Author Topic: v1.0.2.8->v1.0.3.0 Changelog (Re-Released)  (Read 40838 times)

Thy Reaper

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v1.0.2.8->v1.0.3.0 Changelog (Re-Released)
« on: November 18, 2010, 04:08:26 AM »
Live Patch Notes for version 1.0.3.0.
The patch was re-released at 8 PM EST. If you didn't see this notice when you downloaded, please re-patch to 1.0.3.0.
Download 1.0.3.0 (Patch from 1.0.2.4)
Download 1.0.3.0 (Patch from 1.0.2.8)
Previous Patch: 1.0.2.6 → 1.0.2.8

Note: This patch breaks multiplayer compatibility with previous versions.

Changes: Final
[Fixed] Ships in invalid positions could crash the sound system if they ever played a sound. This should also fix random, extreme slowdowns experienced by some people.
[Fixed] Comets now orbit farther away from stars.
[Fixed] A change in 1.0.2.4 broke script-based target weighting. Will fix jump drives, mining lasers, repair tools, and a few other specialized weapons/tools.
[Fixed] Overlapped sub systems in the blueprint editor now only glow when one is a modifier.
[Fixed] The AI will no longer try to retrofit ships in contested systems.
[Fixed] Repeat mode no longer crashes.
[Fixed] Fixed a possible cause of saves that crash on load. Old saves won't be fixed, but the problem should be eliminated for future saves.
[Fixed] Fixed a crash caused by a distant ship icon updating while the ship was being destroyed.
[Fixed] Planet conditions were not applying all of their alterations.
[Fixed] Ships would randomly "vanish" mid-flight.
[Fixed] Actually fixed crash in servers with single thread mode on. Also speeds up single thread mode a bit.
[Fixed] Mods were not being loaded in multiplayer.
[Fixed] Reordered economic events. Running out of metals should no longer throttle your economy!
[Fixed] Fixed hull-related crashes. Existing saves cannot be fixed, if that is the source of their crashes. Sorry about that.
[Fixed] Transfer orders will no longer try to take from docked ships.
[Fixed] Ships could get stuck and unselectable after jumping.
[Fixed] Possible fix for an infinite loop in fleets.
[Fixed] Planets would forget their repeat state on load if they didn't have anything in their queue.
[Fixed] Fixed a crash caused by having a dying ship selected.
[Fixed] Fixed a pure virtual function call caused by OrderList.
[Fixed] Saving a blueprint with the same name as a manually obsoleted one would not save it.
[Fixed] AIs were ignoring Dreadnaughts they built.
[Fixed] Fixed various crashes related to fleets.
[Fixed] Asserts are no longer compiled into release (small performance improvement)
[Fixed] Tutorial scrollbars for localizations.
[Fixed] Blueprint AI settings didn't work for multiplayer clients.
[Fixed] Blueprint AI settings were not being exported.
[Fixed] Fixed a bug that would spam the console with errors.
[Changed] Control+click build now works everywhere you'd expect (system window, build on best context menu).
[Changed] Importing a design with errors (ie subsystems not unlocked yet) now displays those in a message box instead of failing silently.
[Changed] Improved the comet trail.
[Changed] Updated German translation.
[Changed] Moved system and planet generation to a server script (map_generation.as) so mods can change it.
[Changed] Ships that fire weapons in the galaxy will become visible to all players. Note: Planets in the galaxy are always visible to everyone.
[Added] Added two new tracks by Artem Bank.
[Added] Event notification sounds for pending treaties or finishing the research queue.
[Added] Added speed and distance indicators to the mouse over info. 1 AU = 1000 units.
[Added] If pirates are allowed to become wealthy, they can now launch multiple simultaneous raids.
[Added] Added new Fighter, Hauler, and Satellite models, and added LODs for the station.
[Added] Added an option for a 'standard' camera, which cannot roll. Use this if you find that you cannot effectively use the default camera.
[Added] All ships with thrust can be toggled to "Park in orbit": when they stop, they will start orbiting the closest planet or star.
[Added] New structure: Planetary Thruster. Unlocked at Propulsion 16, Gravitics 6 and Megaconstruction 6, allows you to move planets.
[Added] Blueprint AI setting to control whether other ships are allowed to fetch resources (fuel, etc) from that blueprint.
[Added] Blueprint AI settings to limit attack targetting to only planets/ships.
[Added] Blueprint AI settings to limit deposit targets to only planets/ships. (ie Miners' deposit ore orders).
[Added] Binary star systems and asteroid belt systems.
« Last Edit: November 27, 2010, 07:00:09 PM by Thy Reaper »

Sax

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Re: Live Patch Notes
« Reply #1 on: November 18, 2010, 04:15:47 AM »
Already looking forward to it :D!
"Ah, Emperor. What is your orders for today?" -Servant
"Bring me our best ship designer and researcher!" -Emperor
"Yes, my lord." -Servant
"Build a massive vessel, that's larger than the universe!" -Emperor
"Are you mad!?" -Designer
"Just do it!" -Emperor

ithilienranger

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Re: Live Patch Notes
« Reply #2 on: November 18, 2010, 08:26:31 AM »
Will there be a new demo with this patch?

