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[4X] Sword of the Stars II: Lords of Winter

dramis preterano... nije to kao da su ti cip ugradili u lobanju... to ce trebati tek za koju godinu:p
 
Village%20of%20Damned.jpeg
 
Poslednja izmena:
Šta znam... ja sam se navukao na Steam sada, priznajem.
Mnogo mi se sviđa one-click-install sistem, automatski update i lako pronalaženje drugara za multiplayer igre.
Uz to, mogu vrlo lako da instaliram moju igru na bilo koji računar koji posedujem (samo ne mogu da igram na dva računara istovremeno), a dosta igara sada podržava i cloud savegame, tako da mogu da nastavim igru na drugom računaru tamo gde sam stao, bez potrebe za ručnim kopiranjem fajlova.
Po mom mišljenju, Steam donosi dovoljno prednosti da je taj hejt prema njemu postao iracionalan.
 
r19278b
------

Critical Fixes:
+ Fixed a combat memory leak.
+ Fixed a crash that could occur when clicking the research cube on
the star map.
+ Fixed a crash that would occur in the research screen when the
slider was set all the way to government.
+ Torpedoes now apply damage to planets.
+ Fixed a bug that caused battleriders to crash the design tooltip.
+ Fixed a crash that could occur when requesting enclaves.

Other Fixes:
+ Fixed missing Bio-missile art for Morrigi.
+ Fixed a couple Human, Hiver and Morrigi DLC art issues.
+ Fixed the problem with some carriers not being able to rotate while
riders were docked.
+ Fixed an issue with riders taking too long to dock.
+ Fixed a couple issues that were leading to phantom fleets, related
to deployed gates and defense fleets.
+ Carriers can now carry other carriers.
+ Fixed an issue where loaded games could mix up player ID's.
+ Fixed known issues with Kingfisher.
+ Fixed issues where ships were not targeting stations correctly in combat.
+ Fixed an issue where destroying the mission section on the ship
would kill all crew onboard.
+ Fixed an issue with Game Setup options resetting when switching maps.
+ Fixed issues with combat AI splitting targets.
+ Fixed issues where bio-missiles were not launching.
+ Added missing bonus for Expert Systems.
+ Added missing bonus for Orbital Drydocks.
+ Added missing bonus for Heavy Platforms.
+ Corrected bonus for Materials Applications.
+ Fixed a bug that was causing designs to return incorrect attributes
once they had been committed.
+ Fixed a bug that was reporting the build times for ships with naval
stations incorrectly.
+ Removed duplicate "destination" text from fleet lists.
+ Made a change to address the concern that missiles would continue to
move after combat had ended.
+ Battle riders are now silent while docked.
+ Fixed known issues where tracking weapons would fail to hit ship
targets after their sections were destroyed.
+ Turrets no longer fire missiles after the crew are killed.
+ Fixed an issue where assault shuttles would not return to tender.
+ Fixed combat AI not launching battle riders.
+ Fixed the decimal place in reported post-combat damage.
+ Fixed issue where ships would not point off the horizontal combat
plane to aim.
+ Fixed an issue where the AI was making poor/mixed weapon decisions
when designing ships.
+ Fixed an issue where a colonization was available for targets with
known enemy colonies.
+ Fixed a handful of sounds that did not have attenuation set and were
therefore audible from everywhere in combat.
+ Fixed known issues where the Hiver gate traffic was not being
updated correctly.
+ Fixed known issues where Liir were no longer being slowed in
proximity to gravity wells.
+ Addressed handful of engine types that could be heard constantly
regardless of distance from camera.
+ Addressed variety of standard turrets that weren't able to target straight up.

Other Changes and Additions:
+ Psionics can now be researched, designed into ships and activated in the game.
+ It is now possible to repair riders in the repair dialog.
+ Added antialiasing to many parts of the game. 3D scenes now use FXAA
antialiasing by default, which can be disabled in the launcher if desired.
+ Reduced fleet icon click radius on the star map.
+ Biomissile and other super-class weapons are now reported in the
post-combat dialog.
+ Added plague effects.
+ Increased pitch range of turrets across the board to make them more
effective at PD off the combat plane.
+ Sensor range discs now have clearly defined boundaries in combat.
 
r19345b
------

Critical Fixes:
+ Fixed a crash that could occur when clicking to launch a bio-missile
frequently.
+ Fixed all known issues preventing combat with deployed Hiver gates.
+ Fixed a crash that would occur if duplicate province names were selected.
+ Fixed a crash caused by the trade stimulus phase of the turn update.
+ Fixed a crash related to erroneous reactionary movements versus
undiscovered star systems.
+ Fixed a multiplayer desync in combat that could lead to players not
being able to move ships and a potential crashes after combat ended.
+ Fixed a turn update crash related to checking certain victory conditions.
+ Fleets are no longer held up indefinitely at systems with enemies.
This addresses issues where missions could not be cancelled.
+ Fixed reported divide by zero crashes.

