Author Topic: Patch Notes  (Read 7312 times)

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Offline Kyle (OP)

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Re: Patch Notes
« Reply #15 on: October 31, 2020, 12:43:35 PM »
Version 131

- QoL: Ending your turn with inactive research labs will now pop up a confirmation box
- Added a Low Processor Usage Mode checkbox to the Quasar4x Settings window
- Any UI action that is blocked because the ship class is a prototype will now also be blocked if the class design has errors
- Removed civilian fleets from two lists in the Fleet Orders second tab
- Selections on the Create Research Project window will now only be reset when new tech is learned (Previously any UI refresh reset them)
- Fixed a situation where it was possible to overallocate labs to research projects
- Fixed 2 crashes
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #16 on: November 03, 2020, 07:17:57 AM »
Version 132

- QoL: Added the 'Fast-Track' button to the colony research tab, to the right of the 'Queue Top' button.  'Fast-Track' is like 'Queue Top' except the scientist begins work on the selected technology immediately, and it is instead the project they were working on that is moved to the top of the queue.  This is useful if you want an active scientist to immediately research a component you just designed without having to delete and recreate their queue.

- QoL: When a fleet is in Task Force Training and all ships have just reached 100% TF Points, training mode is stopped and an interrupting event is logged

- After releasing tractored ships, a tug fleet's current speed will be set to its original (higher) max speed
- Low Processor Usage mode is now always on.  The corresponding checkbox in the settings window has been removed.
- Fixed: with autoturns enabled, screen wasn't redrawing between first and second increment
- Fixed: A lot of events were tied to a location on the map but not to the relevant fleet, ship, population, etc.
- QoL: Fleets will be set back to their maximum speed whenever their Task Force Training is stopped
- QoL: F2 Window > Contracts in progress: Civilian ships en route can be clicked to show them on the system map, double clicked to additionally raise the system map to the front
- QoL: Fleet Orders window: after an order is added, the plotted moves list is scrolled to the bottom so newly added orders are always visible
- QoL: Clicking the class, fleet, taskforce, commander, or current mothership on the Ships window will open the appropriate window with that item selected
- QoL: Hide CMC no longer hides CMC populations if they have player mines, ruins, shipyards, task forces, teams, or colonists
- QoL: Hide CMC now also hides empty colonies that are completely unused in any way other than to serve as placeholders or token governorship seats.
- QoL: F2 window: The species name will no longer be shown in the population list if it is the player's default species
- 7.2 feature added: In the Population window, the section for Automated Mining Colonies will now take into account any asteroid mining modules in orbit. (Additionally, the number of Orbital Mines, if any, will be shown)
- 7.2 feature added: added a check box to the Geological Survey Report window that allows you to filter out alien-controlled systems (based on the controlling race you specify on the Galactic Map).
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #17 on: November 05, 2020, 04:43:56 PM »
Version 133

- Quasar4x Settings window: Added borderless window option. Added option to specify an exact position and size for the Quasar4x window that will be restored upon restarting the game.  (These two options allow me to set up a "better" fullscreen mode that can span multiple monitors and leave room for my OS's task bar, using precise values that will be persistent through frequent restarts of the game)

- QoL: The following checkboxes will now preserve their state in your save file: Hide Obsolete in the Class Design window, Disable Jump to Event in the Events window, Center Map in the Fleet Orders window, and all of the location types including Show All Pops in the Fleet Orders primary tab.

- QoL: Galactic Map can be dragged around with middle mouse button
- QoL: Galactic Map can be zoomed in or out with scroll wheel

- Quasar4x Settings window: Added button that will copy the current empire's settings to all other empires in the current game (requires SM password)
- Galactic Map: increased spacing of automatically positioned systems to give more room for text such as system name, distance, etc
- QoL: Galactic Map: Line Up Systems button will match spacing of auto-positioned systems when the default grid size of 4 is used
- Fixed: Galactic Map window wasn't resizable
- Fixed: Releasing a tractored ship at a population wasn't assigning the released ship to that population
- Fixed: Fleet Orders window, Manage Shipyards tab: The shipyard's assigned task group was sometimes incorrect
- Fixed: bugs that occurred when a ship was constructed but the assigned task group didn't exist or was in different location
- Fixed: Ships window: The pop displayed on the Assigned Population dropdown was sometimes incorrect
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #18 on: November 08, 2020, 12:03:15 PM »
Version 134

- QoL: When right-clicking a jump point in the F3 window, there will be a new option to Enter/Explore JP

