Author Topic: v1.0.3.0->v1.0.4.0 Changelog (Releasing)  (Read 41120 times)

GGLucas

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v1.0.3.0->v1.0.4.0 Changelog (Releasing)
« on: December 02, 2010, 09:31:25 AM »
Live Patch Notes for version 1.0.4.0.
Download 1.0.4.0 (Patch from 1.0.3.0)
Previous Patch: 1.0.2.8 → 1.0.3.0

Modding Note: A sub system file, defenses.txt, was added. You will need to add a file of the same name (even if it's empty), or you will encounter errors.

Changes: Final
[Fixed] Multiple colonizer modules on one ship now correctly sums the structure count.
[Fixed] Crash on return to main menu for mods using tag{} blocks in shipsets.
[Fixed] Ships moving to a target that gets destroyed flying towards the quasar.
[Fixed] Disabled ships getting station icon on load.
[Fixed] Ships following a planet after a transfer order.
[Fixed] Loading a game with 0 research rate would lead to an empty sub system / structure list.
[Fixed] Crash when constructing ships on a planet / dry dock in deep space.
[Fixed] Ships with control but without fuel could still use their thrusters every second tick.
[Fixed] Sub Systems did not have their onDeactive binds called when scuttled or retrofitted.
[Fixed] Space port trade now happens in the planet tick, leading to less wasted trade rate.
[Fixed] Fetch orders were not leaking control to subsequent orders until fetching for the first time.
[Fixed] Haulers could get stuck doing nothing waiting for a resource to become available instead of trading in different resources.
[Fixed] Superfluous explosion sounds were playing when scuttling / retrofitting or when colonizing a planet.
[Fixed] Ringworlds were being constructed at the wrong position.
[Fixed] Ringworlds constructed on larger stars (ie the quasar) would appear inside the star.
[Fixed] The ringworld structure size bonus was not applying correctly.
[Fixed] Using a jumpdrive could render the jumping ship unselectable.
[Fixed] Ships parked in orbit using a jumpdrive would not pick a new orbit correctly and fly off into the distance.
[Fixed] Offline planetary structures could not be removed.
[Fixed] Asteroids and comets were not working for multiplayer clients.
[Fixed] Ships constructed after load would not be assigned their proper automation (fetch, deposit, work) orders.
[Fixed] Capturing another empire's design will no longer spam duplicates each time.
[Fixed] Haulers ended up with wrong / negative cargo after trading with a planet that had cargo storage.
[Fixed] Haulers would end up filled with one particular resource (usually adv. parts) when its supply outweighed demand.
[Fixed] Hovering over the +/- resize buttons while holding shift in the blueprint editor now correctly displays the effect of an increment/decrement.
[Fixed] In the blueprints window, dragging a sub system to an invalid position would sometimes return it to the last valid position, rather than the nearest valid.
[Fixed] We have discovered that a particular function in OpenGL is quite slow; fixing this improved framerate significantly.
[Fixed] Sub-menus in the right-click menu will no longer move off screen.
[Fixed] Objects could push each other to ridiculous speeds.
[Changed] Shields now have a % chance to block or leak all damage from kinetic weapons entirely, rather than always blocking a % of the damage.
[Changed] Objects larger than scale 3600 are now visible everywhere to everyone.
[Changed] The system window's build on best algorithm now prefers shipyards over other structures.
[Changed] The main menu planet now chooses a random texture.
[Changed] Only one ringworld can be constructed per system. Attempting to construct additional ones will simply fail.
[Changed] The Analyzer now captures the design of disabled ships. Each attempt has a chance to succeed, which improves dramatically with bigger ships and analyzers.
[Changed] Ringworlds are now unlocked at MegaConstruction 22, Gravitics 16 and Spatial Dynamics 16.
[Changed] Haulers only supply when storage is under 45%, to avoid attempting to race against space ports.
[Changed] You can now hold shift when dragging sub systems in the blueprint editor to snap to a grid.
[Changed] When dragging sub systems in the blueprint editor, they can no longer leave the circle (you will see them where they would normally snap to).
[Changed] Dry Docks automatically fetch resources from the planet they are orbiting, if the planet has any.
[Changed] The mouse over information and object information panel now display hitpoints of all objects, not just the ones owned by you.
[Changed] You can now set individual settings, difficulties, names, colors, and cheating or not cheating for Empires in the New Game window.
[Changed] You may now add far more than 10 opponents if you wish; caution: larger numbers of opponents can rapidly degrade system performance.
[Changed] Sped up base panning speed.
[Changed] Updated Translations: Polish.
[Balance] Shields are now more effective, particularly for larger ships.
[Balance] Planetary shields are now much stronger.
[Balance] Increased power cost of middle-tech weapons.
[Balance] Power generators produce significantly less power.
[Balance] Bridges and Computers produce significantly less control.
[Balance] Increased mass of armor.
[Balance] Decrease gains to science labs from general sciences research. (Getting to level 10 takes about twice as long, level 20 four times)
[Balance] Missiles and Torpedoes now have longer range.
[Balance] Increased overall laser damage to compensate for their short range.
[Added] The blueprints tab now displays statistics for the currently selected design.
[Added] The loading screen displays random gameplay tips from a moddable / localizable list.
[Added] "Stockpiling Protocol" civil act: makes space ports keep resource levels at 95% instead of 50%.
[Added] You may now check for updates from the main menu. Note: Steam users won't see this option.
[Added] Added a patching program which downloads patches from our server and installs them itself. Must be run from Star Ruler.
[Added] AI Personalities may now specify a shipset for the AI to use.
[Added] "Refresh Automation" option in the right-click menu: adds back automation orders (fetch, work, defend, etc) after clearing them.
[Added] Destroyed planets now leave behind a bunch of asteroids based on the amount of ore they had left.
[Added] Added three new tracks by Artem Bank.
[Added] Economic Sub Systems for ships: Metal Refinery, Electronics Fabricator, Advanced Parts Assembler, Export Dock.
[Added] Graviton / Anti-Graviton beams: Repulsor, Attractor, Interdictor.
[Added] New Sub Systems: Quantum Battery, Matter Generator, Overcharged Laser, Internal Defenses.
[Added] Lobby System to Multiplayer and Singleplayer.
[Added] Detailed Statistics sub-window for the Blueprints window.
[Added] Lobby Chat window for both the main menu and in-game that connects to the new official irc channel.
[Added] "Give Vision" clause for treaties. Does what it says on the tin.
[Added] Ability to set teams between players before starting the game.
« Last Edit: December 17, 2010, 10:36:17 AM by Thy Reaper »

