Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: [1] 2 3 ... 14

Author Topic: Starfarer 0.52.1a (Released) - Patch Notes  (Read 91479 times)

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 13424
    • View Profile
Starfarer 0.52.1a (Released) - Patch Notes
« on: May 06, 2012, 11:34:46 PM »

This version is out - you can download it here.

This release is a bugfix/hotfix release for 0.52a, and so doesn't contain any significant new features.

Changes as of May 06, 2012

Ship AI:
  • Carriers and fire support ships stay out of trouble better, don't get distracted from moving to the designated rally point

Admiral AI:
  • Won't immediately retreat if it was willing to engage in battle on the campaign screen

Miscellaneous:
  • Tabbing out while in fullscreen mode will turn off the sound
  • Added extra row to reserves list in the fleet deployment dialog
  • Weapon flux/second numbers in the refit screen now list the sustained (not burst) flux use for charge-based weapons
  • Plasma Cannon and Antimatter Blaster now generate flux when they fire (instead of as they charge), and will no longer try to fire when there isn't enough flux
  • Crash stack trace now appears at the end of the logfile, instead of before the performance data

Modding-related:
  • Fixed bug where missiles with the RENDER_LOADED_MISSILES_UNLESS_HIDDEN flag would not render in the weapon icon
  • Fixed bug with separateRecoilForLinkedBarrels (it now works)
  • MIRV warheads can now deal EMP damage - use "emp":<value>
  • Changed code structure to avoid ConcurrentModificationException coming up when adding new orbital stations or planets under some conditions
  • Made cargo/refit/fleet grid color changeable by mods
  • Added to StarSystemAPI:
    • List<CampaignFleetAPI> getFleets();
    • List<SectorEntityToken> getPlanets();
    • List<SectorEntityToken> getOrbitalStations();
    • List<SectorEntityToken> getAsteroids();
  • Added to CampaignFleetAPI:
    • FactionAPI getFaction();
    • Vector2f getVelocity();
  • Generics are now used in the API to show parameter/return value types more clearly, still can NOT be used in scripts (JANINO limitation)


Bugfixes:
  • Fixed bug where suspended repairs would still continue to use up supplies
  • Fixed fleet speed computation bug when the slowest ship in the fleet is a fighter
  • Fixed issue with mod list not having enough vertical space to display all the mods properly
  • Fixed bug that was causing deployed ships to sometimes take extra damage in the post-battle calculations
  • Fixed intermittent bug with cargo capacity not updating when picking up part of a stack
  • Fixed crew movement bonus displayed on the tooltip (was showing 2x the actual bonus)
  • Fixed bug with damaged fighter wing returning to carrier over and over again when there aren't enough supplies for repairs
  • Fixed bug that was causing the random mission to be re-rolled on exiting the refit screen
  • Fixed bug that let you sell/mothball your last ship
  • Fixed bug with checking to see if ship hulks are in the way before firing
  • Fixed bug that could cause your fleet to end up with multiple ships tagged as flagship
  • Fixed bug where it was possible to switch tabs in the UI in the same frame as taking another action (such as picking up an item)
  • Fixed bug where if you were out of supplies, buying more and then repairing at the station didn't work
  • Fixed bug that caused player ship to not fire some turret-based weapon groups when on auto-pilot
  • Fixed crash after loss in combat simulation when entered from the mission refit screen (not campaign)
  • Fixed crash on pressing "more info" on a custom ship variant that has been exported
« Last Edit: May 07, 2012, 05:39:18 PM by Alex »
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 13424
    • View Profile
Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
« Reply #1 on: May 06, 2012, 11:36:27 PM »

Estimated release date is:
Spoiler
Soontm

... ok, I'm actually aiming for tomorrow, but no promises.
[close]
Logged

Sunfire

  • Admiral
  • *****
  • Posts: 698
    • View Profile
Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
« Reply #2 on: May 07, 2012, 12:02:27 AM »

YES "•Fixed issue with mod list not having enough vertical space to display all the mods properly" it took me forever to hit Uomoz's Corvus on the launcher
Logged

Dri

  • Admiral
  • *****
  • Posts: 1189
    • View Profile
Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
« Reply #3 on: May 07, 2012, 12:10:10 AM »

Could you fix this display bug real fast? http://i.imgur.com/mQySW.jpg

Its just a little bug with some text.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 13424
    • View Profile
Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
« Reply #4 on: May 07, 2012, 12:21:51 AM »

Fixed that up - good timing, got me a few seconds before I hit the build button :)
Logged

Psiyon

  • Admiral
  • *****
  • Posts: 770
  • Trippy
    • View Profile
    • Email
Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
« Reply #5 on: May 07, 2012, 12:53:36 AM »

That's some hardcore bug squashing. Me gusta.
Logged

Vandala

  • Admiral
  • *****
  • Posts: 1841
  • We need ponies, ponies in spaceships!
    • View Profile
Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
« Reply #6 on: May 07, 2012, 01:12:41 AM »

I'm guessing this is save game compatible?

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 13424
    • View Profile
Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
« Reply #7 on: May 07, 2012, 01:30:56 AM »

I'm guessing this is save game compatible?

Yep.
Logged

Avan

  • Admiral
  • *****
  • Posts: 1399
  • Pioneer of Starfarer Modding
    • View Profile
    • DevDB forums
Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
« Reply #8 on: May 07, 2012, 01:33:31 AM »

"Plasma Cannon and Antimatter Blaster now generate flux when they fire (instead of as they charge), and will no longer try to fire when there isn't enough flux"

 ;D

You made my day!

icepick37

  • Admiral
  • *****
  • Posts: 1785
  • Go.
    • View Profile
    • Email
Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
« Reply #9 on: May 07, 2012, 03:33:09 AM »

Yay! That is awesome.  :D
Logged
“I [may] not agree with a word that you say, but I will defend to the death your right to say it”
- Voltaire

Muffalopadus

  • Lieutenant
  • **
  • Posts: 52
    • View Profile
Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
« Reply #10 on: May 07, 2012, 05:16:14 AM »

It is good day to randomly check on the status of Starfarer. 

I also give a huzzah!  Patches mean progress, progress means...uhh...game be gooder!
Logged

Lancefighter

  • Commander
  • ***
  • Posts: 221
    • View Profile
Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
« Reply #11 on: May 07, 2012, 08:14:38 AM »

Fixed bug that let you sell/mothball your last ship

NOOOOOOOoOOOOOOOOOOOOOOOO!!!!!

But really, it needed to happen.
Logged

craftomega

  • Captain
  • ****
  • Posts: 295
    • View Profile
    • Email
Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
« Reply #12 on: May 07, 2012, 11:45:19 AM »

Yay! I dont have to remake minimash XD
Logged

EnderNerdcore

  • Commander
  • ***
  • Posts: 172
    • View Profile
    • Email
Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
« Reply #13 on: May 07, 2012, 02:55:22 PM »

Ignore me. :)
« Last Edit: May 07, 2012, 03:23:22 PM by EnderNerdcore »
Logged

D0vahkiin

  • Lieutenant
  • **
  • Posts: 72
    • View Profile
Re: Starfarer 0.52.1a (In Development) - Live Patch Notes
« Reply #14 on: May 07, 2012, 03:19:30 PM »

Sorry but.. Is it out yet? Is it out yet? Is it out yet?

I can't start a new game, because the new version is coming today, but I can't stand the waiting so I have to refresh the forums every 30 seconds :(
Logged
Pages: [1] 2 3 ... 14