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Master of Orion - Patch Notes v46.4


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GeneralDirection #1 Posted 21 July 2016 - 07:09 PM

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Welcome to Early Access 6! I have to keep this short because we're near the character limit, so read on for the patch notes!
 
Note: There is currently a CDN issue with Steam. Please see this thread for tips & workarounds.
 
Master of Orion - Patch Notes v46.4


General 

 

  • Added gamepad support 
    • Added options for Start button, new navigation bindings, tactical camera modifier 
      L1 + right stick rotates tactical camera
  • Added Tobii eye-tracking support 
  • Added profile for Logitech keyboards 
  • Added Steam Cloud support for saved games 
  • Race-specific civilian transports can now be built to improve assimilation gameplay 
  • Added auto-turn option 
  • Added 100 achievements 
  • New and improved tutorial 
  • Updated cluster galaxy visuals 
  • Small improvement to planet rating regarding max pop. size 
  • Changed fleet repair and upgrade logic, to allow it on any colony owned or from an ally or any finished node development with a military structure 
  • Updated logic for learning techs via perks 
  • Blueprint limit is now increased when discovering a new blueprint 
  • Added victory cutscenes for every race for the Conquest, Technological and Economic victory conditions

 

Game Setup 

 

  • Added new Game Pace option that uses predefined Research, Production and Population Growth speeds; pacing can still be manually set in Advanced Options 
  • Added perks validation when creating a custom race 
  • Additional options added for Research, Production and Population Growth speed

 

AI 

 

  • Improved planet evaluation for colonization 
  • Fix for invasion issue where it was regrouping next to the target and it would expect "already moved" ships to move with the invasion forces, but they were exhausted and they couldn't 
  • Improved strategic analysis 
  • Heat maps are now connected to memory system 
  • Improved Share Charts evaluation to account for revealed colony information 
  • Improved Alliance evaluation to consider alliances imply a vote in the Galactic Council 
  • AI will now offer Share Charts in a smarter way 
  • Improved Invasion by building closer to targets 
  • Improved Bombard by considering invasion targets 
  • Improved heat map by considering only dynamic FP (making the AI more aggressive) 
  • Workers optimization for military outpost construction according to heat map. Now also considers war when settling colonies. 
  • Fix for colonization and unreachable planets 
  • The AI now focuses on colony expansion in their early stages before starting research 
  • Protects new colonies from pirates, considers hostile firepower when colonizing and tries to build escorts 
  • Production Focus will be set when building ships and at war, or terraforming 
  • New colonization & civil transports heuristics and AI flow: Avoids low food production planets,
  • Optimized Needs for security and economy, better handling of pirates by AI races 
  • Removed duplicated targets for blocking fleets 
  • Rebalanced Alkari so that they build heavier ships

 

Balance 

 

  • Revamped combat victory chance heuristics 
  • Shield & Armor Rescaling 
    • Increased Base Armor Cost (2/3/4/5/6/7 -> 2/4/6/8/10/11) 
    • Increased Base Shield Cost (4/5/6/7/8 -> 4/7/10/16/20)(Higher Shield Tech remains increasingly more SP per Size Efficient, Shields and Armor Tech now become increasingly less HP/SP per PP efficient)
  • Battle Pod changes 
    • Added a Size Cost to Battle Pods (Base Size 0 -> 20, size Factor 0 -> 1)(Battle Pods are now less suited for Frigates and Destroyers, more efficient in Larger Hulls)
  • Guardian of Orion changes 
    • Hull Space Reduced (3000 -> 2500) 
    • Hull Points Reduced (3000 -> 2000)
  • Terraforming incremental cost factor reduced from 2 to 1.5 
  • Fixed Gravity Tolerance costs 
  • Balanced food requirements per planet size 
  • Pirate spawn rates are now connected to game difficulty 
  • Food requirement curve adapts to changing population limit instead of using final planet capacity 
  • Rebalanced Share Charts so that it's not so exploitable 
  • Rebalanced Accept Embassy option to make symmetric deals easier 
  • Balance Tweaks: 
    • CO Mod Cost & Size (0.5 -> 0.25) 
    • Lightning Field Base Size (4 -> 2) 
    • Augmented Engines Size (5/2.5 -> 4/2.2)
  • Fixed conservative rule about hostile systems that blocked the movement of scouts with auto explore on the presence of pirates 
  • Nebula missile avoidance bonus changed from 100% to 50%

 

Tactical 

 

  • Changed strafing to look more natural 
  • New abstract representation in zoomed-out view 
  • Added specific Blueprints for each Race when played by AI 
  • Ship health bars now display with mouseover 
  • Pixel ships FX & Prefabs fixes 
  • Battle results: Beam accuracy and PD accuracy changed 
  • Trails are now solid lines instead of dotted 
  • Added Battle Pods to Player Destroyer as an Improvement 
  • Transition intro is now mirrored depending on which side the player is placed

 

Diplomacy 

 

  • Added confirmation before declaring war 
  • Disposition changes are now highlighted in the UI

