Author Topic: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)  (Read 25109 times)

GGLucas

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v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« on: August 03, 2011, 01:22:09 PM »
Live Patch Notes for version 1.1.0.0
Download 1.0.9.0 → 1.1.0.0
Previous Patch: 1.0.8.2 → 1.0.9.0

Note: This is a bugfix patch, and will be the build shipped on the retail discs in september.

Changes: Final
[Fixed] Multiplayer clients could not create treaties.
[Fixed] Multiplayer clients could not retract treaties.
[Fixed] The subsystems that are linked are now correctly loaded and imported and will no longer change based on overlap.
[Fixed] Obsoleted blueprints would not be removed from various build lists until a blueprint was added/updated.
[Fixed] Second planet granted by "Developed Empire" trait now has regular amounts of HP.
[Fixed] Using modifiers on armor no longer causes the armor to take up space.
[Fixed] Explosion sound would play for multiplayer clients for silent destruction (colony ship, scuttle/retrofit).
[Fixed] Page Up/Down keybinds would not save.
[Fixed] Auto-colonize planet now works for multiplayer clients.
[Fixed] Auto-colonize lists are saved/loaded.
[Fixed] Undock all from the right click menu now properly removes auto-dock orders (unless forced) so ships won't immediately re-dock.
[Fixed] AIs are no longer prevented from expanding when the minimum ship size limit is set higher than their scout blueprint.
[Fixed] Planet rings/moons are saved/loaded and work for multiplayer clients.
[Fixed] Disabled ships are removed from control groups.
[Fixed] Research automation toggle is saved/loaded.
[Fixed] Selecting a planet after a ship with an obsolete blueprint no longer shows the planet as obsolete in the object information panel.
[Fixed] Fix system window becoming unresponsive after dry docks or planets got destroyed.
[Fixed] Fix selected object list scrolling to the top automatically.
[Fixed] Ships could stop moving altogether for multiplayer clients in high-lag situations.
[Fixed] Ore isn't erroneously shown in mouse overlay for ships with cargo bays.
[Fixed] Multiplayer clients would not always receive blueprints when capturing enemy ships.
[Fixed] Weapons with MultiPulseCost (Missile Racks) now have their reload progress displayed correctly.
[Fixed] Race profiles could not be saved for mods installed in My Games.
[Fixed] Number of owned planets listed in the system window for home systems to multiplayer clients was off by 1.
[Fixed] Governor dropdown in system window could be opened underneath other GUI elements.
[Fixed] Various display glitches related to structure removal and renovation for multiplayer clients.
[Fixed] Planetary conditions removed by the natural terraformers trait would still appear for multiplayer clients.
[Fixed] "Game Lost" message would not show up for multiplayer clients.
[Fixed] Asteroids created by planets being destroyed would not show up for multiplayer clients.
[Fixed] "Continue" main menu option did not work for mods installed in My Games.
[Fixed] AI could not properly cope with high starting technology levels.
[Fixed] Shipyard labor pool scaled asymptotically instead of exponentially, leaving labor severely throttled at high tech.
[Changed] The current value for stats are displayed on the object information window without hovering.
[Balanced] External mounts are now equivalently massive to the hull.
[Added] Complete, official, german translation of the game.
« Last Edit: August 09, 2011, 02:03:41 PM by GGLucas »

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Re: Live Patch Notes
« Reply #1 on: August 03, 2011, 01:54:30 PM »
[Fixed] Disabled ships are removed from control groups.
[Fixed] Weapons with MultiPulseCost (Missile Racks) now have their reload progress displayed correctly.

Thank you SO much. ;D

Quote
[Balanced] External mounts are now equivalently massive to the hull.

I don't think I understand what this means... Could you explain how this works? Are external mounts of the same mass as the ship's hull?

GGLucas

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Re: Live Patch Notes
« Reply #2 on: August 03, 2011, 01:58:24 PM »
Filling the hull with external mounts doubles (or triples/quadruples depending on which hull you use) the mass of the ship. That is, the mass of the external mounts together is the same as the mass of the hull. Discounting the subsystems you add to the external mounts, which will make it even more massive.

colonyan

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Re: Live Patch Notes
« Reply #3 on: August 03, 2011, 02:12:38 PM »
Filling the hull with external mounts doubles (or triples/quadruples depending on which hull you use) the mass of the ship. That is, the mass of the external mounts together is the same as the mass of the hull. Discounting the subsystems you add to the external mounts, which will make it even more massive.
This means if most of the hull is external mounts, the mass is around 5 times, 10 time or even more? Will have to choose well then...

