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Update Log, v1.1.6
06-11-2012, 01:54 AM (This post was last modified: 08-06-2012 12:32 AM by rocco.)
Post: #1
Update Log, v1.1.6
**** v1.1.6 has been submitted to Apple for review ****

v1.1.6.b7

- Tweak: Removed all game presets other than the first.
- Tweak: You may now watch battles which have allies participating in.
- Tweak: The spy effectiveness value now shows negative values as well as positive values.
- Tweak: Updated help information.


v1.1.6.b6

- Feature: If you have a planet on civic funding, and it reaches maximum population, it will now automatically switch to economic hoarding and you will be notified in the sit rep.

- Feature: Planetary expansions are now affected by your advance colony ship research.

- Bug: All build queues are now verified at the beginning of your turn; this will prevent players from accidentally purchasing items which are no longer valid (such as a starbase 3 on a planet which your starbase 2 was obliterated).

- Feature: There is now a between combat colonization opportunity (just like the between combat planetary assault opportunity). This means that if you defeat all enemy ships in a combat, and you have colony ships, you will be allowed to colonize planets even if incoming reinforcements place you back in combat the very next turn.

- Bug: When you scorch your last planet in a system, any of your system fortifications (aka star bases) are now properly destroyed at the time your last planet goes, before any combat is generated in that system for that turn.

v1.1.6.b5

- Bug: Ancient ruins tech sitrep not showing up in MP matches. Fixed.
- Bug: the AI can still assign leaders to the Hatchery. Fixed.
- Bug: AI building fleets of colony ships. Should be a bit better.

- Bug: When population starves, they were dying before their research was being accounted for. Fixed. this forum thread

- Feature: Added an option to turn galactic specials on / off
- Tweak: The spy percentage value displayed in the foreign section now accurately reflects bonuses from Magistrate X, Personal Cloaking Device, and the penalty from Contact Rating
- Feature: Total Planets Colonized is now available in the HISTORY section
- Bug: Removed the old data charts from the empires foreign screen


v1.1.6.b4

- Bug: Early empires were being given a starbase, even though they don't have that tech, causing a crash. Now they don't start with a starbase, and it will no longer crash when a combat is created (for current games, they won't gets starbase even though it will still show on the map). New games will be unaffected.

- Bug: Issues with AI not bidding on leader. Fixed.
- Bug: Issues with AI not building colony ships when played as early empires. Fixed.

- Tweak: Added new artwork for when you colonize ancient ruins

v1.1.6.b3

- Bug: Issue with colonizing ancient ruins and getting new tech. Fixed.
- Bug: Race Unlimited not working. Fixed.
- Bug: ships building for empire age: early. All ships can be built with laser 1. Fixed.
- Bug: for advanced empires on balanced maps, the fourth planet needs to be balanced. Fixed.
- Check: Make sure system specials are still being mirrored properly. Confirmed.

- Tweak: You can now tap on the black background to close the dialogs when viewing a empire stats (tapping on the top bar items), or the empire info from the foreign screen
- Tweak: Adjusted the map generator to try and keep star systems closer on large maps, and to inset the home world starting positions a little bit.
- Feature: Added an option to turn space monsters on and off.

v1.1.6.b2

- Tweak: The dragging group number bubble now descends from the top of the screen in order to be seen easier.
- Bug: Issue with planets in starter system when playing with a young empire not being the correct type. Fixed.
- Bug: Advanced empires were stated to have five colonies, but only got three. Now they state they get four, and they actually get four. Fixed.


v1.1.6.b1

- Feature: Game files now store (some) historical data; this data will support spying informational reports (and later end game data graphs)
- Feature: when dragging population groups, there is now a number badge to show how many you are dragging
- Feature: double tap to zoom out in galaxy screen and combat screen
- Feature: There is now a PLANET button in the build dialog; this way, if you get to the build dialog from the empire screen you can easily hit PLANET to go to the planet view
- Feature: better ending bid message as described in this forum thread
- Feature: Informational spying events. Spying now has a chance of producing information about another empire; currently, this information is general information which gets added to the graphs in the "History" section described below.

- Feature: New "History" section under "Foreign", contains historical information. Other empire information is only displayed if they are allies, or if your spies steal the information that turn:
1) Used Command Points
2) Galactic Credits
3) Empire Population
4) Empire Production
5) Empire Research
6) Leader history and bans
7) Galactic level fleet and colonization history

- Feature: New game options browser for multiplayer games
- Feature: New game customization interface
- New Game Options: Composition ( Balanced maps / Random maps )
- New Game Options: Shape ( Cluster / Spiral / Ring galaxies )
- New Game Option: Leaders ( On / Off / Ban )
- New Game Option: Galaxy Age ( Average / Old (Mineral Rich) / Young (Organic Rich) )
- New Game Option: Empire Age ( Normal / Early / Advanced )
- New Game Option: Wormholes ( On / Off )
- New Game Option: AI Bonuses ( On / Off )
- New Game Option: Race Picks ( Normal / Random / No Custom / Unlimited Custom )



- Tweak: Lowered the research cost of Auxiliary Thrusters and Combat Engine; both now have a 2x stacking penalty.
- Tweak: The production cost of the Hatchery is now 3000 (was 1000)
- Tweak: Added more code to stop the AI from going on a troop ship purchasing spree.
- Tweak: Added a "rename" button to the ship designer, removed the ability to tap the ship to rename.
- Tweak: When leaders are stalled, they should still continue moving to their destination until 1 turn away (this forum thread)

- Tweak: Ancient ruins must now be colonized before you can salvage for new technology.
- Tweak: Colony leaders start becoming available after turn 403. Military leaders start becoming available after turn 407.
- Tweak: Highly trained smugglers now receive a bonus to their contact rating with other empires. This increases their spying effectiveness against other empires, and will eventually increase their trading with other empires in v1.1.7.
- Tweak: It is now more likely that spy or agent will get killed or captured the more spies you have grouped together.
- Tweak: The chance of clandestine initiative saving a spy from being captured or killed has been changed to 75% (was 50%)
- Tweak: Spy effectiveness no longer increases linearly. It is now subject to the following ( atan(x / 30.0f) * 40.0f ) (Will be explained with beta1 post)
- Tweak: Spy allocations are now one tray per empire (instead of sabotage / espionage trays). You may now choose up to 2 of the following focuses per empire spy allocation:
1) Steal military tech
2) Steal civil tech
3) Steal astrophysics tech
4) Disrupt military operations
5) Disrupt civil development
6) Disrupt empire operations
7) Gather intelligence

- Performance: Decreased game loading times.

- Bug: if you tap quickly between two different ships in the fleet view, it would open up the ship details view. Fixed.
- Bug: Production ship-scrapping bug reported. Fixed.
- Bug: During an ongoing combat, any fighters deployed Jack Gentry's fighter bays cost CP. Fixed.
- Bug: Trying to bid on a leader when your GC matches the minimum bid amount would do bad things. Fixed.
- Bug: Galaxy generator would occasionally put stars too close together (even right on top of each other). Fixed.
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