Steiner

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Re: Live Patch Notes
« Reply #1 on: December 02, 2010, 09:58:53 AM »
Sweet stuff! I'm very interested about the shield re-do.


Current Version: 1.5.1 for SR v.1.0.6.2

Thy Reaper

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Re: Live Patch Notes
« Reply #2 on: December 02, 2010, 10:42:41 AM »
It's pretty minor. Over large numbers of shots, it works the same, but it does mean that large railguns will periodically pierce through the shields causing havoc. I really wanted to make beams penetrate for all ticks after they first pierce the shields, but I don't have a way to track that.

Foraven

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Re: Live Patch Notes
« Reply #3 on: December 02, 2010, 10:47:09 AM »
Hum... Lots of fixes i'm looking forward to. Might prevent my mod from crashing too.
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Traciatim

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Re: Live Patch Notes
« Reply #4 on: December 02, 2010, 11:14:54 AM »
Hooray, now shields suck even more! They've gone from useless to detrimental!

maxi

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Re: Live Patch Notes
« Reply #5 on: December 02, 2010, 11:30:20 AM »
Did you find anything about problems with Jump Drives, which are working partially?

Thy Reaper

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Re: Live Patch Notes
« Reply #6 on: December 02, 2010, 11:37:40 AM »
Not yet, but I will be looking into it.

Tkins

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Re: Live Patch Notes
« Reply #7 on: December 02, 2010, 12:00:36 PM »
yeah, there's very little point in having shields.

Can we at least remove the huge mass penalty for shields?

Gwarokk

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Re: Live Patch Notes
« Reply #8 on: December 02, 2010, 12:05:31 PM »
Quote
Posted by: Traciatim
Hooray, now shields suck even more! They've gone from useless to detrimental!

I've actually found that giving a ton of small fighters shields and a big gun can wreak some sweet, sweet havoc. At least in the EU mod.

Thy Reaper

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Re: Live Patch Notes
« Reply #9 on: December 02, 2010, 12:17:53 PM »
I noticed some odd balancing that was left in from old builds before armor was redone. Shields should be similarly useful to armor now, especially for regeneration purposes.

RazorTS

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Re: Live Patch Notes
« Reply #10 on: December 02, 2010, 12:43:47 PM »
Quote
[Balance] Planetary shields are now much stronger.

Long awaited balance, by how much you buffed shields btw 5x 10x?


Thy Reaper

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Re: Live Patch Notes
« Reply #11 on: December 02, 2010, 12:45:21 PM »
About 7.4x. They were starting off at level 1 when normal shields were level 6, so now I start them off at level 6 when they're unlocked.

Foraven

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Re: Live Patch Notes
« Reply #12 on: December 02, 2010, 12:55:02 PM »
Could you add some AI functions so the AI knows what to do with dry docks? I made the AI build some in my mod, but the AI don't seem to use them at all.

Oh and a new "goal" called dry docks so the AI makes a difference between Outposts and Drydocks.
« Last Edit: December 02, 2010, 12:58:39 PM by Foraven »
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GGLucas

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Re: Live Patch Notes
« Reply #13 on: December 02, 2010, 12:57:34 PM »
The AI isn't currently built to use Dry Docks like that, which is why they weren't using them.

