Dear all,
Thanks again to community feedback, we were able to uncover more intricate bugs more easily and apply a proper solution to it. We've also included some things that were marked as V1.07 release to be released early for your playing pleasure.
Implementations
- Added GFX card info used to run Foresight. This is useful to help players do some troubleshooting on whether if they're using the right GFX card to run Foresight or not. This applies heavily to folks with dual-graphic cards on laptop.
(To see, press Alt+F when you reach the main menu)
- We noticed that Earth's clouds were of sub-standard quality even at 2x1k texture. Therefore we've replaced them with much higher quality clouds for your viewing pleasure.
- Whenever NSAU runners return to the sector where their NSAU Stronghold lies, they'll do another local search to see if there's a nearby stronghold to unload their valuable cargo. This is implemented to reduce time to ship credits to you as well as to avoid potential ambushes.
- Implemented a simple colour scheme for command point usage. We recognize that users may be confused by the apparent 0/24 usage. Is that half-empty or half-full? That means, a user may mistakenly thought that 0/24 means having NO MORE command points remaining (when it's the opposite).
Now a colour scheme will tell the user that when it approaches RED, it's time to build more fleets or kill more enemies to get promoted.
Fixes
- Sometimes the NSAU Mobile Refinery may just stop there doing nothing. Pressing 'A' (default) doesn't get it to move. Users have to manually click a few times to urge the mobile refinery to harvest from a particular gas cloud. This has since been fixed. Harvesters will henceforth be more proactive in resolving their situations.
- Fixed a misleading tip where a NSAU Micro Laser Turret or NSAU Heavy Laser Turret isn't powered, a tip appears to get you to start their shield overdrive. This is not possible and has no effect since they have no energy.
- Fixed a bug where fighters left behind may end up chasing targets from another sector inadvertently in the local sector. (Blind chase effect).
- Fixed a bug where fighters seemed to be interrupted while jumping across wormholes. At the end of it, they might just hang there without moving at all.
- Fixed a multiplayer CLIENT bug where a Sirerian player will hear opposite EVA messages when triggering Blood Burst. (ie, Blood Burst On - EVA says Blood Burst off)
- Fixed a bug where a user-based launching of NSAU Mobile Refinery RUNNERS were blocked by a validation code. Upon validation, the whole code is skipped, causing the whole command to fail. Runners are always deployable regardless of harvest/refijned volume in the Mobile Refinery.
- Fixed a bug with NSAU Runners where under certain circumstances, they'll NOT move to their Strongholds and do nothing about it. Increased proactivity and will to resolve difficult situations.
- Fixed a bug where a NSAU Runner being attacked will ACTUALLY conduct a fighter attack run on its attacker. This behavior is wrong and totally unnecessary.
- Fixed a major bug for single-player morph structure order. This applies to ALL who convert themselves into structures. Ie, SS Salvager, UNC Harvester and NSAU Garrison Ship. The code didn't add 1 to the index after using and since the new structure by morphing doesnt' appear until the craft reaches the spot, it doesn't use the index - causing others like structure placement orders to use it. This causes an index conflict where only 1 vessel will respond to the player when clicked and may not even be at the same spot due to index hijacking.
- Fixed a bug in Mission 25 where Maximilian Cornelius isn't hidden from the mission.
That's all for now folks! I'm still working on a strange bug in Mission 26. We'll try our best to resolve it properly and release yet another patch soon.
Thanks again for your support!
Jeremy-
