Posts: 37503
Joined: 3/28/2000 From: Vermont, USA Status: offline
Hi everyone,
Just wanted to give you a quick status update on how things are going behind the scenes. Elliot and I have been reading through all your feedback, organizing and prioritizing it for the coming updates. The first update will be focused on bug fixes and other issues, including balance tweaks. We expect to have another public beta update available tomorrow, and another one on Friday, with the official first update early next week. That should allow us to address the majority of reported issues very soon after release.
The second update will take a bit longer, provided we don't find that we've missed an important issue or bug with the first one. I'd still expect that by the end of the year and that will include some additional improvements to the game in various areas as well as another batch of minor fixes and tweaks.
Well, I have been thoroughly impressed; I have watched Erik and Elliot answer a lot of questions; and it sounds like you guys tested a lot of things before it got to us, a lot of differend scenarios...
Good product with extraordinary customer support!
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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
Can we expect a bigger modding possibility - don't mind the guide - with the second update? I would really wish to assign gender pictures to jobs or at least a general picture to a job class.
Still I look forward to the first official patch and will download it of course. I hadn't any of those nasty luxury bugs yet, but some have them and it is good to get rid of it. Neither of the others. Strange... maybe the xenophobic demeanor of my conglomerate leader keeps the bugs away. Kill at sight!
Posts: 1093
Joined: 5/14/2010 From: Kiadia Prime Status: offline
Sounds good. Legends have definetly been more stable (not a single crash for me yet, which I like very much in any game), performance is better and I haven't run into really serious bugs apart from the odd Kiadian victory condition thingy.
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Nothing is impossible, not if you can imagine it! "And they hurled themselves into the void of space with no fear."
Posts: 37503
Joined: 3/28/2000 From: Vermont, USA Status: offline
Hi everyone,
Another update on this. We're planning to do one more public beta update (1.7.0.5) before the first official update, which we still expect to release this week. The number of issues that came up over the weekend, especially with ships and fleets, convinced us that we needed a bit more work before we could make the first update official.
The second update is still planned for release by the end of this year and will include some improvements in several areas as well as continued fixes for reported bugs and balance tweaks.
Posts: 1093
Joined: 5/14/2010 From: Kiadia Prime Status: offline
Sounds good. The only real problem I currently have with the Legends is still the quality of AIs ship designs and overall amount of combat ships that AI empires put out. In my current game many AI empires could match my technologically superior battlefleets by purely massing more ships in their fleets. Playing on hard BTW. TBH capturing neighbouring Slukens homeworld early in the game gave me an edge over my rivals.
I'm personally willing to sacrifice some RPing diffrences so that AI empires get proper, effective ship designs. Woodmans suggested powerplay mode would be sweet indeed. Anyways, looking forward to more patches.
_____________________________
Nothing is impossible, not if you can imagine it! "And they hurled themselves into the void of space with no fear."
End of the year? Only one more update? I'm very disappointed in Matrix and CodeForce. Why, your direct competition (SOTSII) gets a new patch every other day!!
Steve
quote:
ORIGINAL: Erik Rutins
Hi everyone,
Another update on this. We're planning to do one more public beta update (1.7.0.5) before the first official update, which we still expect to release this week. The number of issues that came up over the weekend, especially with ships and fleets, convinced us that we needed a bit more work before we could make the first update official.
The second update is still planned for release by the end of this year and will include some improvements in several areas as well as continued fixes for reported bugs and balance tweaks.
Regards,
- Erik
_____________________________
Lifetime "You Magnificent Bastard!" callouts: 5 Lifetime slaps across the face by a female: 2 Lifetime games that hold my attention longer than a month: 3
End of the year? Only one more update? I'm very disappointed in Matrix and CodeForce. Why, your direct competition (SOTSII) gets a new patch every other day!!
Steve
*facepalm*
Look at the release version of sots 2 and DW: legends and compare.
