Critical Fixes: + Fixed the crash that could occur in turn updates during AI fleet management. + Station sensor ranges are now enabled again. + Provinces are once again only visible once discovered. + Fixed known issues regarding rejoining games in the correct player slot. + Fixed the crash caused by fleets losing their supporting systems while in transit. + Enemy fleets no longer appear in the fleet manager. + Fixed an issue where ships could become stuck in a permanently spinning state. + Fixed issues relating to excessive force imparted by weapons. + Fixed the issue where clicking the menu button in the star map after entering the planet manager would lock out UI control. + Fixed the crash that could occur due to combat occurring at a star system with pending station construction.
Other Fixes: + Fixed a number of Tarka ship and module art issues. + Fixed a neutral combat issue for systems involving more than 2 players and one player is neither at war nor allied with any other. + Fixed issues where weapons were not auto-targeting planets. + Fixed known issues where combat sensor data was shared incorrectly between players. There were some diplomatic edge cases here. + Fixed an issue where too much damage was being applied in simulated combat.
Other Changes: + Drones now automatically launch from platforms. + Fleets now display sensor range bubbles once again. + Level four and five station structure values have been increased. + Added default names to AI fleets. + Added three new star maps: Duel, The Heavens and The SotsVerse.
Critical Fixes: + Fixed issues where stations and special encounter enemies were not being removed from the game when eliminated. + Fixed the issue where existing profile names with apostrophes would cause a crash. + Fixed a crash that could occur with a neutral engagement. + Fixed a crash that could occur when upgrading stations. + Fixed known issues where colony information would not disappear for a player, preventing re-colonization and causing a crash in some cases. + Fixed the issue where moons were not listed as candidates for viable colonies. + Fixed the issue where moon climate hazard was being reported incorrectly in some cases. + Fixed excessively large station sensor ranges. + Fixed the issue where strike missions would not end automatically. + Fixed missing trade info on systems.
Other Fixes: + Fixed an issue where weapon forces were not being applied. + Fixed a rare issue ship-not-responding navigation issue. + Fixed an issue where boarding pods were causing ships to disappear. + Fixed known issues where boarding actions were not taking over ships. + Fixed some known issues regarding ship starting positions in combat. + Fixed an issue where critical hits were being incorrectly applied to drones.
Other Changes: + Accelerated combat enemy range distance has been reduced. + Reduced combat scale a bit more. + Improved station construction mission UI. + Survey missions now abort when encountering enemies at a colony.
Critical Fixes: + Fixed a crash that could occur within the strategic AI could not determine which ships to construct for a fleet. + Fixed another crash related to selecting shield options in the design screen. + Mission estimates are back. + Fixed a crash related to fleet selection in the Battle Manager. + Fixed an issue where the star mapo camera could become locked after selecting a system for a diplomatic event. + Fixed a feasibility study crash. + Fixed mine frame rate issues. + Fixed mine audio issues. + Fixed frame rate issues when selecting large numbers of ships in combat. + Fixed an issue where fleet entry positions were not taking advantage of closer control zones. + Fixed the issue where game setup parameters were being lost when reloading a saved game. + Players rejoining hosted saved games will now be moved to their respective slots when possible.
Other Fixes: + Strike missions against stations now require the targets to be in sensor range. + Added missing Ionic and Shield Breaker weapon attributes. + Fixed an issue where Siege Drivers were not causing damage. + Added missing psionic abilities to modules. + Added missing tactical sensor range to colonies. + Fixed an issue that stopped cancelled fleets from being able to be issued new missions right away + Fixed an issue that caused the autosave to save the wrong turn number + Fixed a trigger constraint with the von neumanns + Fixed issues with calculating fleet ranges. + Fixed an issue where the endurance rating for fleets was falling below one turn. + Boarding pods are no longer factored into fleet endurance calculations. + Armor display on the design screen now updates correctly when changing techs. + Fixed an issue where colonization missions would not resume after clearing enemies out. + Fixed the bug where non Zuul factions where getting node line collapse events. + Fixed issues with station module assignment. + Fixed a number of small resizing issues in fleet lists. + Added missing combat fleet placements for neutral encounters. + Fixed an issue where damaged ships entered combat destroyed sections not properly connected. + Fixed various boarding pod issues. + Fixed issues with weapon target leading. + Added missing economic and research efficiency connections. + Von Neumann homeworld starts hidden once again. + Fixed Fire Control and AI Fire Control section effects. + Fixed an issue where all weapons would fire immediately when coming out of overthrust.
