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Return of the Shakturi Public Beta Update v1.501 Beta 1 Now Available

 
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Return of the Shakturi Public Beta Update v1.501 Beta 1... - 12/23/2010 10:20:28 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Hi Everyone,

The first public beta update is now available. Please note that this is not an official update. We are still testing it, but it looks good and will likely become official next week.

You can download the public beta update here:

http://www.matrixgames.com/products/latestdownloads.asp

v1.501 Beta 1 – December 23, 2010

• First Public Beta Update

• Bug Fixes

◦ Fixed crash where deleted default designs broke Action buttons when selecting uninhabited planets and moons (e.g. designs for resort base, monitoring station, etc)
◦ Fixed crash when view design of pirate ship or base (via Trace Scanner component)
◦ Fixed crash when view components for some resources in Expansion Planner screen (e.g. Iridium)
◦ Fixed crash when viewing galactic storms while zoomed in to system level
◦ Fixed bug where construction ships sometimes would not retrofit
◦ When take ownership of base or carrier, now also take ownership of fighters at base or carrier
◦ Fixed crash when no colony ship design and 'build and send colony ship' in Expansion Planner screen
◦ Fixed rare crash when planets/moons/asteroids had been added/removed from the galaxy
◦ Fixed resource transporting so that mining stations properly have excess resources taken to nearest space port
◦ Fixed 'Load Troops' Action button for individual military ships

• Modding Support
◦ Added new racial biases text file for controlling natural biases between races (biases.txt)
◦ Default in-game racial biases now applied when no biases file (biases.txt) present in a theme
◦ Fix to allow more than 22 race images in custom themes
◦ Prevent unplayable races from showing up in Start New Game screen or Quick Start screen after change themes

• Game Editor
◦ Fixed crash that occurred after adding new stars or systems in game editor
◦ Added following new options when editing planet/moon/asteroid in game editor:
▪ Toggle planetary rings on/off (for non gas-giant planets)
▪ Add/remove resources
▪ Edit planet quality
▪ Edit planet scenery bonus and description
▪ Edit planet/star research bonuses

• Empire Policy
◦ Prevent military ships of another empire from refueling at your colonies and bases unless have Free Trade Agreement or better (Empire Policy setting)

• Interface Improvements
◦ Added mass-fighter upgrade button for each carrier (Action buttons)
◦ Added mass fighter upgrade for entire empire (Empire Policy setting)
◦ Added separators for thousands in numbers (money values) in Trade screen, Diplomacy screen, Build Order screen and Advisor messages
◦ Added list of new techs that triggered mass-retrofit to advisor pop-up (so that can better determine whether to retrofit)
◦ Adjusted Selection Panel layout so that info does not 'fall off' bottom when colonies selected
◦ Excluded non-playable races from displaying in victory conditions screen (Ancient Guardians and Shakturi do not count towards victory conditions)
◦ No longer prepopulate build amounts in Build Order screen (from advisor suggestions) if Ship Building automation is set to manual
◦ Build Order advisor recommendations now limited by empire cashflow and cash on hand

• Game Balance Improvements
◦ Reduced flee/escape distance until begin warp jump (escaping ships jump sooner)
◦ Increased military ship-building levels for AI empires
◦ Ancient Guardians better defend their home colony with troops
◦ Ensure Ancient Guardians generate intelligence agents
◦ Ensure some intelligence agents always assigned to counter-intelligence for AI empires

• Performance Improvements
◦ Ship movement in galaxy map much smoother on multi-core machines


_____________________________

Erik Rutins
CEO, Matrix Games LLC




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

Freedom is not Free.
Post #: 1
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/23/2010 10:23:48 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Good stuff.

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Post #: 2
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/23/2010 10:30:51 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Thank you. This was fast! 

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Post #: 3
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/23/2010 10:32:01 PM   
alexalexuk

 

Posts: 139
Joined: 4/6/2010
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Great! Thanks!!

(in reply to Igard)
Post #: 4
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/23/2010 10:45:57 PM   
elmo3

 

Posts: 5820
Joined: 1/22/2002
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Looks great.  Is this compatible with existing games?

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WitE alpha/beta tester
Sanctus Reach beta tester
Desert War 1940-42 beta tester

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Post #: 5
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/24/2010 1:05:04 AM   
TheLastRonin

 

Posts: 48
Joined: 12/10/2010
Status: offline
This looks like a very promising update Erik... You guys really set the bar high with your support for your customers and I'd like to thank you for that!

