Author Topic: Patch Notes  (Read 7150 times)

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Offline Kyle (OP)

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Patch Notes
« on: October 16, 2020, 04:24:56 PM »
Version 116

Fixed: pops weren't researching projects in parallel
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #1 on: October 17, 2020, 07:23:25 PM »
Version 117

Fleet Orders window: hide civilian fleets on the transfer-ships-between-fleets dropdown menu
Fixed: some yes-or-no popups weren't resizing to fit their text
Fixed: industrial project queues weren't always advancing automatically
Fixed 1 crash and 1 bug in commander unassignment
Fixed: diplomacy skillups weren't happening
Fixed: CMC weren't consuming minerals when not being purchased by player
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #2 on: October 21, 2020, 05:50:13 PM »
Version 118

- Fixed: Small asteroids were being generated with gravity that was much too high
- Fixed: New officers were being recruited at half the rate they should have been
- Scientists with 0 labs allocated will now only gain experience at the unemployed rate
- Civilians and unarmed NPR ships avoid dangerous systems
- Added 91 more functions for modders
- Implemented the enter/explore button on F9 window

And one I'm really happy with:
- Optimized the System View window.  This reduced the loading time for a standard Sol system from 786 ms -> 50 ms on my computer  :D


 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #3 on: October 22, 2020, 06:09:04 PM »
Version 119

Added support for low resolution displays
Implemented Main Menu > Empires > Update Sys Control
Fixed: Second System Map was messing with the selected system on the primary System Map
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #4 on: October 22, 2020, 09:03:59 PM »
Version 120

Fixed a crash introduced by version 118
Fixed: class and ship summaries were missing mining modules
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #5 on: October 24, 2020, 02:36:39 AM »
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
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #6 on: October 26, 2020, 09:04:02 AM »
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

 
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Re: Patch Notes
« Reply #7 on: October 26, 2020, 11:49:21 AM »
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
 
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Re: Patch Notes
« Reply #8 on: October 26, 2020, 11:25:39 PM »
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
 
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Re: Patch Notes
« Reply #9 on: October 27, 2020, 06:48:37 AM »
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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Re: Patch Notes
« Reply #10 on: October 28, 2020, 08:15:10 AM »
Version 126

- Fixed a crash
- Fixed: refits weren't working
- Turned off interrupts for civilian ship scrapping and construction
- Fleet Orders > System Locations Available: removed civilian fleets from list
- QoL: Task Force window: Clicking a fleet selects it on the Fleet Orders window. Double-clicking it additionally raises the Fleet Orders window to the front.
 
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Re: Patch Notes
« Reply #11 on: October 29, 2020, 11:26:44 AM »
Version 127

- Fixed: Refuel From Colony conditional order was sometimes selecting remote systems in code that expects local system only
- Fixed: Fleet orders > Center Fleet on Map checkbox wasn't doing so until fleet reselected
- Fixed a few issues with pathing thru lagrange points
- F2 window > Transfer Team to Ship: Removed civilian ships from list
« Last Edit: October 29, 2020, 09:36:01 PM by Kyle »
 
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Offline Kyle (OP)

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Re: Patch Notes
« Reply #12 on: October 30, 2020, 04:14:08 AM »
Version 128

- Maintenance Storage Bays are now classed as Commercial components
- The cost of beam fire controls has been reduced by a third
- Colonist capacity of Orbital Habitat Modules has been increased from 50k to 200k
- Added Structural Shells and the associated No Armor checkbox to Class Design
- Civilian shipping lines will tend to build a more equal distribution of freighters and colony ships
- Fixed a crash
- Fixed: certain illegal ship class designs were creatable. they now pop up an appropriate message
- Fixed: civ ships were sometimes avoiding systems even though they weren't dangerous
 
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Re: Patch Notes
« Reply #13 on: October 30, 2020, 07:15:43 AM »
Version 129

Fixed: Class and ship total required power was calculated at too high a value
Fixed: Ships window: Required power field was actually showing reactor power
 
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Re: Patch Notes
« Reply #14 on: October 30, 2020, 01:15:32 PM »
Version 130

- New Civ Mining Complexes can be disabled for the current race in the Quasar4x Settings window
- New Shipping Lines and Civ Ships can be disabled for the current race in the Quasar4x Settings window
- New ship clases will start with a large fuel storage rather than regular fuel storage once the tech is learned
- Fixed: Structural Shell was sometimes auto-selected for ship classes even though 'No Armor' was unchecked
 
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