prioritize faction opponents over random encounters when choosing stance - Strat AI will now prefer to enter conquering stance over expansion when past the war threshold. - Modified the calculation for AI expansion factor, it will no longer take into account unexplored systems. - Various adjustments to enemy AI's decision-making process - Various adjustments to enemy AI to properly utilized specialized weapons - Added combat UI for clicking on target locations for relevant weapons (Siege Driver, Detonating Torpedoes and COL). - Fixed bug where platforms weren't showing up in defense manager - Fixed bug where ships built with new Gate designs would not be available for the Gate mission. - Fixed a bug where dissolving a fleet would lead to empty fleets. - Seige Drivers working for all factions - Fixed known issues with mine laying in combat. - Fixed missing repair capacity on relevant ship sections. - Minelayer sections working for all factions - Fixed mine behaviour (depending on mine - tracking, etc.) - Fixed various Torpedo sections that weren't firing - Fixed arc of movement on all Zuul free-beam turrets - COL weapons added. - PD weapons now only engage PD targets - Targets engaged per turret, not per bank (allowing PD, Torps, etc. engage multiple targets) - Fixes for various weapon icons/names - Fixed handful of missing tech descriptions - Salvage missions are now properly being generated - Fixed prototype modifiers for Human faction - Fixed salvage profits - Fixed weapon cost calculation in designs - Ship option savings cost multipliers are now applied per section instead of per ship. - Fixed various diplomatic messages that weren't displaying - Fixed incorrect calculation of turret efficiency based on power and crew. - Technical knowledge now gathered during combat - Research progress now displayed in Research screen - Completed technologies now clearly marked in green - Fixed bug where players were unable to build habitations for their own race - Fixed bug where Zuul players could build alien habitations - Allowable distance between systems in a province has been increased to 8-ly. - Fixed various turrets with odd parameters and placement - Fixed various weapons with odd parameters - Fixed Morrigi BR AM engine label (not a streak engine) - Added ability to set initial fire mode and target filter when creating a ship design - Any ships left in a removed fleet are now properly cleared - Introduced new Scan Satellites and Torpedo Satellites - Any remaining ships in a removed fleet will now be deleted - Fix to a constraint violation between diplomacy and turn events - Combat ready ships will increase the calculate strength of an empire more than utility ships - Fixed defense platforms not showing up in Combat - Fixed known issues with tracking speed on turrets - Introduced initial pass diplomacy requests and demands - Fixed a sound bug when constructing stations (event played when ordered, not completed) - Fix potential issue where system/planet killer would not avoid a station in its path - Added weapon panel configuration to design screen - Fixed known issues with direct-fire torpedoes behaving incorrectly - Fixed known issues where boarding pods and assault shuttles were not able to connect to ships - Fixed rider patrol paths around a star Known Issues *** This update breaks old save games. *** - Human faction unable to select typo of COL for COL section ships. - Slaves and system information are not yet hooked up to diplomacy. http://storefront.steampowered.com/v...ule_231x87.jpg Дальше... |
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