 

Multiplayer 

 

  • AI in multiplayer from load will now automatically connect

 

UI 

 

  • Colonies with a star base now have an icon in the galaxy view 
  • New design for most buttons in game 
  • Victory chance and power are now shown for colonies on mouseover 
  • Diplomatic information toggle is now saved 
  • Improved cell modifiers feedback in colony management 
  • Improved planet degradation Feedback 
  • [Ship Design] Added Upgrade All button 
  • Added filter to selection of colony where to request invasion ships 
  • Added Auto turn beside the TURN counter 
  • Added colonize icon to colonize button 
  • Improvements in audience screen 
  • Flipping combat assets horizontally so they match the civilians assets facing left 
  • New in-progress animation for planet and build popup 
  • Now Population circle in Colony widget becomes red when starving 
  • Renamed SHIP DESIGN button to BLUEPRINTS for consistency
  • Workers now show a "+" icon when the number is bigger than the one displayed 
  • Added icon space factory in references of tech-tree 
  • Fix for Equipped core system modules icons can overlap module scrap hint 
  • Added notification for loading a game from main menu when a current game is in progress 
  • Add new icons tooltip for tactical 
  • Added confirmation dialogs for new game, load and exit if unsaved changes will be lost 
  • Added notification for loading a game from main menu when a current game is in progress 
  • Art pass for tutorial widgets and positions 
  • New icon Anti-Gravity Harness for tech apps 
  • Added diplomacy icon for empire top bar 
  • Added icon for electronic computer in tech apps 
  • Added bg to each button in the Empire top bar 
  • Added URGENCY PULSING ANIMATION to Food widget when starvation occurs

 

UX 

 

  • [Colony Management] Colonies are now shown in alphabetical order when pressing next and previous colony buttons

 

Audio 

 

  • Added sounds: Wormhole, Jump Gate, Ship Specials, Repair Beam and Pulsar Fire 
  • Added Star Map click on planet 
  • Added audio for Scientific and Conquest victory cutscenes 
  • Added Audience Sounds for Bulrathi Emperor

 

Visual 

 

  • Updated background for cluster galaxies

 

Localization 

 

  • Subtitles language is now independent from UI and Voices 
  • Subtitles added to research screen 
  • Added demonyms keys 
  • Marine Pods description fix (removed the "marines defend the ship and board enemy ships" bit) 
  • Updated localizations 
  • [RU] VO: Silicoid Advisor updated. Now it has the same sound effect as the english version Victory subtitles synchronization (ENG/SPA)


GeneralDirection #2 Posted 21 July 2016 - 07:11 PM

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Bugfixes

 

