Author Topic: v1.0.4.4->v1.0.5.0 Changelog (Released)  (Read 27358 times)

GGLucas

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v1.0.4.4->v1.0.5.0 Changelog (Released)
« on: December 23, 2010, 10:57:36 AM »
Live Patch Notes for version 1.0.5.0.
Previous Patch: 1.0.4.2 → 1.0.4.4

Download 1.0.5.0 (Patch from 1.0.4.4)

Changes: Final
[Fixed] A long lag before joining a multiplayer game in progress that appears as a freeze (but eventually does connect).
[Fixed] Modded EmpireNames.txt and EmpireColors.txt are now used in the lobby.
[Fixed] Tips files were showing up as languages.
[Fixed] Freeze when holding alt for range rings while hovering on an enemy unit.
[Fixed] Antimatter generators would not explode when disabled due to lack of control.
[Fixed] Queue management commands did not work for dry docks in multiplayer.
[Fixed] Light/Heavy/Stealth hulls were incorrectly scaling with level, making them much too powerful at later tech levels.
[Fixed] Ships can now be retrofitted / scuttled at dry docks.
[Fixed] The victory message was not showing up when eliminating all enemy teams in a team game.
[Fixed] Docking stations into planets or carriers could crash.
[Fixed] Starting a multiplayer game with teams could crash due to timing issues.
[Fixed] When hovering over a sub system with a modifier/link attached to it, the correct stats will now be shown on the left.
[Fixed] Overriding controls that had a default key assigned to them would create duplicate bindings and not be displayed correctly in the options menu.
[Fixed] Hotkey groups are now saved and loaded.
[Fixed] The Rack Mount was misbehaving at small scales. It now behaves much more sensibly at all scales.
[Fixed] Fixed jittery movement of ships in multiplayer (except in very high-lag situations).
[Fixed] Manual transfer orders did not work for MP clients and did not save.
[Fixed] The order list on completely idle ships would not properly display for clients.
[Fixed] Boarding defenses were not scaling up, making them wholly ineffective.
[Changed] Nano armor hitpoints and damage reduction now only increase with armor research, while regeneration rate increases with nanotech research only.
[Changed] Multiplayer server names now default to "<nickname>'s Game".
[Changed] Clicking the planet lost message now zooms to the system the planet was lost in.
[Changed] Version compatibility is now checked before joining the lobby, instead of after starting the game.
[Changed] When a treaty ends prematurely because of one party lacking the required materials / research, a message is now displayed.
[Changed] Use tool only appears in the right click menu if the ship could actually use that tool on the clicked object.
[Changed] Stations built from orbital dry docks now correctly orbit the original planet.
[Changed] System Searches (used by the AIs) should now be faster.
[Changed] The hovered object poll now uses the OctTree, improving performance by ~10% in large galaxies.
[Changed] Arrow key movement speed now changes more drastically with zoom level, instead of being exceedingly slow when zoomed out.
[Changed] Zoom in now locks on to the system plane, so missing a target will no longer zoom "through" the system.
[Changed] 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.
[Changed] The system rings are now larger so as to fully contain the bounds of the system.
[Changed] Space damage is now percentage based.
[Changed] System ring owner color is now based on military strength rather than pure ship count.
[Changed] Systems are only marked as under attack if either you or the enemy have military presence.
[Changed] Systems that are contested now glow rather than their ring changing color.
[Changed] Distant icons for ships that are taking damage now glow.
[Balance] All armor levels are now equalized, making more advanced armor more viable.
[Balance] Ablative armor now scales the same way as other armor, giving it significantly more hitpoints at higher tech levels.
[Balance] Torpedoes now use less ammo.
[Balance] Planets now have a damage resistance related to cities, capitols, and bunkers. This scales with level, increasing their longevity late-game.
[Added] Savegames may now be deleted in-game.
[Added] Added an 'experimental' tab to the options menu. Has various completely unexplained options that aren't quite ready for release, but mostly work.
[Added] Dedicated server binary to run a server without playing or rendering the graphics.
[Added] UPnP support: port forwarding is no longer necessary to host a server when using a modern router that supports UPnP.
[Added] Moving your mouse to the edge of the screen now moves the camera. (Can be turned off from the options menu).
[Added] Options menu settings for ambient brightness and multiplayer server autosave.
[Added] 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)
[Added] Added support for scripted planet queues. Use '<script call="Module::Function" />' in a queue to use a function of the type 'bool Name(Planet@).' Return true to prevent the rest of the queue from running.
[Added] A grid is now displayed on every system's XZ plane. (Can be turned off from the options menu).
[Added] Added 'OrderList::leaveFleet()' to remove a ship from its fleet.
[Added] Added a new weapon: Artillery. Huge range, massive damage, but very slow fire rate. May only be equipped to stations.
[Added] Added log & log10 functions for formulas.
[Added] Added new planet conditions: Plains (Cheaper buildings), Volcanic (Weaker buildings), and Geothermal vents (Faster electronics/advanced parts production).
[Added] Empire messages now have a category. Categories can be toggled on or off when expanding the ticker display.
[Added] Options to control the display or hide the distant icons for ships, stations and planets.
[Added] Race Customization: before the game starts, you can pick traits affecting your empire in various ways. Traits are picked with a point-buy system.
« Last Edit: January 20, 2011, 02:45:44 PM by GGLucas »

