Dear all,
I'm proud to announce that Foresight's major patch V1.07d has been released. This patch in essence will be delivered in a few stages subjected to further fine tuning based on new features and modified gameplay experience.
Therefore, we'll start with V1.07d-1.
The core features implemented in V1.07d are already in the patch. What remains will be the fine tunings and additional contents to be added along the way. This takes time and we have to find a balance between holding off the patch too long or releasing it in stages.
Therefore here it goes:
Implementations
- You can now attack-move using the minimap. Press 'A' / Attack button, click on the minimap, a red ping will appear signifying acknowledgement.
- Textures have been improved, streamlined and sharpened in some cases to better bring out the details.
- The 3 core buttons will now have its UI bracket containing them instead of being "naked".
- Implemented speed button which allows you to adjust the speed of the game between 1.0x (default), 1.5x and 2.0x. It works by cycling between the 3 options.
- Implemented an "immediate" objectives widget which presents the most current and immediate objective to be completed in greater detail. While taking up the space used for entering chat messages; it'll switch between so that there'll be no overlaps.
- Added more details into the Introduction cutscene. Watch it again to see the changes!
- Added key shortcut to zoom in/out using Ctrl + Up/Down. (Up/Down is based on scrolling the map up and down respectively)
- Revamped tutorial mission 1 and 2. (Mission 3 will require more time to revamp and will not feature in this patch, we're sorry about that)
- Implemented new button - Strict Target mode to force a ship to target ship types based on its designation. Anti-fighter ships will only target fighters and nothing else. Holding SHIFT will always set mode to true. Right-clicking on the button will always set mode to false. An indicator appears on top of the ship if the mode is switched on to keep you reminded.
- Implemented target prioritization for ships. Doing an attack move won't cause the ships to attack anything that is RED first. As of V1.07d onwards, all ships (not turrets) will prioritize enemy turrets first, enemy ships second, enemy command centers third, and lastly any others. This is in response to early feedback that the ships shoots at anything that is red. Took us some time to really figure out. P.S. This doesn't work if YOU give your ships a explicit target; it'll still obey your orders.
AI players will have this feature automatically as well. So don't be surprised if they're attacking your turrets more often than anything else.
- Target prioritization for ships under attack is slightly different as well. On top of hierarchy, it'll also check if the last attacker has a higher threat rating by damage and will change to attack the stronger target first. (ie, between a UNC Missile Turret and a UNC Frigate, the ship may attack the frigate instead).
Modifications
- Foresight ships' max speed has been increased by 15% across the board. Acceleration, deceleration and rotating speeds are not affected.
- All Foresight projectiles, lasers, bolts, etc have received an 20% increased overall for all acceleration, deceleration and maximum speed. Again, rotation speeds if any aren't affected.
- Improved Foresight's reliability baseline. Construction and build progress timings are now closely tied to render factor performance instead of pure real-time which may not reflect properly when the game is lags.
Bug Fixes
- Multi-construction feature has a bug when you group a bunch of builders, ie, UNC Outposts into a group, then selecting the group to construct, ie, a UNC Heavy Turret. When you select the whole group again, you may not be able to build anything at all. (ie, click on the structure icon and nothing happens). This is fixed. Structures that are busy won't be considered even if it's selected (due to grouping).
- Fixed a bug when right-clicking on the main bottom panel actually triggers a smart click.
- Fixed a bug where fleet panels flashing red indicating the fleet under attack doesn't return to white.
- Fixed a bug where ships assigned to Pursue and Destroy standing orders moving across wormholes, encountering enemy ships, and destroying them, after which, they'll go into guard mode instead of continuing their journey.
- Fixed a bug where continuation of journey after winning a battle into other sectors causes the ships to turn a BIG ROUND before moving on. This is due to a safety flag that was accidentally passed into the flight path creation. (when the ship has strayed off-course into another sector during the fighting)
- Fixed list box from showing text items that eat into the next line. This is caused by the font sizes being set after the width and height is being anticipated, causing the anticipation to be inaccurate.
- Fixed a bug where the Strategic Map (global map) is open showing all the sectors, you press the options button (instead of ESC) and the map closes, but the options button becomes disabled. Now the button will guarantee direct passage into the options menu regardless.
- Fixed a bug between the accumulators (showing how much hp, how much gas harvester, default view) and the speech view (story telling) where both might appear at the same time overlapping each other.
- Fixed a bug in the final mission where the prime target (no spoilers here) doesn't go to its final destination; instead, either going into guard mode or just hanging there doing nothing, sending the mission into a limbo.
Conclusion
We'll continue to keep implementing new features and fixing bugs regardless of new/old. Some feedback require more time than others for us to come up with a proper solution. While you have every right to be unhappy with us for being slow, please try to understand that we're doing our very best.
Issues and feedbacks are actually tracked in our bug tracking system and are never forgotten.
For the next 1-2 weeks, we'll be hardening V1.07d patch, revise some mission AI to be more aggressive and revamping tutorial mission 3. All these take more time to test and balance than just develop.
After that, we'll finally ... FINALLY go into our multiplayer lobby. Which is V1.08.
Thanks for your patience, feedbacks and support over these months. It kept us going and we look forward to improving your experience even further.
Have a nice week ahead!
Jeremy