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Patch Notes

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Kyle:
Version 121

Fixed 3 crashes
Maintenance facilities will reload box launchers. (at 1/10th the normal rate)
Team skill rating increase events will no longer interrupt
Don't show blank gaps in the middle of task group lists in the F3 window's graphics area when Hide Civilian Ship Names is checked
Fixed: Load minerals when X available wasn't working
Fixed: It was possible to have fighter-only beam fire controls on non-fighter ships
Fixed: It was possible to have more than one tractor beam on a ship
Fixed: Fighter-only beam fire controls weren't quadrupling the tracking speed
Fixed: Sometimes couldn't add auto-mine contracts
Fixed: Ships window Assigned Mothership wasnt showing the existing assigned mothership if it wasn't in the same location
Fixed: Rename Tech on View Technology window wasn't renaming components too
Fixed: Recent update caused Mineral Deposits list to stop showing in F9 window (system view)
QoL: The most recently played game is selected by default on the game details window
QoL: When renaming tech, put original name in the textedit and select all
QoL: Changed most popups to appear centered relative to their originating window rather than relative to the game window, to make them easier to find when using 2+ monitors

Kyle:
Version 122

- Fixed 1 crash
- Expansion of existing civilian mining complexes will no longer cause an interrupt
- A capacity target can optionally be specified for continual shipyard expansion
- A scientist's research specialty can be changed in exchange for a 75% reduction in their research bonus
- Added 'Show Next Tech' checkbox to the Create Research Project window
- Added Aurora C#'s prototyping mechanics.  This does include turret prototyping and researching of prototypes.  Missile engine prototypes are selectable on the Missile design window.
- Added Live Prototyping of Missile Engines, wherein you can configure the Missile Design window to use the missile engine options you have selected in the Create Research Project window in real time.

More info and screenshots in this post

Kyle:
Version 123

Fleet order ETA (on F3 window, Fleet Orders window, and Task Force window) times now include any manually specified order delays
Fixed: "Save Changes" in the "Specify Minerals" tab in the "System Generation and Display" window erases all minerals

Kyle:
Version 124

Fixed: gauss cannons weren't showing up on class and ship design summaries
Fixed: gauss cannon rate of fire was showing 0 in turret design summaries

Kyle:
Version 125

Fixed: Changes to production queue order weren't actually being followed
Fixed: Blue dots on galaxy map weren't being shown for unpopulated 0-2 suitability worlds
Fixed: Weapon accuracy modifier wasn't properly transferring to turrets
Fixed: Turret summaries were showing wrong damage output for multi-shot weapons
Fixed: Academy training levels of 2 or higher weren't doing anything
Fixed: Increasing your academy training level on the Race window was completely resetting the available crew count. It now only divides the existing count by two, as in A4X
QoL: Pressing 'View Tech' on the Class Design window while a component is selected in either the Available Components list or the Summary of Components list will select the associated tech category on the View Technology window and highlight the tech corresponding to the component.

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