  • Fix for Player is unable to turn Auto-turn off by disabling checkbox under the Next turn button
  • Fix for Military outposts shows incorrect commands in Tactical mode
  • [Gamepad] Fix for being able to break the tutorial with gamepad input. Blocked the navigation input when the tutorial is in progress.
  • [Gamepad] Fix for [OSX] Game cursor does not respond to Left Joystick XY events
  • [Linux] Fix for Terran Colony ship texture looks over exposed during colonization animations
  • Fix for Fix for enter key causing multiple problems in tutorial
  • Fix for Added a notification for planet biome degradation
  • Fixed notification for Pollution degradation text
  • [Achievements] Description fixes
  • [Espionage] Fix for Enable buildings list on planets that have been spied on
  • Fixed goodRelationsFactor evaluation in Opportunity Rating
  • [Ship Design] Fix for Pixel blinks on Attack icon in Ship Design. 
  • Fix for Blueprints don't refresh when changing to retro fleets on the ship design screen
  • Fix for Scanner beacon quantity is negligible
  • [Localiztion][SP] "Colonia de" replaced by "colonia {9}
  • Fix for There is no warning about default save rewriting when starting Quick match
  • [UX] Fix for Game crashes or loads with completely broken localization if a player changes Score counter rapidly
  • [Audio] Fix bad naming audio files
  • [UX] Fix for Production screen only shows animation for half the items available
  • Fixed bad evaluation in diplomacy
  • Fix for Autoturn stays on from one match to the other
  • Fix for Player cannot continue a multiplayer game with AI
  • [Linux] Fix for Terran advisor black eyes
  • [Linux] Fix for Human advisor Black Eyes
  • Fix for Advisor not showing recommendation animation
  • Fix for If player gets kicked out of Blueprint Editor by turn limitation timer, the player will face the same blueprint on the next turn but will be unable to edit its weapon slots
  • Fix for Reinforced Hull was applying wrong the hull multiplier
  • [UX] Fix for Broken flow of bombarding occurs when defeating a fleet of one race on colony orbit of another race
  • [Tactical] ARU now scales with hull size
  • Fix for Colonists models are different every time you visit Bombardment screen
  • Fixed a very small bug that caused the "BACK TO RESEARCH" button not to appear when it was intended to
  • Fix for User can choose another research on tutorial
  • Fix for Technologies images are not centered in tech tree tooltips
  • [Strategy] Fix for Fix for Guided Tutorial Flow & GalaxyIndicators blocking tutorial after click
  • Fix for Game freezes when any player changes race in the multiplayer game
  • Fixed repair drones launch quantity 
  • Fixed nebula chances was applying to all projectiles 
  • Fix for There is a inappropriate square in ship items popup in ship design menu
  • Fix for Pixel blinks on Attack icon in Ship Design.
  • Fix for Scanner Beacon work incorrect
  • Fix for Battle result screen is missing (fixes infinite pulsar damage, null proj init)
  • [Gamepad] Fixed when the game is paused in the tactical view the cursor doesn't move
  • Small UI tweak, MOVE button had a thicker stroke than NEXT TURN button
  • Fix for When player chooses a fleet and starts clicking at Fleet A tab, fleet hp starts refreshing constantly
  • Fix for Long match names run out of their space
  • Wrong size of tooltip icons fixed
  • [StartingAge] Updated ResearchComponent Constructor, missing a parameter when learning starting techs on Advanced Starting age
  • Fix for Technology nodes that located at the very start of tech tree are not researched when starting the game on Advanced Starting Age
  • Removed extra offer for Embassy & Share Charts
  • [Gamepad] Fix for MouseSensivility slider, Cursor acceleration for maintain direction 
  • Fixing a bug that caused the planet tooltip name to be displaced
  • [CombatScreen] Fix for massive clicking on BackButton that caused a softlock
  • Fix for The very last bombardment screen won't appear in the turn of your race's eliminating
  • Changing Psilon and Terran colors
  • "Game Paused" feedback now is hidden during tactical intro
  • Fix for List scrolling stop to work upon mousing over the area under Balanced
  • Starting Conditions and Economic Victory Types options in Advanced Settings on Match Setup screen.
  • Fix for Bombarding alert is shifted to the right for the defending side at the battle screen
  • Fixed crash on Combat Screen
  • Fix for Upon cancelling a setting change on change confirmation dialog the setting dropdown will display that option that hasn't been accepted
  • Fix for Military outpost displays as Destroyer in Victory chances tooltip
  • Fix for Fix for colony widgets shown inside planet options blur effect
  • Fix for UX issue: CHOOSE RESEARCH button on Research Complete screen was misleading, now it simply reads DONE. (Previously the button was misleading giving the user the idea that he had to choose between the technologies unlocked, when in fact the user was receiving all techs displayed)
  • Fix for Citizen output tooltip in colony management
  • Fix for Multi-Material assignment between abstract/mesh representation refactored
  • [UX] Fix for Audience screen becomes blurred on Colony Cession trading
  • Fix for There are wrong information on battle result screen when using Heavy fighter bays
  • Fix for Star base spawns on asteroid on tactical
  • Fix for Race with 'Starting technology' perk doesn't receive technolgies from perk-provided research nodes on Pre-Warp
