PDA

View Full Version : Sword of the Stars II: Lords of Winter Update Released



siosios
05-02-2012, 04:03 PM
r20916b
---------

Critical Fixes:
+ Fixed a crash related to the star system tool tip on the star map.
+ Fixed multiplayer desync issues caused by clients dropping into a
game in progress.
+ Fixed known crashes relating to battle riders.
+ Fixed a crash related to assimilating colonies.
+ Fixed a crash related to Suul'ka losing their home colonies.
+ Eliminated a fleet manager race condition that was leading to
intermittent crashes.
+ Fixed known pre-combat UI crashes.
+ Fixed a rare crash related to admiral death and retirement.
+ Fixed a bug that could cause a crash when populating stations around
asteroids.


Other Fixes:
+ Fixed known ship and weapon data issues.
+ Fixed various known localization issues.
+ Karnak Targeting Module effects now working.
+ Scotsman Module effects now working.
+ Psi- and Life-Drain effects now damage planets.
+ Close to Attack behaviour now reflects race preferences.
+ Fixed known issues where budget projection was not matching reality
for the next turn.
+ Fixed Morrigi Relic starting locations.
+ Fixed known issues with AI relating to Morrigi Relic.
+ Fixed some inconsistencies in the way Human and Zuul players retreat
from combat.
+ Zuul bore ships now correctly retreat back to their homeworld when
boring a new node line.
+ Deployed gate ships are no longer being included in additional combat rounds.
+ Deployed gate ships no longer get doubled up in combat.
+ Enemy gate ships are now visible in combat at your own systems.
+ Fixed incentive calculation issues.
+ Fixed a regression where construction missions were not being
cancelled when the construction ships were destroyed.
+ Fixed known issues with Jammer ships not working in cobmat.
+ Jamming radius is now displayed in combat sensor view.
+ Light Emitters can now be fitted to battle riders.
+ Fixed known issues related to repairing Suul'ka.
+ Locked down issues where the game was not appearing to respond to
mouse clicks.
+ Diplomacy reaction histories now display events pertaining to the
correct players.
+ Diplomacy reactions related to relative empire size no longer occur
for undiscovered empires.
+ Suul'ka will now correctly maximize psionic potential.
+ Fixed an issue where fleets could not be relocated when a Suul'ka was present.
+ Fixed known multiple-GM spawning issues.
+ Damage to modules now carries over from combat to strategy turns.
+ Improved Node Fighter behavior.
+ Treaty accept and reject dialogs now display the correct empire names.
+ Defenses, gates and reserve fleets are now correctly cleaned up when
an empire is defeated.
+ Fixed the loophole that was allowing players to bypass feasibility studies.
+ Fixed an issue that was causing climate hazard values to display
positive values all the time.
+ The battle manager is now more forgiving about placing fleets near planets.
+ Invasion missions now correctly apply morale, government and
diplomatic penalties.
+ Fixed known issues related to colony support.
+ Fixed an issue where not all mines would be displayed in the sensor
view in combat.
+ The node line collapse news event now correctly displays both system names.
+ Fixed issues related to intercept missions.
+ Force-firing on ships in combat will now force a war declaration in
the strategy turn when appropriate.
+ Slave population numbers no longer reduce civilian population numbers.
+ Fixed morale bonus for police and propaganda ships.
+ Fixed an issue that was preventing the game from removing ships from
fleets that had exceeded their command point quota.
+ Fixed an issue where extra ships from retreating fleets were being
transferred incorrectly.
+ It is no longer possible to request or demand items from independent factions.
+ Stations are now considered for combat rounds.
+ Addressed issues that were preventing the strategic AI from
expanding its empire, especially after engaging in war with another empire.
+ Transient random encounters no longer hold on to control zones after
combat ends.


Other Changes:
+ GOOP and Joker Module abilities are now available.
+ Missle attacks on your ship can now be initiated in the Weapons Test
screen, using the new icon button.
+ Grappling cannon is now available.
+ AI now uses the node cannon and targeted missiles in combat.
+ Improved deep space encounter with system killer.
+ Defence Platform placement is no longer restricted to slots.
+ Tool tips in the design and build screens now display the design attributes.
+ It is no longer possible to launch riders while cloaked.
+ AI rebellions have been introduced.
+ Government shifts now occur in response to overharvesting gem and
forge worlds.
+ Introduced the surprise attack diplomatic action.
+ Empires now continue to be listed in the player list after defeat.
+ VRF Systems now increase appropriate weapon fire rates by 25%.
+ Food now occupies less space on colony support runs.
+ Reduced AI tendency to declare war.
+ It is now possible to reconfigure fleets on missions as long as the
changes do not violate mission objectives.
+ Independent faction tech levels are now displayed.
+ Systems with a colony now receive 3 base defense points.
+ Retrofit designs are now available. (see known issues) Introduced
+ protectorate and incorporate treaties.


Known Issues:
- Designs can be retrofitted with new weapons, and new ships built from them, but retrofitting old ships is not yet ready.
- Deep space, multiplayer combat will desync.

http://storefront.steampowered.com/v/gfx/apps/42990/capsule_231x87.jpg (http://store.steampowered.com/app/42990/)

More... (http://store.steampowered.com/news/7878/)