Author Topic: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Released)  (Read 47506 times)

Thy Reaper

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v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Released)
« on: January 28, 2011, 09:17:58 PM »
Patch Notes for version 1.0.6.0 & 1.0.6.2
Download 1.0.6.2 (Patch from 1.0.5.0)

Download 1.0.6.2 (Patch from 1.0.6.0)
Download 1.0.6.0 (Patch from 1.0.5.4)
Previous Patch: 1.0.5.2 → 1.0.5.4

Changes: Final
[Fixed] Fixed floating point errors in cargo and ship bay spaces.
[Fixed] Fixed a floating point error when deciding if a ship is disabled.
[Fixed] Artillery was using the wrong effector.
[Fixed] Some blueprints for the AIs were broken at early tech levels.
[Fixed] Linked Subsystem glows now only show for sub systems that are actually linked.
[Fixed] 'Metal Mandate' was acting like 'Metal Focus.'
[Fixed] Missile racks weren't taking their clip size into account when predicting damage output, causing too many missile racks to target the same object.
[Fixed] Fighter hulls and stealth systems would aid in dodging Flak and Shield Bomb damage.
[Fixed] Ships actually take directional damage now!
[Fixed] Fixed a crash in multiplayer related to objects being destroyed.
[Fixed] Defend and Work orders on stationary objects will no longer give attack/use tool orders to objects that are too far away.
[Fixed] Further improved the movement system, in particular when chasing fast objects.
[Fixed] Changed power generation to reduce the likelihood of a ship shutting down at high tick rates.
[Fixed] The default Fighter design wasn't very good at its job.
[Fixed] Fighters automatically launched from carriers would not return to their carrier after attacking.
[Fixed] Fixed a crash (PVFC) related to fleet icons.
[Fixed] The repair bay is now properly classified as Support in sub system lists.
[Fixed] AIs now perform many tasks at a time based on how many are present to be performed. Fixes the AIs getting 'stuck' late game. (Thanks Foraven)
[Fixed] Many repair beams should spread out amongst different targets better.
[Fixed] Effects on ships (e.g. damage events) weren't being saved.
[Fixed] Carriers could try to dock into themselves by ordering the fleet they were in to dock in them.
[Fixed] You may now click on the name of a constructed ship in the message to select/zoom to that ship.
[Fixed] Fixed ship port logic; should now trade resources more effectively.
[Fixed] Resolutions larger than your largest monitor (in either dimension) will no longer be listed, and your native resolution will be listed if it is not.
[Fixed] AIs were managing their fleets in very poor ways, causing them to be scattered across the galaxy.
[Fixed] Fixed comet tails and attack glow effects on some video cards.
[Fixed] Fixed removing cargo storages causing significant problems.
[Fixed] Sub system and ship explosions no longer play if you can't see the system.
[Fixed] Some values for spin boxes would cause a crash.
[Fixed] AIs considered Pirates and Remnants as warring opponents, making the AIs far less likely to wage war.
[Fixed] Dragging some windows would be very laggy (e.g. race customization).
[Changed] Planets that are under attack will experience rapid moral loss.
[Changed] 'Auto' governor now uses more economic worlds in the first 10 minutes of the game.
[Changed] Reduced galaxy gas density for dumbbell galaxies.
[Changed] Space Port now uses a split level: Trade rate comes from Economics, storage size comes from Cargo.
[Changed] In the right-click menu, "Use Tool...Tool" is now "Use Tool".
[Changed] In the right-click menu, tools can have a special "Use" name, like "Colonize Planet".
[Changed] Further reduced space damage.
[Changed] Flak will now only automatically attack when things get within 80% of its max range, to avoid only hitting a few targets when a large mass of units is approaching.
[Changed] Links in the in-game IRC window can now be clicked.
[Changed] Diplomacy cannot be conducted with empires before meeting one of their ships or planets. Can be disabled by toggling "Start in Full Contact" from the new game menu.
[Changed] Homeworld starts with 2 less farms, and instead starts with a space port and ship yard.
[Changed] Changed how fighter hull dodging works to make it easier for fighters to hit each other, and so a fast moving attacker doesn't suffer from its own speed.
[Changed] Changed base designs to be generally better, especially with regards to recent changes.
[Changed] Crew Quarters regenerate 1% of the crew per second.
[Changed] Planets without enough food will lose no more than 10% of their people per second.
[Changed] Running out of food now reduces mood of a planet, at worst at the same rate as lacking goods.
[Changed] Docked ships are now repaired by the carrier's repair bays and crew if the carrier is at full health.
[Changed] System Searches (used by the AI) are now batched. This significantly improves performance with many AIs, or many ships controlled by the AI.
[Changed] Updated the Aggressor AI (Thanks Superking).
[Changed] Deadend research links refund 10% of their cost to the tech, and repeated links (unlocking an already unlocked tech) refunds 20% of the cost of the link to the unlocked tech.
[Changed] Optimized engine flares.
[Changed] Effects can have up to 6 values.
