Author Topic: v1.0.7.4 → v1.0.7.6 Changelog (Releasing)  (Read 23360 times)

GGLucas

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v1.0.7.4 → v1.0.7.6 Changelog (Releasing)
« on: April 17, 2011, 07:26:17 AM »
Live Patch Notes for version 1.0.7.6.
Download 1.0.7.4 → 1.0.7.6
Previous Patch: 1.0.7.2 → 1.0.7.4

Changes: Not Final
[Fixed] Fixed a deadlock caused by selecting a ship as it was about to dock.
[Fixed] Advanced Parts Assembler used up resources even if there was no space to put advanced parts.
[Fixed] Fetch orders automatically assigned by construction bays no longer attempt to fill more cargo than available.
[Fixed] Mega Construction had a link to itself.
[Fixed] Linked sub system modifiers did not work for designs made by multiplayer clients.
[Fixed] Ships parked in orbit would not de-park after moving for multiplayer clients.
[Fixed] Crash related to supply orders for construction resources.
[Fixed] Internal Defenses would not function on ships without crew.
[Fixed] Keybinds specified as key numbers with # would not load from controls.cfg.
[Fixed] GUI Script keybinds no longer override options menu keybinds, which was leading to being unable to bind certain keys.
[Fixed] The natural terraformers race trait would remove the ringworld bonus from ringworlds.
[Fixed] "Close" preferred engagement range was not being calculated.
[Fixed] Planets moved into deep space would be invisible upon loading a game.
[Fixed] Fixed a bug that made trading food behave strangely when a planet had cargo storage.
[Changed] Dry Docks can now have rally points.
[Changed] Drag selecting will select only military ships if there are any military ships in the selection (can be turned off from the options menu).
[Changed] Multiplayer games start paused until all players have finished loading.
[Changed] Order strings ("Attack ...", "Defend System", etc) can now be localized.
[Changed] Auto-colonize now picks the largest planet in the closest system first, rather than always the closest planet.
[Changed] Supply orders for ships in fleets now only supply ships in that fleet.
[Changed] The "Efficient" race trait now also affects EcoStore.
[Changed] Changed how objects are ticked to make planets behave more similarly, rather than the first planet in a system getting more resource priority all the time.
[Balance] Slightly reduced planet reproduction rate, and decreased effectiveness of their passive Damage Reduction.
[Balance] Repair Bays and Salvagers are now linked to the Material Sciences technology, and Salvagers are unlocked sooner.
[Added] "Automatically Retrofit" automation order that can be added to blueprint AI orders.
[Added] "Allow other ships to supply resources" AI behavior setting. Tankers will not supply ships with this set to deny.
[Added] When undocking, you can choose specific types of ships and the amount of ships to undock.
[Added] When using control to build multiple ships of the same type, a checkbox "Batch construction" can now be checked. This completes all the ships before launching them all together.
[Added] An entirely new AI that should provide a harder challenge. The old AI is still available as separate AI profiles, but will not be chosen when selecting "Random".
« Last Edit: May 17, 2011, 05:02:03 PM by GGLucas »

elwood612

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Re: Live Patch Notes
« Reply #1 on: April 17, 2011, 03:41:24 PM »
what?? 1.0.7.4 came out like 3 days ago!! so awesome.

[Changed] Dry Docks can now have rally points.
say, it's been brought up before, but do you think dry docks could appear in the system window? maybe with an option to hide them? just a thought.

thanks for the dedication you guys, it's really inspiring. and great fun.
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Mephisto

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Re: Live Patch Notes
« Reply #2 on: April 17, 2011, 03:54:53 PM »
This recent upswing in patch activity is great.

In my (humble) opinion, other than continuing the trend of being active on your boards and keeping people informed on whats going on with the game, you guys should put some focus into advertising the (updated) game. Try hitting the popular PC sites with news on all the improvements since launch and more.

GGLucas

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Re: Live Patch Notes
« Reply #3 on: April 17, 2011, 03:58:54 PM »
Quote
This recent upswing in patch activity is great.

It's not so much an upswing as a swing back. We used to have near weekly patches for most of august - december, but starting december we decided to redo some more major parts of the game for a few patches. 1070 took us so long because it was an overhaul of basically the entire UI, which won't be done in just a couple of weeks.

If we think it's useful to take our time on a patch because we want to implement something major, we will. For now other than the AI work going on in the background we're just doing tweaks.

Quote
you guys should put some focus into advertising the (updated) game

We have a retail release coming up later this year, so most of the advertising efforts will probably be focussed around then. Firgof is the person to talk to about marketing otherwise, as he handles most of that.

eRe4s3r

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Re: Live Patch Notes
« Reply #4 on: April 17, 2011, 04:03:36 PM »
Hopefully *this* patch will take another week because knowing Steam it'll be that long before the PREVIOUS patch gets applied...  ;D
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Mephisto

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Re: Live Patch Notes
« Reply #5 on: April 17, 2011, 04:28:05 PM »
We have a retail release coming up later this year, so most of the advertising efforts will probably be focussed around then. Firgof is the person to talk to about marketing otherwise, as he handles most of that.

Ah, good to hear it! I just don't want people to write off your game since it has and continues to be improved so greatly :D

GGLucas

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Re: Live Patch Notes
« Reply #6 on: April 17, 2011, 04:40:30 PM »
Hopefully *this* patch will take another week because knowing Steam it'll be that long before the PREVIOUS patch gets applied...  ;D

Since we haven't found any issue that warrants a quick patch yet, we'll continue adding more tweaks for a while. No sense releasing overly small patches either.

