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New 1.0.4.8 Public Beta Update Available - 5/14/2010 12:10:20 AM   
Erik Rutins

 

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From: Vermont, USA
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Thanks again for your patience and support while we continue to improve Distant Worlds.

We recommend that if you are experiencing any serious issues with the 1.0.4 official update, that you give this beta update a try. This update will work fine with existing saved games. If your old save file continues to have issues, please start a new game.

This is a minor "clean up" update to the 1.0.4 official update that includes further economic fine-tuning and improvements to some automation, as well as resolving most issues reported with the 1.0.4 official update. This is not the 1.0.5 update, which will include some major changes that will not work with old save files.

Here's how to download this update - because it's a public beta, you need to get it from our Members Club. Click on the Members Link in the top nav bar. If you haven't created an account there yet or registered your copy of Distant Worlds, please do so. Once logged in and registered, click on "My Games" then click on the "Private Downloads" link next to Distant Worlds and you will see a link to download the public beta update.

Please note that once this becomes official, it will be available through our normal download and update process (in the Latest Downloads section and through the "Check for Updates" link on your game menu) but we do not like to release public beta updates widely until we are sure they are good to go.

Change History:

v1.0.4.8 Beta – May 18, 2010


Public Beta Update

Please Note – This update does create a new save folder, although it will work with previous saves. You need to navigate to the previous version save folder to open your older saves. We recommend starting a new game in order to get the full effect of the changes and improvements, as some will not apply to older save files.

Also, this update may reset the automation settings in your Options screen. Please open the Options screen again to adjust them to your preference. Apologies for any inconvenience.

This is a minor update to the 1.0.4 Official Update, the main goal of this update is to further fine-tune and improve the economic balance in 1.0.4 while also addressing any serious issues that were reported with the 1.0.4 Official Update.

Bug Fixes:

1. Fixed additional reported crashes and freezes
2. Fixed a bug that sometimes occurred in retrofitting (was not completing)
3. Fixed a bug where ships sometimes could not be destroyed
4. Fixed resupply ships not mining fuel
5. Fixed a bug where crash research would sometimes not produce a breakthrough
6. Fixed a bug where armed civilian ships were attacking space creatures
7. Fixed a bug where planets, moons or asteroids were sometimes not being explored
8. Fixed a bug where stars and planets in a system were sometimes not displaying, even when the system had been explored
9. Fixed display of long range scanners in galaxy/sector view so that they always appear in the correct location
10. Fixed a crash when attempt to retrofit ships from the Ships and Bases screen that do not have a non-obsolete design for their sub-role
11. Fixed a crash that occurred when an empire is wiped out and has a mutual defense pact with another empire
12. Fixed a bug when crash research continues after discovering all tech in an area
13. Fixed a bug that could cause fleets with a retrofit order to get stuck in the retrofit process

Game Balance Changes:

1. Capped maximum total corruption at a colony to 75%, including a 50% cap on Empire-level corruption (the rest comes from local and distance factors).
2. Slightly lowered the benefits of advanced medical and recreation tech so that less dramatic bonuses at colonies, and thus slightly lower tax rates

Automation and AI Improvements:


1. Improved AI ship and base purchasing and suggestions – as a result empire cashflow should now be more stable and less likely to go into the red when using automation or suggestions for build decisions.
2. Troop purchasing AI improved - will not purchase single troops at colonies when no pressing need for them
3. Better checking for troop maintenance costs, further lessening chance of economy going into the red
4. Intelligence agent recruitment AI improved - will only recruit agents when have met other empires, also recruit less agents
5. Intelligence agent utilization improved. Agents now always have missions, either counterintelligence or espionage/sabotage
6. Improved AI decisions around scrapping ships and bases in both the private and state economies - when economy under pressure then AI may scrap some private items
7. The AI no longer auto-retires ships for the player, even when ship construction is fully automated

Other Improvements:

1. Added extra filters in Ships and Bases screen (research stations, defensive bases, monitoring stations)
2. Made screen resolution check a warning (instead of enforced) - can still proceed to play at a lower resolution if you wish, which should allow Distant Worlds to work on most Netbooks



< Message edited by Erik Rutins -- 5/19/2010 7:47:24 PM >


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

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Post #: 1
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 12:22:29 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Thanks Eric and Elliot for continuing to improve DW. However this will be the first time I don't download the beta patch since I'm perfectly content running 1.0.4.5.