Other Fixes:
+ Fixed an issue where players could select the same psionic power
twice for a design.
+ Added missing Morrigi bio-missile collision shape.
+ Fixed accuracy/aiming issues with fixed mounts on drones and ships.
+ Tarka Hunters are now constrained to Tarka Hunter Carriers and said
carriers can no longer take other battle rider types.
+ Dead ships no longer show up in sensors.
+ Fixed the issue where ships were auto-targeting uninhabited planets in combat.
+ Fixed an issue where assault shuttles were not returning from a
planet if it was defeated.
+ Fixed an issue where techs that should add to the production cost of
ships were reducing the production cost instead.
+ Fixed issues with duplicated psionic icons in the selector.
+ Fixed issue with modules not loading in the design screen.
+ Fixed the issue where AI players would issue missions to unknown star systems.
+ Fixed an issue where certain ship armor data could go missing.
+ Fixed an issue where the battle rider manager was not showing riders
already assigned to ships.
+ Gate traffic cost is no longer applied for fleets already at their
destinations.
+ Fixed an issue where the starmap display was not updated after
committing an upgrade mission.
+ Fixed some known turret arc issues.
+ Fixed an issue where PD missiles were not taking out other missiles.
+ Added a fail-safe to certain effects that might not otherwise
expire, creating a memory leak in combat.

Other Changes:
+ Tweaks to drones.
+ Hooked up Psionic recharge bar.
 
r19609b
------

Critical Fixes:
+ Fixed a plague-related turn update crash.
+ Fixed a combat psionic effect-related crash.

Other Fixes:
+ Diplomatic points are now being accumulated and applied.
+ Heavy planet missiles are now working.
+ System entry points and approach vectors are now working.
+ Ships now recover psionic power each turn based on the empire's psi potential.
+ Fixed neutral combat zones not returning to the system's owner.
+ Fixed an issue where options window revert button was not working correctly.
+ Fixed an issue with incorrect speech timeouts.
+ Zuul civilians are no longer considered in slave calculations.
+ Fixed an issue where fleet travel distance was not being reported correcly.
+ Zuul players are no longer queried for alternate mission route
confirmations unless this is necessary.
+ Fixed localization issues with admiral traits.
+ Structure and armor bonuses now show correctly in the design screen.
+ Fixed known issues where reserve fleets could go missing.
+ Drones in the bottom wing of Hiver Dreadnoughts now launch.
+ Slave disks now connect with the correct ship sections.
+ Reduced speech spamming in the design screen.
+ Fixed floating modules on Human dreadnoughts.
+ Fixed a corner case preventing combat with hiver gates.
+ Colony support missions now stop correctly if the target colony is destroyed.
+ Fixed a couple odd issues where fleets were not correctly considered
to be 'at' a system.
+ Combat AI now deploys battle riders more intelligently.
+ Fixed an issue where crewless ships were preventing players from
entering accelerated time in combat.
+ Fixed the issue where requesting surrender of an empire could lock
out camera control.
+ Fixed the issue of invalid save game names crashing the game.
+ Fixed an issue where crewless ships were preventing the end of combat.
+ Fixed the visual glitch with torpedo trails.
+ Fixed the issue where fleets in transit could be unselectable.
+ Fixed an issue where the strategic AI was creating duplicate ship designs.
+ Fixed an issue where surveying fleets were returning home if
hostiles were encountered.
+ Fixed known issues with Land Grab and Leviathan victory conditions.
+ Victory conditions are now correctly reported when all other players
are eliminated.
+ Fixed an issue where trade income was not being synchronized
correctly in networked games.
+ Fixed an issue where client player status was not being updated
correctly in networked games involving more than 2 clients.

Other Changes:
+ Sound volume now updates in real time.
+ Mine fields and SDBs (System Defense Boats) can now be placed in the
Battle Manager and activated in combat by clicking their icons in sensor view.
+ Mission screens not grey out systems that are not viable.
+ Sensor, support and trade views now grey out systems that are out of range.
+ Stations now appear along with fleets, and they can now be repaired
through the standard repair dialog.
+ News events are now reported for lost or retired admirals.
+ The repair dialog can now be called up at any system.
+ The game now agressively seeks out and frees memory consumed by game
assets where possible. This should help players who are running into performance issues due to memory consumption.
+ Updated star map node line and mini-ship visuals.
+ New encounters are available or have been re-introduced, including:
The system killer, asteroid showers, spectres and swarmers. More are on the way.

r19631b
------

Critical Fixes:
+ Fixed crash on startup for Russian players.
+ Fixed crash that could occur when attempting to scrap stations.
+ Fixed crash that could occur when exiting the Battle Manager after
placing fleets.