Other Changes: + Sensor memory and is now working. + Improved interfaces for all mission types except Station Construction and Upgrade. + Added features to the combat UI. + Introduced a Surveyed Systems view mode for the star map. + Reduced size of tactical star system. + Introduced surrounding behavior to combat AI. + Reduced structure of all ship sections. + Various weapon tweaks. + Made improvements to the research screen interface. + Added tooltips to all tech selections on the design screen.
Key Known Issues: *** This update breaks old save games. *** - Deployed gates are not showing up in combat. - Some moon orbits are still incorrect.
Critical Fixes: + ** Fixed known empty fleet issues caused by orphaned battle riders not being removed. ** + Fixed crash due to module instance count not matching actual module count. + Fixed the crash caused by selecting fleets while in the province edit mode. + Fixed the crash caused by multiple special encounters (for instance System Killer and Asteroid Monitor) at the same system. + Fixed the reported colony update crash. + Fixed the reported System Killer crash. + Fixed a crash caused by bad data in certain turn events. + Fixed a crash that could be caused by transferring a battle rider to reserves. + Fixed the crash caused by a colonization fleet being destroyed just prior to the appearance of the Colony Self-Sufficient dialog. + Fixed a potential crash that could be caused by removal of collision from dying objects. + Fixed a crash that could be caused by not having enough admirals for starting fleets. + Fixed planetary missiles not firing. + Fixed numerous known issues with fleet pathing. + Fixed a bug where a different station would be upgraded than the one selected.
Other Fixes: + Fixed known issues with Battle Cruisers. + Fixed an issue where detonating weapons were not selecting the correct targets. + Fixed known issues with lagging PD target tracking and PD target selection. + Improved general target leading in combat. + Increased turret tracking speeds in general. + Fixed an issue where multi-volley weapon firing sequences were being timed incorrectly. + Fixed an issue where drones were not firing their targets. + Disabling a Command Monitor or its turrets now forces a neutral state to eliminate unwanted combat. + Fixed an issue where battle riders were launching in the design screen. + Fixed known issues with the Combat HUD showing incorrect information for multiple ship selections. + Fixed an issue that was causing jitter from ships in formation flying around planets in overthrust mode. + Immigration slider is now hidden until until the correct technology is available. + Fixed an issue where disruptors were not disabling turrets. + Fixed a few smaller issues with Protean placement. + Fixed the issue where battle riders were not being provided with default ships. + Fixed the missing Siege Driver impact effect. + Fixed many localization typos. + Fixed known turret arc issues. + Fixed some material issues on various Human faction models. + Fixed an issue where stance changes were being erroneously applied to battle riders and stations. + Fixed bug where player was being charged for civilian built mining station. + Fixed bug where enemy fleets would show up in phantom fleet widget when turn is ended. + Rewrote turn transition interface flow to more accurately represent turn processing time. + Removed scrim from GUI loading lockout, which may eliminate the rare reports of being stuck on a screen forever. + Fixed bug where tooltips would be one line no matter how long they where. + Fixed known issues with variable weapons in the weapon test screen. + Fixed known issues where Drone carriers were not attaching drones. + Fixed known issue where meteors could not be destroyed. + Fixed an issue where weapon recharge times were double the intended value. + Fixed bug with Zuul where all civilians where being considered as slaves + Updated colony UI to properly represent slave vs civilian population. + Fixed a bug where a player's own colonies could be misinterpreted as being out of sensor range.
Other Changes: + Added new Double Helix star map. + Introduced combat AI surround and flank behaviors. + Adjusted some tech costs. + Made improvements to the research screen. + Tutorial pop-ups for Research and Starmap updated to reflect changes. + Added border and background to star map fleet and planet lists. + Planet orbital position changes have been disabled. + Asteroid Monitor special projects have been added. + Colonies will now launch heavy missiles if the population is high enough. + Introduced corrosive ship damage from weapons. + Added a better visual effect for ships being disrupted by EMP. + Improved strategic AI capabilities.
Key Known Issues: *** This update breaks old save games. *** - Tempest Array weapons are not firing. - Some star systems have anomalous moon orbits. - System Killer auto resolve is not producing results. - Tarkas and Zuul Dreadnoughts have various turret arc corrections still to be made.