(in reply to Erik Rutins)
Post #: 2
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 1:16:02 AM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
Yay!

And thanks Erik and Elliotg for all the hard work you guys are putting into this.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Igard)
Post #: 3
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 3:35:01 AM   
Dadekster

 

Posts: 141
Joined: 4/18/2010
Status: offline
Very nice, always good to see improvements. Not sure whether to cringe or look forward to the new round of 'corruption' talks

Thanks for fixing the crazy frieghter captain goes postal on space monsters thing too. Was driving me nuts.

(in reply to Shark7)
Post #: 4
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 3:53:48 AM   
EisenHammer


Posts: 440
Joined: 9/1/2008
Status: offline
Thanks and now downloading.

(in reply to Dadekster)
Post #: 5
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 4:05:36 AM   
the1sean


Posts: 854
Joined: 5/11/2010
From: Texas, USA
Status: offline
lol, my armed colony ships are great at hunting down pirates, alien scum, and space monsters. The only problem I have is that sometimes they forget to colonize the target planet afterwards, lol.

(in reply to EisenHammer)
Post #: 6
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 4:21:50 AM   
Mifune


Posts: 787
Joined: 4/28/2005
From: Florida
Status: offline
Well I thought I was going to get a couple of hours of sleep before work. I guess not.

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Perennial Remedial Student of the Mike Solli School of Economics. One day I might graduate.

(in reply to Erik Rutins)
Post #: 7
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 4:23:06 AM   
tkobo

 

Posts: 16
Joined: 2/8/2001
Status: offline
Any fix for the non-loading save games in there ?

(in reply to the1sean)
Post #: 8
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 4:41:50 AM   
Machaon

 

Posts: 4
Joined: 4/17/2010
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Hey, I just had an extremely irritating issue (in 1.0.4.5) regarding a resupply ship. I deployed it at a planet where it was attacked by a kaltor. It defended itself, killing the kaltor, but not before it took one damaged component. Now, if I tell it to deploy, it immediately undeploys to go repair itself, rendering it useless. I scrapped it just because it pissed me off. I don't have 1.0.4.6 yet so I dunno if this is addressed. If it is, great; if not, fix it, because it's ridiculous.

Also, I'm just curious; the description for the repair-bot components implies they repair damaged components, but I've never seen them actually repair anything. Is the description full of crap? Are the repair-bots always the first components to go (even if you have more than one)? Are they not working? WHAT GIVES!?

(in reply to Erik Rutins)
Post #: 9
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 5:49:15 AM   
martok


Posts: 837
Joined: 8/30/2004
Status: offline
Awesome! I'm very happy to see the issues regarding the supply ships not mining fuel have been fixed. I have to admit it was really bugging the crap out of me.




quote:

ORIGINAL: Machaon

Hey, I just had an extremely irritating issue (in 1.0.4.5) regarding a resupply ship. I deployed it at a planet where it was attacked by a kaltor. It defended itself, killing the kaltor, but not before it took one damaged component. Now, if I tell it to deploy, it immediately undeploys to go repair itself, rendering it useless. I scrapped it just because it pissed me off. I don't have 1.0.4.6 yet so I dunno if this is addressed. If it is, great; if not, fix it, because it's ridiculous.

This was actually a feature just implemented in 1.04 per players' request. Ships that are damaged will head to the nearest spaceport for repairs, and then resume their previous mission once repairs are complete.