Other Fixes:
+ Stations will no longer show up alongside fleets in transit.
+ Battle Manager fleet positions are now obeyed.

Other Changes:
+ Added Slaver encounter.
 
r19908b
------

Critical Fixes:
+ Fixed indy colonies from trying to add an already existing civilian
faction to a newly created colony through stimulus. (Caused a crash
during end turn)
+ Fixed a crash with declaring war on an independent
+ Fixed a crash when trying to add battleriders to platforms
+ Fixed a crash when simulating 2 AI vs AI combats involving battleriders
+ Fixed dronesats from crashing the game when trying to place them in
the defence widget
+ Fixed an SQL crash caused by improperly removing systems from a game
(when they are destroyed)
+ Fixed a crash when placing defence platforms
+ Fixed a hang when more then 1 combat took place
+ Fixed a crash when entering multiplayer games
+ Fixed a crash related to slaver encounters
+ Fixed the station sync crash in the fleet widget

Other Fixes:
+ Added AI cost assessment and picking for technologies
+ Added ability for AI to resume abandoned research projects
+ Enhanced AI research algorithms
+ Enabled UI for Special Research Projects
+ Hooked up Asteroid Monitor Special ProjectID
+ Hooked up Investigate independent Special project
+ Removed the poker chip system that combined 5 like items into 1.
+ Added additional trade from megafreighters, and an icon to represent
them in the trade view
+ Balanced freighter speeds
+ Increased visual ranges
+ Made target dish on the command monitor easier to see and hit
+ Added Pirates to randomized encounters
+ Added AI tech research strategies
+ Added the missing icon for building a mining station in the station
placement screen
+ Balanced Civilian and Naval Stations
+ Added Interceptor missiles
+ Removed waypoint arrows when specific stances are active
+ Added Indy races and Splinter factions
+ Rebalanced number of empty star systems
+ Improved zuul trade range
+ Build screen stats have been fixed and report correctly
+ Added mission times for boarding pods
+ Adjusted the number of slots available around planets for stations
+ Fixed modules not having a proper collision shape
+ Added the Comet randoms
+ Added a load screen after combat
+ Fixed a bug in the last capital standing end game rule that caused
players to be prematurely removed from the game
+ Added the ability to assimilate indy players by creating an alliance with them
+ Added an Indy button and diplomacy screen for managing diplomacy
between indy players
+ Fixed the Asteroid encounters to have the proper player avatar
+ Fixed some text width issues in the build screen related to cost
+ Dragging a ship into a fleet now selects the fleet after it has been moved
+ Tuned module deaths when they are blown off a ship
+ Added critical hits to space beasts
+ Added the combat manager button to the precombat popup
+ Tuned drone sats
+ Added a confirmation to the exit to main menu button
+ Ships destroyed by a boarding pod are now properly removed from their fleet.
+ Added death of crew if a ship breaks it's crews constraints
+ Fixed fleets not refreshing when being added in the fleet manager
+ Corrected the fleet times for missions
+ Fixed an issue where you could spam the ok button on the naming
dialog for an invoice and it would add extra empty invoices
+ Fixed feasibility studies to show 100% for techs you can definitely research
+ Tuned repair points for ships
+ Fixed an incorrect turn event for players that were being betrayed
(They were being labelled as the betrayer)
+ Fixed music from not changing if another cue was already playing
+ Fixed gms to only spawn for the number of gms picked in the game setup
+ Fixed the kill count for ships in the post combat screen
+ Fixed the human construction ships slowing down node travel significantly
+ Added Suicide Drones
+ Added Drain Drones
+ Added EW Drones
+ Clicking on news events now focus' on relevant system/colony
+ Rebellions now form splinter colonies if the rebellion is successful
+ Fixed infrastructure display value
+ Fixed the tech tree only displaying the cheapest path
+ Increased max length for fleet names
+ Changed colony stimulus to drop friendly indy colonies on
inhabitable planets - They are only negotiable when they have become
fully developed
+ Fixed an issue that caused encounters to become unhooked when naming
your player name the same as an encounter
+ Fixed indy colonies to simulate without starvation and support
(since they cannot have support)
+ Fixed the primary weapons being saved on your designs
+ Added turns remaining to build orders on the build button
+ Increased starmap label view range 20%
+ Fixed ships with structural fields not being able to be fully repaired
+ Fixed ships with structural fields not having full health when they
are created
+ Changed the slaves label to Deaths to represent the change in slaves
better on the colony summary
+ Added a mouseover to defence widget items
+ Fixed the AI from creating fleets that exceeded command point limits
+ Fixed a bug related to updating ships in the fleet manager
+ Fixed an issue with command points being calculated when moving
command ships (leviathan and cruiser commands)
+ Added color indication to defence items that require more cp then available
+ Added police cutters to defence manager
+ Added new art for defence platforms
+ Added new art for minefields
+ Police cutters are automatically added to defense fleets when they are built
+ Fixed the Vector3 Parse crash (a knock on from removing systems)
+ Fixed encounters from being properly removed when the system killer
destroys their homeworld.
+ Fixed repair points from not being rejuvinated each turn
+ Fixed invalid slot placements in the battle manager
+ Fixed morrigi sdbs not coming with drones
+ fixed jammers not working
+ Wraith abductors will now properly attack planets
+ Adjusted weapons for slaver ships
+ Fixed a typo in the encyclopedia
+ True grit is now a positive trait
+ Construction mission estimates are now correct for time and cost
+ Meteors now end combat early if they cannot hit a planet
+ Added splash screens for indy races
+ Fixed defence fleet from not showing up in the repair dialog and rider manager
+ Fixed weapon riders from showing up in the repair dialog

