Hi guys,

After two or three weeks of beta, we are finally releasing our update to everyone. smiley: cool Please note that if you were playing on 1.1.15 (or 1.1.14), you will need to go through the game properties > Betas > Opt out of all beta programs.


RELEASE NOTES

Pikou wrote:
1.1.17 - Patch

CHANGES AND ADDITIONS [Bothversion]

  • Improve the way fleet destructions are managed after a retreat
  • Newbie difficulty level has been changed (adding a very easy mode to replace previous newbie level) where AI and pirates are clearly nerfed with restrictions:
    > AI cannot be more than one step ahead of you.
    > Pirates cannot spawn by themselves only events can trigger them whatever their level of difficulty is
    > No pirates option still totally deactivate pirates spawn
  • Added a new galaxy shape in the settings: Galaxy Ring
  • Game optimizations to make the game smoother, in order to lower the lag/slowdown/freeze:
    - All the AIs do their update process one after the other
    - Added some feedbacks to show the AIs that have finished their required process and are ready to end the turn
    - The order of AIs is randomly defined for each turn
    - Improve refresh score computation
    - Improve trade routes computation
    - Orders processors are delayed
    - The update of the frontiers in the galaxy view is spread
  • Added End Game text if all empires are dead following a turn
  • Modified probability for the different Planet Per System to be relevant regarding the localization
  • Polish and Russian languages have been integrated
  • Golden Age can occur only one time on a system
  • Golden Age triggers a narrative event
  • Added 2 new effects for Tolerant trait:
    > SOWER: smiley: approval LOSS FROM A PLANET COLONISATION IS AT -25% UNTIL TECH UNLOCKED
    > -50% smiley: approval LOSS FROM PLANET ONCE TECH UNLOCKED


CHANGES AND ADDITIONS [Xpackversion]

  • We have rework on the ship design view according to the main feedback we got from community.
    > smiley: warning You should be able to go back to previous level of modules now (note that the rule for one level only added in design is still up-to-date).

  • Modified the level system of modules to fit with the incoming interface
  • Weapons and defense balancing of several values (please go to http://forums.amplitude-studios.com/showthread.php?19080-Beta-patch-1.1.15-Balance-Update for details)
  • Modified Weights: removed WeightPercent, and revamp all the WeightFlat in consequences
  • Changed abilityadventurer 02, 03, 08, 12 descriptions
  • Removed collateral damage against improvement from Troops
  • Lowered Land Invasion for Fighters
  • Doubled Land Invasion for Bombers
  • Moved Harmonize Planet tech from 7th circle to the 3rd
  • Changed Bushido effects
  • Increased cost of the Module to force player to use the Colonisation Hull
  • Weight has been moved from 11 Weight to 3% Weight
  • Changed Sheredyn Affinity: -50% Buyout Bonus become -33% Buyout Bonus
  • Every affinity now has a base of 65 points for custom faction
  • Master of Illusion is more expensive:
    - Level 1: 5 -> 10
    - Level 2: 10 -> 20
  • Small 1 & Small 2: Hull Weakness increased from 100 to 300
  • Medium 1 & Medium 2: Hull Weakness increased from 100 to 200
  • Modified ShipClassMedium1Harmony Bonus: now affect DefenseModule instead of PointDefense
  • Increased ShipClassColonizationSohpon on Civilian Module from 25% to 30%
  • Increased Invasion Coefficient for Amoeba's Research from 1.0 to 1.2
  • Added a Turn Cooldown for Easy mode
  • Modified the deal matrice: Resources weighted 0.1 against System and now weights 0
  • Removed WeightPercent and replaced them by Flat on Bomb and Scout Module
  • Modified Armor Value: every module uses a percent now
  • Modified the Invasion6: its bonus is applied on ship instead of fleet now
  • A hero on a system under siege cannot be moved


FIXES

  • Fixed Lethal Modder: now give + 100 damage per salvo (divided up the number of shots)
  • Moved Waiting Period of Cold War to 0 to fix a bug regarding cease fire
  • Fixed: Defender player cannot join a manual battle if its opponent chose manual battle too
  • Fixed: The system AI will queue the Amoeba "Resources Platform" in a counter-productive manner
  • Fixed: The Amoeba specific "Resources Platform" star system improvement does not update the trade route bonuses
  • Fixed: [Xpack] Client receives an assert after selecting "Raze" on approximately half of the systems
  • Fixed: [Xpack] The game application uses the default mouse cursor graphic (The problem could still occur on Mac)
  • Fixed an issue on Silic Soil
  • Fixed an issue: some design had still level 2 kinetic at start
  • Fixed an issue on Kinetic2SRHissho
  • Fixed: Playing Harmony at Slow game speed you lose 2 populations after 1st turn even with enough food
  • Fixed: Modded planets were not integrated correctly
  • Fixed: Dusty sensors was brainwave sensor
  • Fixed a bug regarding prerequisite checks (ship design)
  • Fixed an issue where the approval status of the empire (and the owned systems) were not refreshed after the colonization of a new system
  • Fixed: Sheredyn Integrity: declaring war on Sheredyn broke their contracts
  • Fixed: Some icons level 1 were using level 4 ones
  • Fixed a bug on the module thumbnails in the ship design view (weight and MP were not multiplied by quantity)
  • Fixed: Colony ship that cannot be built is not greyed out
  • Fixed a bug on the Small2Terran
  • Fixed a bug on Adaptive Strategy
  • Fixed: Constructing colony ships does not consume population upon completion
  • Fixed: The game application reverts to the default mouse cursor graphic
  • Fixed: Game remains stuck on end turn if the user selects to continue after winning the game
  • Fixed: The user remains stuck after selecting manual combat for two battles in the same time
  • Fixed: Formation & Targeting override themselves in case there is multiple battle report
  • Fixed: Before completed colonization through a system, the use of a colony ship to settle the system was freezing the growth endlessly
  • Fixed bug on Endless Facility linked to Academy Hero Cap
  • Removed an option which wasn't working for Endless Facility random event (x0 turn for next hero arrival)
  • Fixed: 100% success land invasion fails with no report
  • Fixed: Cannot invade - Misleading tooltip due to Ally already invading
  • Fixed: Sometimes, other players’ ships are invisible when orbiting a system
  • Fixed: Tooltips flicker on and off a lot more especially during other fleet movement
  • Fixed: The Horatio Coms and Archidux hull effects are not functional
  • Fixed: The Craver predator hull effects are not functional
  • Fixed: The title remains unresponsive each time the user quits to desktop on Mac
  • Fixed: The Craver High-Tolerance Reactors empire improvement bonus is not displayed in the empire wide factors
  • Fixed: The "Revenge" faction trait is referring to fleet MP instead of Invasion power
  • Fixed: Graphical issues are present in galaxy view when starting a 2nd session
  • Fixed: Friends' games filter remains active if the user checks it and the presses Cancel button
  • Fixed: The battle report generates an assert when trying to display the tooltip of a ship destroyed after a retreat
  • Fixed: The ship icons do not faded when the player does not have enough population on the star system to build them
  • Fixed: The ongoing number of turns in a Cease Fire deal is not shown correctly for ally members
  • Fixed: Assert received when the player is exiting the game using the right mouse button
  • Fixed: "The Legendary Wreck Analyzed" event does not grant the experience to ships in the hangar
  • Fixed: The rings of the Harvester large hull ship of the Automatons Faction remain floating in space after the ship has exploded during manual combat
  • Fixed: One of the Pilgrim paladin hull effects does not properly apply its bonus
  • Fixed: The offensive retreat made the fleet flee after a battle even if it was countered during the encounter



Have a great weekend! smiley: approval