_____________________________

"Evil is easy, and has infinite forms." -- Pascal


(in reply to Machaon)
Post #: 10
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 8:15:11 AM   
Keston


Posts: 300
Joined: 5/7/2010
Status: offline

quote:


1. Added extra filters in Ships and Bases screen (research stations, defensive bases, monitoring stations)


This is good. I haven't mentioned it before, but could the filter menu dropdowns extend farther down? This would make all the choices visible so there is no need to make it scroll to access the last items on the list (tedious for troop carriers on the ships and bases filter by this time). This would apply in other dropdowns as well.

Also, an option for a more readable (less "futuristic") font would help - leaning forward to see whether there is a single pixel decimal point nestling between two digits as well as routine reading are needlessly challenging.

(in reply to Erik Rutins)
Post #: 11
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 12:55:06 PM   
Bartje

 

Posts: 308
Joined: 4/27/2010
From: Netherlands
Status: offline
Thanks guys, I'm liking it so far!

(in reply to Keston)
Post #: 12
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 12:56:47 PM   
J HG T


Posts: 1093
Joined: 5/14/2010
From: Kiadia Prime
Status: offline
Looks nice! BTW, can anyone confirm if savegames fully work with this patch? I have extremely great game going on in 250 star map as kiadians, would be real shame to start over. 

(in reply to Keston)
Post #: 13
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 12:58:43 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Yes, 1.0.4 official save games should work fine.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to J HG T)
Post #: 14
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 1:34:23 PM   
J HG T


Posts: 1093
Joined: 5/14/2010
From: Kiadia Prime
Status: offline
Thanks Erik! Now, off to chart and conquer distant worlds.

_____________________________

Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."

(in reply to Erik Rutins)
Post #: 15
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 4:25:19 PM   
Athalian

 

Posts: 64
Joined: 3/30/2010
Status: offline
sensor overlay STILL not fixed :'( Its still shifts at certain zoom levels..

(in reply to J HG T)
Post #: 16
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 5:04:35 PM   
Machaon

 

Posts: 4
Joined: 4/17/2010
Status: offline

quote:

ORIGINAL: martok

Awesome! I'm very happy to see the issues regarding the supply ships not mining fuel have been fixed. I have to admit it was really bugging the crap out of me.




quote:

ORIGINAL: Machaon

Hey, I just had an extremely irritating issue (in 1.0.4.5) regarding a resupply ship. I deployed it at a planet where it was attacked by a kaltor. It defended itself, killing the kaltor, but not before it took one damaged component. Now, if I tell it to deploy, it immediately undeploys to go repair itself, rendering it useless. I scrapped it just because it pissed me off. I don't have 1.0.4.6 yet so I dunno if this is addressed. If it is, great; if not, fix it, because it's ridiculous.

This was actually a feature just implemented in 1.04 per players' request. Ships that are damaged will head to the nearest spaceport for repairs, and then resume their previous mission once repairs are complete.






Is this a serious post? Yeah, it was much requested, and it's even a good idea in general! I'll bet ya no one wants a resupply ship they just told to deploy to instantly undeploy to go across the galaxy to fix itself (which is exactly what was happening here)! Particularly when it's fully functional despite its damage!

The deploy/undeploy is just an example; I don't think any player would except the game canceling an order they just gave a unit to have it do something else. If I tell a ship to attack I expect it to attack the target until either it or the target no longer exist. If it still has functional weapons and can move, it better attack when I tell it to. Period. And a resupply ship on manual control I just told to deploy should not ever undeploy itself, ever.

Actually, I was under the impression that this whole auto-repair/refuel business was going to be toggleable on a ship-by-ship basis, similar to how automation is. Quite disappointed that it's not, as it has stepped on my toes more than once.

(in reply to martok)
Post #: 17
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 5:06:19 PM   
Canute0

 

Posts: 616
Joined: 4/30/2010
From: Germany
Status: offline
quote:

5. Intelligence agent utilization improved. Agents now always have missions, either counterintelligence or espionage/sabotage


Thats good and bad. Agents they come back from a mission are immediatly on Counter Intel. Same for new Agents.
Please give it a delay to assign them for a new mission. Or maybe assign them at the same mission again instead Counter Intel.