Superking

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Re: Live Patch Notes
« Reply #7 on: April 18, 2011, 04:54:02 AM »
would be cool to see linear effect of coolant system  in relation to scale applied to the targetting array too, the size requirement to get a modest boost of range on a decent sized weapon is prohibitive (1 to 1 scale with weapon, costly in parts, space & power & control).

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mecharm

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Re: Live Patch Notes
« Reply #8 on: April 22, 2011, 12:26:46 PM »
[Added] "Automatically Retrofit" automation order that can be added to blueprint AI orders.

Yay! Thank you!

hmarsh

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Re: Live Patch Notes
« Reply #9 on: April 22, 2011, 04:05:37 PM »
Auto retrofit. Woot. That is what makes some game so much of a pain. You ships up date themselves which takes some of the micro manageing out.

Panpiper

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Re: Live Patch Notes
« Reply #10 on: April 22, 2011, 05:13:55 PM »
[Added] "Automatically Retrofit" automation order that can be added to blueprint AI orders.

It would be highly inappropriate for me to not also chime in with hoots and hollers for Auto Refit. Thank you VERY much.

RazorTS

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Re: Live Patch Notes
« Reply #11 on: April 23, 2011, 06:53:29 AM »
[Added] "Automatically Retrofit" automation order that can be added to blueprint AI orders.

cool


[Added] Super Duper Advanced Shipbay Management

Would like to see these words in patch notes.Hopefully sooner than date there :)

GGLucas

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Re: Live Patch Notes
« Reply #12 on: April 23, 2011, 08:17:37 AM »
Quote
[Added] Super Duper Advanced Shipbay Management

You're going to have to specify what you mean by this a bit more ;) Do you mean a way to undock specific ships instead of everything at once?

SpaceBoy6

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Re: Live Patch Notes
« Reply #13 on: April 23, 2011, 02:56:54 PM »
I am using Impulse and what i do to get my patch's, is run the game and at top right of screen select check for updates, it works fine, so will it work on steam for you users?
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GGLucas

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Re: Live Patch Notes
« Reply #14 on: April 23, 2011, 02:57:34 PM »
Steam users do not get the check for updates button, as our patches do not work for them.

Firgof

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Re: Live Patch Notes
« Reply #15 on: April 23, 2011, 02:58:48 PM »
In specific: Steam wraps our game on their service with a special layer of DRM, which makes our delta-patcher unable to work properly.  In order for it to work correctly, all files must be exactly the same.  We can't gain access to the source code for their DRM-wrapper so we won't be able to get the auto-patch system functional for Steam customers unfortunately.
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Re: Live Patch Notes
« Reply #16 on: April 23, 2011, 03:13:02 PM »
[Added] When undocking, you can choose specific types of ships and the amount of ships to undock.

Sexy.

GGLucas

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Re: Live Patch Notes
« Reply #17 on: April 23, 2011, 03:15:48 PM »


Will look like that.

mecharm

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Re: Live Patch Notes
« Reply #18 on: April 23, 2011, 03:39:27 PM »
Sexy indeed!

Skeletor6669

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Re: Live Patch Notes
« Reply #19 on: April 24, 2011, 05:08:51 AM »
Looks like an epic patch so far! Any idea when it'll be released? Can't wait to get my hands on it.

RazorTS

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Re: Live Patch Notes
« Reply #20 on: April 24, 2011, 05:11:36 AM »
I love you guys

Now lets do something about cargo storage and orbital production.
Somehow i feel it misbehaves (GA) it ends up full storage of Advanced parts and no metals :P
« Last Edit: April 24, 2011, 05:14:17 AM by RazorTS »

orzelek

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Re: Live Patch Notes
« Reply #21 on: April 24, 2011, 07:51:24 AM »
Cargo storage requires some more control over what's it used for. Both in orbital production/mining and planets.

Foraven

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Re: Live Patch Notes
« Reply #22 on: April 24, 2011, 11:43:45 AM »
Yep, another great patch in the work.
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Azalrion

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Re: Live Patch Notes
« Reply #23 on: April 25, 2011, 11:55:01 AM »
changed ^^
« Last Edit: April 25, 2011, 12:06:56 PM by Azalrion »
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Thy Reaper

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Re: Live Patch Notes
« Reply #24 on: April 25, 2011, 11:58:25 AM »
It's already fixed, but I'd rather not put an exploit in the changelog.

Azalrion

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Re: Live Patch Notes
« Reply #25 on: April 25, 2011, 12:07:20 PM »
Ah thanks reaper edited my previous post as well so its not here.
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Totallyunderpowered

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Re: Live Patch Notes
« Reply #26 on: April 25, 2011, 03:16:02 PM »
[Added] When undocking, you can choose specific types of ships and the amount of ships to undock.
Yay!
« Last Edit: April 25, 2011, 03:19:47 PM by Totallyunderpowered »

RazorTS

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Re: Live Patch Notes
« Reply #27 on: April 25, 2011, 05:10:11 PM »
asked for this like 6 months ago. I guess it was possible only with overhauled UI

GGLucas

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Re: Live Patch Notes
« Reply #28 on: April 25, 2011, 05:53:00 PM »
Quote
asked for this like 6 months ago. I guess it was possible only with overhauled UI

No, we just never put it very high on the priority list ;)

Even if you ask for it, our todo list is quite large, I just had a couple of hours and decided that it was worth it to do it this time around :P

RazorTS

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Re: Live Patch Notes
« Reply #29 on: April 25, 2011, 06:39:18 PM »
and i'm thankful for that:P
Hopefully you will find some time for cargo controls as well  ::)