- Jump Tenders now allow jumps on both sides of a warp point, as in A4X
- Quasar4x Settings: the option for recording the current size and position of the program window to be later restored now functions for all in-game windows as well
- Added UI Element: Main Menu > Misc > Reload Window Positions.  Updates the sizes and positions of the program window and all in-game windows to the values that were recorded for the current empire in the settings window.  The shortcut for this menu item is F1.  This can be useful for periodically cleaning up the the clutter of too many open windows in various locations and reverting to your original clean layout.
- Implemented UI Element: Main Menu > Misc > Reset Window Positions
- Modding: added 9 new api calls, changed 1 api call (get_jump_status). api version upped to 201107
- Fleet Orders window: Added " - repairing" and " - scrapping" next to ship names in the ship list that are undergoing these tasks
- Fixed: Exploring systems explored by other races wasn't granting system knowledge
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #19 on: November 13, 2020, 09:52:22 PM »
Version 135

- Possibly fixed some issues with conditional refuelling and resupplying
- Fixed: senior S.O. in system was selecting from all races in system

Version 136

- Fixed: it was sometimes possible to remove armor in class designs

Version 137

- Tiny fix
« Last Edit: July 27, 2021, 07:33:33 PM by Kyle »
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #20 on: July 27, 2021, 07:35:11 PM »
Version 138

- Settings > Classic Mode checkbox to hide Q4X-only UI elements and be more VB6-like
- Star Swarm
- Fleet Order: Join fleet and tractor ships
- Fleet Order: Detach tugs
- Fleet Order: Request Tow at..
- Added Current Location as an acceptable target for some fleet orders
- Default Order: Fulfil nearest tow request
- Default order: refuel stranded fleet
- Default order: resupply nearest fleet with <80% supplies
- Default order: Load fuel at harvester
- Default order: load infra from nearest pop with surplus
- Default order: Deliver infra to nearest pop with defecit
- Conditional order: unload 90% fuel at capital
- Orders can be flagged as non repeating to be excluded from Cycle Orders and Repeat Orders
- Checkbox for fleets: Request tow when unable to move
- Checkbox for fleets: Detach tugs when no longer needed
- New Policies tab on F3 window, with checkboxes to auto refuel or resupply ships
- Ruin Generation Chance can be configured, default is 20
- Minimum and Maximum distance for starting NPRs
- Conventional Start NPRs
- New Production Overview window
- Add-hoc explorer ship for SM
- Overhauled system gen
- Psuedo-known stars theme: "Elite"
- Configurable player event interrupts
- Experimental automation features (will not be supported)
- Improved DB Backup speeds
- Added one-off Backup DB option to Quasar4x dropdown menu
- Implemented cloaking device
- Implemented alien sensor and weapon intel
- Numerous fixes

More info in the progress update thread
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #21 on: July 28, 2021, 06:48:51 AM »
Version 139

- Fixed: Missile fire controls weren't treating size <6 missiles as size 6
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #22 on: July 29, 2021, 08:17:02 PM »
Version 140

- Added new fleet move: Begin Task Force Training
- Added new default order: Pick up idle geosurvey team at nearby colony
- Added new default order: Drop off geo team at colony needing geo survey
- Settings window: Added an option to disable the idle research labs popup
- Settings window: Added an option to disable the 'Are you sure' popup that appears when you select a scientist to research a new project

- Gave officer diplomacy bonus increases their own event type so they can be filtered out without having to filter out all Officer Updates
- Gave officer political bonus increases their own event type so they can be filtered out without having to filter out all Officer Updates
- Event logs indicating an officer's health has gotten worse but hasnt actually died or retired have been given their own category 'Officer Health (Minor)' so they can be filtered out without having to filter out deaths and retirements
- Forgot to implement the Racial Min System Num and Max System Num settings on the Race Details window.  This is now done -- I also made it so SM mode must be enabled in order to update these values

- Fixed: syntax error that was causing precursor wrecks not to spawn
- Fixed: setting shipyard activity wasn't refreshing the UI
- Fixed: maximum rank of task force subordinates was 2. it's now only restricted to being 1 less than task force commander
- Fixed: civilian shipping engine designs were showing in the Class Design window
- Fixed: Setting the Inactive Labs event to 'no interrupt' was having no effect
- Fixed: When Show Idle was selected in the new Production Overview, idle ordnance and missile factories were sometimes still not showing
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #23 on: July 30, 2021, 09:25:50 AM »
Version 141

- Added new default order: Begin task force training in TF system
- Created new event types so they can be filtered out without having to filter out their generic versions:  Officer initiative bonus, Officer training bonus, Orders assigned: Unload Colonists

- Fixed: geo survey teams were creating duplicate mineral deposits on comets
- Fixed: factories were showing as idle on the new Production Overview when Show Active was not checked

