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

r22437d
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Other fixes:
+ Corrected some VN-related news events.
+ Initial designs are now consistent again.
+ Fixed some news event speech cue timings.
+ Fixed Morrigi PD weapon art issues.


Other changes and additions:
+ Design prototyping is now free on the first turn.
+ Freighters can now be moved between star systems.
+ Player-built freighters now display in empire color in the trade view.
 
Trenutno na Steam-u mogu da se kupe prvi i drugi deo zajedno za 10 evra.
 
Pazi... igra je svetlosnim godinama daleko od onog raspadnutog stanja u kojem je prvobitno izašla, ali nije još uvek u stadijumu gde bih ja seo da je igram duže od povremenog isprobavanja, jer fale tu i tamo poneke stvari i AI je i dalje blago retardiran.
Još uvek preporučujem igranje prvog dela, pre nego drugog.
 
r22508b

Critical fixes:
+ Fixed reported crash bugs in combat.
+ Abandoning a colony in the Colony Established dialog no longer causes a crash.


Other fixes:
+ AI no longer executes diplomatic actions without sufficient diplomatic points.
+ AI now builds various station types again.
+ AI no longer redesigns platforms continually.
+ Battleriders can now be targeted specifically.
+ Security slider no longer jumps to a notched position when the research slider is moved in the star map.
+ It is no longer possible to retrofit stations with pending modules.
+ Mining stations can now be built on asteroids.
+ Fixed absorber ship section effect.
+ Asteroid monitors now have Polaris missiles.
+ Ship targets in combat are no longer lost when turrets are lost or a
section is destroyed.
+ Fixed a corner case that could result in ships rolling continually in combat.
+ Meson Projector now aims at the intended target and applies damage correctly.
+ Ships turned over to a different player in combat now are now correctly removed from hotkey groups.
+ Fixed torpedo retargeting.


Other changes and additions:
+ Added Leech Driver.
+ Added population manager.
+ Added comparative analysis screen.
+ Changes to the All Stop command mean that a ship issued All Stop
will return to Normal Stance. If a ship is answering All Stop and
another stance is selected, it will start moving again.


Known issues:
- Existing sync errors in multiplayer turn updates are still being addressed.
 
r22508c
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Critical fixes:
+ Fixed a Comparative Analysis UI crash.
+ Addressed a weapon bank related crash.


Other fixes:
+ Fixed recent mission screen UI issues.
+ Fixed loophole that was allowing station construction to exceeed the
number of each type of station allowed.
+ Engrammed admirals with the Inquisitor trait no longer gain extra traits.
 
To je hotfix za patch.
Uglavnom rade po tom principu - izbace jednom u dve nedelje veći patch, a onda par dana posle patch-a hotfix-om isprave bagove koji su se ispoljili posle patch-a.
 
Ja imam ovu igru, ali se baš teško snalazim. Moraću da gledam neke tutorijale :)

Ako ima neko neki savet kako da počnem ?
 
Imaš PDF users guide u folderu igre koji je odličan za početak.
 
Video sam to :) samo sam hteo prečicu, neki video tuturoijal :D
 
Za prvi deo postoje odlični video tutorijali, ali mislim da za dvojku još niko nije uradio nešto slično. Prvenstveno zato što se igra baš drastično menjala od kada se pojavila do danas, pa bi bilo kakav tutorijal za par meseci bio zastareo.
 
r22600b
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Critical fixes:
+ Fixed a post-combat crash related to node cannon effects.


Other fixes:
+ Made general optimization passes to speed up turn times, AI processing and star system selection responsiveness.
+ Zuul no longer immigrate to other factions.
+ Population Manager and Comparative Analysis buttons are now disabled between turns.
+ Corrected 'pirate encounter freighters destroyed' news event messages.
+ Fixed graphical glitch caused by moving defense assets.
+ Battle riders destroyed by node cannons no longer continue to tie up
carrier space.
+ Fixed ownership display of systems in sensor range.
+ Corrected intel result rolls.
+ The intel success rate is now correctly reflected in the UI.
+ Fixed some cases where fleets were spawning at the wrong locations in combat.
+ Diplomacy panels are now disabled for defeated empires.
+ Fixed some odd behavior with ship rolling in combat.