+ Fixed Node Line deteriorating event crash. + Fixed colony destroyed crash. + Fixed VN target crash. + Fixed a von neumann constraint violation that was adding a bogus target. + Fixed constraint violation when inserting a weapon bank. + Fixed System Killer move order crash. + Star map nebula and other features are back. + Fixed colony populations not updating. + Added colony max repair points calculation to database to fix various bugs with colonies as repair ships. + Fixed inconsistency bug where ships requiring repair where not showing up in repair widget. + Fixed rounding bug where slightly damaged ships could never be repaired fully. + Fixed Liir Flickerwarp availability. + Fixed Spinal Mount availability. + Fixed numerous module, section and technology descriptions.
- Fixed crash when launching drones in weapon test screen, backing to design screen, and then switching mission sections - Fixed crash caused by opening battle manager at a system where platforms are available for placement. - Fixed crash that could occur when destroying weapons in combat. - Fixed crash at end of turn when offering treaty - Fixed occasional crash due to Main Menu combat - Enemy AI will prioritize faction opponents over random encounters when choosing stance - Strat AI will now prefer to enter conquering stance over expansion when past the war threshold. - Modified the calculation for AI expansion factor, it will no longer take into account unexplored systems. - Various adjustments to enemy AI's decision-making process - Various adjustments to enemy AI to properly utilized specialized weapons - Added combat UI for clicking on target locations for relevant weapons (Siege Driver, Detonating Torpedoes and COL).
- Fixed bug where platforms weren't showing up in defense manager - Fixed bug where ships built with new Gate designs would not be available for the Gate mission. - Fixed a bug where dissolving a fleet would lead to empty fleets. - Seige Drivers working for all factions - Fixed known issues with mine laying in combat. - Fixed missing repair capacity on relevant ship sections. - Minelayer sections working for all factions - Fixed mine behaviour (depending on mine - tracking, etc.) - Fixed various Torpedo sections that weren't firing - Fixed arc of movement on all Zuul free-beam turrets - COL weapons added. - PD weapons now only engage PD targets - Targets engaged per turret, not per bank (allowing PD, Torps, etc. engage multiple targets) - Fixes for various weapon icons/names - Fixed handful of missing tech descriptions - Salvage missions are now properly being generated - Fixed prototype modifiers for Human faction - Fixed salvage profits - Fixed weapon cost calculation in designs - Ship option savings cost multipliers are now applied per section instead of per ship. - Fixed various diplomatic messages that weren't displaying - Fixed incorrect calculation of turret efficiency based on power and crew. - Technical knowledge now gathered during combat - Research progress now displayed in Research screen - Completed technologies now clearly marked in green - Fixed bug where players were unable to build habitations for their own race - Fixed bug where Zuul players could build alien habitations - Allowable distance between systems in a province has been increased to 8-ly. - Fixed various turrets with odd parameters and placement - Fixed various weapons with odd parameters - Fixed Morrigi BR AM engine label (not a streak engine) - Added ability to set initial fire mode and target filter when creating a ship design - Any ships left in a removed fleet are now properly cleared - Introduced new Scan Satellites and Torpedo Satellites - Any remaining ships in a removed fleet will now be deleted - Fix to a constraint violation between diplomacy and turn events - Combat ready ships will increase the calculate strength of an empire more than utility ships - Fixed defense platforms not showing up in Combat - Fixed known issues with tracking speed on turrets - Introduced initial pass diplomacy requests and demands - Fixed a sound bug when constructing stations (event played when ordered, not completed) - Fix potential issue where system/planet killer would not avoid a station in its path - Added weapon panel configuration to design screen - Fixed known issues with direct-fire torpedoes behaving incorrectly - Fixed known issues where boarding pods and assault shuttles were not able to connect to ships - Fixed rider patrol paths around a star
Known Issues *** This update breaks old save games. *** - Human faction unable to select typo of COL for COL section ships. - Slaves and system information are not yet hooked up to diplomacy.
Critical Fixes: + Fixed crash when deleting favorite invoices. + Restricted transfer to defense fleet from fleet manager, which could have led to a crash. + Fixed the memory leak/crash when displaying range/damage graphs for weapons that don't supply these values. + Fixed a crash in simulated combat related to fleets not being removed. + Fixed crash caused by colony intel not being removed when colony lost. + Fixed crash caused by only allowing a single defense fleet per system (should be defense fleet per system per player). + Fixed per-player initial technologies, colonies and savings. + Fixed duplicate module icons when exiting the design screen with the module selector present. + Fixed crashes related to new treaty news event messages.
