Author Topic: v1.1.0.0/2 → v1.2.0.0 Changelog (Released)  (Read 22704 times)

GGLucas

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v1.1.0.0/2 → v1.2.0.0 Changelog (Released)
« on: October 17, 2011, 11:48:40 AM »
Patch Notes for version 1.2.0.0.
Download 1.1.0.0 → 1.2.0.0
Download 1.1.0.2 → 1.2.0.0
German 1.1.0.2 users, check this as well

Previous Patch: 1.0.9.0 → 1.1.0.0

Changes: Final
[Fixed] Fix being able to trade research back and forth infinitely.
[Fixed] Fix colonizers with weapons never firing at anything.
[Fixed] Fix crash related to buildings being destroyed in OnGlobalDamage events.
[Fixed] Fix crash when planets marked for autocolonization get destroyed.
[Fixed] Batched ship construction orders would not repeat correctly.
[Fixed] Rally points on dry docks would not save.
[Fixed] Fix some inaccuracies in the german translation.
[Fixed] Fix engines never activating when boarding a disabled ship.
[Fixed] Fix importing blueprints with no automation orders resetting to default automation.
[Fixed] Fix crash related to loading transfer orders.
[Fixed] Fix player-controlled ships in the galaxy not being visible when joining an MP game in progress.
[Fixed] Rennovating the same structure multiple times will now only occur once. (Duplicates will be removed when they are started)
[Fixed] Many simple data types in scripts were calling destructors needlessly.
[Fixed] Many simple data types in scripts were also using reference counting needlessly.
[Fixed] Fixed a crash in treaties.
[Fixed] Possibly fixed mousing over objects that weren't near the cursor.
[Fixed] Fixed star surface animation on newer NVIDIA drivers.
[Fixed] The Automate Research setting was not being saved if there was no queued research.
[Fixed] AIs are smarter about trade-per-second agreements.
[Fixed] Fixed some abusable aspects of the trade-per-second agreements.
[Balanced] Repair rates on nano armor are more sensible now.
[Balanced] Reverse inductors and Mind Sappers now use correct level scaling so they aren't uncounterable.
[Changed] Planetary shields now block chemical bomb damage to population.
[Changed] Updated AngelScript to the most recent version.
[Changed] Shields now wobble less and are less opaque until attacked.
[Changed] Improved error reporting for missing shader constants.
[Added] Added AngelScript JIT compiler! Significantly improves the performance of many aspects of the game, leading to generally improved framerate.
[Added] Added two new race portraits courtesy of Hazzard!
[Added] The Particle Editor and Model Configurator now have customizable backgrounds (see Game Data/EditorBackgrounds.txt), and can return to the main menu and quit from the interface.

Quick note for modders: Script classes may no longer have a method and member named the same. I'll be checking for this in the major mods and letting you know if there's any compatibility concern long before the patch goes out.
« Last Edit: March 27, 2012, 10:06:31 AM by Thy Reaper »

colonyan

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Re: Live Patch Notes
« Reply #1 on: October 17, 2011, 11:53:22 AM »
Yes. New patch. Ouuuuu YEaaaaah!!! Thanks!

Volley

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Re: Live Patch Notes
« Reply #2 on: October 17, 2011, 01:22:08 PM »
Yes. New patch. Ouuuuu YEaaaaah!!! Thanks!

Many Thanks from me too!

Well, we all did know that the team is fixing bugs and working on the next patch ... we just didn't know much details about the progress and what is in.

And just to clear things up for those who didn't follow the Live Patch Notes in the past:
This means roughly: "This is what we have so far for the next patch".
The part when we do start our downloads is when the "Not Final" is being changed to "Final" and the topic changes from "Live Patch Notes" to "Changelog"

Nizar89

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Re: Live Patch Notes
« Reply #3 on: October 18, 2011, 09:38:10 AM »
What a surprise!
I though you had stop making patch on SR?

Firgof

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Re: Live Patch Notes
« Reply #4 on: October 18, 2011, 09:40:16 AM »
Feature freeze; not patch freeze.
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Foraven

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Re: Live Patch Notes
« Reply #5 on: October 18, 2011, 11:45:43 AM »
Feature freeze; not patch freeze.