  • Fix for Defense evaluation in Colony Needs
  • [UX] Fix for Blur Bug in SIngle player that made the screen remain blurred after going back to main menu
  • Fix for Don't invalidate production notifications when next in queue is empty
  • [UX] Fix for Game freezes on the Empire management screen while changing sort filter
  • Fix for Fix for guard when there are unfinished military outpost
  • [Espionage] Fix for Retreat agents on hold when the local colony revolts
  • Fix for Disallow pushing of repeated colony projects
  • Fix for Players are unable to change screen resolution
  • [Ship Design] Fix for It should appear a warning Pop-up when you are going to scrap blueprints
  • [Ship Design] Fix for The Combat Stats don't change after putting a Battle Scanner to a Blueprint
  • [Galaxy View] Fix for Fix production icon when building race specific ships
  • Fix for Display correct citizen races when bombardment is taking place
  • Fix for There are no sounds in pre-tactical pirates fleet arrival cutscene
  • Fix for There are two Gas Giant Compression and Artificial Planet Construction projects in the space factory Build list upon opening it being on Gas Giant
  • Fix for Saving the game via Copy Save to Steam Cloud creates cloud save but doesn't create local savegame
  • Fix for Last Discovery Screen gets broken when get on it as Creative race
  • Fix for Cinematic camera shake Debug removed
  • Fix for Show unrevealed alien colonies as uncolonized planets. Fixes 
  • Fixed structures toggles icons (needed Smoothing enabled)
  • [AutoUpgrade] Fix for After discovering a tech that includes a weapon in an anomaly, the Update your Blueprints button doesn't appears
  • Fix for Players cannot start multiplayer game from saves. No review required
  • Fix for Fix to disable autosave during tutorial progression
  • Fix for Long nicknames overlap Chat button on the top right part of the screen
  • Fix for Destroyed Terran image is missing in GNN
  • Fix for Discovery screen does not show the number of traded techs
  • [Ship Desing] Fix for Scrapping a blueprint makes the slot of that blueprint disappear
  • [Espionage] Fix for Invalidate colonies owned by extinct civilizations as targets for espionage
  • Fix for Game Start on Paused was working erratically
  • Fix forMissing information of Monster and Weapon in Battle Highlights on after-battle screen vs Amoeba
  • Fix for camera transition showing abstract models all the time
  • Fix for Use capitol planet instead of homeworld in diplomacy screen
  • Fix for Orion guardian doesn't have an HP Bar icon, so skipping rendering for this particular cases
  • [Pirates] Fix for Game locks on processing on turn 45
  • Fix for population grow eta field showing as negative and green (Now negative values are show in red without sign)
  • [CombatScreen] Fixed issue with bombardment buttons flashing wrong states when bombardment finished
  • Fix for Planet name can overlap owner's name on pop-up tooltip
  • [Cinematic] Fix for If player won't skip Economic victory cutscene black screen after cut-scene remains.
  • [Cinematic] Fix for Economic Victory cinematic does not end 
  • Fixed ugly combat buttons
  • Fix for Order button tooltips appear during tactical cutscene.
  • Fix for Some GNN event's text strings are cut off
  • [Ship Desing] Fix for Zeroes showing in stats modifiers
  • Fix for Production from workers value does not fit above worker image in Colony Management screen
  • Fix for All traded techs not showing in discovery screen. 
  • Fix for Visual displaying of monster weapon area of effect doesn't match to its facing settings.
  • [UX] Fix for Perk Desync with BE
  • Fix for Buying a Frigate by clicking on it should not be allowed in the turial.
  • Fix for Desintegrador contrabandeado doesn't fit on the container
  • [Galaxy Generation] Fix for Occasional crash when initializing an underpopulated galaxy in single player
  • [Tutorial] Fix for Fix for Research Step blocking the tutorial with ESC key. Don't allowed auto turn when guided tutorial is on
  • Fix for Game Pace Quick settings is the same as Classic Game Pace settings on the first match setup screen visiting
  • Fix for Amoeba doesn't destroy player's ships after the tactical. Reviewed by Walter
  • Fix for If 'Score' victory turns value is set on 0 and then disabled the game won't be able to start
  • Fix for Loading multiplayer saved game allows changing Game Settings and Advanced Settings
  • Fix for When finishing a match, the timeline is empty
  • Change Mekklar colors from 41 0 254 to 0 60 255
  • Weapon icons overlap with Battleship, Titan, Doomstar image in construction screen
  • [Colony Management] Fix for Processing of total security score for races with security rating perks
  • Fix for A civilian ship can be ordered to attack in Tactical
  • Fix for Now AttackColony button doesn't show up (not even disabled) if you had a combat ir your own settlement
  • Fix for Advanced Tactics tech node is not highlighted when Defense filter is applied
  • Fix for Abstract view now is reset when Cinematic camera is enabled 
  • [Research] Fix for Track recent discoveries properly ignoring starting techs
  • Fix for Victory chances pop up stuck on galaxy view
  • Fix for Alternate Destroyer and Alternate Battleship text strings does not fit field in Ship Design
  • Fix for There are different fleet consisting values in the Selected fleet info tab and in victory chances pop-up