Known Issues:
- When loading an old saved game, the fleet mission times will display
incorrect number of turns until they start a new mission.
- Unable to target polygons on Morrigi monitors.
 
Ali je igra, na žalost, i dalje neigriva.Za 6-7-8 meseci ću možda i razmisliti o njoj, za sada su to bačene pare.
 
Nažalost, slažem se. Prvi deo je i dalje 10x bolji.
 
r20241
------

Critical Fixes:
+ All known crashes related to fleet lists and drag-drop have been fixed.
+ Fixed a diplomacy point generation crash.
+ Fixed a crash related to improper battle rider cleanup after combat.
+ Fixed issues where weapon banks were being misidentified. These changes will break some existing games.
+ Fixed a pirate encounter related crash and lockup.
+ Fixed a crash related to adding ships to a fleet.

Other Fixes:
+ AI players now have personal preferences when researching.
+ Rider placement in Rider Manager screen fixed.
+ Fixed a bug where new admirals were being assigned to fleets in deep space.
+ Salvage odds now take correct ships and races into account.
+ Volume slider now affects GUI sounds as well.
+ Fixed issue that was having impact on screen transition times.
+ Recent combat effects no longer show up on systems outside sensor range.
+ Save games now recall initial encounter and GM settings.
+ Increased morale penalty associated with raising taxes.
+ Fixed an issue where civilian populations were not resuming growth after recent combat.
+ Cancelled missions now return fleets immediately if possible.
+ Fixed issues related to constructing mining stations.
+ Added support missions.
+ Fixed a number of minor visual glitches in UI appearance.
+ Hardened Structures now behave correctly.
+ Fixed an issue where battle riders were not assignable in the battle rider manager.
+ Fixed incorrect production cost display for prototyped designs.
+ Fleets outside of sensor range can no longer be selected.
+ Added missing animations to Zuul Immersion content. This was preventing certain weapons from functioning.
+ All budget pie charts are now buttons that transition to the Empire Summary.
+ Fixed the loophole allowing feasibility studies to be skipped.
+ Icons are now clearly visible for deployed gates on the star map.
+ Fixed all known instances of Human AI players slow-boating fleets.
+ Encounters tuned.
+ Kalvenic Torpedoes tweaked.
+ Inertial Cannon (standard and heavy) added. Each shot will slow down target properly.

Additions and Changes
+ Interception missions are now available.
+ New drone and assault shuttle designs are now selectable on carriers.
+ Grav Cannon added.
+ Tar Pit COL added.
+ Cry Baby COL added.
+ Thud Missile added.
+ Leech Rounds added.
+ Improvements to VN encounters made.

Known Issues:
- Fixes to game data will likely break existing save games.
 
r20241c
------

Critical Fixes:
+ Fixed a handful of known multiplayer sync issues that could lead to crashes.
+ Fixed crashes when doing Zuul intercept mission
+ Fixed a crash caused by AI players attempting to ally with indy players.
+ Fixed an issue that was preventing certain technologies from being unlocked.
+ Fixed an issue that was causing premature ending of combat in
certain single-player and networked games.