Foraven

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Re: Live Patch Notes
« Reply #1 on: December 23, 2010, 11:23:00 AM »
[Changed] Nano armor hitpoints and damage reduction now only increase with armor research, while regeneration rate increases with nanotech research only.

I think it would make sense to be that way for a lot of other things in game, not just that armor.

I'm curious how you did that though, i tried to do it in my mod (weeks ago) but could not make it work (maybe i was doing it wrong). Can you post the changes so i could do it in my mod already?
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Tariagon

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Re: Live Patch Notes
« Reply #2 on: December 23, 2010, 11:24:22 AM »
Not that ime complaining about the support for the game but dont you guy's ever have a holiday?

GGLucas

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Re: Live Patch Notes
« Reply #3 on: December 23, 2010, 11:30:15 AM »
Quote
for a lot of other things in game, not just that armor

I'm open to suggestions.

Quote
Can you post the changes so i could do it in my mod already?

Sure, the sub system looks like this currently (not final):

Code: [Select]
System: NanoArmor
Name: #SS_NANOARMOR_NAME
Description: #SS_NANOARMOR_DESC
Appearance: Nanoarmor
Explosion: armor_explode lasting 0.25

Tags: Armor
Tied To: Armor 5, Nanotech 1

Equips To: Armor
PreDamageOrder: -5

Available: (Techs.Armor.Level > 4) && (Techs.Nanotech.Level > 0)
Level: Techs.Armor.Level + Techs.Nanotech.Level
armorLevel: Techs.Armor.Level
nanoLevel: Techs.Nanotech.Level

Size: Scale
Durability: Size * 50 * pow(LEVEL_GAIN_CURVE, armorLevel) * GAME_ARMOR_MULT
Mass: Size * 50

Costs: Metals[200 * Size], Electronics[75 * Size], AdvParts[50 * Size], Labr[5 * Size]
Complexity: 1

Tick Rate: 10

vHealRate: Durability / (60 * decay(pow(LEVEL_GAIN_CURVE, nanoLevel), 10))

Provides: SoakDamage with Amount[1 * sqrt(Object.Size) * pow(LEVEL_GAIN_CURVE, armorLevel)]
Provides: SelfHeal with Rate[vHealRate], UpToHP[Durability * (1 - (0.5 * decay(pow(LEVEL_GAIN_CURVE, nanoLevel), 5)))]

Consumes:
To Run:
Power[Size * 10]

Hints: Local/DamageReduction[1 * sqrt(Object.Size) * pow(LEVEL_GAIN_CURVE, armorLevel)], Armor[Durability], ArmorRegen[vHealRate]

Foraven

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Re: Live Patch Notes
« Reply #4 on: December 23, 2010, 11:50:05 AM »
I'm open to suggestions.