 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #24 on: August 01, 2021, 10:34:22 PM »
Version 142

- Moved 'Officer Admin Rating' from Officer Updates into its own event type
- Newly discovered aliens are named with a random number instead of their database ID

- Fixed: geo survey teams weren't gaining experience
- Fixed: Removed erroneous message on some turret designs that weapon CTH is reduced to 0
- Fixed: wrong completion dates were calculated for ordnance and fighters on the new Production Overview window
- Fixed an issue preventing the 'New jump point detected by observation of transit' event to be logged
- Fixed a specific instance where increment would be unnecessarily shortened to a day
- Fixed error when NPR captures hostile lifepod
- Fixed error when NPR wants to do something in a system as close to capital as possible (like build a jump gate) but a hostile system is in the path
- Fixed error in ship details UI mag contents list

 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #25 on: August 06, 2021, 11:53:34 AM »
Version 143

- NPR interrupts no longer turn off auto-turns
- The game window will no longer completely freeze during a long end-of-turn.  Now auto turns can be easily unchecked during long turns.
- Added a small faintly visible spinning wheel on the F3 window that appears while turns are processing to show that progress is being made

- SM Race will appear in most empire selection dropdowns when spacemaster is enabled in an SM start game - this fixes issue where SM Race couldn't see systems on the F3 window
- SM Race can add colony and make updates to its atmosphere
- Fixed: F9 window: Generating a system when no system yet exists wasn't working right
- Fixed: the code that was supposed to make sure Player TN races start with at least one commercial shipyard was setting the shipyard capacity to commercial sizes but not setting its type to commercial
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #26 on: August 07, 2021, 11:08:30 PM »
Version 144

- F3 window: added button that will hide or show the options on the left side
- Quasar4x > Settings window: Added a checkbox that will hide the 'Scroll Map' and 'Zoom Map' panels on the F3 window so it can be made narrower
- Events window: the Show Errors checkbox is now only visible in Classic Mode, since quasar4x doesn't use error events
- Events window: Added a 'Compact' checkbox which hides the race column and a couple buttons so the window can be narrower
- New Production Overview: Added a 'Compact' checkbox which hides the options on the left-hand side so the window can be narrower
- Population (F2) window: Added the name of the selected population to the summary, above Political Status

- Events window: recalculates word wrapping when window is resized
- System Map (F3) window: rewrote really old code for all the settings checkboxes, just in case it was causing hangups in the system map
- Fixed: New Production Overview: Was possible to view other non-ally players without spacemaster enabled
- Fixed: NPR inactive labs was cancelling auto turns
- Fixed: NPR sometimes had inactive labs when it could be researching an additional tech


Version 145
- Fixed: version 143 broke fleet movement due to a typo
« Last Edit: August 08, 2021, 12:58:24 AM by Kyle »
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #27 on: August 08, 2021, 11:42:32 AM »
Version 146

- Fixed: couldn't lock a class if any prototype class existed in the save file


Version 147

- Added 'Disable Hardware Acceleration' setting which removes anti-aliasing on orbits and should fix freezing issues on Intel GPUs
« Last Edit: August 08, 2021, 04:59:28 PM by Kyle »
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #28 on: August 10, 2021, 04:36:51 PM »
Version 148

- Added new default order: Move to colony on asteroid or comet with minerals
- Added missing feature: Tax income from civilian colony ships and passenger liners
- Added missing feature: Shipping line profits from civilian colony ships and passenger liners

- Fixed: Load/Unload times for Luxury Passenger Accommodations was 0
- Fixed: The Uridium requirement for CIWS was too high
- Fixed: The contribution of a warhead's strength to the cost of a missile was calculated incorrectly
- Fixed: In certain situations "No ECCM" would be missing from the list of options for ECCM when designing a component
- Fixed: Minimum tracking speed on turrets was 1, should be 0
- Fixed: F2 window > Research Tab: Queue and Queue Top buttons were wrongly disabled in certain situations
- Fixed: Ships in orbit of a body with atmosphere were wrongly having atmospheric effects applied to their weapons
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #29 on: August 12, 2021, 04:11:03 PM »
Version 149

- Fixed: an error that occurred when checking task force system id in point defense calculations
- Fixed: Civilian Fuel Harvester designs were being generated without engines
- Fixed: Civilians were designing (spamming) new ship classes even when the available tech hadn't changed
- Fixed: Civilian fleets and non-combat fleets were appearing in the list of ships/fleets on the combat overview


Version 150

- Fixed: I turned off galactic map graphics while troubleshooting another issue for someone and forgot to turn them back on
« Last Edit: August 12, 2021, 07:19:26 PM by Kyle »
 
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