Other Fixes:
+ Fixed some overlapping text issues in the mission screens.
+ Survey complete and planet colonized dialogs now show interactive
system and star map, respectively.
(Click the right/left buttons on the viewports to cycle.)
+ Fixed the drawing of intercept mission waypoints.
+ Fixed return trips for intercepts when a target fleet goes out of range.
+ Prevented Zuul ships from boring temporary node lines back from a
deep space encounter.
+ Fixed the issue where Radiant Bore ships could not create node lines.
+ Gate Lab upgrade requirements can now be met.
+ Hiver gates now display Gate Lab module options.
+ Ships no longer flee so far from an incoming comet in combat.
+ The sensor view icon has been centered correctly on the comet in combat.
+ Fixed a function that allowed a non-player owned system to request a
check for an enclave permission before colonizing a planet.
+ Fixed the provincial capital visual effect.
+ Fixed an issue where combat UI was allowing freighter speeds to be set.
+ Combat zones no longer appear in deep space combat.
+ The battle manager is no longer available for deep space encounter locations.
+ Fixed an issue where infrastructure was resetting to zero each time
a planet was recolonized.
+ Zuul trade now unlocks correctly.
+ Barren planets now have some resources.
+ Fixed issues where inappropriate battle riders were being used to
aid in surveys.

Other changes:
+ Reduced overthrust in combat.
+ Ships with drones now survey faster.
 
r20461b
------

Critical Fixes:
+ Fixed a game loading crash related to asteroid monitors.
+ Fixed all known crashes related to deep space interception.
+ Fixed a potential infinite loop in Hiver movement that could occur during turn processing.
+ Fixed known multiplayer de-sync issues that were leading to crashes.
+ Fixed a crash when returning from a demand or request with an indy.
+ Made optimizations to turn processing times.

Other Fixes:
+ Suul'ka can now be summoned again.
+ Mining and defense stations no longer double-charge players for construction.
+ Resolved conflicting broadside versus pursuit orders in combat.
+ Rapid prototyping now applies proper bonus.
+ Made changes to resolve minefield overlap and frame-rate issues.
+ Made changes to resolve PD phaser frame-rate issues.
+ Improperly configured requests and demands are no longer allowed to be committed.
+ Trade income is now correctly reported when no trading is available.
+ Fixed an issue where mining stations were not showing up in station construction options.
+ Fixed mis-labelled Zuul station types in news events.
+ Fixed an issue where colonization missions were not cancelling when critical ships were destroyed.
+ Fixed a known issue related to incorrect movement speed on the starmap.
+ Fixed issues that were preventing AI players from declaring war when they should.
+ Fixed an issue where heavy and planet missiles were not re-targeting in combat.
+ Fixed an issue where stations were reporting incorrect remaining and total structure.
+ Fixed an issue where in-transit fleets could be incorrectly displayed in repair dialogs.
+ Fixed issues where asteroid monitor encounters would cease to occur after destroying a command monitor.
+ Fixed some combat stance issues related to planets.
+ Fixed issues where alien habitation modules could take up standard habitation module slots.
+ Fixed a couple issues where warhead damage was not being adjusted correctly for researched technology.
+ Fixed an issue that was preventing government graph from updating.
+ Fixed issues where missiles targeting spectres could damage a colony instead.
+ Addressed network de-sync issues with certain weapons in combat.
+ Addressed some turret arcs that weren't firing or engaging correctly.

Additions:
+ Node Cannon and Node Maw weapons have been re-introduced for Zuul players.
***To use the Node Maw in combat, go to sensor view and click on the corresponding buttons above the desired Bore node points.***
***These will collapse the node points, to devastating effect for ships in the area.***
+ Updated combat screen GUI
+ Added a multiple combat system.
+ Added Morrigi tombs.
+ Introduced the ghost ship random encounter.
+ Turrets and modules now show up in the fleet manager.
+ Quantum disassociation now adds the intended 20% bonus to production.
+ Combat now occurs in multiple phases depending on the number of fleets present.
+ Intelligence-gathering missions can now be executed from the diplomacy screen.
+ Increased AI diplomacy reactions.
+ Increased savings required for morale boost.
+ Biosphere preservation now reduces consumption by 50%.
+ Colonies now get an initial bonus on the turn they are established.
+ Fleets that lose their command ships in combat will now disband and retreat.
+ Increased battle rider mission times.
+ Reduced the density of minefields.
+ Added new drone attack behaviors.
 
Pa radi, nije da ne radi :p, ali je još uvek prvi deo mnogo bolji za igranje.
Takođe, još uvek nedostaju neke stvari, mada su u poslednjih par patch-eva dosta toga ispeglali i dodali.
 