GeneralDirection #3 Posted 21 July 2016 - 07:11 PM

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Bugfixes Continued

 

  • Selected Weapons Modifiers have overexposed icons.
  • [Scaleform] Fixed Scaleform Crash in Ship Upgrade Popup
  • [Ship Design] Fix for Ship class does not change when player changes a Hull type
  • Fix for Monster health bars now are fixed to center since bounding box are animated
  • [Timeline] Fix for Loading a file without the .data the Timeline blocks the match
  • Fix for Russian 'Please, wait' string is cut on loading screen
  • Fix for Long nicknames overlap Chat button on the top right part of the screen
  • Fix for Jump Gates block (claim) warp points
  • [Localization] Establecer embajada Changed to Aceptar Embajada
  • Fix for It is possible to switch through Timeline graph being on Path to victory screen
  • Fix for Long nicknames overlap Chat button on the top right part of the screen
  • Fix for Order button tooltips appear during tactical cutscene
  • Fix for Some GNN event's text strings are cut off
  • [Compatibility] Fix for old saves
  • Fix for Planet name can overlap owner's name on pop-up tooltip
  • [Cinematic] Fix for Fix Economic cinematic victory
  • Added player templates to starting point, now players begin the game with a Frigate
  • Fixed SoftLock when Orion is playing
  • Fix for Tutorial Match: Advisors position on screen
  • Fix for A building image locked on the screen
  • Reviewed by Franco Gneri
  • [Telemetry] Fix null orbiting node
  • Fix for There is no right border alignment in the ship stat table
  • [GalacticCouncil] Fix for Loading a Diplomacy Victorious savegame cancels all 'Vote for' declaration making the player unable to achieve Diplomacy victory
  • Fix for Fix for turn submitting despite "A fleet needs orders"
  • Fix for Border on Show info in the audience screen is not centered
  • Fix for Population Growth Speed
  • Fix for Bombs amount displays wrong when it is more than 99.
  • Fix for AI fleets do not hold position while fighting near Military outpost
  • Fix for Amoebas have no Bombs
  • Fix for Fix availability of large scope upgrade chains. 
  • Fix for Number of turns resets to 250 while trying to set turns amount for Excellence victory
  • Fix for Computers tech app icons
  • Fix for Can't edit ships in ship design 
  • Fix for Incorrect displaying of weapon amount in Fleet Info Panel during Tactical Battle
  • Fix for Argument Exception after destroying a planet with a Doom Star.
  • Fixed for If there are lots of weapon icons on the Upgrade your ship screen the icons will overlap Upgrade button.
  • [Galaxy Generation] Fix initialization of single player game with 0 enemies.
  • Fix for Flash VictoryChance bars were nonlinear and asymmetrical.
  • Fix for Space factory that constructing a structure has Stationed status in Fleet management screen
  • Fix for Discovery screen is not using the correct animation when tech is found at an anomaly
  • Fix for The Buyout button appears in Pollution Clean-up and Trade Goods Projects
  • Fix for Can't select a fleet in fleet menu 
  • Fix for AttackSettlement Safe-Checks were preventing to destroy settlements of pirates
  • Fix for Fix for planet tooltip shows misplaced
  • Fix for Orion Guardian is not satisfied with his initial tactical battle position. For fix the issue the orion guardian and the monster not take opening move anymore
  • Fixed for Creating multiplayer game for the second type and more, makes the upper string of multiplayer info to disappear
  • Fix for Fix for scout continuing exploration after Guard
  • Fix for Signed treaties are shown misplaced
  • Fix for It is possible to quit Research screen by pressing 'Esc' keybinding. On other navigation screens, it is impossible
  • Fix for Master of Orion Fatal Error occurred on OSX in diplomacy screen
  • Fix for Too many actions on Gas planets
  • Fix for ESC functionality does not work in all screens 
  • Fix for Defense Rating value is missing for ships on Build screen
  • [Achievements] Fixed You Shall Not Pass (FIXED)
  • [Achievements] Fixed Warren Buffet: Win by Economic victory with at least 80% of the outstanding GMF Shares.
  • [Achievements] Fixed Your Neutrality 
  • [Achievements] Fixed: This Ain't Cheap 
  • Fix for SWFPlanetBuildingInfo popup was intercepting theMouseClicks when it wasn't supposed to
  • Fix for Small planet description bug in Japanese
  • Fix for Transparent Audience UI what makes the text unreadable in certain places
  • Fix for Don't allow any more to save a guided tutorial game
  • Fix for Victory chances pop up stuck on galaxy view
  • Fix for Bad grammar due to automatic string combination in Audience screen
  • Fix for Concatenation problems with "VOTE FOR" keys in Diplomacy [multiple localizations]
  • Fix for Ship icons are missing in Ship Upgrade screen
  • Fix for No muestra las naves y los módulos en la ventana de ships upgrades
  • Fix for Miniaturization description mencion for Beams lvl 2 says Fusion Beam, Ion Pulse
  • [Tutorial] Fix for missing advisors in Research & Colony management screens
  • [Perks] Fix for Silicoid Food Consumption remains None when Allow Racial Traits are off
  • Removed FE_AUTOTURN_HELP_ENDED label when auto turn is paused.
  • [Espionage] Fix case when agent arrives to a colony with no assignment
  • [Linux] WIP Fix for Using Culture invariant for loading YAMLs so we game doesn't bork with other cultures 
  • Fix for Non-branched tech app tooltips are not displayed
  • Fix for Tutorial cannot be continued after camera scroll
  • Fix for Xenology and Planetology tech nodes is not highlighted when any filter is applied
  • Fix naming on "interplanetary_security_transmiter" to "interplanetary_security_transmitter" according to naming in techApps.yaml
  • Tactical tutorial Localization doesn't fit the text fields
  • Fix for TryCatch added to prevent an EndlessProcessingTurn caused by broken stack (VisualSequencer got stuck) when polluted planet was destroyed 
  • Fix for Silicoid, Sakkra and Terran races do not have battleship in fleets on Advanced starting age
  • [Espionage] Fix for Refresh local settlement when a spy arrives at a planet that doesn't match the known settlement data he was sent to
  • Fix for Colony Base flags
  • Fix steam save overwrite confirmation popup text
  • Fix for Multi-dimensional tech node is not highlighted neither when Defense nor Military filters are applied
  • Fix for Artificial Life tech node is not highlighted when Military filter is applied
  • Fix for Victory chances in Battle at screen and victory pop-up do not match
  • Fix for Endless processing turn occurs after 0 turn every time on Pre-warp starting age
  • Fixed several UI issues on Ship Design
  • Fix for After Victory message appears after battle with Amoeba, the ship still continued to receive damage
  • [ShipRepair] Fix for Ships can be upgraded on planets without Star Base and can be repaired near unfinished Military Outpost.
  • Fix for Missing information of Monster and Weapon in Battle Highlights on after-battle screen vs Amoeba. 
  • Fix for Blur effect when closing scrapping screen
  • Fix for Exclamation marks are present on saved games tabs in Load menu
  • Fix for The HUD loses focus if the user closes the Options Menu while at the Path to Victory screen
  • Fix for There are no sounds in pre-tactical pirates fleet arrival cutscene
  • Fix for Hard-coded colon used for "Maximum Population" in Colonization Video
  • Fix for UI elements cannot be used on the place where chat is on Empire and Path to Victory tabs
  • Fix for Scientific Victory building notification gets cut 
  • Fix for Reuse of "Hold" key in Espionage
  • Fix for Opening Ship blueprint editor causes a delay
  • Fix for The AI doesn't accept it's own conditions
  • Fix for Research treaty does not take into consideration credits amount required for the deal
  • Revamped initial value logic for Victory Condition analysis, to prevent problems with loading games & resetting values
  • Fixed bug in Scientific Victory condition progress analysis
  • Fixed bug that prevented Scientific Victory Buildings from being built
  • Long Steam nicknames overlap loading bar on Loading multiplayer game screen
  • Fix for Both branched technologies remain highlighted on the tech tree
  • Fix for There is no limits for letters in race leader field on Custom Race menu
  • Fix for The Total DPS Icon doesn't appear in the Weapons Pop-up
  • Fix for New Online Game creation window shifts out of the screen when you visit the window in the second time and the first time it was closed using Esc while any dropdown menu is expanded.
  • Fix for Races VOs are not playing at the Race Selection Screen
  • Fix for Inconsistency in the way of showing dispositions
  • Fix for Options and Abandon button icons are wrong in Tactical Option.
  • Fix for Automated Repair Unit doesn't work on Doomstar
  • Fix for Missing space in abstaining races votes in Galactic Council
  • Fixed scouts wanted count on exploration task
  • Bugfix in Space Monsters AI
  • Fix for Speed point over scroll bar in tactical combat
  • Fix for Attack rating tooltip in not displayed in Fleets
  • Fix for If Credit payment or annual payment is 8th deal on trade table, its value boxes will be unclickable
  • Point Defense efficiency fixed. IncomingDamage (overkill handling) improved. Some mini refactors here and there 
  • Fix for No tooltips in Colony Management
  • Fix for All the planets have 1 food slot and no production
  • [Notifications] Fix for Change mission failure, success and population starvation notification icons
  • Fix for Missing texture in an asteroid field
  • Fix for Players need to click on Abandon Battle twice to leave the battle
  • Fix for Refresh empire budget when a colony spends money from Empire Management
  • Fix for Victory chance evaluating works in the wrong way when attacking Amoeba
  • Fix for It is possible to set amount of AI opponents on 0 in singleplayer game
  • Fix for ugly black button backgrounds in Tactical screen
  • Fix for Icons are missing for monsters weapon description
  • Crashfix for Invade task in AI
  • Fix for It is possible to open Planets, Fleets and Espionage screens simultaneously what leads to windows overlapping
  • Fixing ugly black background on ships modules in the pop up
  • Fixing black background ugliness on Races thumbnails
  • Fix Logitech kb scheme in galaxy view when a fleet is deselected
  • Fix for Race card changes to none on match setup
  • Fixed If the player is fast enough to open Custom race screen before narrator starts his about-race-story, the story will sound on the custom race screen


