Here are the release notes of our recent improvements on the MP, amongst other things.
Pikou wrote:
1.0.60
CHANGES AND ADDITIONS
- The tooltip of factions traits that unlock technologies now display the corresponding technology's tooltip rather than a specific one
- Add notifications when:
- A cease fire has been finished
- A contract has been canceled because of a lack of resource or dust- Boost the weight on Gravitation Manipulation because the AI never researched it, or too late
- Change seed between battle phase
- Changed title in battle report to lower misunderstanding on damage calculation
- Modified the priority on all the other descriptors related to the defense in order to only affect the initial value with the game speed factor
- Added a speed factor for the hero arrival (25, 50, 75) and the colony conversion (15, 30, 45)
- Changed defense depending on influence zone:
- neutral: 30 per population -> 10 per population
- under enemy: 24 per population -> 5 per population- Locust point are now progressing depending on the game speed:
- Slow: x0.5
- Normal: x1
- Fast: x2
FOCUS ON MULTIPLAYER FIXES
- Fixed a bug when joining on the fly was able to cause a desync when an empire had a cloned hero
- Fixed a bug when the parameters used to compute the population growth weren't properly initialized by remote players that joined on the fly (when playing in fast or slow)
- Fixed a bug when sometimes, by joining on the fly, the star system influence was a source of desync
- Fixed a bug in the construction queue (multiple unique planetary improvements of the same category)
- Fixed a bug where the battle card retreat (when played by an AI) caused an assert and a desync
- Updated the way fleets and ships are identified to guarantee each fleet has a unique identifier
- Revamped game states to improve the synchronisation between players
- Improve simulation calculations sorting to avoid desync when joining on the fly
- Fixed a game state sync condition that caused the game to freeze under certain circumstances
- Fixed a copy/paste mistake in fleet merging
- Added a Hero ID sort in case of Hero Level equality in fleet merging
- Fixed conversion issues
- Fixed updating data simulation
- Fixed initialisation of influence zones of home systems
- Fixed latency issues
- Fixed GUI that temporary duplicates/instantiates objects
- Fixed game speed management with game events
- Fixed an issue where the pool of heroes was deleted on the host side when a player joined on the fly
- Fixed a desync which occured when leaving the session after hiring all available academy heroes
- Fixed an issue where battle cards consuming dust caused an assert (and infinite turn ending) when they were played by the defender
OTHER FIXES
- Resource exchanges weren't canceled even if the instigator didn't produce the required resources (after a system loss for example)
- Contracts with a cease fire weren't destroyed after the cease fire end
- Some overlapping and debug texts have been corrected
- Updated description of Legendary Heroes/Micromanagers faction traits according to effect
- Corrected a Path bug on Unique Sower Improvement
- Update battle cards: Nano-repair/adaptive strategy/short circuit/EMP to match descriptions
- Fixed an issue where interactive events effects could be applied twice when loading the auto save generated just after the appearance of this kind of event
- Systems with an AI attributed to them will have an empty queue
- Fixed an issue where the event that adds an anomaly on planets could add many different anomalies on the same planet
- Fixed an issue where the random values that allow the pirate fleets to spawn were the same each turn
We are preparing the build at the moment, but it should go live soon.