Hum... Lets see... There are quite a few structures and subsystems that have 2 or 3 techs in their levels. There is weapons like Plasma beams and Plasma throwers, structures like spaceport that combine a few things in them (in my mod they also have some cargo space). Well, it would be too long to list all the possibilities.

Edit : Why not shields with hitpoints from shields and recharge rate from energy physics?

Quote
Sure, the sub system looks like this currently (not final):

Thanks, that open a lot of possibilities for my mod  :).
« Last Edit: December 23, 2010, 12:04:33 PM by Foraven »
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Tkins

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Re: Live Patch Notes
« Reply #5 on: December 23, 2010, 01:46:37 PM »
Hum... Lets see... There are quite a few structures and subsystems that have 2 or 3 techs in their levels. There is weapons like Plasma beams and Plasma throwers, structures like spaceport that combine a few things in them (in my mod they also have some cargo space). Well, it would be too long to list all the possibilities.

Edit : Why not shields with hitpoints from shields and recharge rate from energy physics?

Thanks, that open a lot of possibilities for my mod  :).

The more detailed and specific you are the easier it is.

Superking

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Re: Live Patch Notes
« Reply #6 on: December 23, 2010, 05:17:20 PM »
PROzilla signing in, great to see direct result of IRC conversation appearing in patchnotes so soon  :)
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Re: Live Patch Notes
« Reply #7 on: December 24, 2010, 05:20:55 PM »
Whenever I click to see if there have been changes to the patch notes, there's something new on the list.
I mean it's christmas. Don't you ever take a break? If not, you definately should :P

In any case, merry christmas and happy holidays to all of you! :)

EDIT:

[Removed] Due to an unfortunate internal conflict, we've had to remove the various new tracks by Artem.

Meh, that's sad. Good thing I bought the complete soundtrack. Using an external player (like foobar2000) I'll still be able to listen to it while playing the game.
« Last Edit: December 25, 2010, 02:25:00 PM by XTRMNTR2K »

Kildar

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Re: Live Patch Notes
« Reply #8 on: December 26, 2010, 02:47:24 AM »
Merry Christmas to everyone. :) How quickly does a patch gets incorporated in Steam? I'm looking forward to seeing the changes in my game, especially the stuff on armor for my ships.

Steiner

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Re: Live Patch Notes
« Reply #9 on: December 26, 2010, 09:02:10 AM »
The patch here is not released yet. But mostly Steam updates one or two days after release, except if the release is on friday or, when you are unlucky, thursday.


Current Version: 1.5.1 for SR v.1.0.6.2

XTRMNTR2K

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Re: Live Patch Notes
« Reply #10 on: December 26, 2010, 04:58:20 PM »
[Fixed] Light/Heavy/Stealth hulls were incorrectly scaling with level, making them much too powerful at later tech levels.

Compared to the standard hull? Is this because of the qualityLevel? Have to admit, never really noticed it until now. That explains A LOT...

Quote
[Changed] Use tool only appears in the right click menu if the ship could actually use that tool on the clicked object.

Cool stuff. What is actually relevant for this? Are ctrl-forced "use tool" commands still possible?

Thy Reaper

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Re: Live Patch Notes
« Reply #11 on: December 26, 2010, 05:07:21 PM »
Cool stuff. What is actually relevant for this? Are ctrl-forced "use tool" commands still possible?

This only checks if it's physically possible to use the tool, which a forced order has no power to affect.

GGLucas

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Re: Live Patch Notes
« Reply #12 on: December 26, 2010, 05:08:14 PM »
Quote
What is actually relevant for this? Are ctrl-forced "use tool" commands still possible?

Well stuff like colonize was showing up for asteroids, even though it would never work on those.

It only checks CanAttack, and force overrides AutoAttack, so yeah it's possible to override them.

XTRMNTR2K

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Re: Live Patch Notes
« Reply #13 on: December 26, 2010, 05:13:17 PM »
Thanks for answering so quickly! That should really help to make the interface more efficient.