Firgof

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Re: Live Patch Notes
« Reply #3 on: November 18, 2010, 09:26:04 AM »
Yep.  I'm putting the finishing touches on it right now.  It'll likely be shipped off tonight.
"Now it will punish you"

trogdor826

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Re: Live Patch Notes
« Reply #4 on: November 18, 2010, 11:41:19 PM »
How soon til this patch is out?

Thy Reaper

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Re: Live Patch Notes
« Reply #5 on: November 18, 2010, 11:43:09 PM »
Probably Monday.

trogdor826

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Re: Live Patch Notes
« Reply #6 on: November 18, 2010, 11:53:38 PM »
Awesome, keep up the good work, I have been waiting for a game like this for years. Been a fam on this style RTS, mainly space combat ones. Cant wait to see what else you add in it in the future.

XTRMNTR2K

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Re: Live Patch Notes
« Reply #7 on: November 19, 2010, 04:29:29 AM »
[Fixed] Ships in invalid positions could crash the sound system if they ever played a sound. This should also fix random, extreme slowdowns experienced by some people.

Nice!

Quote
[Changed] Importing a design with errors (ie subsystems not unlocked yet) now displays those in a message box instead of failing silently.

Another great one. :)

Quote
[Added] Added two new tracks by Artem Bank.

Hell yes...!

Quote
[Added] Added speed and distance indicators to the mouse over info. 1 AU = 1000 units.

Thanks, guys. And thanks to Steiner for having it in his mod first. ;D

Steiner

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Re: Live Patch Notes
« Reply #8 on: November 19, 2010, 05:07:05 AM »
Hehe. I'd recommend to use rather 500 then 1000 btw, because that makes it pretty neat inside a solar system. With 1000 everything is a bit.. close  :P


Current Version: 1.5.1 for SR v.1.0.6.2

Thy Reaper

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Re: Live Patch Notes
« Reply #9 on: November 19, 2010, 05:42:56 AM »
Hehe. I'd recommend to use rather 500 then 1000 btw, because that makes it pretty neat inside a solar system. With 1000 everything is a bit.. close  :P

I was thinking the same, although I didn't play around with it much. I might change it later.

Steiner

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Re: Live Patch Notes
« Reply #10 on: November 19, 2010, 10:55:46 AM »
True leets would of course use the real conversion rate from lightseconds to AU...  8)


Current Version: 1.5.1 for SR v.1.0.6.2

jonuts

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Re: Live Patch Notes
« Reply #11 on: November 19, 2010, 11:17:03 AM »
You know Steiner, you coulda been nice and provided a helpful translation of how many light-seconds an AU is...

Alright, Wikipedia gives me the conversion of 1 light second is approximately .002 AU's. So 500 lightseconds to the AU. Sounds fun.
« Last Edit: November 19, 2010, 11:22:12 AM by jonuts »

Steiner

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Re: Live Patch Notes
« Reply #12 on: November 19, 2010, 11:23:32 AM »
Alright. I'm gonna share my secret knowledge with you guys:

http://www.google.de/search?hl=en&q=au+to+lightsecond&aq=f&aqi=&aql=&oq=&gs_rfai=


Current Version: 1.5.1 for SR v.1.0.6.2

maxi

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Re: Live Patch Notes
« Reply #13 on: November 19, 2010, 11:47:44 AM »
Alright. I'm gonna share my secret knowledge with you guys:

http://www.google.de/search?hl=en&q=au+to+lightsecond&aq=f&aqi=&aql=&oq=&gs_rfai=
Uncle Google has answer to everything.


RedrumJackle

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Re: Live Patch Notes
« Reply #15 on: November 19, 2010, 10:12:54 PM »
looking forward to the patch. ^_^

Foraven

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Re: Live Patch Notes
« Reply #16 on: November 20, 2010, 09:08:16 AM »
While you are making another set of fixes, i would suggest to check out the weapons for inconsistencies like weapons not consuming their fair share of ammos (missile racks and torpedoes that don't scale with size), flak not consuming anything when firing (ie it's free), missile racks speed and range not improving with tech, flaks don't have a projectile speed we can change... I'm sure there is more that could be fixed there for balance and consistency.