kosis181 #4 Posted 21 July 2016 - 07:23 PM

    Ensign

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    03-20-2016

Now that the new patch's notes are up, i can put this in the proper thread:

 

Getting an odd bug on GOG galaxy, where the collector's edition edition bonuses have de-activated and are no longer usable. I've already submitted a ticket for that one, but thought you should know.

 

A newly colonized (turn 10-ish) Terran planet takes 50 turns to grow to pop 2 with 3 surplus food per turn? Is this intended?

 

UI display bug: production/science/food per pop is displaying oddly on mouse over of occupied tiles. For example (medium, terran, Rich planet, +50% production) first tile of hammers is showing base 3, racial trait -1.5, total output 4.5.

*Is my first tile on a rich/medium planet supposed to have that low of a base output? I'm seeing absolutely no difference between abundant and rich for at least the first 6 tiles. I'm getting 3/3/3/2/2/2 regardless, and yes, both of my reference planets are normal gravity

*why is my bonus showing up as a negative?

*For that matter, my food output is reading as 4,-4,4 for my first tile as well. What's going on here?



KingJohnVI #5 Posted 21 July 2016 - 07:29 PM

    Lieutenant

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    05-11-2012

* Looks like some good progress is being made. 

* +1 on the "Nebula missile avoidance bonus changed from 100% to 50%"

* Any changes on growth rates or growth functionality to Lithovore races? 

* Also, what does "Fix for Population Growth Speed" mean? 

 

Thanks!


Edited by KingJohnVI, 21 July 2016 - 07:30 PM.


GeneralDirection #6 Posted 21 July 2016 - 07:38 PM

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View PostKingJohnVI, on 21 July 2016 - 11:29 AM, said:

* Looks like some good progress is being made. 

