Hello Everyone,
I wanted to drop a quick note to let you know that we are releasing tonight another improvement patch on the game. I'll let you check the release notes for more details.
Some of the biggest issues that we addressed:
- AI scout fleets and other weird fleet compositions
- Both Fighters and Bombers should be more deadly
- Reworked some Strategic Resource requirements
- Fixed the infamous MAC crash during retreat
- And many many other fixes and improvements!
Of course this is only a beginning, there are many things we still are working on as we discussed earlier like:
- The ship design interface
- AMAS, our AI and its way to explain why it does something
- We are working also on some performance improvements. We are already did some great stuff there, we are still checking the consequences on the game's stability.
- And we are trying the game on all the mac we can get a hold off to reproduce some of you being unable to start the game in some mac systems...
A big thanks for all of you, for your feedbacks and helping improving the game everyday.
cheers!
SpaceTroll
RELEASE NOTES
Steph'nie wrote:
CLASSIC 1.1.9
CHANGES AND FIXES
- Changed Nano Repair: bonus divided by 2
- Changed Armor: remove +X% Max Health added to Armor
- Fixed several issues concerning tooltip descriptions
- Fixed: No loss of population on a fully populated system
- Fixed bug on Door to Infinity effect + FX
- Fixed: Fleet sorting does not work properly
DISHARMONY 1.1.9
CHANGES AND FIXES
- [AI] Allowed to run the AI with some cooldown turn (2 turns in newbie in order to weaken the AI)
- [AI] Fixed several issues when AI proceeds to an invasion
- [AI] Fixed: Too many Scout Fleets are built
- [AI] Fixed: Pirate has no invasion modules
- [AI] Allowed the AI to attack while moving to target
- [AI] Refactored the "Is the ship exploration ready" method
- [AI] Fixed: attack are not fulfilled in military power
- Modified EmpireImprovementUniqueHissho2 and added a descriptor EmpireImprovementUniqueHissho2Hidden to correctly feedback the effect
- Changed FID bonus of Bushido invasion from 15% to 20%
- Changed duration of Bushido battle to 15 and Bushido invasion to 10
- Increased the battle performances of the fighters and bombers
- Increased the industry cost of the medium and large hulls
- Increased the industry cost of the different defences linked to strategic resources
- Increased the industry cost of the different weapons linked to strategic resources
- Increased the Command Point bonus of coordinated fleet (MaxFleetSize1) from 2 to 3
- Reduced the Command Point bonus of C3 SYSTEMS (MaxFleetSize2) from 2 per class unlocked to 1 per class unlocked
- Added two variations of COORDINATED FLEETS: COORDINATED FLEETS II (MaxFleetSize5) and COORDINATED FLEETS III (MaxFleetSize6) in the warfare tech tree, each one giving +2 Command Points
- Modified the loss of Approval from Hellgourds from -25 to -30
- Tolerant trait changes:
Lvl1 new effect - 8% growth per colonized planet until required tech as Harmony
Lvl2 new effect - 4% growth per colonized planet unitl required tech as Harmony- Removed Titanium 70 prerequisites on Flak1
- Added Hexaferrum prerequisites on Deflector2
- Lower Military Power for a smoother progression
- Harmony hulls: Replaced Freeze Growth by Slow Growth => -100% positive growth to -50% positive growth
- Moved Colonial Base effect from StarSystemImprovementDescriptor to PlanetDescriptor
- Added a default RepairModuleRate: 20% on ally territory and 10% everywhere else
- Removed all bonus affecting module Cost and replaced them by new one: mainly the same but affecting weight
- Capped BuyoutBonus to 10%
- ShipClassLarge1Sower: effect now uses tonnage instead of industry cost
- Changed Nano Repair: bonus divided by 2
- Changed Armor: remove +X% Max Health added to Armor
- Trick shooter achievement should unlock itself properly now
- Increased anti-aircraft defence: instead of being flat value it's now a bonus per Population
AntiAircraft1 : 150 -> 150 / Pop
AntiAircraft2 : 250 -> 250 / Pop
AntiAircraft3 : 400 -> 400 / Pop
- [MACISSUE] Fixed the freeze/crash after a manual battle with a retreat
- Fixed some technologies related issues
- Fixed several issues concerning tool-tip descriptions
- Fixed: Razing a system can prevent a planet to be colonized
- Fixed: Playing as Harmony a colonization ship reset max pop of a planet to 1
- Fixed: No loss of population on a fully populated system
- Fixed an issue where an assert is received when the player uses the "Raze system" on all of his star systems. Modified Victory conditions, to let one turn pass before the death of a player is triggered, if he razed a system
- Fixed: Colonial base bonus is applied each time the user razes and colonizes a system
- Fixed: Crashes when deleting a ship design
- Fixed: Fleet sorting does not work properly
- Fixed: NullReferenceException when displaying the purification tech's tool-tip
- Fixed: Plasma Raze Grid and Contamination Barriers require Industry in order to be built on system
- Fixed: Resources aren't lost after razing a system
- Fixed: Got an assert if inside system view of a system I'll raze next turn following end of turn
- Fixed: Resources aren't displayed as missing when a system is under blockade
- Fixed issue on Sower affinity: only 25% of industry were converted instead of 33%
- Fixed bug on Door to Infinity effect + FX