[Changed] Economic structures now produce partial output when there are not enough workers to run all structures. This prevents a planet from dying off due to the single space port shutting down, for example.
[Changed] Revamped the blueprint import window for easier import of multiple designs and to add a delete button for designs in the profile.
[Changed] Star Ruler now keeps saves, mods, screenshots, etc. in "My Documents/My Games/Star Ruler". Files in the previous folder will be moved to the new folder when you launch Star Ruler.
[Changed] "Indebted" race trait now takes 50% of all resources exported to the bank for the first 20 minutes.
[Balance] Repair tool repair rate reduced by 50%.
[Balance] Bussard Ramjet no longer takes up double the apparent size, and has increased thrust output (still much lower than thrusters).
[Balance] Significantly increased the range and average damage of flak.
[Balance] Bulkheads no longer get hit before other sub systems.
[Balance] Bulkheads on armor now provide a third less bonus hitpoints than on regular systems.
[Balance] Flak cannot be fitted on fighter hulls, and must be a minimum size of 1 (scale 1 on a scale 1).
[Balance] Boarding Parties now require power and air.
[Balance] Doubled labor cost of structures.
[Balance] Tripled labor cost of planet cannons, lasers, and shields (in addition to the previous increase).
[Balance] Reduced starting population of colonies - 1M/structure down from 6M
[Balance] Spamming minimum-size colony ships should no longer be effective, at all.
[Balance] "Fast Metabolism" trait now awards 1 point.
[Balance] "Natural Green Thumb" trait now grants 2 levels of biology (down from 5)
[Balance] Slightly increased goods generation.
[Balance] Upgrading structures multiple levels will now be significantly more expensive, but upgrading 1 level will be unchanged.
[Added] Added a new version of the Civil Acts window to make total effects much more obvious.
[Added] Costs of ships, ship systems, and structures are now displayed in their hover boxes.
[Added] The subsystem damage window in the bottom right now has a "Layout" mode that displays the blueprint with damaged systems in red.
[Added] Empire stats (e.g. Galactic Bank resources) now have rate-tracking to provide income, expenses, and demands at regular intervals.
[Added] Added setStat/subStat functions to scripts to complement addStat, as well ass addDemand to alter the new demand component of stat tracking.
[Added] The "makeShip" function now returns the id the constructed ship will eventually have. Useful to the AIs for tracking their build orders.
[Added] Added "Balanced Start" option to maps. Forces players to start in systems with 3 or 4 planets, avoiding systems with too few or too many planets.
[Added] Added support for multiple loading screen backgrounds. Default is Images/loading_background.png, and additional backgrounds are named loading_background1.png, loading_background2.png, etc.
[Added] The Layout View Mode of the Blueprint Window now displays which subsystems are affecting whichever stat you mouse over. 
[Added] All global stats in the Blueprint Window now display tooltips that inform the player what each stat is used for when the player hovers over them.
[Added] A default strike craft blueprint can be assigned for carriers in the blueprints window.
[Added] Option in the blueprints window to build carriers filled with a full strike craft complement.
[Added] Option in the blueprints window to let carriers automatically order nearby planets to build new strike craft if they lose any.
[Added] Automation orders given to new ships can be edited on a per-blueprint basis in the blueprints window.
[Added] Ship defend range: can be set between current system only (default), local area (x AU) and entire galaxy. Ships will move to other systems you can see enemies in within their defend range.
[Added] ExtTexts can now use <tag:param> syntax by putting #html# at the beginning. To further aide readability, tags may have a '/' character at the beginning (e.g. <col:red>Red Text</col> White Text)
[Added] Added new game options to limit maximum ship count, and minimum and maximum ship scale.
[Removed] Removed unused earthbump.jpg and sunmap.jpg.
[Removed] Removed TemplateArg support for script functions, as it didn't work anyway.
[Removed] Removed "Currency-free Economy" trait as it does not work with the new economy.
« Last Edit: March 31, 2011, 04:13:42 PM by GGLucas »

Steiner

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Re: Live Patch Notes
« Reply #1 on: January 28, 2011, 09:59:05 PM »
That sounds sweet so far. But I'm waiting on "[Changed] The AI has been replaced with a more awesome one"  :D


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Foraven

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Re: Live Patch Notes
« Reply #2 on: January 29, 2011, 01:55:51 AM »
Yup, sound good. Hope to see something about the AI soon though  ;D.
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Sokari

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Re: Live Patch Notes
« Reply #3 on: January 29, 2011, 05:44:23 PM »
Maybe a thread where people can vote on what they most want the devs to work on first? Like new shipsets, Improved AI, Stargates, UI changes, better Hanger control and so on? (I personaly can't wait for the new AI and new shipsets!)

