![]() |
SE5 Beta 1.67 Changelog
Version 1.67: 1. Fixed - Rare game hang during end of turn processing. 2. Fixed - Log window would crash on some occasions. 3. Added - Additional requirement text for the ring world and sphere world generators. 4. Fixed - Ships would uncloak when a game was loaded. 5. Fixed - "No Tactical Combat" option was not working correctly. 6. Fixed - You can no longer jettison enemy troops on a planet you own. 7. Fixed - Join Fleet order now displays with the actual fleet name. 8. Fixed - Enemy ship designs would still sometimes show after a sector view. 9. Fixed - Allegiance Subverter was working against ships with Master Computers. 10. Fixed - Ships no longer drop their cargo when being retrofitted. 11. Changed - When repairs on a ship are complete, its crew is restored to maximum. 12. Fixed - Occasional error in ground combat with large numbers of units. 13. Fixed - "Psychic Ship Training Facility" typo. 14. Fixed - "Psychic Fleet Training Facility" typo. 15. Fixed - Sometimes units could start outside of the retreat circle in space combat. 16. Fixed - The end of turn confirmation dialog was including ships in fleets for its listing of ships without orders. 17. Added - The end of turn confirmation dialog now lists fleets with movement remaining but no orders. 18. Fixed - Sometimes mine damage would report hitting the wrong player. |
Re: SE5 Beta 1.67 Changelog
Hmm...A nice list of fixes, including some important ones.
|
Re: SE5 Beta 1.67 Changelog
for 18 I don't know about sometimes. It seems to me everytime someone hits my mines i'm told it is the last player.
|
Re: SE5 Beta 1.67 Changelog
6. Fixed - You can no longer jettison enemy troops on a planet you own.
dang i was having fun with that http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SE5 Beta 1.67 Changelog
ah yes I got that one once. I forgot about it.
|
Re: SE5 Beta 1.67 Changelog
Version 1.68:
1. Fixed - Ability "Planet Maximum Population" now combines with a sum instead of a max. 2. Changed - Script function "Sys_Change_Planet_Conditions" now takes a real instead of a long. 3. Changed - Script function "Sys_Change_Planet_Value" now takes an additional parameter of the resource type. 4. Fixed - Intelligence action and Event action damaging planet conditions were damaging them too much. 5. Fixed - Improved text for script parser "Incorrect Parameter Type" message. 6. Fixed - Improved text for script parser "Incompatible Types" message. 7. Fixed - Crash with large numbers of stellar object types. 8. Fixed - Sometimes drones would fly beneath their target to ram. 9. Fixed - Sometimes allies would fire weapons on each other during combat. 10. Fixed - Weapons which are negated by shields or armor will not fire on a target which has shields or armor. 11. Changed - Increased the damage done by black holes. 12. Fixed - AI would sometimes send warnings for actions a player didn't take. 13. Fixed - Intelligence actions would continue to occur even after spending was set to zero. 14. Fixed - The first stellar object should always be in the center of the combat map. 15. Fixed - Unit groups in combat would not give their full supplies and ordnance to individual units. 16. Fixed - Ramming target selection was not taking into account targeted damage. |
Re: SE5 Beta 1.67 Changelog
AWESOME!