Well, it's been a while since we have seen patch notes being posted, so it seemed like none were in the work.
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Firgof

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Re: Live Patch Notes
« Reply #6 on: October 18, 2011, 12:26:19 PM »
It's true that work has slowed on patches for Star Ruler but it has not stalled.  We've always maintained that we would continue to provide patches for as long as we are able and for as long as there are bugs that we can locate and fix.
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wundte

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Re: Live Patch Notes
« Reply #7 on: October 19, 2011, 03:26:05 PM »
Thank you guys for coming back!

Deantwo

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Re: Live Patch Notes
« Reply #8 on: October 20, 2011, 02:08:03 PM »
Changes: Not Final
[Balanced] Repair rates on nano armor are more sensible now.
define the word "sensible" for me?  ???
up? down? more? less? double? half?  :P
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GGLucas

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Re: Live Patch Notes
« Reply #9 on: October 20, 2011, 05:51:42 PM »
Code: [Select]
vHealRate: Size * 12 * (1 - 0.5 * decay(pow(LEVEL_GAIN_CURVE, nanoLevel), 10)) * pow(LEVEL_GAIN_CURVE, Level)
It starts at slightly more effective than a repair bay (6 base hp/s to the repair bay's 5 base hp/s), then scales up to 12 base hp/s as your tech goes up.

Deantwo

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Re: Live Patch Notes
« Reply #10 on: October 20, 2011, 08:27:23 PM »
but it stacks... right? you can have both at the same time? Nano Armor with Repair Bay  :P
ok... now i wanna play again...  ::)
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GGLucas

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Re: Live Patch Notes
« Reply #11 on: October 21, 2011, 12:00:15 AM »
Quote
but it stacks... right? you can have both at the same time? Nano Armor with Repair Bay  :P

You can.

Volley

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Re: Live Patch Notes
« Reply #12 on: October 21, 2011, 01:52:34 AM »
It starts at slightly more effective than a repair bay (6 base hp/s to the repair bay's 5 base hp/s), then scales up to 12 base hp/s as your tech goes up.

Sounds reasonable. Maybe a bit weak even, but one has to take into account that the repair bay requires quite some control, while the Armor only requires some energy.
On the other ha, that advantage starts to fade if NanoTech is more than one level behind Metallurgy, which is not that uncommon.
But since repair is going to stack and one is probably going to put a reasonable sized Armor on his ship, this still makes a valid Choice.

It defenitely fits the rest of the game way better than it did before :)

YAHG

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Re: Live Patch Notes
« Reply #13 on: October 26, 2011, 06:37:59 PM »
Sounds reasonable. Maybe a bit weak even, but one has to take into account that the repair bay requires quite some control, while the Armor only requires some energy.
On the other ha, that advantage starts to fade if NanoTech is more than one level behind Metallurgy, which is not that uncommon.
But since repair is going to stack and one is probably going to put a reasonable sized Armor on his ship, this still makes a valid Choice.

Well the armor has the no internal space going for it too.
Thing is unless you push your ships upscale to your enemies
it is still really easy to 'knock out' the nano armor in one
shot with an equal sized ship with a 4.0 weapon of parity tech.

If you are going to force yourself to upscale you might just be
better off with the metallurgy tech to push out ships 40% faster
per level. Even with upscale ships the nano armor wont be that
great without a tech lead as your smaller ship counts will lead
your opponents to counter you with torpedoes anyways, and
torpedoes are REALLY good vs nano (and can still hit for a huge
chunk of hp even at a fifth of the enemy scale, often outside
of weapon range).

If you are using the nano armor in conjunction with other armors
to turn the nano into a type of no-internal space shielding, then
you would still need a repair bay to kick start the blown out armor.
When you start doing this we are talking about a big chunk of
space for the power/control and a lot of extra mass.

I can't see a real good use for nano armor without a tech lead
or a very large scale difference, instead of just using powered
armor with a repair bay underneath, as with the higher damage
reduction you will get a better effective regeneration rate than
with the nano, besides the bonus of it being much less likely to
be knocked out in one volley and its ability to repair other systems,
especially the external engines you need to keep the ship speed
up without sacrificing all your space.

Powered seems to be superior to Nano overall assuming you were
gonna pack a repair bay on either way.