(I can't help but think better looking ships may help the game shift a few more units as sadly alot of people are shallow enough to judge a game by it's graphics not on the gameplay :( it's a shame as it'll mean they'll miss out on little gems like this.)

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Re: Live Patch Notes
« Reply #4 on: January 30, 2011, 03:38:58 AM »
I hope the next thing devs are going to work on is graphics!
The game became really playble in the last month, so as i see it it's time to work on how it looks like

Sokari

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Re: Live Patch Notes
« Reply #5 on: January 30, 2011, 04:00:45 AM »
I've been hearing whispers of a new shipset on the way but i've been unable to find any pictures or forum posts about it lol. So for now all we can do is wait and hope  ;D

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Re: Live Patch Notes
« Reply #6 on: January 30, 2011, 04:33:44 AM »
http://forums.blind-mind.com/index.php?topic=2755.0

also, flak needs a serious boost (prefferably range)
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darkova

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Re: Live Patch Notes
« Reply #7 on: January 30, 2011, 06:46:45 AM »
how many subsystems and buildings have a leveling method similar to nano armor and space ports that?
(as in each seperate tech effects a different stat)

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Re: Live Patch Notes
« Reply #8 on: January 31, 2011, 04:58:57 AM »
[Balance] Bussard Ramjet no longer takes up double the apparent size, and has increased thrust output (still much lower than thrusters).

That is very cool. Just wondering, do you think they should offer higher thrust output with increasing scale as well? Just think about it, bigger ramscoops = higher inflow of hydrogen = more thrust?

Then again, bigger ships can already be self-sufficient as it is...

Steiner

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Re: Live Patch Notes
« Reply #9 on: January 31, 2011, 05:02:11 AM »
A very much needed change for the poor Bussard!


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Superking

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Re: Live Patch Notes
« Reply #10 on: January 31, 2011, 09:55:06 AM »
great to see so many issues addressed  :)

bussard scoop also needs love!
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eRe4s3r

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Re: Live Patch Notes
« Reply #11 on: January 31, 2011, 10:54:53 AM »
I've been hearing whispers of a new shipset on the way but i've been unable to find any pictures or forum posts about it lol. So for now all we can do is wait and hope  ;D

Mysterious that is. ;D




And now the Disclaimer
1) Its not in-game graphics is a preview rendering
2) jpg really killed the 45° angles so it doesn't look that pixelated in real
3) Specular effects too strong ;p
4) colonizer has tiny figures in those glow "windows" ;p which you can't see from this distance

Besides that, it's a preview of the new shipset... and yes, this time its 100% my doings. So now if you don't like it, you can blame me for real. ;p
« Last Edit: January 31, 2011, 10:57:29 AM by eRe4s3r »
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maxi

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Re: Live Patch Notes
« Reply #12 on: January 31, 2011, 10:57:54 AM »
Mysterious that is. ;D



Wow! Looks great. Even with disclaimer.

mecharm

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Re: Live Patch Notes
« Reply #13 on: January 31, 2011, 11:15:13 AM »
Woah...

*mind blown away

Deadeas

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Re: Live Patch Notes
« Reply #14 on: January 31, 2011, 11:18:21 AM »
Oh, dear lord, yes.

Steiner

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Re: Live Patch Notes
« Reply #15 on: January 31, 2011, 11:36:50 AM »
Yeah, that looks great indeed. After that, only 18 more shipsets to go and I'm happy.  ;D


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eRe4s3r

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Re: Live Patch Notes
« Reply #16 on: January 31, 2011, 11:46:03 AM »
It's still *a week away from being done though ;)

*apr.
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Bartje

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Re: Live Patch Notes
« Reply #17 on: January 31, 2011, 03:21:38 PM »
What does directional damage mean? Do I have to watch where I place my components on a left - right axis as well as forward - backward???


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Thy Reaper

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Re: Live Patch Notes
« Reply #18 on: January 31, 2011, 03:22:29 PM »
Yep. Before, it chose a random axis to attack from. Now I pick a proper direction based on where the attacker is.

