As far as the release date I am not sure, Aaron has a lot of things on his plate but we will keep you up to date as much as we can.
Version 1.42:
1. Fixed - Crashing bug when processing a simultaneous game turn.
2. Added - Flag to use the old style of Log Political Message display. Some people
experienced the problem that their screen would go crazy when a political
message was displayed in the Log Window. Usually, changing the screen
resolution, color depth, or installing new drivers would fix the problem.
But in case they don't, we added this flag so that those players could
change the setting "Use Old Log Political Message Display" in the Settings.txt
file to TRUE. This will display communication message in the old manner
with no possiblity of scrolling the message.
3. Fixed - Crashing bug when a warp point had already been closed and another ship
tried to close it with the same orders in a simultaneous game.
4. Fixed - Simultaneous Game: Combat would often occur too many times. Now it will only
occur one per sector per phase if a ship executed orders in that location.
5. Fixed - After a ship with a spaceyard was retrofitted to not have a spaceyard,
sometimes its construction details would still show on its report.
6. Fixed - Emissive armor should be working correctly now.
7. Fixed - Sometimes the combat replay would fail if a star was involved.
8. Fixed - Simultaneous Game: Colonizers at the same location would not follow orders
to colonize given in the Planets window.
9. Fixed - Simultaneous Game: The Planet window does not need to close when giving
colonize orders.
10. Changed - Added text to the Scrap window stating that ships in a fleet must be separated
from the fleet before any of the actions can be performed. The list in the
window no longer displays any ships that are in a fleet.
11. Fixed - Sometimes when a colonizer would colonize a planet, not all of the population
in its cargo would be dropped to the planet.
12. Fixed - Simultaneous Game: Adding the "Use Component" order would clear all previous
orders for a ship.
13. Fixed - Simultaneous Game: Using Emergency Propulsion Pods would not always work correctly.
Please note: You want to use the emergency propulsion pods at the beginning of the
turn in a simulatenous game (your first orders before moving). Since these pods
actually increase your speed during phased movement, if you try to use them at the
end, you may not actually get the remaining movement points.
14. Changed - You cannot repair an Emergency Propulsion Pod or an Emergency Resupply Pod without
a space yard being present.
15. Fixed - Problem with AI Design creation where the game would lockup when an AI was trying
to add the desired number of engines to a design but couldn't.
16. Added - Added a message when your counter-intelligence project successfully defeats an
attack. (This attack will cause the progress of the counter-intelligence project
to be put back.)
17. Fixed - All Counter-Intelligence projects were being cleared when an attack came in. So
only the first attack would be defeated, and then all others would get through
that turn.
18. Fixed - A few minor memory leaks.
19. Fixed - Added some protections against multiplayer cheaters.
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Sarge is coming...
Richard Arnesen
Director of Covert Ops
Shrapnel Games
http://www.shrapnelgames.com