Other changes and additions:
+ Factions now get population bonuses when immigrating.
+ The F key now functions as an alternative button for focusing on the
object under the mouse pointer in combat.
 
r22741b
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Critical fixes:
+ Fixed a potential crash in Comparative Analysis.
+ Fixed a couple UI related crashes that could crop up when starting
the game or entering the lobby.
+ Fixed known causes of Intercept- and Retreat-related post-combat crashes.
+ Fixed known mid-combat weapon related crashes.
+ Fixed a scout battle rider crash.
+ Fixed a crash caused by dissolving fleets in the Reaction Movement dialog.


Other fixes:
+ Combat network bandwidth has been stabilized. This should address
the heavy combat desyncs that have been occurring lately.
+ Fixed bad initial diplomacy states introduced by turn time optimizations in previous update.
+ Fixed known UI inconsistencies regarding Psi power activation in combat.
+ Enveloping torpedoes now do damage to dreadnoughts.
+ Fixed node cannon network synchronization.
+ Fixed an issue where shield generators were firing torpedoes.
+ Addressed issues that were causing assault shuttles and boarding pods to become stuck.
+ Fixed Morrigi Trap network synchronization.
+ Diplomacy actions are no longer available for eliminated empires.
+ Node cannon shunting no longer applies to ships without a node drive.
+ Fixed scientific notation display of population numbers in news events.
+ Fixed a situation where combat AI ships in standoff would flee from
players forever.
+ Fixed an issue that was causing ships in combat to be equipped with
random modules where none belong.
+ Locust drones now attack planets.
+ Fixed a number of issues related to diplomatic options, especially treaties.
+ Addressed an issue where the strategic AI was exceeding defense placement limitations.


Other changes and additions:
+ Re-balanced station stats.
+ Added shield regenerator effects.
+ Pirate encounters are now 2.5 minutes.
+ Re-implemented Intelligence and Counter-intelligence missions.
+ Added Warp Pulse button to combat.
+ Combat AI now deploys SDB assets in combat.
+ Modular Construction now awards a 10% bonus to trade revenue.
+ Science Stations now predict incoming encounters.
+ Doomsayers now predict the arrival of a grand menace.
+ Clicking the admiral name in a fleet list now opens the admiral
information dialog.
+ Overthrust speed multiplier is now 1.5x
+ Added a treaty broken dialog.
 
1.0.22773.1
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Critical fixes:
+ Fixed a combat auto-resolve crash related to bio-missiles.
+ Fixed a network transport bug that may cause de-syncs and sometimes crashes in two-player networked games.

Other fixes:
+ Mirage psionic effect can no longer be spammed.
+ Fixed known boarding action issues.
+ Fixed the fleet of empty retreating ships that could appear in networked games.
+ Fixed cases where attached boarding pods were super-sized.
+ Fixed an issue that could cause stations under construction to appear inside planets.
+ Fixed an issue where multiple Admiral dialogs could appear on mission screens.
+ Diplomacy point generation tuned.

Other changes and additions:
+ Reinstated piracy mission.
+ Reinstated Lobbying.
 
Koje su sanse da me ove zime greje igra ? :)
 
Zapravo nisu uopšte loše. Igra bi trebalo uskoro da bude feature complete, samo posle treba da dotegnu AI i peglaju bagove.
Naravno, igra će verovatno dostići svoj puni potencijal tek posle par expansion-a, kao što je bio slučaj i sa prvim delom.

Opet ponavljam, prvi SotS u Complete Collection varijanti je trenutno još uvek najbolja 4X igra.
 
1.0.22773.3
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Critical fixes:
+ Added a fix for old save games that would crash when reloaded.

Other fixes:
+ Addressed odd rider behaviour when carriers were captured.
+ Clients now receive Intel reports again.
+ Fixed incorrect post-combat data being displayed for meteor encounters.
+ Fixed retreat missions that were mistakenly labelled as piracy missions.

Other Changes and Additions:
+ The game version is now displayed on the main menu.
 
1.0.22804.1
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Critical fixes:
+ Fixed a system killer related crash.

Other fixes:
+ Fixed missing protean tentacles.
+ Fixed wide dispersion of battle riders when asteroid explodes.
+ Fixed a recent combat lag issue caused by log spam.
+ Fixed new issues with Suul'ka tentacle attacks.
+ Ships now enter combat at the correct altitudes.
+ Addressed overly large drone explosions.