The entire AI is available in scripts though, so you can mod them to use your Dry Docks just fine.

Foraven

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Re: Live Patch Notes
« Reply #14 on: December 02, 2010, 01:00:06 PM »
The AI isn't currently built to use Dry Docks like that, which is why they weren't using them.

The entire AI is available in scripts though, so you can mod them to use your Dry Docks just fine.

I seen a mod about just that. Maybe you could include it in the base game?

Edit : It's nice to tell me i could code it in; i'm just not that experienced with the scripts to attempt it myself.
« Last Edit: December 02, 2010, 01:04:25 PM by Foraven »
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argent usher

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Re: Live Patch Notes
« Reply #15 on: December 03, 2010, 02:05:58 AM »
It's pretty minor. Over large numbers of shots, it works the same, but it does mean that large railguns will periodically pierce through the shields causing havoc. I really wanted to make beams penetrate for all ticks after they first pierce the shields, but I don't have a way to track that.

Simply fake it, if the beam shoot animation has a "small lead" over the actual damage calculation you get a visual damage delay for the first hit and ignore the first hit pierce damage completely because imo the benefit of a full shield penetration is compensation enough.
 

Eagle_eye

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Re: Live Patch Notes
« Reply #16 on: December 03, 2010, 05:16:42 PM »
Is there going to be any sort of anti-stockpiling protocol ?

maxi

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Re: Live Patch Notes
« Reply #17 on: December 04, 2010, 04:57:33 AM »
[Added] You may now check for updates from the main menu.
Very useful option.

Quiet Wolf

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Re: Live Patch Notes
« Reply #18 on: December 04, 2010, 10:28:14 AM »
Is there going to be any sort of anti-stockpiling protocol ?
I was thinking that as well, maybe 20~30% stored?

The list looks good, keep up the good work guys :)

maxi

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Re: Live Patch Notes
« Reply #19 on: December 04, 2010, 10:37:47 AM »
I was thinking that as well, maybe 20~30% stored?

The list looks good, keep up the good work guys :)

What this is suppose to do? To increase the trade with galactic bank?

Quiet Wolf

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Re: Live Patch Notes
« Reply #20 on: December 04, 2010, 10:53:07 AM »
What this is suppose to do? To increase the trade with galactic bank?
Yes, I was thinking that this could be useful in times of peace.

RazorTS

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Re: Live Patch Notes
« Reply #21 on: December 04, 2010, 12:42:38 PM »
would you buff Bunkers same as you did with shields?

Tkins

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Re: Live Patch Notes
« Reply #22 on: December 04, 2010, 01:47:57 PM »
would you buff Bunkers same as you did with shields?

I think not.

Broken

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Re: Live Patch Notes
« Reply #23 on: December 05, 2010, 01:57:59 PM »
[Fixed] Ships parked in orbit using a jumpdrive would not pick a new orbit correctly and fly off into the distance.

This one isn't only ships with a jump drive, my fighters towards the beginning of the game behaved in this way as well. I simply turned off the "park in orbit" option for new ships in the empire tab because EVERYTHING was flying of in the distance.

If this belongs in another thread I apologize, I figured I'd respond where it seems most relevant.

Philthy

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Re: Live Patch Notes
« Reply #24 on: December 05, 2010, 10:02:29 PM »
Hoping the planetary shield increase works better. Four hours into a current game and it's basically just a war of attrition now.. Who ever has the most ships wins. Planets blink in and out at the snap of a finger. They should be close to impossible to take over if they're shielded properly.

Thy Reaper

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Re: Live Patch Notes
« Reply #25 on: December 06, 2010, 02:07:11 AM »
Analyzers are finally what we intended them to be. They will now attempt to capture the design of a disabled ship. This allows some interesting strategies, especially because you can build the exact design, even if it is beyond your technology.

Space Voyager

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Re: Live Patch Notes
« Reply #26 on: December 06, 2010, 02:19:17 AM »
even if it is beyond your technology.

No limitations?

Thy Reaper

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Re: Live Patch Notes
« Reply #27 on: December 06, 2010, 02:20:39 AM »
No limitations?

Nope. But realize that fusion/anti-matter generators are an effective defense, as they will leave no disabled ship to analyze.

argent usher

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Re: Live Patch Notes
« Reply #28 on: December 06, 2010, 02:56:37 AM »
Hmm... this means i can copy and build the analyzed blueprint design only or i get access to all analyzed subsystems in general and i don't need the normal prerequirement ?

GGLucas

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Re: Live Patch Notes
« Reply #29 on: December 06, 2010, 10:05:43 AM »
You will be able to build copies of the ship, even if you don't have the tech, but you won't be able to change or update it until you do.