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News: New blog post: Drawing [REDACTED] Battlestations, part 1 (6/24/17); Starsector 0.8.1a is out!
 
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Author Topic: Starfarer 0.52.1a (Released) - Patch Notes  (Read 69213 times)
Alex
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« on: May 06, 2012, 04:34:46 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, 10:39:18 AM by Alex » Logged
Alex
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« Reply #1 on: May 06, 2012, 04:36:27 PM »

Estimated release date is:
Soontm

... ok, I'm actually aiming for tomorrow, but no promises.
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Sunfire
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« Reply #2 on: May 06, 2012, 05:02:27 PM »

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
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Dri
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« Reply #3 on: May 06, 2012, 05:10:10 PM »

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

Its just a little bug with some text.
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Alex
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« Reply #4 on: May 06, 2012, 05:21:51 PM »

Fixed that up - good timing, got me a few seconds before I hit the build button Smiley
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Psiyon
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« Reply #5 on: May 06, 2012, 05:53:36 PM »

That's some hardcore bug squashing. Me gusta.
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Vandala
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« Reply #6 on: May 06, 2012, 06:12:41 PM »

I'm guessing this is save game compatible?
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Alex
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« Reply #7 on: May 06, 2012, 06:30:56 PM »

I'm guessing this is save game compatible?

Yep.
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Avan
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« Reply #8 on: May 06, 2012, 06:33:31 PM »

"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"

 Grin

You made my day!
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icepick37
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« Reply #9 on: May 06, 2012, 08:33:09 PM »

Yay! That is awesome.  Cheesy
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Muffalopadus
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« Reply #10 on: May 06, 2012, 10:16:14 PM »

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!
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Lancefighter
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« Reply #11 on: May 07, 2012, 01:14:38 AM »

Fixed bug that let you sell/mothball your last ship

NOOOOOOOoOOOOOOOOOOOOOOOO!!!!!

But really, it needed to happen.
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craftomega
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« Reply #12 on: May 07, 2012, 04:45:19 AM »

Yay! I dont have to remake minimash XD
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EnderNerdcore
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« Reply #13 on: May 07, 2012, 07:55:22 AM »

Ignore me. Smiley
« Last Edit: May 07, 2012, 08:23:22 AM by EnderNerdcore » Logged
D0vahkiin
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« Reply #14 on: May 07, 2012, 08:19:30 AM »

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 Sad
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