Missile Racks: Nano edges out Powered armor here as the long
duration of the missile barrage and the really long cool downs lend
to a lot of regeneration (even sized is about 75% damage regenerated).
The multiple shots also greatly enhance the Powered armor as well,
but in most cases you will be better off with torpedoes with their
range and faster overall firing rates and much less weakness to
regeneration/damage reduction.

Torpedoes: Equal sized to armor takes out Nano in one shot, so unless
you are packing more than 4.0 on the same ship size you aren't getting
any regeneration, Powered armor has double the hp at even levels so
you can survive the first shot at equal scale and tech.

Beams: Higher damage reduction on Powered increases effective
regeneration and can often make weaker beams useless, the regeneration
on the Nano is higher than the lasers DPS on equal scale and tech so
both are about equal here.

Rails: Nano looks better than powered here as your internal repair bays
will probably not be as big as your Nano armor can be without neutering
your ships; but only in smaller battles. It is also easier to force people off
rail weapons with longer ranged weapons, as targeted rails still fire really
slowly and miss a lot. If they are using racks or coolants then you can rip
them apart before they get into range with targeted beams or missiles.
The more upscale the war goes the weaker targeted rails get.

Muon/Phased Beam: For Muons, Nano can tank the half that goes to armor
and the part that gets through is less than rails and they also fire slower.
The Nano probably edges out the Powered armor here as you would get
more effective regeneration with the repair bay working on the inside while
the Nano takes care of itself. Phased beams are ignoring armor so its your
externally mounted systems and your shields that are tanking for you, so
both armors are even.

Artillery, DSM, Flak, Boarders, Drains, Mind-sappers, and shield bombs are
more special case weapons and are are much less often a big part of the
fleet to fleet battles that end up deciding matches.

The Nano is half the mass of the Powered and takes 2/3rd the power but
also has 1/10 the damage reduction and 1/2 the HP. The only major weapon
categories that Nano seems to have an advantage over Powered armor is in
rail-guns and missile racks and these are both easily stopped with weapon
based counters.

Nano armor doesn't seem to have enough upside to counter its weaknesses
without being able to regenerate from death by itself or being able to have
at least a limited ability to repair internal systems or even other pieces of
armor. I understand that in the past at very high tech levels (15+) the
regeneration was insane, but default games rarely get to that high tech before
they are decided.
« Last Edit: October 26, 2011, 08:28:20 PM by YAHG »

Volley

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Re: Live Patch Notes
« Reply #14 on: October 27, 2011, 04:44:19 AM »
@YAHG:
I don't see it that black.
With the mentioned changes, Nano Armor starts with self-repair rates that you did previousely get at ... nanotech 12 or so .. ( if i didn't mix up some numbers now ), but only slowly and asymtotically scales with nanotech, and not as insanely as before.

While i more or less agree with your in detail analysis of how good or bad it works against different weapons and compared to other armor, you miss one point:
Repair in general doesn't really help much, if there is no time for repairing.

So it does not really make sense to look at situations where repair doesn't help you much anyway.

I think in situations where repair actually does help, Nano Armor looks quite ok compared to RepairBay+Other Armor.

Ragnarok

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Re: Live Patch Notes
« Reply #15 on: October 29, 2011, 04:14:06 AM »
I agree that Nano armor needs a bigger buff.

Azalrion

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Re: Live Patch Notes
« Reply #16 on: November 06, 2011, 11:25:35 AM »
[Changed] Updated AngelScript to the most recent version.

Quick note for modders: Script classes may no longer have a method and member named the same. I'll be checking for this in the major mods and letting you know if there's any compatibility concern long before the patch goes out.

Will they show up as compile errors once the patch rolls Lucas?
« Last Edit: November 10, 2011, 12:30:57 PM by Azalrion »
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Thy Reaper

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Re: Live Patch Notes
« Reply #17 on: November 06, 2011, 12:17:15 PM »
Will they show up as compile errors once the patch roles Lucas?

Yes, they are now considered errors.

Hazzard

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Re: Live Patch Notes
« Reply #18 on: November 07, 2011, 04:20:54 AM »
Are the new profile pics being added ;)?

Thy Reaper

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Re: Live Patch Notes
« Reply #19 on: November 07, 2011, 09:13:20 AM »
Yep, they will be shortly. I've been very busy working on the JIT, and haven't had time to add in the portraits and make sure they work.