Now you guys have a good Christmas, ya hear? You earned it several times over .

(in reply to elmo3)
Post #: 6
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/24/2010 1:11:23 AM   
WoodMan


Posts: 1345
Joined: 6/2/2010
From: Ol' Blighty
Status: offline
Thanks for the quick update!  Again, I commend Matrix/Codeforce for their fantastic community support.  Cheers!

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Post #: 7
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/24/2010 1:41:13 AM   
Spacecadet

 

Posts: 1780
Joined: 4/18/2010
Status: offline

quote:

ORIGINAL: elmo3

Looks great.  Is this compatible with existing games?


Should be, but some additions (Policy refueling) probably won't work as it needs a new game.


(in reply to elmo3)
Post #: 8
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/24/2010 3:56:45 AM   
lancer

 

Posts: 2963
Joined: 10/18/2005
Status: offline
G'day,

Appreciate the update, particularly just before Xmas.

Take a breather. Have a beer - on us.

Cheers,

Lancer

(in reply to Spacecadet)
Post #: 9
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/24/2010 5:40:39 AM   
PaulP

 

Posts: 21
Joined: 12/21/2010
Status: offline
Nice, great work. That list is like the answer to every annoyance I had with the game. Edit mode improvements, fixed the military ship refueling thing, fixes to the resource distribution, a button to auto upgrade all fighters, and even a separator for currency so I can quickly see the number without counting zeros.

Now all we need is the ability to edit the research tree

(in reply to lancer)
Post #: 10
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/24/2010 7:01:12 AM   
TheLastRonin

 

Posts: 48
Joined: 12/10/2010
Status: offline
The edit mode improvements mean we essentially now have a map and scenario creator in-game that if someone is patient enough with can remodel how an entire galaxy looks .

(in reply to PaulP)
Post #: 11
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/24/2010 11:05:51 AM   
tofudog

 

Posts: 58
Joined: 12/18/2010
Status: offline
Thank you Santa Rutins and Crew!!


(in reply to TheLastRonin)
Post #: 12
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/24/2010 12:29:22 PM   
wozza

 

Posts: 85
Joined: 3/5/2010
Status: offline

quote:

ORIGINAL: Igard

Thank you. This was fast! 

You would never get that type of fast service from the big publishers. It would at least take them a month to bring out a patch.

(in reply to Igard)
Post #: 13
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/24/2010 1:42:18 PM   
caerr

 

Posts: 113
Joined: 6/18/2010
Status: offline
I played all night last night and the ship movement seems to be a lot smoother now, which results in directly better game experience.

(in reply to wozza)
Post #: 14
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/26/2010 7:06:10 PM   
Elrohir525


Posts: 41
Joined: 4/4/2010
From: Canada
Status: offline
I'm really loving the expansion and the new patch!  Thank you to Erik and everyone at Matrix and Codeforce for all your hard work, especially over the holiday season.  Happy New Year everyone! 

(in reply to caerr)
Post #: 15
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/26/2010 10:45:00 PM   
Starfry

 

Posts: 74
Joined: 11/30/2009
Status: offline
Has anyone notice that AI spying seems anemic in this version? I have spying set to suggest only and yet I have yet to see a spy mission suggested or got any enemy spies caught by my human empire.

(in reply to Elrohir525)
Post #: 16
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/27/2010 3:23:35 AM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: Starfry

Has anyone notice that AI spying seems anemic in this version? I have spying set to suggest only and yet I have yet to see a spy mission suggested or got any enemy spies caught by my human empire.


I have my game AI set at restless and I have both caught spies and had a few of
my spies (with 300~330 rating) detected and captured! The spy system works IMO.

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Post #: 17
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/27/2010 4:53:53 PM   
tornnight

 

Posts: 170
Joined: 6/13/2010
Status: offline
I have noticed a reduction as well. I usually have all but 1 agent out in the field via suggestions. This time I have only 2 out of 8 in the field.

There is an empire policy regarding this but I don't know if it changed.

(in reply to ehsumrell1)
Post #: 18
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 12/27/2010 7:29:24 PM   
Haree78


Posts: 1269
Joined: 5/18/2010
Status: offline
Yeah check your Empire policy on intelligence missions also I find that early game there isn't quite so many threats as later on when the suggestions come in thick and fast for me.