(in reply to Athalian)
Post #: 18
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 5:13:46 PM   
Athalian

 

Posts: 64
Joined: 3/30/2010
Status: offline

quote:

ORIGINAL: Canute

quote:

5. Intelligence agent utilization improved. Agents now always have missions, either counterintelligence or espionage/sabotage


Thats good and bad. Agents they come back from a mission are immediatly on Counter Intel. Same for new Agents.
Please give it a delay to assign them for a new mission. Or maybe assign them at the same mission again instead Counter Intel.




Why? they are not stuck at counterint so you can freely change their mission. Maybe have a box or something where u can choose to repeat the mission or not

(in reply to Canute0)
Post #: 19
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 6:50:53 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline

quote:

ORIGINAL: Athalian
Why? they are not stuck at counterint so you can freely change their mission. Maybe have a box or something where u can choose to repeat the mission or not


That's true, I think I will go ahead and dl this solely for the reason that agents efficiency has been improved. I hate that feeling when I check the intelligence screen to see I have agents on the payroll sitting around sipping nephys wine.

(in reply to Athalian)
Post #: 20
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 6:56:34 PM   
Canute0

 

Posts: 616
Joined: 4/30/2010
From: Germany
Status: offline
quote:

Why? they are not stuck at counterint so you can freely change their mission. 


Its just because you need to cancel Counter Intel. all the time when the come back from a Mission. Very annoying.
When you give them a break, like the same time the Tax get adjust at planets, you got time after you get the Msg. to assign them to another mission without canceling the Counter Intel.


(in reply to Igard)
Post #: 21
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 7:05:06 PM   
Athalian

 

Posts: 64
Joined: 3/30/2010
Status: offline

quote:

ORIGINAL: Canute

quote:

Why? they are not stuck at counterint so you can freely change their mission. 


Its just because you need to cancel Counter Intel. all the time when the come back from a Mission. Very annoying.
When you give them a break, like the same time the Tax get adjust at planets, you got time after you get the Msg. to assign them to another mission without canceling the Counter Intel.




hmm, should be possible to just change the mission since they should never be on idle, either mission or counter. Maybe do so you can change directly from counter to other mission?

(in reply to Canute0)
Post #: 22
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 9:28:46 PM   
Bartje

 

Posts: 308
Joined: 4/27/2010
From: Netherlands
Status: offline
By the way: I love the hint of major changes!

Any clue as to what we may expect!??

(in reply to Athalian)
Post #: 23
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 9:31:09 PM   
Astorax

 

Posts: 188
Joined: 4/11/2010
Status: offline
Bartje, so far the only hint we have are the weapon balancing for 1.05. Making torps come in line with lazors.

(in reply to Bartje)
Post #: 24
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 11:02:29 PM   
DasTactic

 

Posts: 1083
Joined: 10/10/2005
Status: offline
Have weapons been re-balanced in this download? I retrofitted all my 8 firepower laser escorts and 12 laser firepower frigates to 42 and 84 firepower torpedo ships but they got hammered by the default pirate ships. It seems I needed at least two of my new ships to do much damage to one of their ships. Most of the torpedoes missed their target.

It looks like guidance has been changed in this release. Can we please have some info if this is the case or did I just have a very bad run of luck?

If this is the case I like the balance. Torpedoes really would be standoff weapons good against bases while lasers are anti-ship weapons. :)

(in reply to Astorax)
Post #: 25
RE: New 1.0.4.6 Public Beta Update Available - 5/14/2010 11:39:31 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
No rebalancing yet.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to DasTactic)
Post #: 26
RE: New 1.0.4.6 Public Beta Update Available - 5/15/2010 9:07:24 AM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: Machaon


quote:

ORIGINAL: martok

Awesome! I'm very happy to see the issues regarding the supply ships not mining fuel have been fixed. I have to admit it was really bugging the crap out of me.




quote:

ORIGINAL: Machaon

Hey, I just had an extremely irritating issue (in 1.0.4.5) regarding a resupply ship. I deployed it at a planet where it was attacked by a kaltor. It defended itself, killing the kaltor, but not before it took one damaged component. Now, if I tell it to deploy, it immediately undeploys to go repair itself, rendering it useless. I scrapped it just because it pissed me off. I don't have 1.0.4.6 yet so I dunno if this is addressed. If it is, great; if not, fix it, because it's ridiculous.

