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Update Schedule Information - 11/29/2011 1:16:35 AM   
Erik Rutins

 

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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.

Regards,

- Erik

_____________________________

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: Update Schedule Information - 11/29/2011 1:20:28 AM   
tjhkkr


Posts: 2428
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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.

(in reply to Erik Rutins)
Post #: 2
RE: Update Schedule Information - 11/29/2011 2:55:51 AM   
Cauldyth

 

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Thanks for the update! Very quick turnaround time.

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Post #: 3
RE: Update Schedule Information - 11/29/2011 3:28:12 AM   
Nedrear


Posts: 702
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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!

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Post #: 4
RE: Update Schedule Information - 11/29/2011 4:15:12 AM   
feelotraveller


Posts: 1040
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Can we please have that 'win' button for the second up date. Pretty please.

Everybody is asking for it.

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Post #: 5
RE: Update Schedule Information - 11/29/2011 4:17:06 AM   
feelotraveller


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Seriously, good work guys. Looking forward to much more enjoyment of this little gem.

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Post #: 6
RE: Update Schedule Information - 11/29/2011 4:18:54 AM   
Gelatinous Cube


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As always, there just aren't words to express how much I wish other game companies were this easy-going and productive at the same time.

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Post #: 7
RE: Update Schedule Information - 11/29/2011 6:00:02 AM   
jezwhywhy


Posts: 24
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Christ can u guys do nothing right is this game Sword of the Stars II (LOL JOKE)   No seriously I love you guys


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---;@

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Post #: 8
RE: Update Schedule Information - 11/29/2011 6:58:41 AM   
J HG T


Posts: 1093
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From: Kiadia Prime
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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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Post #: 9
RE: Update Schedule Information - 11/29/2011 7:05:06 AM   
HectorOfTroy


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Thanks guys for your hard work, I'm still loving the game

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Post #: 10
RE: Update Schedule Information - 11/29/2011 11:14:34 AM   
Eystein_hansen

 

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goodwork guys :)

(in reply to HectorOfTroy)
Post #: 11
RE: Update Schedule Information - 11/29/2011 11:34:06 AM   
Caesar_Augustus


Posts: 182
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From: Henneth Anûn
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Goodness gracious me... I am truly awed...

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Post #: 12
RE: Update Schedule Information - 11/29/2011 2:40:04 PM   
Data


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Man, do you guys ever stop? I ask it for your own sake....not ours

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Post #: 13
RE: Update Schedule Information - 11/29/2011 5:42:12 PM   
ehsumrell1


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No.....slop on the praise!!!!!!!!!!!!

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Post #: 14
RE: Update Schedule Information - 11/29/2011 6:01:07 PM   
Mysterius


Posts: 57
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From: Angers, France
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Thank you Erik & Elliot

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Post #: 15
RE: Update Schedule Information - 12/6/2011 5:04:28 PM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
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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

_____________________________

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 Mysterius)
Post #: 16
RE: Update Schedule Information - 12/6/2011 7:38:31 PM   
J HG T


Posts: 1093
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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."

(in reply to Erik Rutins)
Post #: 17
RE: Update Schedule Information - 12/6/2011 7:54:18 PM   
Canute0

 

Posts: 616
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Erik can you made an quick Overview for the planned improvments ?


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Post #: 18
RE: Update Schedule Information - 12/6/2011 7:58:53 PM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
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I'll do that once we finish the first 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 Canute0)
Post #: 19
RE: Update Schedule Information - 12/6/2011 8:32:32 PM   
Texashawk

 

Posts: 208
Joined: 12/9/2006
Status: offline
Eric,

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



_____________________________

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(in reply to Erik Rutins)
Post #: 20
RE: Update Schedule Information - 12/6/2011 9:07:32 PM   
WiZz

 

Posts: 372
Joined: 9/28/2011
From: Ukraine
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quote:

ORIGINAL: Texashawk
Eric,

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.

(in reply to Texashawk)
Post #: 21
RE: Update Schedule Information - 12/6/2011 9:09:53 PM   
J HG T


Posts: 1093
Joined: 5/14/2010
From: Kiadia Prime
Status: offline
@WiZz
*Cough* Sarcasm *Cough*


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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."

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Post #: 22
RE: Update Schedule Information - 12/6/2011 9:13:12 PM   
Javaslinger

 

Posts: 34
Joined: 6/4/2010
Status: offline

quote:

ORIGINAL: J HG T

@WiZz
*Cough* Sarcasm *Cough*



LOL

(in reply to J HG T)
Post #: 23
RE: Update Schedule Information - 12/6/2011 10:58:44 PM   
geosch

 

Posts: 67
Joined: 10/20/2011
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ditto


quote:

ORIGINAL: Gelatinous Cube

As always, there just aren't words to express how much I wish other game companies were this easy-going and productive at the same time.


(in reply to Gelatinous Cube)
Post #: 24
RE: Update Schedule Information - 12/6/2011 11:37:12 PM   
colonyan

 

Posts: 52
Joined: 11/27/2011
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quote:


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)

(in reply to J HG T)
Post #: 25
RE: Update Schedule Information - 12/6/2011 11:46:50 PM   
Harry2

 

Posts: 49
Joined: 5/3/2005
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Very, very impressive update schedule. Thank you.

Looking forward to them all.

(in reply to colonyan)
Post #: 26
RE: Update Schedule Information - 12/7/2011 8:36:11 PM   
Erik Rutins

 

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

_____________________________

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 Harry2)
Post #: 27
RE: Update Schedule Information - 12/7/2011 8:45:37 PM   
ASHBERY76


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

- fixed bug where invisible space creatures sometimes haunted debris fields


Stealth Monster was real.

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Post #: 28
RE: Update Schedule Information - 12/7/2011 8:58:03 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
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


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!

_____________________________

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.

(in reply to Erik Rutins)
Post #: 29
RE: Update Schedule Information - 12/7/2011 9:58:51 PM   
Cauldyth

 

Posts: 752
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Fantastic, thanks again guys. Just one question:

quote:

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.

(in reply to Erik Rutins)
Post #: 30
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