Keep on the good work  ;D.
Maker of FRB mod.

GGLucas

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Re: Live Patch Notes
« Reply #17 on: November 20, 2010, 09:22:36 AM »
Quote
flak not consuming anything when firing (ie it's free)

I asked Reaper about that a while back, it's intentional.

Quote
flaks don't have a projectile speed we can change

You can't change it because there isn't a projectile speed. Flak is instant.

SimonRosenqvist

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Re: Live Patch Notes
« Reply #18 on: November 20, 2010, 10:14:50 AM »
I would just like to express my deep gratitude and admiration for your excellent work with this game. This game is just getting better and better every week.  :)

colonyan

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Re: Live Patch Notes
« Reply #19 on: November 20, 2010, 12:54:12 PM »
Cumulative improvements from 1.0.2.2 is very significant.
I'm looking into 1.0.3.0. With new tracks, it will have more flavor.

lordfly

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Re: Live Patch Notes
« Reply #20 on: November 20, 2010, 02:20:05 PM »
I haven't really played since one of the very first releases. Looking forward to see all the cumulative gains.

Engerya

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Re: Live Patch Notes
« Reply #21 on: November 20, 2010, 10:57:33 PM »
please can someone create a better ship design interface i find it difficult to out put ships specific to a design is there a means to mod the ship building interface into something like Space empires 5 then this game would own, also please improve the economy soon this game still feels like its missing something when i play.

Thy Reaper

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Re: Live Patch Notes
« Reply #22 on: November 20, 2010, 11:01:46 PM »
please can someone create a better ship design interface i find it difficult to out put ships specific to a design is there a means to mod the ship building interface into something like Space empires 5 then this game would own, also please improve the economy soon this game still feels like its missing something when i play.

The entire interface is fully moddable, so yes. However, knowing what you find difficult would help us improve the default window for everyone.
Also, what do you find lacking in the economy?

WeaponMaster

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Re: Live Patch Notes
« Reply #23 on: November 20, 2010, 11:24:35 PM »
I have a quick suggestion that I don't want to make a thread for, make it so that the mouse wheel can't change a planet's governor in the System tab. It is extremely annoying when my economy crashes because while I'm scrolling down to check every planet's ques, I just happen to change my Metal Mining worlds to Militarized, which removes all of my mining complexes.

Razguul

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Re: Live Patch Notes
« Reply #24 on: November 21, 2010, 12:15:18 AM »
Would really like to be able to sort the Object List by columns and also the ability to resize any of the windows in the game.

MS_Cowboy

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Re: Live Patch Notes
« Reply #25 on: November 21, 2010, 09:19:54 PM »
Please, PLEASE make resources go to construction first, and THEN other resource buildings. I'm so tired of half my economic planets and EVERY SINGLE electronics planet stalling on renovations because all the metal goes directly to the factories. Even with metal mandate on. Even when I keep my starports 5+ levels ahead of metallurgy.

Engerya

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Re: Live Patch Notes
« Reply #26 on: November 21, 2010, 10:41:07 PM »
The entire interface is fully moddable, so yes. However, knowing what you find difficult would help us improve the default window for everyone.
Also, what do you find lacking in the economy?

actually with the ship interface it gets confusing if your placing alot of components would be better to make it a list or at the very least make it so you can drag the components to a 2d version of the ship you want so you can make ships truly custom. and with the economy i would just like to see trade ships travel between planets as to show some kinda means that they are getting resources from one planet to the next.

Razguul

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Re: Live Patch Notes
« Reply #27 on: November 22, 2010, 01:51:34 AM »
Text sometimes gets cut off in the tooltips boxes for research. Also, would be nice to be able to resize all windows in the game.

Thorvlad

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Re: Live Patch Notes
« Reply #28 on: November 22, 2010, 05:30:09 AM »
[Added] Added new Fighter, Hauler, and Satellite models, and added LODs for the station.

3D model really ?  :)
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Re: Live Patch Notes
« Reply #29 on: November 22, 2010, 06:46:26 AM »
[Added] If pirates are allowed to become wealthy, they can now launch multiple simultaneous raids.

Arrr! More booty!

Quote
[Added] Added new Fighter, Hauler, and Satellite models, and added LODs for the station.

Who do we have to thank for that?

Quote
[Added] Added an option for a 'standard' camera, which cannot roll. Use this if you find that you cannot effectively use the default camera.

Nice, especially for those of us who are... orientationally impaired. :D