|
Re: SE5 Beta 1.67 Changelog
10. Fixed - Weapons which are negated by shields or armor will not fire on a target which has shields or armor.
12. Fixed - AI would sometimes send warnings for actions a player didn't take. Woo! |
Re: SE5 Beta 1.67 Changelog
The latest:
Version 1.69: 1. Fixed - When opening a warp point, the error message for insufficient distance was incorrect. 2. Added - Script function "Sys_Get_Treaty_Elements_Between_Empires". 3. Added - Script function "Sys_Get_Lightyear_Distance_Between_Systems". 4. Added - Script function "Sys_Get_Space_Object_Order_Type". 5. Added - Script function "Sys_Get_Space_Object_Order_System_Location". 6. Added - Script function "Sys_Get_Space_Object_Order_Sector_Location". 7. Added - Script function "Sys_Get_Space_Object_Order_Target_Space_Object_ID ". 8. Added - Script function "Sys_Set_Empire_Fleet_Attack_Formation". 9. Added - Script function "Sys_Set_Empire_Fleet_Defense_Formation". 10. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Attack_Strateg y". 11. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Defense_Strate gy". 12. Added - Script function "Sys_Get_Empire_Fleet_Taskforce_Ids". 13. Added - Script function "Sys_Get_Empire_Fleet_Taskforce_Ship_Ids". 14. Added - Script function "Sys_Get_Space_Object_Cargo_Item_Population_Loyalt y". 15. Added - Script function "Sys_Get_Empire_Government_Type". 16. Added - Script function "Sys_Get_Empire_Society_Type". 17. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Attack_Formati on". 18. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Defense_Formation" . 19. Fixed - Shield Imploders were not causing internal damage. 20. Fixed - Weapons will no longer fire on targets that are not effected by the weapon's damage type's special effect. 21. Fixed - Map creation would crash with more than 2000 stellar objects types. The maximum number of stellar objects types is now 8000. 22. Fixed - If ground combat is taking place on a planet, the owner of the planet cannot scrap cargo, jettison cargo, or abandon the planet. 23. Fixed - Organic armor was not regenerating if all of it on the ship was destroyed. 24. Fixed - When one ship rams another, they will both take the warhead damage from both ships. 25. Fixed - All warheads on the ramming ship will be destroyed after a ram. 26. Fixed - AI would delete empty fleets in simultaneous games. 27. Fixed - Maximum units per player per sector were not being enforced. 28. Fixed - "Same As X" planets in SystemTypes.txt were not being named like moons. 29. Fixed - Units can only be launched once per turn. |
Re: SE5 Beta 1.67 Changelog
Well, that should make AI modders happy. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: SE5 Beta 1.67 Changelog
22. Fixed - If ground combat is taking place on a planet, the owner of the planet cannot scrap
cargo, jettison cargo, or abandon the planet. aww does that mean i can't drop a Tectonic Bomb on the invading troops http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SE5 Beta 1.67 Changelog
Surely you can still use a tectonic bomb!
|
Re: SE5 Beta 1.67 Changelog
Doesn't say anything about tectonic bombs that I can see.
|
Re: SE5 Beta 1.67 Changelog
But INVISIBLE tectonic bombs, now, THOSE are completely off limits http://forum.shrapnelgames.com/images/smilies/wink.gif
|
Re: SE5 Beta 1.67 Changelog
Invisible tectonic bombs don't exist.
I know this, for I can't see them. |
Re: SE5 Beta 1.67 Changelog
/me casts Make Invisible on Narf http://forum.shrapnelgames.com/image...ies/tongue.gif
|
Re: SE5 Beta 1.67 Changelog
Quote:
/me runs in circles, screams and shouts. |
Re: SE5 Beta 1.70 Changelog
The latest from the beta:
Version 1.70: 1. Fixed - Sometimes ships could move through a sector with enemy ships and not start combat. 2. Fixed - Help text describing a construction queue's emergency build rate. 3. Changed - Ships in combat with the same target will spread out around the target a bit more. 4. Changed - "Only Engines", "Only Weapons", and "Only Shield Generators" damage types now penetrate both shields and armor. |
Re: SE5 Beta 1.70 Changelog
Captain Kwok said:
4. Changed - "Only Engines", "Only Weapons", and "Only Shield Generators" damage types now penetrate both shields and armor. Don't like the sound of that - it greatly strengthens Ionic and Tachyon weapons (which previously could have been blocked by armour) and effectively means they can't be defended against (aside from staying out of range). If anything, component targeting weapons should be able to bypass armour (which has to have openings for weapons and engines) rather than shields. |
Re: SE5 Beta 1.70 Changelog
It was quickly suggested that perhaps most of these weapons be blocked by shields, while bypassing armor.
It's controlled by the data files though, so it's nothing that can be corrected easily if the patch doesn't do it right away. |
Re: SE5 Beta 1.70 Changelog
Personally, I'd probably have them just partially skip armor and shields, maybe 50% each.
But I'm not making stock. |
Re: SE5 Beta 1.70 Changelog
Captain Kwok said:
"It's controlled by the data files though, so it's nothing that can be corrected easily if the patch doesn't do it right away." Which doesn't help multiplayer games very much.. |
Re: SE5 Beta 1.70 Changelog
Of course I agree, but I was suggesting that moreso for solo games. MM is aware of the grey area with #4 and I expect it to change a bit before the public patch.
|
Re: SE5 Beta 1.70 Changelog
Quote:
|
Re: SE5 Beta 1.70 Changelog
In my personal mod I made these "XY only" damage types skip all armor but not the shields. I agree that now they are too powerful.
Apparently the reason for MM to change this was the special mine warheads with these types of damages. Previously these warheads couldn't damage at all a ship with armor and/or shields but still the mines exploded all. But the real fix for this bug IMO would have been (as suggested to MM) that mines only explode if they can do damage. This kind of change was done for the weapons with the special damage type, why not for the warheads. |
Re: SE5 Beta 1.70 Changelog
Quote:
|
Re: SE5 Beta 1.70 Changelog
That wont happen, Tanus.
|
All times are GMT -4. The time now is 02:52 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.