Other Fixes: + Increased trade ranges for Human, Tarkas, and Liir-Zuul factions (game must be restarted for change to take effect.) + Fixed bug where battle riders would stay in construction system. + Fixed bug where bore ships where not refreshing node lines. + Added "No Module" item to the module selector. + Fixed bug where drones were not returning to tender in the weapon test screen. + Fixed issue where friendly ships were pursuing and firing at each other in combat. + Added research tech button to feasibility study dialog. + Changed research cube visual and added feasibility state. + Removed ability to build alien zuul habitations. + Removed alien habitation requirements from science stations. + Fixed bug where Alien habitations where showing up for races that werent encountered. + Fixed bug where foreign habitations would show up with no foreign player encountered. + IOBM's now actively acquire new targets. + Hooked up names properly on favorite invoices.
Other Changes: + Tool tips added for ship statistic icons, weapon target filter and weapon behavior buttons. + Tweaked beam impact effects. + Tweaked combat AI behavior. + Disabled abandon colony button in New Colony dialog
+ Fixed the bug where alien habitations would not become constructible on discovery of alien races. + Fixed initial battle riders not showing up in initial fleets. + Fixed a crash related to ship design options. + Fixed known issues with weapon/shield interactions. + Fixed an issue where control zones were not being updated after combat. + Fixed a crash that could occur when accessing defensive fleet positions after coming out of combat. + Fixed an issue with unresponsive ships in AI controlled combat. + Fixed a combat AI crash related to switching objectives. + Fixed known cases where required ship design options could be removed. + Fixed a post-combat crash caused by accessing information for destroyed ships. + Fixed the crash caused by accessing the Battle Manager for an empty star system. + Fixed a crash caused by missing module information text. + It is no longer possible to scrap enemy ships. + Added missing tool freighter, imports and trade goods tool-tips. + Added missing treaty accepted and treaty declined text. + Hooked up point of interest pings in sensor manager for certain random encounters.
*** This update hasn't been tested extensively on old save games. ***
Critical Fixes: + Improved turn times, especially for games with a large number of systems or players. + Fixed an issue in combat that was preventing players or AI from issuing waypoints for ships. + Fixed a crash the could occur when issuing orders to a ship with no crew. + Fixed a crash when entering combat with a beam-equipped planet. + Fixed an rare crash when entering combat that could be caused by destroyed turrets. + Fixed a combat AI crash related to ship formations. + Fixed a potential lock-up at the end of combat. + Initial pass at Diplomacy mechanics and interface. + Treaty and Declare War options are now available in the diplomacy screen.
Other Fixes: + Fixed minor issues with the players list in the lobby. + Fixed a server browser issue where more players than the max allowable would be displayed for a game. + Fixed known issues with combat AI not detecting enemy ships. + Fixed known issues where AI controlled ships could get stuck navigating around planets. + Fixed an issue where AI ships could fly into planets when performing fly-by maneuvers. + Combat AI will now attempt to lead targets when in pursuit instead of lagging behind. + Fixed minor issues with the Von Neumann Collector AI. + Fixed an issue that was preventing combat AI from listening to defense objectives. + Fixed a minor issue with Protean AI that would cause Proteans to venture too far from their planets in pursuit of targets. + Protean AI will now engage multiple targets. + Scattered AI task groups will now attempt to regroup when they get too scattered. + Civilian ships will now attempt to evade enemies unless they are the only ships left in combat. + Randomized AI patrol directions. + Fixed intermittent bug where ships in weapon test would not fire after a round of multiplayer combat. + Fixed an issue where a ship coming into combat with a dead module or turret would still get benefits of that module or turret. + Fixed a number of turret errors (placed inside ship, placed backwards, etc.) + Fixed Torpedo and Barrage ship sections to remove possibility of accidental torpedo imapacts when firing. + Fixed an issue where destroyed ship sections were coming into combat with modules and weapons. + Fixed the issue where unlocked Steam achievements were not being published. The game will post all currently unlocked achievements the first a players starts it after the update. + Fixed the issue where the steam overlay was not available in many cases. + Ships now drop out of overthrust when they reach their destination. + Ships awaiting docking of riders will now slow to 50% speed during the process. + Overthrust now prevents the launching of riders, and ships now recall riders before going in to overthrust. + Fixed a number of log file spam issues. + The System Killer will no longer run into stations. + Fixed bug where design name would be different than default if no name was entered. + Restricted prototypes to their own build orders. + Changed design display style and added delete buttons to items. + Made fleet summary button disable on end turn. + Added fleet summary dialog. + Added skills to initial admirals. + Added tooltips to admiral traits in admiral manager. + Removed preferred fleet icon from various places where it should not show up. + Ship prototypes are now class-specific. + Constrained drone turret arcs. + Ballistic weapons now only collide with deflectors and graviton shields. + Energy weapons now only collide with disruptor and meson shields. + Increased costs of technologies by about 20-30% in general. + Many minor tweaks to weapons. + Various minor weapon and ship section art fixes. + A loading screen is thrown up when transitioning back to the main menu. + Drone designs no longer get random faction names. + Fixed build order removal. + Locust menaces are now implemented. + Fixed an issue where muzzle node scaling was doing odd things to weapon effects. + Fixed an issue where some beams were firing backwards due to negative scaling factors. + Fixed an issue where idle animations were not playing in the weapon test screen. + Fixed an issue where ricochects were no longer occurring. + Fixed missing module icona and descriptions. + Added module information display classes + Fixed bug in battle manager when entering with both your own and enemy colonies in the system + Added module information display to build screen + Introduced new color scheme for build items. + Fixed a bug where players from previous games could show up in the diplomacy screen for subsequent games.
