Erik Rutins -> A preview of the v1.9.5.5 Change List (6/27/2014 1:35:59 PM)
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This build will be available as a public beta today, hopefully as an official update next Tuesday. This build has the following changes from 1.9.5.4: CRASH FIXES - added extra safeguards to help prevent crashes when using faulty themes BUG FIXES - now cancel intelligence missions when target colony or base conquered, destroyed, etc - fixed bug where sometimes getting tech bonuses from disassembling ships without advanced tech - Ion Defense and Tractor Beams no longer counted as weapons when checking civilian designs in Ship Design editor - ensure never load pirate raider troops when loading troops onto transports (e.g. loading troops from own colony while attacking pirate base) - ensure custom planetmaps getting loaded ('other' folder) - ensure mouse scroll wheel retains focus when Character and Empire Policy screens are closed - ensure colonies only appear once in Top Colonies screen, even when controlled by pirates MODDING - NEW MODDING FEATURE: defined Research path. Optionally allow specifying project order for a race for each tech tree (see new entries in race files: WeaponsResearchProjectOrder, EnergyResearchProjectOrder, HighTechResearchProjectOrder) - reverted file loading for certain files to be encoding neutral, i.e. does not matter whether ANSI or UTF-8 (resources.txt, components.txt, research.txt) - increased maximum government amount to 60 (governments.txt) - increased maximum planetary facility amount to 100 (facilities.txt) - increased maximum fighter amount to 50 (fighters.txt) USER INTERFACE - increased font sizes for main menu items when screen resolution is greater than 1920x1080 - increased font size for Galactopedia topic index - increased font size of hover panel at bottom-middle of screen - increased font size in Game Options screens - slightly increased font size in main view for system names, nebula names, etc - increased font size of tradeable items in Diplomacy trade screen - increased font size in hover tech descriptions in Diplomacy trade screen - increased font size in Component Guide screen (Design Detail screen and Research screen) - ensure correct empire remains selected in Diplomacy screen when conclude trade deal GAME BALANCE AND AI - further improved AI ship design: no longer add too many extra reactors, nor remove too many shield components, when attempting to shrink a new design to fit within construction size limits - increased chance of counterintelligence missions successfully intercepting enemy intelligence missions, especially for agents with high counterintelligence skill levels - random government selection more balanced (no longer frequently choosing Military Dictatorship) - initial home system ruins (Age of Shadows) now never contain system map bonuses - reduced number of spaceports empire builds when has low population - increased maximum fleet count. Now relates to overall number of ships and bases, up to maximum of 100 fleets - AI empires now check whether colony is safe to build at prior to initiating research station construction (e.g. check for nearby pirates) PIRATES - ensure pirate smuggling freighters repair at pirate base when damaged - ensure pirate smuggling freighters retrofit when necessary and able - empire will not detect and attack pirate smugglers when they are smuggling resources for that empire - ensure that pirate-owned colonies are included when checking for wonder completion - pirate factions now get research bonuses from scientists at their bases - pirate factions can now change their home base to any space port in their empire by selecting new option in right-click pop-up menu OTHER - ensure that new settings and savegame folder locations are properly created (My Documents\My Games\Distant Worlds Universe)
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