Hazzard

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Re: Live Patch Notes
« Reply #4 on: August 03, 2011, 02:48:25 PM »
Oh man... I've got to try and get two more avatar profiles done before the end of this month.

Real life won't leave me alone :(.

elwood612

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Re: Live Patch Notes
« Reply #5 on: August 03, 2011, 03:34:05 PM »
That is, the mass of the external mounts together is the same as the mass of the hull.

Not sure I fully get it. So if I put 1, 2, or 10 external mounts on a standard hull, the ship will weigh the same? Or does the mass of the hull itself scale up as I add external mounts? I guess the second makes more sense, but it's late and I'm not sure haha.

You guys got a tentative date set for retail release yet?
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GGLucas

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Re: Live Patch Notes
« Reply #6 on: August 03, 2011, 03:38:06 PM »
Quote
Not sure I fully get it. So if I put 1, 2, or 10 external mounts on a standard hull, the ship will weigh the same? Or does the mass of the hull itself scale up as I add external mounts? I guess the second makes more sense, but it's late and I'm not sure haha.

Not quite. In simplest terms it's just a mass increase on external mounts.

Quote
You guys got a tentative date set for retail release yet?

September 16th in Europe, South-East Asia and Australia.

Darkmist Starpain

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Re: Live Patch Notes
« Reply #7 on: August 03, 2011, 04:02:16 PM »
Live Patch Notes for version 1.1.0.0
...SNIP...
Changes: Not Final
...SNIP...
[Fixed] The subsystems that are linked are now correctly loaded and imported and will no longer change based on overlap.
...SNIP...
[Fixed] AIs are no longer prevented from expanding when the minimum ship size limit is set higher than their scout blueprint.
...SNIP...
[Balanced] External mounts are now equivalently massive to the hull.

Thank You so much for these. <3

Also is it intented that after I extermi...erm de-populate an enemy planet and colonize it myself the build queue is not cleared? I've had cases where there have been enemy ships in the build queue and then I could finish building them.

Firgof

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Re: Live Patch Notes
« Reply #8 on: August 03, 2011, 04:10:12 PM »
That is one of the ways to capture enemy designs, yes.
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Deantwo

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Re: Live Patch Notes
« Reply #9 on: August 03, 2011, 05:36:24 PM »
Oh man... I've got to try and get two more avatar profiles done before the end of this month.
you taking requests/suggestions anywhere? :-[

-

all those fixes sound good so far  :P

i don't know if the game already does this... only tried it once... but when loading a multiplayer game... (i wasn't host)
it didn't seem like the game pause till everyone had picked they're empire... cause i could see that an AI had quickly ruined all my blueprints  :(
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Foraven

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Re: Live Patch Notes
« Reply #10 on: August 03, 2011, 06:36:22 PM »
Any plans on improving carriers so we can recall/re-target them from the carrier they launched from, or retrofit carriers along it's fighters? That would greatly help carrier management.

Edit : Oh and any plans to add multi-targeting to planets?
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GGLucas

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Re: Live Patch Notes
« Reply #11 on: August 03, 2011, 07:01:41 PM »
Quote
Any plans on improving carriers so we can recall/re-target them from the carrier they launched from, or retrofit carriers along it's fighters?

No. The fighters know which carrier to re-dock with, there is not enough information to match fighters by a carrier short of doing a very expensive linear search. This would not be feasible.

Quote
Edit : Oh and any plans to add multi-targeting to planets?

No.

We are currently in feature freeze, the only changes we will make are very small/trivial changes to numbers and settings and bugfixes.

Foraven

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Re: Live Patch Notes
« Reply #12 on: August 03, 2011, 07:53:01 PM »
No. The fighters know which carrier to re-dock with, there is not enough information to match fighters by a carrier short of doing a very expensive linear search. This would not be feasible.

Could the carrier act like a fleet leader and control it's fighter in a similar manner; carrier's target is the fighter's, holding fire makes the fighters come back etc. Would be much more useful if they acted like that.


Quote
No.

We are currently in feature freeze, the only changes we will make are very small/trivial changes to numbers and settings and bugfixes.