Other Changes: + By popular request, a SotS1 Human avatar makes it's return. + Added turret viewing filters to the design screen. + Rotation of the ship in the design screen is now constrained to a single axis. + Added more obvious differentiation between prototyped and non prototyped designs. + Added color coding to admiral trait display in admiral manager. + Diamond icons now show up for ships at a distance in combat. + It is now possible to configure options for ship sections in the design screen. + Weapons can now be configured on ships in the design screen by clicking points on the ship model as well as the icon itself. + Added tutorial pop-up for Diplomacy screen. + It is now possible to scrap ships by clicking the trash can icons. + Selected design weapons are now displayed in the build screen. + Improved module selection in the design screen. + Added new star map: Jax.
Key known issues: - Default options are not being enforced in the design screen. - Scrapping ships does not yet yield bonuses. - AI is not assigning design options correctly. - When playing in single-player mode with the end turn delay, UI elements do not get locked out between turns. - The game is not allowing alien habitation modules to be constructed even after encountering other players.
Critical fixes: - Fixed a crash in multiplayer that could be caused by players creating new provinces. - Many changes have been made to the combat AI including the introduction of a hierarchical task system. Combat AI can now set up patrol positions, scouts and will engage in new maneuvering behaviors to mix things up. - Fixed bugs in the combat AI that were preventing it from attacking colonies and ignoring other nearby objectives. - Game transfer to players joining multiplayer games is no longer excessively throttled. This will make joining multiplayer games much faster in most cases. - Fixed an issue where the strategic AI was not correctly allocating fleets to missions. - Fixed an issue where placing a station to construct would immediately subtracts a large sum of savings, most notable with the Hiver Naval Station. - Patched a very rare crash that could occur when creating a new game.
Other fixes: - Fixed some station collision geometry issues. - Fixed some incorrectly identified nodes on station art. - Fixed materials on Hiver IOBM's. - Fixed bug where change to end turn button delay would not occur until a new turn. - Specters no longer pursue drones and other fast battle riders. - Fixed a UI bug where launching battle riders would not work for all selected units. - Added missing Auxilliary Fission and Fusion engine section modules. - Rewrote star map selection code to fix various selection bugs and inconsistencies. - Fixed tech unlocking in Encycolopedia. - Fixed errors with right click menu and stopped menu from focusing. - Removed unintentional sensor range cap on fleet movement. - Relocation missions will now only be available at systems in which you have a colony. - Reduced savings cost of Human Polytechnic Institute from 10-million to 1-million. - Fixed a tech tree issue where Fusion Cannons might not be available when they should. - Fixed incorrect tech requirement for Heavy Fusion Cannon. - Fixed bug where planet list was not showing up for surveyed system. - Fixed an issue where MIRV warheads would slow down dramatically just before contacting the target. - Fixed an issue where the specters could intermittently stop moving during combat. - Fixed a visual issue where the energry meter in combat was reporting the wrong value.
Other changes: - Added new star map: Small Disc. - Added fleet summary dialog, which can be accessed in the button row at the top of the star map.
Key known issues: - The ship in the weapons test arena has been known to stop firing after combat engagements in networked play. - The fleet summary button on the star map is appearing with the same icon as the fleet manager button.