Juiceman

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Re: Live Patch Notes
« Reply #20 on: November 27, 2011, 08:54:46 PM »
Thank you for your continued development of this game!   :)

Any ETA on when this next patch will be released?

Bartje

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Re: Live Patch Notes
« Reply #21 on: November 30, 2011, 08:44:09 AM »
Are you planning on doing anything with the improvement(s) the JIT is to the game? Like adding new features ??  ;D
I can see it allowing you the space needing in terms of efficiency to get creative with adding features again, or maybe incorporating elements from SR mods officially?
« Last Edit: November 30, 2011, 08:45:53 AM by Bartje »


Ius Naturale

elwood612

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Re: Live Patch Notes
« Reply #22 on: December 04, 2011, 05:41:47 PM »
I second Juiceman's comment! When is it coming up??

Well, my recent infatuation with Introversion (thanks, Humble Bundle) has made me forget all about Star Ruler! Can't wait to play a 200-system game again!

Oh yeah, and kudos to Blind Mind for keeping up support for this great game. I'm very curious as to what your next game will be....
The statement below is false.

The statement above is true.

Volley

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Re: Live Patch Notes
« Reply #23 on: December 13, 2011, 05:17:04 AM »
Hmm ... i partially know (or can imagine) why this patch is taking so long, but it's about time something happens here!

Now i guess the situation is a bit unfortunate because with the addition of the JIT compiler there is probably a lot that can go wrong. And getting a patch out that introduces more new issues than it fixes wouldn't be good.

But it's becoming more and more important to get the patch out. Xmas is around the corner. Lots of people got the game since 1.1.0.0, and they didn't experience the impressive support we players did get in the days before.

Now a lot has already been fixed. Important fixes. I take it that there is more work needed to call it "done", so the most logical thing to me would be: do a "public test release". So we can experience what the current state is, and so we can send you minidumps that can actually help fixing remaining crash issues, because the minidumps of the current stable release have become useless for that.

Azalrion

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Re: Live Patch Notes
« Reply #24 on: December 13, 2011, 05:28:48 AM »
Its not just that, BMS are working on their next game remember at the same time as keeping Star Ruler supported with fixes, things will be slower than they were when it was just Star Ruler.
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chenbuu

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Re: Live Patch Notes
« Reply #25 on: December 17, 2011, 11:40:35 AM »
1.0.7.0 to 1.1.0.0 version:

If i have Carriers and Fighter(dock in Carrier),
when i save game and load game,
and then undocking Fighter from Carriers,
why original Automation Orders from Fighter will disappear? Automation Orders don't save to files? :(

Any ships dock in ships or dock in stations or dock at planet, and then save game and load game,
and then undock ships, original Automation orders from ships will disappear.  :(

You can try:

1: Open new game.
2: Build any one ships.
3: Look the Automation Orders from ship! (this time Automation Orders is existence)
4: Ordered the ship dock in planet!
5: Save game and exit game and load game.
7: Ordered the ship undock from planet, you will look, the original Automation Orders from ship will disappear!!

I have two saves file, 1.0.6.2 version and 1.1.0.0 version,
you can try this two files, load files and ordered the ship undock from planet,
and then look ship Automation Orders, go! you will understand my problem described.

http://forums.blind-mind.com/index.php?topic=3994.0
(The same problem)

Sorry, my english very bad, but..please fix the bug. :(
« Last Edit: December 17, 2011, 11:47:15 AM by chenbuu »

Juiceman

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Re: Live Patch Notes
« Reply #26 on: December 18, 2011, 10:25:03 AM »
chenbuu -
It is good that you are submitting bug reports, but please start as a new thread.
This thread is for what is currently done in the next patch.

chenbuu

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Re: Live Patch Notes
« Reply #27 on: December 19, 2011, 11:08:55 AM »
chenbuu -
It is good that you are submitting bug reports, but please start as a new thread.
This thread is for what is currently done in the next patch.
Thanks, i look forward to next patch. :)

Juiceman

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Re: Live Patch Notes
« Reply #28 on: January 01, 2012, 03:53:46 PM »
How about a new years present for us, release the patch!  :)

Juiceman

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Re: Live Patch Notes
« Reply #29 on: January 29, 2012, 05:00:29 PM »
Can we get an update please?  Or should we assume it is now abandonware?  I asked for an ETA almost a month ago... Just give us some info please!