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Agent.nihilist

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Oct 22, 2011
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Patch notes are up - not live yet but shouds be tonight/early tomorrow.

r21284b
------

Critical fixes:
+ Fixed a turn processing crash related to updating morale.
+ Fixed an MP crash that could occur when clients joined a game while the host was in combat.
+ Fixed an AI processing crash related to Leviathan research.
+ Fixed a hang in combat related to positioning ships.
+ Fixed an issue where in a multi-player game would hang if the client was in the first player slot.
+ Fixed a multi-player crash that could occur is the host was not in the first player slot.
+ Fixed a system-killer related turn update crash.
+ Fixed the empty treaty crash.
+ Fixed a turn update crash related to patrol missions.
+ Fixed an upgrade mission UI crash.
+ Fixed a potential crash that could occur when using the battle manager where neutral zones existed.
+ Fixed a crash that could occur when interception targets left sensor range.
+ Fixed a star map re-entry crash that could occur when resuming a game after returning to the main menu.
+ Fixed a rare crash that could occur when joining a game in progress.


Other fixes:
+ Support missions now work in the same system.
+ SUpport missions no longer take an extra turn when in the same system.
+ Research estimates are more accurate.
+ Boarding pods no longer attack grand menace or random encounter entities.
+ Fixed issues related to station targeting with non-tracking weapons.
+ Fixed an issue with Suul'ka showing up in the design screen.
+ Fixed some localization issues in the intel results dialog.
+ Fixed scaling issue on Protean tentacles.
+ Fixed known issues with the Fear psi power.
+ Fixed an issue where psionic UI overlays could persist after combat.
+ Fixed issues with disruptor effects.
+ VN Berserkers now retreat correctly.
+ Fixed Hiver carrier recovery animations.
+ Default target filter and firing mode settings are now carried into combat from designs.
+ Swarmers no longer generate multiple queens while others are in transit.
+ Textures have been optimized.
+ Colony faction morale now displays correctly.
+ Fixed an issue where the design screen was not displaying the effects of ship design options.
+ The login dialog is now displayed when re-entering the server browser.
+ Fixed an issue where asteroid monitors and Morrigi relics would show up in combat as enemies after they had been neutralized.
+ Fixed an issue where player-built asteroid monitors had some unresponsive turrets.
+ Fixed an issue that was incorrectly revealing star map details to players.
+ Fixed an issue that was allowing players to abandon enemy colonies.
+ Corrected the order of ship section names displayed in the build screen preview.
+ Fixed an issue that was allowing the display of information for enemy fleets out of range.
+ Favorite invoices now use the newest available retrofit for each ship design.
+ Fixed missing Phaser weapon icon.
+ Fixed issues where player ship designs were not being assigned roles.
+ Biome colonizers now show up in colonizer lists.
+ Fixed an infinite repair point issue with stations.
+ Fixed the black-sensor-view display bug.
+ The build screen no longer reverts back to cruisers after invoice submission.
+ Fleet lists no longer display irrelevant command points in the battle rider manager.
+ Salvage projects now have 100% feasibility.
+ Fixed an issue that was causing the AI to continually redesign thee same ship role turn after turn.
+ It is no longer possible to rename ships in retrofit orders.
+ Fleet items in the admiral manager now display the correct empire color.
+ Fixed a networking issue that was causing the game host to continue attempting to send game information to disconnected clients.
+ Addressed a network issue where client connections were not being correctly terminated on timeouts.
+ Fixed a display bug where the station retrofit list was not being cleared.
+ Fixed the ship design generational mk. naming scheme.
+ Addressed a handful of missing or broken text strings.


Additions:
+ Implemented the last of the admiral traits
+ Implemented admiral survival and capture mechanics
+ Allies now share sensor data.
+ Colony and trade values now display in red/green.
+ Added a weapon range tooltip in combat. Hovering mouse over weapon icon will reveal max range circle for that weapon.
+ Reserve fleets can now be filtered out of fleet summaries.
+ Human factions can now use Node Maws.
+ Double-clicking a battle rider in the battle rider manager is now a short-cut for adding them to the ship.
+ It is now possible to build naval and science stations in neutral systems.
+ Added an incoming fleet news event.
+ Energy Cannons received balance pass.
 

unmerged(408859)

Second Lieutenant
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Nov 10, 2011
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Yay weapon range overlay is back in...this I have been waiting for for some time!

When I start a new game though I can see all the AI starting planets too though :( Apart from that screen transitions and turn times seem better and combat seems to have higher frame rates. All good :D
 
Oct 11, 2011
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Have defense fleets and ship retrofits been implemented yet? What about ship upgrades? Can you upgrade old ships with new weapons? I have been away for a while, if anyone can bring me up to speed it would be great. Thanks in advance.
 

Agent.nihilist

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Have defense fleets and ship retrofits been implemented yet? What about ship upgrades? Can you upgrade old ships with new weapons? I have been away for a while, if anyone can bring me up to speed it would be great. Thanks in advance.
Yes, yes, yes, and yes. Its pretty close to feature complete, but the AI is still a little silly, and the UI hasn't got its final pass yet.
There is also a hotfix due out tonight.