I'm personally willing to sacrifice some RPing diffrences so that AI empires get proper, effective ship designs. Woodmans suggested powerplay mode would be sweet indeed.
As long as the mode is optional, I'm fine... (putting aside what Erik and Elliot think of it)
Posts: 37503
Joined: 3/28/2000 From: Vermont, USA Status: offline
Here's what's coming in 1.7.0.5, later today.
CRASH FIXES - fixed occasional crash when AI reviewed system threats - fixed rare crash when you lose the game (if your empire is wiped out)
FLEETS AND MILITARY SHIPS - fixed fleets so that they properly unload troops at colonies when commanded from mouse right-click - further improved ability of carriers to attack targets when have no weapons (only fighter bays) - automated military ships will no longer escort civilian ships when in foreign systems without military refueling rights - automated military ships will no longer patrol bases that are now in foreign territory - limited the response range of automated military ships when responding to incursions in your empire's territory (must be within one sector of current location) - limited the number of automated military ships sent in response to incursions in your empire's territory - limited the range at which fleets will auto-respond to attacks - never more than two sectors from current location, must also be within defense range from home base for Defend fleets
SHIP BEHAVIOR - exploration ships set to explore a sector/system will now properly flee from space creatures (or other threats) and then resume their exploration - escaping ships now initiate hyperjump countdown immediately - ships now less inclined to flee from space creatures when the creatures are not nearby in system - fixed bug where manually controlled ships would sometimes have their orders changed inappropriately (e.g. Exploration ships fleeing from distant creatures not attacking them)
COLONIES - ensured colonies have all resources bonuses immediately after loading a game - reduced colony happiness penalty when at war with race of dominant colony population - rebalanced independent colonies: population grows slower, slightly more prevalent, lower starting population size - Resettling or Exterminating at colonies is now paused when total population amount is below 30 million (avoids losing colony when all population removed) - increased troop levels that AI uses to invade colonies
DIPLOMACY - honoring Mutual Defense Pacts or Protectorates through declaring war on attacking empire no longer cascades other wars with third-party empires - reduced reputation bonus from giving gifts - slightly increased reputation penalty when invade independent colony - increased envy diplomacy modifier - large empires envied by smaller ones - increased offense caused by enslaving populations at your colonies - added small reputation bonus when destroy SilverMist space creature - empires no longer give gifts of zero credits when max gift size set to zero in empire policy
EMPIRE TERRITORY - fixed bug where could build mining stations in foreign territory using Expansion Planner - AI now more careful about honoring empire territory when building new bases, especially when starting a new game with a pre-expanded empire
INTELLIGENCE MISSIONS - slightly reduced the difficulty level of all intelligence missions - slightly reduced the chance of intelligence agents being detected by counter espionage
DISPLAY AND USER INTERFACE - fixed bug where long range scanners would sometimes be drawn at wrong location - view now scrolls smoothly when move mouse to corners of screen
OTHER - fixed bug where sometimes not enough private ships would be built in an empire - fixed bug where invisible space creatures sometimes haunted debris fields - fixed bug where repairer of planet destroyer or debris field ship sometimes did not obtain the ship when complete
Hi everyone, Another update on this. We're planning to do one more public beta update (1.7.0.5) before the first official update, which we still expect to release this week. The number of issues that came up over the weekend, especially with ships and fleets, convinced us that we needed a bit more work before we could make the first update official.
The second update is still planned for release by the end of this year and will include some improvements in several areas as well as continued fixes for reported bugs and balance tweaks. Regards, - Erik
I am with Data; do you guys ever stop for a breath -- for your sake? But then I remember my days as a programmer after a major implementation... Elliot, Erik, thank you for your work!
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Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
ORIGINAL: Erik Rutins - honoring Mutual Defense Pacts or Protectorates through declaring war on attacking empire no longer cascades other wars with third-party empires
How does this change affect things? I quite liked how a small conflict between two empires could ignite a powder keg if they were each members of opposing power blocs.