So it's not easily implemented; planet's targeting is that much different than ships that it can't be patched in?
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vinc3nt

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Re: Live Patch Notes
« Reply #13 on: August 04, 2011, 06:48:15 AM »
I've noticed that some of the new planets have their icon as Jupiter (bottom middle of the screen), even though they have one of the new planet skins.

It's a minor bug that I'm not particularly bothered about, but since it's a bug-fix patch, I might as well report it.

Ragnarok

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Re: Live Patch Notes
« Reply #14 on: August 04, 2011, 10:21:31 AM »

[Fixed] Weapons with MultiPulseCost (Missile Racks) now have their reload progress displayed correctly.


thanks so much for reading my posts and fixing it !

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Re: Live Patch Notes
« Reply #15 on: August 04, 2011, 07:55:04 PM »
I had an issue where if I had a fleet and it docked, I wasn't able to view any fleets in the empire fleet management window.  Undocking the fleet fixed this problem and made all fleets visible.

mnjiman

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Re: Live Patch Notes
« Reply #16 on: August 05, 2011, 09:38:39 PM »
Guess I should post up some crashes I have encountered.

Edit:

Suggestion, have the multi rack have the ability to focus fire on multiple ships for each separate beam fired.
« Last Edit: August 05, 2011, 09:40:15 PM by mnjiman »

Firgof

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Re: Live Patch Notes
« Reply #17 on: August 05, 2011, 09:41:18 PM »
Quote
Suggestion, have the multi rack have the ability to focus fire on multiple ships for each separate beam fired.
Can't do that, sorry.  That's beyond a simple-to-implement suggestion.
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Re: Live Patch Notes
« Reply #18 on: August 06, 2011, 12:06:42 AM »
Can't do that, sorry.  That's beyond a simple-to-implement suggestion.

poo. Thanks for the reply.

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Re: Live Patch Notes
« Reply #19 on: August 07, 2011, 01:19:43 PM »
Quote
[Added] Complete, official, german translation of the game.
Will be interesting to see how much they took from the community project or did they do that completely on their own..
Anyways, nice final big patch. You're working cleaner than some other devs that just abandon support of still buggy games that never get fixed.

Deantwo

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Re: Live Patch Notes
« Reply #20 on: August 07, 2011, 03:37:27 PM »
ooh i love all the multiplayer fixes  :D

so when is this patch coming out? were you going to wait till release? or do we get a few patch up to release?  ???
cause i'd like some of these fixes now  :-[
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GGLucas

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Re: Live Patch Notes
« Reply #21 on: August 09, 2011, 02:03:44 PM »
Bump for patch release.

DavidwMiller

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Re: Live Patch Notes
« Reply #22 on: August 09, 2011, 02:10:50 PM »
That is one of the ways to capture enemy designs, yes.

Not sure I have any suggestion on how to make it better, but would like to point out that that can get incredibly annoying. I find that late game, with multiple opponents and planets constantly changing hands, the blueprint list simply gets absolutely flooded with enemy designs, most often ones I can't be bothered with anyways. Perhaps an option in addition to "Show Obsolete" for "Show Captured" ?

Foraven

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #23 on: August 09, 2011, 04:33:21 PM »
That was a quick one BMS :).
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Deantwo

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Re: Live Patch Notes
« Reply #24 on: August 09, 2011, 10:26:26 PM »
Bump for patch release.
i like that reply  :D
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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #25 on: August 10, 2011, 02:09:17 AM »
[Fixed] Governor dropdown in system window could be opened underneath other GUI elements.

Hmm ... i still have that glitch in 1100 ...

Lord Stalcore

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #26 on: August 10, 2011, 08:09:47 PM »
you guys are absolutely amazing ;D ;D ;D ;D This is the best game out there. Thank you!!!
Fire everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #27 on: August 10, 2011, 08:15:29 PM »
nice!!

will there be more updates or this is the last one? also if there are new updates will they be only FIX updates or will they also have new features etc...?
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Firgof

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #28 on: August 10, 2011, 08:17:30 PM »
If there are further updates, they will be composed of bugfixes and/or minor polish.
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maxi

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #29 on: August 11, 2011, 03:35:47 AM »
I'm making localized main menu and GUI elements, but some of them are not the good quality. I would like to ask you if it is possible to show how to make these elements with better quality.