Other changes and additions:
+ Random encounters now only occur in the first combat round.
+ Strategic AI now does a better job of upgrading stations.
+ Empire screen government types now have better informative tool-tip
information.
+ Camera no longer focuses on newly-placed defense assets.

1.0.22804.2
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Critical fixes:
+ Fixed new crashes related to AI station upgrading.
+ Fixed a potential crash in combat.
 
1.0.22993.1
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Critical fixes:
+ Fixed an audio problem that was leading to framerate loss over time.
+ Fixed known intermittent combat crashes.


Other fixes:
+ Fixed battle riders getting lost in limbo during combat.
+ Fixed some issues relating to start positions in combat.
+ Addressed some accelerated combat issues.
+ Fixed muzzle sounds not playing.
+ Fixed some cases where inappropriate ship designs were unintentionally rolling for attributes.
+ Addressed the poroblem of players getting the same salvage project multiple times.
+ Fixed some government related consequences and actions.
+ Strategic AI now properly assigns battle riders to carriers.
+ Fixed an issue with the ionic thruster technology effect.
+ Fixed target avoidance while in the pursuit stance.
+ Trade view no longer hides icons under the star.
+ Fixed an issue that was preventing AI players from building stations in some cases, and allowing them to build too many in others.
+ Strategic AI now properly coordinates and escalates attacks.
+ Strategic AI now executes appropriate requests and demand diplomatic actions.
+ Fixed an issue where planets were firing missiles when they shouldn't.
+ Emitter COL now fully functional.


Other changes and additions:
+ Tuned point defense targeting in combat.
+ Tuned combat AI target prioritization.
+ Combat AI is now aware of ships without weapons.
+ Added small-scale fusion technology effects.
+ Hiver players now start with deployed gate ships instead of gate stations.
+ Psi potential is now hidden until a psi technology is researched.
+ The battle rider manager is now hidden until battle rider technology is researched.
+ Fixed detonating torpedoes not doing appropriate damage.
+ Adjustments to various weapons systems.
 
1.0.23069.1
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Critical fixes:
- Fix SK crash
- Fixed an Alien Habitation module slotting bug that prevented stations from being upgraded. (See known issues below.)

Other fixes:
- Addressed recent long turn times.
- AI now uses full command point limit when constructing fleets.
- Fixed beam vs planet lengths.
- Fixed bore ships firing node cannon when targets are out of range.
- Fixed stations spawning in center of planet during rebellion.
- Fixed VN discs not shooting.
- Fixed fleet interception teleport bug.
- Fixed ship acceleration modifications based on modules not being applied.

Other changes and additions:
- Added government effects when a system is opened or closed in a turn.
- Adjustments to colony and biome ships.

Known issues:
- Stations that cannot be upgraded in old save games will remain locked. Stations in new games will be fine.
 
1.0.23222.1
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Critical fixes:
- Fix crash with mirage psionic.
- Fixed a crash related to multiplayer combat.
- Fixed a crash when encountering slavers.
- Fixed a crash when exiting the multiplayer lobby.
- Fixed a crash when host entering combat with an AI player.

Other fixes:
- Fixed display bug showing incorrect empire as being defeated in lobby.
- Fixed bug where gate stations could be built without the necessary tech.
- Fixed Hivers using up gate points while committing missions to their home systems.
- Fix ships going into overdrive when not set to overthrust speed.
- Turret damage will now be saved corrently between combats.
- Fixed multiple missing / incorrect strings.
- Turns to complete research now show correct suffix and are no longer displayed for research techs.
- Fixed riders not syncing to carriers properly in multiplayer games.
- AI now repair fleets at systems.
- Update combat AI to include an "Assault Planet" group.
- Fix stations around planet not having proper sensor data.
- Plutocracy will now decrease production time instead of increasing it.
- You are now able to cancel out of the Zuul's no bore ship confirmation dialog.
- System info requests from AI players will now work correctly.
- AI will no longer select command ships for a combat role.
- AI will now reject world demands if they have any fleets present at that world.
- Independant colonies created from the results of colony stimulus will now properly offer a trade treaty upon creation.
- Player status in multiplayer games will now update correctly.
 
1.0.23262.1
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Critical fixes:
- Fixed random CTD when entering combat or design screen
- Fixed crash when viewing Suulka admiral info (note: if obtained Suulka in old save, the screen will look blank)

Other fixes:
- Fixed bug causing Suulka admirals to not be assigned to the player
- Added tooltips to weapon fire mode and weapon filter mode
- Set default cloaking type in design screen for cloaked ships
- AI will now more intelligently respond to demand/request diplomacy actions.
- Fixed a bug causing demands for slaves to have no effect.
 