Može da se igra. Bagovi koji ubijaju igru su uglavnom istrebljeni.
Problem je samo to što je AI trenutno još uvek polu-retardiran.
 
r20461c
------

Critical fixes:
+ Fixed a new first-turn networked multiplayer crash.
+ Fixed a crash related to the Xavier module.
+ Fixed the issue that was causing Hiver gates not to function until
the game was reloaded.
+ Temporarily removed localization files causing crash on start-up for
German and Russian players.

Other fixes:
+ Fixed an issue where non-standard fleets could get into combat rounds.
+ Fixed an issue where module repair points were not being factored in
to the total.
+ Build orders are now cleaned up with a player's colonies are lost.
+ Espionage panel in the diplomacy screen now lists pending intel
operations for the turn.
+ Hiver gate icons now appear when gate ships are deployed.
+ Fixed new placeholder UI elements in the design screen.
+ Some weapon-related framerate optimization made in combat.
+ Fixed an issue where colony IO was not being redistributed when
either terraforming or infrastructure were maxed.
 
Pa zato ja još uvek ni ne igram SOTS II. Čekam da ga doteraju još.
Ako mi zatreba 4X fiks, tu je prvi SOTS koji je i dalje keva :)
 
r20587b
------

Critical Fixes:
+ Fixed a known defense manager fleet list crash.
+ Fixed an end of combat crash related to combat involving neutral factions.
+ Made numerous sound system changes to help with frame rate issues.
+ Fixed a crash related to queued station modules.
+ Fixed a minefield related crash in combat.
+ Fixed a crash in the design screen related to selecting and submitting defense platforms.
+ Fixed a combat retreat crash.
+ Fixed a crash related to entering and exiting the empire manager.
+ Fixed known memory leaks in transitions to and from the star map.
+ Fixed a silent multiplayer crash related to random encounters.
+ Fixed a crash that could occur when opening the build screen.
+ Fixed a multiplayer hang that could occur versus lone gate ships.

Other Fixes:
+ Reduced ship spark effect density to help with frame rate issues.
+ Fixed an issue preventing the Repair All function from working.
+ Fixed an issue where a VN disintegrator beam could remain linked to ships that left its range.
+ It is no longer possible to cancel return missions for retreating fleets.
+ Fixed the issue where colonies were firing at targets outside of sensor range.
+ Fixed the issue where planets would mysteriously disappear from the list of colonization options.
+ Fixed an multiple combat round issue where the game would try to select eliminated fleets.
+ Fixed the issue where construction missions would leave stations under construction if the construction ships were destroyed.
+ Fixed known issues of missiles spinning in space.
+ Fixed a bug that was causing prototyped ships to become too cheap.
+ Fixed known issues where diplomatic actions could result in a negative cost, adding to a player's RDP instead of subracting from it.
+ Addressed issues that were causing the AI to declare war too frequently.
+ Fixed the missing news event notifying players of war declarations against them.
+ Fixed an issue where colonies were not correctly reporting when they were developed.
+ Fixed an issue that was preventing Hivers from upgrading gate stations fully.

Other Changes:
+ Build and design screens now show design attributes.
+ Made some improvements to the mine field placement flow in the defense manager.
+ Tracking weapons can now target the dish on a command monitor.
+ Fleets involved in multiple rounds of combat will lose additional endurance.
+ Non-Zuul factions are now attacked by pirates.
+ Developing colonies no longer support fleets.
+ Improved the research and feasibility study complete dialogs.
+ Variety of tweaks and corrections to ship turrets for all factions.
 
r20916b
---------

Critical Fixes:
+ Fixed a crash related to the star system tool tip on the star map.
+ Fixed multiplayer desync issues caused by clients dropping into a
game in progress.
+ Fixed known crashes relating to battle riders.
+ Fixed a crash related to assimilating colonies.
+ Fixed a crash related to Suul'ka losing their home colonies.
+ Eliminated a fleet manager race condition that was leading to
intermittent crashes.
+ Fixed known pre-combat UI crashes.
+ Fixed a rare crash related to admiral death and retirement.
+ Fixed a bug that could cause a crash when populating stations around
asteroids.


