Meanwhile, back at our heroes' secret hideout...
We couldn't be more pleased with the reception the game has received in its first two weeks, and so we thank you!
Today's patch contains a number of bug fixes, along with a new starship hull type: the super-dreadnought! We will continue to work to improve the game with regular updates, so your feedback and suggestions are important to us. Keep them coming!
Super-dreadnoughts
The Ancients who fought the Great War which left the galaxy in its current sorry state had formidable technologies, and vessels larger and more powerful than those that are built by their modern descendants. The detritus of that conflict still litters the galaxy, and ancient hulks of these great warships can still be found. So formidable was the Ancients' automation technology that some of these hulks are not altogether dead; a few still have active systems that make them unimaginably dangerous -- and potentially priceless to those who would like to reverse-engineer these systems.
The Super-dreadnought is a new hull to fill the size gap between battleships and dread stars, available to all playable factions through research or salvage.
Patch Notes for 02 February 2017 (ver. 19661)
Changes and Additions
- All playable factions can now research and build Super-dreadnought hulls.
- Maps in new games have a chance to encounter automated Ancient Super-dreadnoughts lurking in certain systems.
- Added new artwork for several of the Primary Beam mounts.
- Changed the "Enable Tutorials" option to "Enable Advisor Suggestions."
- Mineral rich/mineral poor and 'starships ready' notifications are now classified as 'Advisor Suggestions', and can so be enabled/disabled along with the other help messages.
- Android workers can now be found in certain rare derelict settlements.
Fixes
- Shield Regenerators and Blast Doors can now be placed in hardpoints without regard to whether they are turrets or fixed mounts.
- Updated fighter docking animations so that fighters no longer appear to explore upon landing.
- In the Ship Designer, expanded the drag and drop hot region for hardpoints to cover the whole item, rather than just the icon.
- Adjusted the logic used to select improvements when a colony's production has been automated. Labs should no longer be auto-selected when there are no more technologies to research.
- Updated troubleshooting section for the game manual.
- Fix for a bug that could cause an exception after using the instant refit feature on a Stargate.
- Fix for a bug that could be triggered by using the instant-refit feature on the Human's starting heavy cruiser, leading to a range of possible secondary bugs.
- Fix for a bug that could cause ships originally built by other empires to have glitches with their instant-refit action.
- Fix for a bug that could case a black-screen while editing certain Orthin designs.
- Fix for a bug that could be caused by destroying a marauder base while the marauder fleet was away raiding for slaves.
- It should no longer be possible to send slaves or Phidi cultural missions to planets you do not control.
- Accepting a Phidi cultural mission when you do not have enough transports to carry the colonists should no longer cause a bug.
- Destroying a pirate raid while it is still forming should no longer cause a bug.
- Destroying a planet that is under attack by a third-party AI should no longer lead to a 'tried to start a battle during end turn processing' exception.
- Fix for a crash present in maps where all sides were playing as 'Humanity'.
(Click here to view the complete development changelogs.)
To be continued...