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Starfarer 0.52.1a (Released) - Patch Notes

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Alex:
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

Alex:
Estimated release date is:
SpoilerSoontm

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

Sunfire:
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

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

Its just a little bug with some text.

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

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