Greetings, Earthlings!
Today's patch includes some adjustments to ship refit mechanics along with a number of bug fixes. Work continues to improve the game, so your feedback and suggestions are important to us. Keep them coming!
Patch Notes for 16 February 2017 (ver. 19835)
Changes and Additions
- Unfinished production projects now show a progress bar on the item in the production menu so that you can clearly see which items already have had work done on them.
- Refit projects can now be queued.
- Ships undergoing a refit will no longer be removed from the galaxy map, but instead will be marked as "inactive" during which time it cannot move or fire its weapons.
- Performing a fast refit or mass refit for coin will now mark the affected ship(s) as inactive for one turn.
- The fast refit and mass refit feature now require that ships be stationed in a system that contains an orbital facility capable of performing the refit (or that the player's faction has researched the Low Orbit Refits technology).
- Fast refit, mass refit, and queue refit are now available as on-hover actions in the CHOOSE SHIP FOR REFIT production menu sub-pane.
- Damaged ships will now display red 'hull integrity' bars in the fleet and ship status panes.
- Added extra UI feedback in the case that planets may not be able to complete their production due to metal shortages.
- The NEWS UPDATES text will now include a warning message if you appear to be running a version older than the latest major patch.
Fixes
- The 'Buy Slaves' option in the Marauder encounter should now open the appropriate trade screen if selected.
- Tribute/bribe payments should now appropriately be deducted every turn, instead of just once.
- Fix for a bug that could prevent the AI from taking full advantage of its trade capacity.
- The AI should now make better choices when deciding where and when to build ground forces.
- Scrapping a ship while it's undergoing a refit should no longer cause a bug.
- Refitting a colony ship should no longer destroy any colonists it's carrying.
- Using the 'embark colonists' button from the ship status screen should now properly trigger the Choose Population dialog when a planet with more than one type of population/ground units is selected.
- Fix for an error that could be triggered by destroying the homeworld of a raider company that controlled multiple planets.
- The 'ambivalent' racial trait should now work as intended.
- Groups of Marines and Raiders should no longer be referred to in the tooltip as 'Marineses' and "Raiderses', my Precious!
- Fix for a bug that was preventing ground units from storing incomplete production progress.
- Fix for a bug that could give extra wrenches to planets suffering from a metal shortage.
- The Plasma Cannon's firing sound effect should now trigger properly.
- Fix for a rare exception that could occur while embarking colonists.
- Fixed some erroneous tooltips in the technology descriptions for Fusion and Advanced Field Theory.
(Click here to view the complete development changelogs.)
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