This was actually a feature just implemented in 1.04 per players' request. Ships that are damaged will head to the nearest spaceport for repairs, and then resume their previous mission once repairs are complete.






Is this a serious post? Yeah, it was much requested, and it's even a good idea in general! I'll bet ya no one wants a resupply ship they just told to deploy to instantly undeploy to go across the galaxy to fix itself (which is exactly what was happening here)! Particularly when it's fully functional despite its damage!

The deploy/undeploy is just an example; I don't think any player would except the game canceling an order they just gave a unit to have it do something else. If I tell a ship to attack I expect it to attack the target until either it or the target no longer exist. If it still has functional weapons and can move, it better attack when I tell it to. Period. And a resupply ship on manual control I just told to deploy should not ever undeploy itself, ever.

Actually, I was under the impression that this whole auto-repair/refuel business was going to be toggleable on a ship-by-ship basis, similar to how automation is. Quite disappointed that it's not, as it has stepped on my toes more than once.


Actually, I do want it doing just that. I for one do not want to have to micromanage ship repairs. There are some things that need to take care of themselves, and a ship with damaged components needs to be fixed, even if I did just deploy it.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Machaon)
Post #: 27
RE: New 1.0.4.6 Public Beta Update Available - 5/15/2010 4:34:43 PM   
taltamir

 

Posts: 1290
Joined: 4/2/2010
Status: offline
I agree, I do not want to micromanage it...
sure auto refuel has stepped on my toes... but those specific instances should be fixed.

_____________________________

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(in reply to Shark7)
Post #: 28
RE: New 1.0.4.6 Public Beta Update Available - 5/16/2010 1:50:34 AM   
Machaon

 

Posts: 4
Joined: 4/17/2010
Status: offline
You two act like I just suggested auto-repair be completely removed from the game, which I did not. If I deployed a resupply ship and it was suddenly gone when I needed it, I'd be PISSED. The fact that this would be acceptable to anyone is unfathomable to me. Maybe if you're using them in some other capacity besides as forward refuel points, then I could see how having them move about willy-nilly wouldn't matter. I, however, cannot accept my forward refuel points moving around. It can go repair itself after I've undeployed it or I've set it back to auto.

You know, thinking about this as I type it out, this situation is one that probably won't come up terribly often. Hmmm....I stand by what I say though.

Now that I've played the game more, I'm finding the auto-attack function irritating too. I mean they went from one extreme to the other. I think I prefer how it was before. Attacking a single ship of many with a fleet and then setting the fleet to auto, as Erik once suggested, worked fairly well. Now my ships are all over the place! They literally chase enemy ships from one system to another, but never my whole fleet. Instead, like three ships will chase it and get vaporized when they run into a space port. Five ships may break off from a fleet of 20 to attack a space port in the same system, while the other 15 just sit there. It's really weird and I don't like it.

Anyway, I'm not even sure this is on topic with the thread anymore so I'll just shut up now.

(in reply to taltamir)
Post #: 29
RE: New 1.0.4.6 Public Beta Update Available - 5/16/2010 5:49:21 AM   
cmdrnarrain

 

Posts: 89
Joined: 4/21/2010
Status: offline
I've just about had it with the game.  Sheez, war is just about impossible.  You got to fix the problem with half your empire rebeling everytime you use either bombardment or the planet destroyer.  I mean come on, I got a base on every planet, using the Way of Darkness, taxes are low, completely Human worlds, and still my empire splits in half after destroying one world and bombarding another.  I even waited 10 years inbetween and did it to different empires. 

This is just plain stupid.   Christ, even my capital rebeled.  The games got hundreds of world, if an alien pisses me off I want to exterminate them, not collect even more worlds by invasion.


(in reply to Machaon)
Post #: 30
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