Other Fixes:
+ Fixed known ship and weapon data issues.
+ Fixed various known localization issues.
+ Karnak Targeting Module effects now working.
+ Scotsman Module effects now working.
+ Psi- and Life-Drain effects now damage planets.
+ Close to Attack behaviour now reflects race preferences.
+ Fixed known issues where budget projection was not matching reality
for the next turn.
+ Fixed Morrigi Relic starting locations.
+ Fixed known issues with AI relating to Morrigi Relic.
+ Fixed some inconsistencies in the way Human and Zuul players retreat
from combat.
+ Zuul bore ships now correctly retreat back to their homeworld when
boring a new node line.
+ Deployed gate ships are no longer being included in additional combat rounds.
+ Deployed gate ships no longer get doubled up in combat.
+ Enemy gate ships are now visible in combat at your own systems.
+ Fixed incentive calculation issues.
+ Fixed a regression where construction missions were not being
cancelled when the construction ships were destroyed.
+ Fixed known issues with Jammer ships not working in cobmat.
+ Jamming radius is now displayed in combat sensor view.
+ Light Emitters can now be fitted to battle riders.
+ Fixed known issues related to repairing Suul'ka.
+ Locked down issues where the game was not appearing to respond to
mouse clicks.
+ Diplomacy reaction histories now display events pertaining to the
correct players.
+ Diplomacy reactions related to relative empire size no longer occur
for undiscovered empires.
+ Suul'ka will now correctly maximize psionic potential.
+ Fixed an issue where fleets could not be relocated when a Suul'ka was present.
+ Fixed known multiple-GM spawning issues.
+ Damage to modules now carries over from combat to strategy turns.
+ Improved Node Fighter behavior.
+ Treaty accept and reject dialogs now display the correct empire names.
+ Defenses, gates and reserve fleets are now correctly cleaned up when
an empire is defeated.
+ Fixed the loophole that was allowing players to bypass feasibility studies.
+ Fixed an issue that was causing climate hazard values to display
positive values all the time.
+ The battle manager is now more forgiving about placing fleets near planets.
+ Invasion missions now correctly apply morale, government and
diplomatic penalties.
+ Fixed known issues related to colony support.
+ Fixed an issue where not all mines would be displayed in the sensor
view in combat.
+ The node line collapse news event now correctly displays both system names.
+ Fixed issues related to intercept missions.
+ Force-firing on ships in combat will now force a war declaration in
the strategy turn when appropriate.
+ Slave population numbers no longer reduce civilian population numbers.
+ Fixed morale bonus for police and propaganda ships.
+ Fixed an issue that was preventing the game from removing ships from
fleets that had exceeded their command point quota.
+ Fixed an issue where extra ships from retreating fleets were being
transferred incorrectly.
+ It is no longer possible to request or demand items from independent factions.
+ Stations are now considered for combat rounds.
+ Addressed issues that were preventing the strategic AI from
expanding its empire, especially after engaging in war with another empire.
+ Transient random encounters no longer hold on to control zones after
combat ends.


Other Changes:
+ GOOP and Joker Module abilities are now available.
+ Missle attacks on your ship can now be initiated in the Weapons Test
screen, using the new icon button.
+ Grappling cannon is now available.
+ AI now uses the node cannon and targeted missiles in combat.
+ Improved deep space encounter with system killer.
+ Defence Platform placement is no longer restricted to slots.
+ Tool tips in the design and build screens now display the design attributes.
+ It is no longer possible to launch riders while cloaked.
+ AI rebellions have been introduced.
+ Government shifts now occur in response to overharvesting gem and
forge worlds.
+ Introduced the surprise attack diplomatic action.
+ Empires now continue to be listed in the player list after defeat.
+ VRF Systems now increase appropriate weapon fire rates by 25%.
+ Food now occupies less space on colony support runs.
+ Reduced AI tendency to declare war.
+ It is now possible to reconfigure fleets on missions as long as the
changes do not violate mission objectives.
+ Independent faction tech levels are now displayed.
+ Systems with a colony now receive 3 base defense points.
+ Retrofit designs are now available. (see known issues) Introduced
+ protectorate and incorporate treaties.


Known Issues:
- Designs can be retrofitted with new weapons, and new ships built from them, but retrofitting old ships is not yet ready.
- Deep space, multiplayer combat will desync.
 
r20995b
------

Critical Fixes:
+ Fixed a stance selection related crash in combat.
+ Fixed the combat multiplayer de-sync that was on the list of known issues in the last update.
+ Fixed a crash related to exiting multiplayer combat prematurely.
+ Fixed a rare animation-related crash in combat.
+ Fixed a rare system killer related crash.
+ Fixed a recent issue in combat that was preventing ships from being selected.
+ Fixed a crash caused by cancelling a mission for a node boring Zuul fleet.
+ Fixed a crash related to upgrading a station that had not been in combat.

