Starsector > Announcements

Starsector 0.65.1a (Released) Patch Notes

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Alex:
Blog post/download here.

Changes as of November 03, 2014

Miscellaneous:

* Added keyboard shortcut for "Take All" in salvage screen ('R')
* "Do not show again" option in campaign help now checked by default
* Simulation battles in the campaign now allow you to deploy other members of your fleet as allies
* All simulation battles now have unlimited command points
* Enemy fleets will deploy more ships at the start of a battle
* Increased default memory allocation to 1024m (up from 512m)
Modding:

* CampaignUIAPI.showInteractionDialog() now properly handles a null interactionTarget parameter
* Fixed NPE in weapon.getBarrelSpriteAPI() for non-beam weapons w/ no barrels
* EveryFrameCombatPlugin.renderInXXXCoords() now called from title screen as well as combat
* Added angle, location, and specId getters to MissileRenderDataAPI
* Fixed getMergedSpreadsheetDataForMod NPE
* Mods can now properly override core ship skins
* Added zeroFluxEngineBoost to settings.json
* Made game properly merge economy.json/starmap.json/other starsystem config files
* CampaignEngineListener.reportPlayerEngagement now only gets called for player battles (instead of all)
* Fixed intel tab crash when in a star system that has no hyperspace anchor
* Spawned fleets now have a "fleetType" variable in memory that corresponds to a String constant in the  FleetTypes class
* Merc fleets that are actually pirates have a variable $isPirate set to true
* Vanilla ship skins no longer interfere with total conversion loading
* Added to ViewportAPI: setExternalControl()/isExternalControl()
* Factions now use "defaultTariff" in economy.json as the default instead of defaulting to 0.3
* Added CampaignEngineListener.reportFleetSpawned()
Bugfixes:

* Built-in weapons no longer have a chance to show up for sale (i.e. the TPC from the Onslaught)
* Frag and cluster bomb bays no longer show up for sale
* Cerberus frigate properly uses updated graphics
* Fixed typo in one of character creation options (missing "on")
* Fixed issue where you couldn't sell hand/ship weapons on the military market (now: always can, regardless of reputation, as long as market is accessible)
* Fixed issue where buying/selling commodities in tiny batches could yield slightly better prices
* Fixed NullPointerException in the ship AI (StrafeTargetManeuverV2)
* Fixed Ox-class Tug's bounds (was using bounds for old sprite)
* Removed "defective" description from Hegemony/Luddic Church Hound skins
* Fixed bug that caused ship engines to have a lot less health than they should
* Fixed bug where UI buttons would sometimes stop working after post-combat salvage
* Fixed bug where mounting weapons on a ship and then selling the ship would yield more credits than selling both separately
* One of the Mule (D) variants mistakenly had a Heavy Mauler in an energy weapon slot
* Fixed bug where losing ships in a lost battle would sometimes leave you with 0-size stacks of items
* Fixed bug where all fleets had green crew, now defaults to regular
* Fixed bug where comm channel access would not get revoked after a reputation drop, and the player would receive messages about their access being revoked every couple of days
* Fixed issue where large fleets would have trouble with comm sniffer installs/customs scans due to their size exceeding the interruption range
* Total recovery cost in ship tooltip now properly considers fighter wing size
* Fixed text highlighting issue in initial person bounty posting
* Fixed bug where changing flagships before the engagement became permanent if the "transfer command" option was selected multiple times
* Fixed (probably) occasional crash when exiting out of the core UI using the power button in the top right
* Fixed bug where non-(D) ship skins were not showing their descriptions
* Gray circles no longer show up in hyperspace at the center of various map labels ("The Core Worlds" etc)
* Borer drone system now uses proper icon
* Fixed issue where the repair option at markets would not be properly highlighted, or would be free under some circumstances
* Mothballed ships no longer count for the pursuing fleet's burn level when determining whether pursuit is possible
* No customs inspections if the player fleet is transitioning into hyperspace or drifting through hyperspace while out of fuel
* Fixed bug where it was possible to install a comm sniffer multiple times on the same relay
* Fixed bug where the same food shortage event could be ended by the player multiple times in a row

Alex:
(Currently uploading updated API javadoc, should done in a few minutes tops.)

Trylobot:
Whoa! Another update!

btw: What's a Borer Drone? Is that the little laser drone that new small drone ship uses?

Tartiflette:
Yess, thanks Alex, downloading now!

MShadowy:
Awesome.  Grabbin' this.

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