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Post #: 19
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 1/4/2011 5:52:34 PM   
cmdrnarrain

 

Posts: 89
Joined: 4/21/2010
Status: offline
What is the status on the public release of this update?

(in reply to Haree78)
Post #: 20
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 1/4/2011 8:50:14 PM   
tornnight

 

Posts: 170
Joined: 6/13/2010
Status: offline
It is public. And it works well.

(in reply to cmdrnarrain)
Post #: 21
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 1/4/2011 10:13:31 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
We're planning to make this an official update this week while we work on the next beta update.

Regards,

- Erik

_____________________________

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 tornnight)
Post #: 22
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 1/6/2011 11:04:12 PM   
jalapen0

 

Posts: 122
Joined: 4/10/2010
Status: offline

quote:

ORIGINAL: cmdrnarrain

What is the status on the public release of this update?


It is a "public beta"

(in reply to cmdrnarrain)
Post #: 23
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 1/6/2011 11:58:47 PM   
Simulation01


Posts: 540
Joined: 5/12/2010
Status: offline

quote:

ORIGINAL: jalapen0


quote:

ORIGINAL: cmdrnarrain

What is the status on the public release of this update?


It is a "public beta"



The spirit of his question regarded the time when the 'beta' would become final. However, the whole point of having a beta test is so that you can hunt down and remove bugs...not every bug readily appears to the testers and developers. The beta version must be coaxed into revealing it's weaknesses....so that it can be put to the fires of Codeforce's forge and be remade anew! It's glory undimmed and made known.... as a....final revision update.

Do you hear that!? That horn in the distance!? That is ehsumrell1 and his war-band on the hunt!! Helmets and armor gleaming in the digital sun!

_____________________________

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(in reply to jalapen0)
Post #: 24
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 1/7/2011 12:21:43 AM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
quote:

ORIGINAL: Simulation01

The spirit of his question regarded the time when the 'beta' would become final. However, the whole point of having a beta test is so that you can hunt down and remove bugs...not every bug readily appears to the testers and developers. The beta version must be coaxed into revealing it's weaknesses....so that it can be put to the fires of Codeforce's forge and be remade anew! It's glory undimmed and made known.... as a....final revision update.

Do you hear that!? That horn in the distance!? That is ehsumrell1 and his war-band on the hunt!! Helmets and armor gleaming in the digital sun!


D*mn......scanners didn't pick up that bug hiding on the other side of the planet while we
were in orbit.......

Just nuke 'em from orbit I guess......only way to be sure!

< Message edited by ehsumrell1 -- 1/7/2011 12:22:46 AM >


_____________________________

Shields are useless in "The Briar Patch"...

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Post #: 25
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 1/11/2011 5:33:00 PM   
cmdrnarrain

 

Posts: 89
Joined: 4/21/2010
Status: offline
Any updates?

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Post #: 26
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 1/11/2011 5:39:13 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
so soon? then Elliot should be an artificial life form, not Data

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Post #: 27
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 1/11/2011 9:24:35 PM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: cmdrnarrain

Any updates?


Very soon! Working on some things at the moment.

_____________________________

Shields are useless in "The Briar Patch"...

(in reply to cmdrnarrain)
Post #: 28
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 1/11/2011 10:55:40 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Issues

Massively gargantuan overpowered 1st tier bombarding weapons that wipes out homeworld population with a few frigates in 5 mins.Bombarding colonies should be substantially slowed down.

Not enough emigration from Homeworlds.This causes both massive importance to homeworld defence for the A.I which a Human player with always exploit no matter how well defended, and new colonies never grow to any reasonable size even late game so homeworld pops should help fill them out better.

Mining base exploit.Build a mine in a empires systen and sell for huge moneys.

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Post #: 29
RE: Return of the Shakturi Public Beta Update v1.501 Be... - 1/12/2011 5:25:12 AM   
Hetulik

 

Posts: 51
Joined: 8/3/2009
Status: offline
I'm also finding I could fund my empire entirely by selling/trading technology for credits to my allies. I'm paying alot of expenses for my state economy, and am doing ok with private sector profit, but i'm always loosing money so need to sell some technology for money to stay afloat.

It makes sence to sell technology for credits, but it doesn't seem balanced to be getting 100,000 credits for some very small easily obtainable technology.

It feels like i should get less money for the equivent value in technology.


(in reply to ASHBERY76)
Post #: 30
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