Dear all,
V1.07c-2 has been formally released. It has some changes compared to the staging build - so please opt out of the staging build at once.
Implementations
- Due to the negative feedback received on the voice acting, we managed to dig further and discovered that it was a certain character's voice - in this case, Pugalenthi - that was the problem.
Know this - I'm not proud of replacing my team's work and will never do so at a whim unless absolutely necessary.
As a result, we've gotten a new voice actor for Pugalenthi and has since replaced all his lines with some modifications to the dialogue.
- Performance behavior changed. Now, a low frame rate will not prevent particles from being emitted - but it'll prevent them from ever being rendered until the frame rate improves. The only direct housekeeping factor is the absolute particle limit - set to remove all non-essential particles such as burn trails, smoke, explosion debris, etc to improve performance. This removal is done by both during emission (prevention) and particle life (housekeeping).
All essential particles will never be subjected to performance limits.
Fixes
- Adjusted pacing for Pugalenthi's Dismissal Cutscene.
- Mobile Refinery view appears at the scoreboard. This is now fixed.
- Custom paths not properly rendered when player plots a destination into uncharted space. This is largely due to the path finder's inability to create a "safety" path. As such, it's now decided that a direct reckless movement into uncharted space will be regard as a NON-safety path.
There'll still be certain cases where the path finder will fail to create a path. Upon which, you may be required to plot the path to your destination manually.
Please remember that when safety is specified, the path finder DOES take current enemy activities into consideration. This holds true only as long as the sector is monitored by scouts. As intelligence data expire, it'll no longer reflect enemy presence and thus will be regarded as part of a safe route.
So please don't ask me why your ships tend to charge into enemy bases when you didn't monitor them closely with scouts set into dormant mode.
- Fixed a regression with fleet controls behaving weirdly. This is a major regression error in V1.07c-1 and has since been fixed. We're sorry about it. Originated from the error that fleets do NOT report their inability to traverse to destination.
- Fixed a bug with Burn Effect vs Ships w/shields. Now instead of burning the ship itself, it'll burn around the shields so correct depict the effect.
- Fixed a bug in Pugalenthi's Dismissal cutscene where a repeat of it will cause the cutscene to show ONLY 1 scene.
- Fixed a bug where the outer fog is shown after viewing a cutscene.
- Fixed a bug where fleet commanders keep playing the wrong VO - instead, awakening from dormant voice is played instead.
- Fixed a slightly rare scenario where newly deployed fighters from a mothership that has been set to "Silent Tail" standing orders will actually retaliate against the attacker. By definition - no ships or fighters belonging to that ship should retaliate when under "Silent Tail" standing orders.
Known Issues
We have several existing issues that has yet to be fixed. We're not at liberty to reveal them here lest it spoils your fun. We'll be working on them to fix them asap.
Conclusion
We hope that you'll have a 2nd look at Foresight. Take a listen to Pugalenthi's new voice, see what we've changed and/or improved so far. We're listening to you and will always do to make our games better.
Thanks for your support as always!
Regards,
Jeremy