* +1 on the "Nebula missile avoidance bonus changed from 100% to 50%"

* Any changes on growth rates or growth functionality to Lithovore races? 

* Also, what does "Fix for Population Growth Speed" mean? 

 

Thanks!

 

The fix for pop growth in this case is that the growth formula was using the theoretical population cap (planet terraformed to gaia) rather than the current population cap. So when you were near the population cap, pop was growing much faster than intended on most biomes.



diehardtwinsfan #7 Posted 21 July 2016 - 07:47 PM

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Lots of bug fixes here.  Good thing.  Doesn't look like there's much on the feature enhancements.  Any word from the devs if any of the following will be added:

  • Beef up planetary defenses?
  • Increase usage of space factories?
  • Build lists that you can create and then assign to a planet so you aren't constantly adding stuff to the queues?
  • Uber systems (lots of planets) or system specials that can either be a boost to all the systems early on or can be harnessed with tech later on?
  • Antarans?
  • Ship capture?
  • Some AI logic on things like stellar converters and black hole generators (or at least the ability to target them at something big)?
  • Volcanic planet terraforming?
  • Diplomacy counteroffers?

 

Also, one other question, did they fix the bug with the AI making ridiculous asks for most diplomacy engagement?  That got fixed in EA 4 and broke again in 5.



Vahouth #8 Posted 21 July 2016 - 07:57 PM

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Downloading now 4.5GB on GOG Galaxy so it'll take a while before I see for myself, so please tell me if there are any changes regarding Race Balance, Custom Race Screen etc because I don't see anything mentioned in the patch notes. 

 



GeneralDirection #9 Posted 21 July 2016 - 08:02 PM

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View Postdiehardtwinsfan, on 21 July 2016 - 11:47 AM, said:

Lots of bug fixes here.  Good thing.  Doesn't look like there's much on the feature enhancements.  Any word from the devs if any of the following will be added:

  • Beef up planetary defenses?
  • Increase usage of space factories?
  • Build lists that you can create and then assign to a planet so you aren't constantly adding stuff to the queues?
  • Uber systems (lots of planets) or system specials that can either be a boost to all the systems early on or can be harnessed with tech later on?
  • Antarans?
  • Ship capture?
  • Some AI logic on things like stellar converters and black hole generators (or at least the ability to target them at something big)?
  • Volcanic planet terraforming?
  • Diplomacy counteroffers?

 

Also, one other question, did they fix the bug with the AI making ridiculous asks for most diplomacy engagement?  That got fixed in EA 4 and broke again in 5.

 

View PostVahouth, on 21 July 2016 - 11:57 AM, said:

Downloading now 4.5GB on GOG Galaxy so it'll take a while before I see for myself, so please tell me if there are any changes regarding Race Balance, Custom Race Screen etc because I don't see anything mentioned in the patch notes. 

 

 

This is primarily an "under the hood" update focused on AI, balance, user interface and user experience improvements. There were no major new additions this time around. The AI diplomacy issue should be fixed in most cases, so if you come across it again please make sure to be specific in describing the situation you ran into it.

diehardtwinsfan #10 Posted 21 July 2016 - 08:09 PM

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View PostGeneralDirection, on 21 July 2016 - 08:02 PM, said:

 

 

This is primarily an "under the hood" update focused on AI, balance, user interface and user experience improvements. There were no major new additions this time around. The AI diplomacy issue should be fixed in most cases, so if you come across it again please make sure to be specific in describing the situation you ran into it.

 

 

That's kind of what I figured.  So then the question begs, are any of those changes in the pipeline?  It would be nice to get some acknowledgement about what is in the works.



talshi #11 Posted 21 July 2016 - 08:10 PM

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After all the feedback you guys received from the community.... what is wrong with you? Still having a spy system at the level of Civ5 or something like that. Where are the big changes? dear stuff team,  just look into games like birth of federations (jep, a game from 1999!!!) and learn something about  spy systems. The impact of the current spy system in a major conflict is still not existing! 

 

And really guys, just cut out the espionage from the feedback section in EA6? I have no words..... /facepalm


Edited by talshi, 21 July 2016 - 08:12 PM.


fourteenfour #12 Posted 21 July 2016 - 08:13 PM

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big list, going to have to give a whirl  in a bit. glad you didn't wait till beginning of month to push it out.

 

Auto turn is just implemented so bad its laughable. Will post more in UI thread or such


Edited by fourteenfour, 21 July 2016 - 08:29 PM.

Wargaming Labs, taking the money and running. Abandons MOO CTS after their contract development staff could not deliver without ever one word to players.

GeneralDirection #13 Posted 21 July 2016 - 08:22 PM

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View Postdiehardtwinsfan, on 21 July 2016 - 12:09 PM, said:

 

 

That's kind of what I figured.  So then the question begs, are any of those changes in the pipeline?  It would be nice to get some acknowledgement about what is in the works.

 

Sure, green means being considered or worked on, red means not planned right now.