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Re: Live Patch Notes
« Reply #19 on: January 31, 2011, 09:31:15 PM »
It's still *a week away from being done though ;)

*apr.

Anything you could do to make the ships more visible? It's hard finding nearly-black ships on a black background as they fly about...

Sokari

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Re: Live Patch Notes
« Reply #20 on: January 31, 2011, 09:34:20 PM »
Mysterious that is. ;D



You've made me very happy xD. No offence to who ever did the first shipset but I'll be very happy to see them gone. one of the issues I've had with trying to get my friends to buy the game and play a few multiplayer games with me has been the fact they disliked the graphics. I must say, this is a BIG step to fixing that problem xD

just wondering what the average poly count is? it looks nice and low xD

Thy Reaper

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Re: Live Patch Notes
« Reply #21 on: January 31, 2011, 10:36:55 PM »
The Terrakin shipset will still be in the game. We don't have enough ships to warrant removing any at this time.

Sokari

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Re: Live Patch Notes
« Reply #22 on: January 31, 2011, 10:56:19 PM »
fair enough :) it's still nice to see some new ships!

<slightly unrelated>
will we be able to override the default ship model useage when designing ships at any point?

eRe4s3r

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Re: Live Patch Notes
« Reply #23 on: February 01, 2011, 12:31:47 AM »
Anything you could do to make the ships more visible?

I can't disable the laws of physics i am afraid , that would be a engine issue or shader work, not textures or models. ;P The new shipset has adequate glow though. I am also not sure it'd be possible without using HDR and Tone Mapping. A shader function needs to handle local brightness and dynamically adapt when you go far outside the suns light radius with ships and thats advanced shader stuff.

As for Polycounts, well they are within the limits.
« Last Edit: February 01, 2011, 02:06:13 AM by eRe4s3r »
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Thy Reaper

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Re: Live Patch Notes
« Reply #24 on: February 01, 2011, 02:29:49 AM »
I believe I fixed movement prediction again. For the last time. It's perfect, I swear!

For anyone interested in what exactly was wrong: My large quartic equation was taking into account the acceleration of the ship that was moving to a target, but the acceleration had to be squared to work correctly. Oops.

Better news is I accidentally discovered a cubic that works just as well so far, so movement prediction may have just gotten faster and better at the same time. If this works, I even have room for another variable...

maxi

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Re: Live Patch Notes
« Reply #25 on: February 01, 2011, 02:41:43 AM »
I believe I fixed movement prediction again. For the last time. It's perfect, I swear!

For anyone interested in what exactly was wrong: My large quartic equation was taking into account the acceleration of the ship that was moving to a target, but the acceleration had to be squared to work correctly. Oops.

Better news is I accidentally discovered a cubic that works just as well so far, so movement prediction may have just gotten faster and better at the same time. If this works, I even have room for another variable...
It is a very good news. With each patch Star Ruler becomes better and better.

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Re: Live Patch Notes
« Reply #26 on: February 01, 2011, 02:43:38 AM »
there is nothing wrong with the terrakin ship designs...
« Last Edit: February 01, 2011, 02:45:22 AM by Superking »
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Re: Live Patch Notes
« Reply #27 on: February 01, 2011, 02:46:18 AM »

[Changed] Links in the in-game IRC window can now be clicked.
[Changed] Diplomacy cannot be conducted with empires before meeting one of their ships or planets. Can be disabled by toggling "Start in Full Contact" from the new game menu.

Yay! x2

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Re: Live Patch Notes
« Reply #28 on: February 01, 2011, 03:07:13 AM »
can we has a new racial attribute?  http://forums.blind-mind.com/index.php?topic=2679.msg19697#msg19697 [/plug]


also, if this is released before the new AI is added, there is a new version of the aggressor in the modding forum ;)
« Last Edit: February 01, 2011, 06:29:29 AM by Superking »
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Re: Live Patch Notes
« Reply #29 on: February 01, 2011, 08:09:49 AM »
I believe I fixed movement prediction again. For the last time. It's perfect, I swear!

For anyone interested in what exactly was wrong: My large quartic equation was taking into account the acceleration of the ship that was moving to a target, but the acceleration had to be squared to work correctly. Oops.

Better news is I accidentally discovered a cubic that works just as well so far, so movement prediction may have just gotten faster and better at the same time. If this works, I even have room for another variable...

OOoooh, Hints! What variable do you have in mind mighty Reaper of the inneficient code blocks?


***Drum Roll****


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