Aurora 4x
C# Aurora => C# Mechanics => Topic started by: Steve Walmsley on August 14, 2022, 05:23:13 AM
-
Changes List for 2.0.3 (released)
Fixes
- Fixed 'Raider Systems'. Value was being set to 0 for new games.
- Fixed ability to turn off hull number display.
- Fixed bug that caused ships with less than 1 engine power to move at 1 km/s.
- Fixed error with 'Show Next Tech' on Create Project window for those techs that have no 'unresearched' items.
- Fixed error on Create Project window when using fractional capacitors tech in conjunction with 'Show Next Tech'.
- Fixed error that prevented destruction of shipyards if they took more slipway hits in a single combat phase than their number of slipways.
- Fixed duplicate commander history entries for automated assignment to naval admin commands.
- Minimum number of starting commanders doubled from 150 to 300.
- Fixed display bug on Academies tab of Race window, which was showing only half of number of commanders produced.
- Fixed display bug showing min jump drive size as (no squadron jump).
- Sub-fleets of sub-fleets will now be saved and reloaded correctly.
- Cancelling naming popup for deep space populations and named waypoints will cancel creation.
- Added a couple of tooltips on Game Creation window.
- Fixed display bug on missile design window that showed incorrect development cost. Research cost on Economics window was correct.
- Fixed error with mass driver packets when source population had reserve levels set.
- Changes to eccentricity are now saved.
- Ruin-only tech can no longer be gained from wreck salvage.
- Fixed the error preventing use of alien tech components in class design.
- Updated automated fire control assignment to be aware of single-weapon fire controls.
- Medal award to admin command now includes admin commander.
- Fixed issues caused by selection of rank themes on race creation with non-matching numbers of naval and ground ranks. Affects 10% of themes.
- Fixed issues caused by alien race names with less than three letters.
- Fixed a bug that prevented fleets moving if they had a reaction bonus of more than 100%.