 

  • Beef up planetary defenses?
  • Increase usage of space factories?
  • Build lists that you can create and then assign to a planet so you aren't constantly adding stuff to the queues?
  • Uber systems (lots of planets) or system specials that can either be a boost to all the systems early on or can be harnessed with tech later on? -- Still undecided what to do here. The suggestion of larger planets was passed on.
  • Antarans?
  • Ship capture?
  • Some AI logic on things like stellar converters and black hole generators (or at least the ability to target them at something big)?
  • Volcanic planet terraforming?
  • Diplomacy counteroffers?


diehardtwinsfan #14 Posted 21 July 2016 - 08:24 PM

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View PostGeneralDirection, on 21 July 2016 - 08:22 PM, said:

 

Sure, green means being considered or worked on, red means not planned right now.

 

  • Beef up planetary defenses?
  • Increase usage of space factories?
  • Build lists that you can create and then assign to a planet so you aren't constantly adding stuff to the queues?
  • Uber systems (lots of planets) or system specials that can either be a boost to all the systems early on or can be harnessed with tech later on? -- Still undecided what to do here. The suggestion of larger planets was passed on.
  • Antarans?
  • Ship capture?
  • Some AI logic on things like stellar converters and black hole generators (or at least the ability to target them at something big)?
  • Volcanic planet terraforming?
  • Diplomacy counteroffers?

 

 

 

This is awesome.  Looking forward to those green changes in particular as most are much needed enhancements...


 

Thank you!

 

Side question, if you don't mind me prying a bit... What's the reason for not allowing counter offers?  This was doable in other MOO games.


Edited by diehardtwinsfan, 21 July 2016 - 08:25 PM.


GeneralDirection #15 Posted 21 July 2016 - 08:24 PM

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View Posttalshi, on 21 July 2016 - 12:10 PM, said:

After all the feedback you guys received from the community.... what is wrong with you? Still having a spy system at the level of Civ5 or something like that. Where are the big changes? dear stuff team,  just look into games like birth of federations (jep, a game from 1999!!!) and learn something about  spy systems. The impact of the current spy system in a major conflict is still not existing! 

 

And really guys, just cut out the espionage from the feedback section in EA6? I have no words..... /facepalm

 

The feedback threads are focused on the update. There were no changes to espionage, and it's unlikely any of the changes in the game will impact the feature. We already know you don't like it and have a redesign planned.

Laegad #16 Posted 21 July 2016 - 08:32 PM

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View PostVahouth, on 21 July 2016 - 07:57 PM, said:

Downloading now 4.5GB on GOG Galaxy so it'll take a while before I see for myself, so please tell me if there are any changes regarding Race Balance, Custom Race Screen etc because I don't see anything mentioned in the patch notes. 

 

 

Please, tell me if DL with Galaxy is ok,

I just direct DL the "2.12.0.20" version from GoG, and i have the message "a file is missing".

Just posted on GoG : https://www.gog.com/...file_is_missing

 

 

 



diehardtwinsfan #17 Posted 21 July 2016 - 08:38 PM

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View PostGeneralDirection, on 21 July 2016 - 08:24 PM, said:

 

The feedback threads are focused on the update. There were no changes to espionage, and it's unlikely any of the changes in the game will impact the feature. We already know you don't like it and have a redesign planned.

 

 

Big Like here too.

 

I'm really happy you guys are putting so much effort into this (and allowing the user community so much feedback)... For those of us frequenting the forums in the MOO3 days, it's appreciated to be heard.  There was very little end-user feedback for MOO3... and it showed.



GeneralDirection #18 Posted 21 July 2016 - 09:08 PM

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View Postdiehardtwinsfan, on 21 July 2016 - 12:24 PM, said:

 

 

 

This is awesome.  Looking forward to those green changes in particular as most are much needed enhancements...


 

Thank you!

 

Side question, if you don't mind me prying a bit... What's the reason for not allowing counter offers?  This was doable in other MOO games.

 

For counter-offers, it's a design philosophy reason. We would rather instead get the AI into a place where it doesn't make those dumb demands.

 

That said, hopefully we've shown we're open to changing things if the argument is compelling enough. :)



talshi #19 Posted 21 July 2016 - 09:53 PM

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View PostGeneralDirection, on 21 July 2016 - 08:24 PM, said:

..... We already know you don't like it and have a redesign planned.

 

so that means we will see some big changes for the espionage in EA 7 or EA 8?

GeneralDirection #20 Posted 21 July 2016 - 10:01 PM

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View Posttalshi, on 21 July 2016 - 01:53 PM, said:

 

so that means we will see some big changes for the espionage in EA 7 or EA 8?

 

I can't say for certain. It was decided recently to make changes to the system. It's going through the design phase right now, so there's no real ETA yet. And by the way, not creating a dedicated thread for it doesn't mean we don't want to hear the feedback. If you think changes in this build have impacted Espionage, then by all means tell us. We just didn't see the need for a dedicated thread since we didn't make many changes to it outside of some minor bugfixes and UI tweaks.




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