Sword of the Stars II: Lords of Winter Update Released
Product Update - Valve
Mar 7, 2012
Critical Fixes: + Fixed indy colonies from trying to add an already existing civilian faction to a newly created colony through stimulus. (Caused a crash during end turn) + Fixed a crash with declaring war on an independent + Fixed a crash when trying to add battleriders to platforms + Fixed a crash when simulating 2 AI vs AI combats involving battleriders + Fixed dronesats from crashing the game when trying to place them in the defence widget + Fixed an SQL crash caused by improperly removing systems from a game (when they are destroyed) + Fixed a crash when placing defence platforms + Fixed a hang when more then 1 combat took place + Fixed a crash when entering multiplayer games + Fixed a crash related to slaver encounters + Fixed the station sync crash in the fleet widget
Other Fixes: + Added AI cost assessment and picking for technologies + Added ability for AI to resume abandoned research projects + Enhanced AI research algorithms + Enabled UI for Special Research Projects + Hooked up Asteroid Monitor Special ProjectID + Hooked up Investigate independent Special project + Removed the poker chip system that combined 5 like items into 1. + Added additional trade from megafreighters, and an icon to represent them in the trade view + Balanced freighter speeds + Increased visual ranges + Made target dish on the command monitor easier to see and hit + Added Pirates to randomized encounters + Added AI tech research strategies + Added the missing icon for building a mining station in the station placement screen + Balanced Civilian and Naval Stations + Added Interceptor missiles + Removed waypoint arrows when specific stances are active + Added Indy races and Splinter factions + Rebalanced number of empty star systems + Improved zuul trade range + Build screen stats have been fixed and report correctly + Added mission times for boarding pods + Adjusted the number of slots available around planets for stations + Fixed modules not having a proper collision shape + Added the Comet randoms + Added a load screen after combat + Fixed a bug in the last capital standing end game rule that caused players to be prematurely removed from the game + Added the ability to assimilate indy players by creating an alliance with them + Added an Indy button and diplomacy screen for managing diplomacy between indy players + Fixed the Asteroid encounters to have the proper player avatar + Fixed some text width issues in the build screen related to cost + Dragging a ship into a fleet now selects the fleet after it has been moved + Tuned module deaths when they are blown off a ship + Added critical hits to space beasts + Added the combat manager button to the precombat popup + Tuned drone sats + Added a confirmation to the exit to main menu button + Ships destroyed by a boarding pod are now properly removed from their fleet. + Added death of crew if a ship breaks it's crews constraints + Fixed fleets not refreshing when being added in the fleet manager + Corrected the fleet times for missions + Fixed an issue where you could spam the ok button on the naming dialog for an invoice and it would add extra empty invoices + Fixed feasibility studies to show 100% for techs you can definitely research + Tuned repair points for ships + Fixed an incorrect turn event for players that were being betrayed (They were being labelled as the betrayer) + Fixed music from not changing if another cue was already playing + Fixed gms to only spawn for the number of gms picked in the game setup + Fixed the kill count for ships in the post combat screen + Fixed the human construction ships slowing down node travel significantly + Added Suicide Drones + Added Drain Drones + Added EW Drones + Clicking on news events now focus' on relevant system/colony + Rebellions now form splinter colonies if the rebellion is successful + Fixed infrastructure display value + Fixed the tech tree only displaying the cheapest path + Increased max length for fleet names + Changed colony stimulus to drop friendly indy colonies on inhabitable planets - They are only negotiable when they have become fully developed + Fixed an issue that caused encounters to become unhooked when naming your player name the same as an encounter + Fixed indy colonies to simulate without starvation and support (since they cannot have support) + Fixed the primary weapons being saved on your designs + Added turns remaining to build orders on the build button + Increased starmap label view range 20% + Fixed ships with structural fields not being able to be fully repaired + Fixed ships with structural fields not having full health when they are created + Changed the slaves label to Deaths to represent the change in slaves better on the colony summary + Added a mouseover to defence widget items + Fixed the AI from creating fleets that exceeded command point limits + Fixed a bug related to updating ships in the fleet manager + Fixed an issue with command points being calculated when moving command ships (leviathan and cruiser commands) + Added color indication to defence items that require more cp then available + Added police cutters to defence manager + Added new art for defence platforms + Added new art for minefields + Police cutters are automatically added to defense fleets when they are built + Fixed the Vector3 Parse crash (a knock on from removing systems) + Fixed encounters from being properly removed when the system killer destroys their homeworld. + Fixed repair points from not being rejuvinated each turn + Fixed invalid slot placements in the battle manager + Fixed morrigi sdbs not coming with drones + fixed jammers not working + Wraith abductors will now properly attack planets + Adjusted weapons for slaver ships + Fixed a typo in the encyclopedia + True grit is now a positive trait + Construction mission estimates are now correct for time and cost + Meteors now end combat early if they cannot hit a planet + Added splash screens for indy races + Fixed defence fleet from not showing up in the repair dialog and rider manager + Fixed weapon riders from showing up in the repair dialog
Known Issues: - When loading an old saved game, the fleet mission times will display incorrect number of turns until they start a new mission. - Unable to target polygons on Morrigi monitors.