1.0.23640.2
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Critical fixes:
- Fixed bug that may cause hangs in multiplayer games.
- Fixed MP weapon bank crash.
- Fixed a crash involving plagues.
- Fixed a crash after exiting combat.
- Fix to prevent stations from being spawned in the center of a planet.
- A certain Suul'ka will now no longer instantly kill ships with its tentacle attacks.
- Suul'ka fleets can no longer be dissolved.
- Fixed MP not syncing ai state.

Other fixes:
- Crit hits table now correctly shows after combat.
- Fixed estimated arrival time calculations.
- Command Ships larger than cruisers are now more aggressive in combat.
- Players can now scrap stations in the fleetl-ist.
- Players can now scrap battleriders from the battlerider manager.
- Fixed not being able to pirate with battle riders in fleets.
- Fixed cloaking not working in multiplayer.
- Fixed VN beserker behaviors.
- Freighters can now be built and scrapped from the trade view.
- Missiles can no longer be set to PD targeting mode.
- Armor tiles now repair from the inside outwards.
- Tuned formation movement in combat.
- Fixed some issues with multiplayer combat.
- Fixed some missing news events.
- Pre-Combat battle manager button is now disabled in multiplayer games.
- The "Ready" status should now correctly update across multiplayer lobbies.
- AI will now attempt to create counter ship designs based on previous combat experience.
- Added a fix to prevent AI from building multiple stations of the same type at a system.
- AI will now spend more time upgrading their fleets before attempting to invade a system again after a full scale invasion has failed.
- Suulka should now leave the game permanently when killed.
- Fixed an issue where multiple Suulka of the same type were being created.
- Gate Stations will now be unique per system.
- Fixed a bug where some Battleriders were being assigned twice.
- AI will now no longer immediately call back Boarding Pods after they launch.
- Armor piercing levels are now taken into account in AI weapon selection.
- Fixed a crash caused by Swarmers entering a system.
- Refined AI target selection during combat.

Other changes and additions:
- Added new auto options menu, including Goop and Joker modules.
- News event system overhauled.
- Mouse over colony faction morale while in the Starmap now gives a tool-tip with the last 3 events affecting that colony.
- Double clicking on a battlerider in the battlerider manager now fills the current carrier wing with that type.
 
Došao i taj dan :p

Hey folks!

Sorry for the long wait but I am extremely happy and proud to give the all clear signal and invite you all back to a bright and shiny SotS2. While “all clear” in no way means support for the game has ended or that we have no plans for additions, it does mean that the game is in the shape we would have wished it to be upon release. From here we will be going on to a regularly scheduled set of updates that continue to fill out and flesh out the SotS2 universe as well as adding new maps, scenarios and plenty of quality of life suggestions.

We would like to thank Paradox for continuing to distribute Sword of the Stars/ Sword of the stars 2 and look forward to working with them on any future expansions. We also want to issue a heartfelt thanks to the players who stood by us in those dark early months and who believed us when we said this game would be fixed. We owe a great deal to the players who stuck it out through all the dozens of updates and fixes and kept reporting the bugs and posting their saves. Their input has made for a bigger and better SotS2 than could have been achieved at release even under the best of conditions. Everyone who enjoys playing this game from this date on, owes those impromptu testers a great deal of thanks. And finally for those of you who are reading this now and booting up the game, we would like to thank you for your patience and welcome you back. There is a great game waiting for you now and a big universe waiting to be explored.

The Future:
As said, this announcement does not mean the end of SotS2 support. In fact, should any of you be curious, feel free to come by our boards and see our plans to support SotS2 indefinitely. For now, you can look forward to your next SotS2 update in approximately 3 weeks and it should include such tasty treats as:
--Selectable Teams at startup
--Revised Empire economics screen
--Even more AI tuning
--SotSpedia tuning and more entries
--And a pack of new maps.

While too far down the line for particulars, I can tell you that the following update after that should see the return of scenarios and a treat or two for the holidays!


So once again, I would like to thank you all for your patience and understanding during the road back and hope you all enjoy this game as it was meant to be!

Martin E. Cirulis
CEO/Creative Director
Kerberos Productions
 
Vrh Dno