On a totally unrelated note:
Is there a reason you can't retrofit ships on drydocks? And I think scrapping doesn't show up, either. Nothing gamebreaking, just noticed it a while ago and thought it was strange.
Or did I break something? :D

EDIT:
[Fixed] Ships can now be retrofitted / scuttled at dry docks.

I see what you did there. ;D Awesome!
« Last Edit: December 26, 2010, 06:41:57 PM by XTRMNTR2K »

Kildar

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Re: Live Patch Notes
« Reply #14 on: December 27, 2010, 08:47:49 AM »
The patch here is not released yet. But mostly Steam updates one or two days after release, except if the release is on friday or, when you are unlucky, thursday.

Thanks :)

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Re: Live Patch Notes
« Reply #15 on: December 28, 2010, 02:48:41 PM »
We've resolved our dispute to minimize disruption for the players. The newer tracks will remain in the game.

Foraven

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Re: Live Patch Notes
« Reply #16 on: December 28, 2010, 03:05:39 PM »
We've resolved our dispute to minimize disruption for the players. The newer tracks will remain in the game.

I meant to ask, but i get my answer about the "internal" part of the problem. Well, i hope there won't be other issues like that, it would be sad if SR would suffer that kind of problems and the game ends up "shelved" at some point...
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Firgof

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Re: Live Patch Notes
« Reply #17 on: December 28, 2010, 03:09:30 PM »
It will survive.  We've been through far worse with some of our modelers. :)
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Re: Live Patch Notes
« Reply #18 on: December 30, 2010, 06:35:34 AM »
What's that experimental stuff?


Current Version: 1.5.1 for SR v.1.0.6.2

maxi

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Re: Live Patch Notes
« Reply #19 on: December 30, 2010, 03:48:52 PM »
What's that experimental stuff?
I'm curious too.

Thy Reaper

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Re: Live Patch Notes
« Reply #20 on: December 30, 2010, 04:35:17 PM »
There are currently two experimental features:
Defer Textures: Loads most textures in a thread, and delays loading some textures past when the game starts running.
Threaded Graphics: First attempt at threading the unthreadable. Makes a slight performance difference for me, but nothing significant. May be unstable.

Psitaylor

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Re: Live Patch Notes
« Reply #21 on: December 31, 2010, 05:29:24 AM »
[Added] Dedicated server binary to run a server without playing or rendering the graphics.

Here, have all of my money ;D
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Re: Live Patch Notes
« Reply #22 on: December 31, 2010, 02:35:23 PM »
[Added] Added an 'experimental' tab to the options menu. Has various completely unexplained options that aren't quite ready for release, but mostly work.

You're kidding, right? Most of the game isn't documented!

Thy Reaper

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Re: Live Patch Notes
« Reply #23 on: December 31, 2010, 03:04:17 PM »
I've warned you in the past ajf, when you come back you better provide useful posts, rather than just complaining about nothing in particular.

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Re: Live Patch Notes
« Reply #24 on: December 31, 2010, 04:37:07 PM »
[Added] Added an 'experimental' tab to the options menu. Has various completely unexplained options that aren't quite ready for release, but mostly work.

You're kidding, right? Most of the game isn't documented!

At the rate they update and add things I don't blame them for not documenting every single little thing. They'd have to hire an extra person just to keep up lol.

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Re: Live Patch Notes
« Reply #25 on: December 31, 2010, 05:59:17 PM »
I just wonder, no offense, when race/empire specialization will come? I really looking forward to them! :)

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Re: Live Patch Notes
« Reply #26 on: December 31, 2010, 06:19:21 PM »
It may be sooner than you think...

Psitaylor

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Re: Live Patch Notes
« Reply #27 on: December 31, 2010, 07:42:22 PM »
It may be sooner than you think...

DUN DUN DUN
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Re: Live Patch Notes
« Reply #28 on: December 31, 2010, 08:57:48 PM »
It may be sooner than you think...

Dear diary....JACKPOT!

:P

+1 to who knows what that's from btw.  :)

Tkins

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Re: Live Patch Notes
« Reply #29 on: January 01, 2011, 02:42:22 AM »
I know when it's coming, but that's because I'm on IRC. HIH HIH HOH HAH HIH HAH HOH