Other Fixes:
+ Fixed known issues with movement on the government type graph.
+ Joker, GOOP and battle rider wing buttons now disappear from the HUD when the selected ships are too far from the viewer.
+ Fixed an issue where players were getting multiple salvage projects leading to the same tech.
+ Addressed issues where the AI player was bypassing fleet supply limitations when sending out missions.
+ Fixed the issue where missiles were not colliding with the ghost ship.
+ Fixed an issue where fleet missions would get hung up in systems with disabled relics or asteroid monitors.
+ Fixed the bug where effects from stations were active prior to completion of construction.
+ Fixed a bug that was allowing players to slot any weapon into a retrofitted design.
+ Fixed an issue where the system killer would not proceed on to the next star system.
+ Fixed an issue where Leviathans were taking armor damage on the wrong side in combat.
+ Fixed some flaws in the weapon ricochet calculations in combat.
+ It is no longer possible to see enemy ship tool tips.
+ Cleaned up some inconsistencies in the display of climate hazard ratings.
+ Fixed a bug that was allowing players to submit intercept missions when no fleets were available to do so.
+ Fixed an issue that was causing overlapping stations to appear in the system view and combat.

Additions:
+ It is now possible to set the number of initial planets for each faction.
+ Some general ship section and weapon tweaks.
+ Combat Algorithms technology now allows an additional two cruisers instead of just one.
+ Battle Riders can now be launched by clicking the individual squad/wing buttons associated with each ship.
+ Ships can now be retrofitted.
 
r21135b
------

Critical Fixes:
+ Fixed an end of combat crash related to retreating.
+ Fixed a couple crashes related to diplomatic actions with
independent factions.
+ Fixed remaining known multiplayer sync crashes.
+ Fixed a crash caused by the target of a boarding pod being destroyed.
+ Fixed a crash in the battle rider manager.
+ Fixed a crash caused by network clients finishing combat prior to the host.
+ Fixed a crash that could occur when calculating rebel AI economic ratings.
+ Fixed a crash caused by submitting a treaty with an independent
faction without first selecting the type.


Other Fixes:
+ Fixed spectre camouflage.
+ Strategic turn timer is now displayed in games that use it.
+ Fixed an issue where players were not being assigned the correct
initial star systems.
+ Fixed the UI issue that was preventing players from moving ships in
combat in some cases.
+ Gate labs now apply a bonus only to drive research.
+ Independent colonies no longer form on barren planetoids nor gas giants.
+ Fixed an issue that was preventing minelayers from functioning in combat.
+ Improved framerate in combat when many ships are selected.
+ Fixed some issues with the grav cannon.
+ Colony information panels were tweaked to display in owner colors.
+ Trade stimulus no longer provides more freighters than are needed.
+ Encounters involving non-aggression parties no longer induce morale penalties.
+ Fixed known AI issues with slaver encounters.
+ Fixed a bug that was assigning unwanted modules to stations and ships.
+ Fixed known issues that were preventing players from upgrading stations.
+ Addressed VN-related framerate issues.
+ Retreating ships no longer get pulled back into combat at the same location.
+ Fixed an issue - fleets will now maintain their positions for
multiple rounds of combat.
+ Initial station weapons are now longer range.
+ Fixed an issue where station upgrades were not updating station structure.
+ Fixed an issue where players were spawning too close to the star
during random encounters.
+ The Morrigi Relic encounter no longer holds players in combat after
the relics are destroyed.
+ Fixed an issue where the research screen was not correctly
displaying module bonuses.
+ Fixed main menu sound playing in games when the sound enabled
options are turned on and off.
+ Removed the unwanted vertical scrollbar from the avatar and badge
selection strips.
+ Fixed some issues with AI ship design and related weapon selection.
+ Active invoices are now properly discarded when leaving the build screen.
+ Made changes to fleet interception logic to address a pathological
case that was causing Hiver intercepts to fail when they should not.
+ Fixed some Hiver Gate fleet loopholes.
+ Fixed an issue that was allowing speech events to play while disabled.
+ Fixed various text string errors.


Additions:
+ Added curvature Compensation bonus for Liir.
+ Added phase dislocation tech bonus.
+ Added colony support trips configuration.
+ Support missions now default to the maximum possible trips.
+ Added station retrofitting.
+ Added click-to-focus for items in the fleet summary.
+ Support event dialogs now identify the supporting fleet.
+ Empire summary values now display in red and green to reflect change
since the previous turn.
+ Asteroid monitors are now available as player buildable defenses.
+ Protectorate ship section effects.
+ The defense manager now displays incoming fleet vectors for pending
encounters.
+ Zuul missions will now prompt for the automatic inclusion of a bore
ship when necessary, instead of assuming that one is needed.

Ovoga puta da ja dam doprinos temi :p
 
Vrh Dno