AMoC Version 1.6.3
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All future updates will be made as patches for Argos Naval Yard.
Update for the Second Expansion
Release: October 22, 2008
Press Release: First Update Released for A Murder of Crows.
Contents |
Summary
This page details what content can be found in 1.6.3. This update will work on all versions and distributions of AMoC.
Fixes
- — Fixed all known ship section & art issues.
- — Fixed all known UI issues.
- — Fixed all known strat speech event bugs.
- — Fixed all known gun arc issues across all standard races and NPC designs.
- — Fixed all known special encounter and menace bugs, and added new behavior in some cases.
- — Fixed all known issues with morale.
- — Fixed all known issues with the Progression Wars scenario, although problems may remain in some old save games.
- — Fixed all known custom game crashes.
- — Fixed all known tech tree art issues.
- — Fixed issue where termination of ceasefire in combat wasn't translating back to strat, and related inconsistencies for more complex diplomatic arrangements.
- — Fixed issue where many menaces weren't getting their technologies in combat. Beware.
- — Fixed morale event history not being wiped for a colony that changes owners.
- — Fixed AI difficulty settings not being synchronized or reloaded correctly.
- — Fixed issue where combat wasn't being triggered if a hidden menace was at a system with a visible menace.
- — Fixed trade summary "build button" crash.
- — Addressed AI demanding too many colonies.
- — Unsupported defence platforms are now destroyed when a station is scuttled.
- — Tracking weapons now behave correctly with respect to asteroid shadows and jamming fields.
- — Fixed all known text errors, including a few places where UI labels were too long.
- — Fixed defence manager related bugs concerning defender arrival positions in combat.
- — Made changes to prevent eliminated AI players to continue dialog "from beyond The Dark".
- — Fixed negative savings aid bug.
- — Fixed all known issues where Morrigi fleet speed was not being updated.
- — Freighters now have appropriate retreat times.
- — Fixed potential combat crash that could result from guns auto–targeting shielded ships.
- — Fixed the bug where ships could end up inside stations or colonies.
- — Fixed issue with light defence platforms clumping up around stations.
- — Fixed various UI issues in combat, including:
- — The "Continue Bombardment" no longer displays to observers. (visual bug)
- — Player list "Cease Combat" toggle can no longer be manipulated by observers. (visual bug)
- — The fleet–wide autofire toggle is now represented by a toggle button on the HUD (round 'A' icon) that displays current state.
- — Construction ships (and other zero–cost ships) can no longer break off in combat.
- — Zuul bore fleets no longer halt when a node line collapses.
- — Fixed all known issues with AI, especially with respect to new weapon systems.
- — Deployed spy now shows up where you dropped it off in a system.
- — Fixed all known issues with spying and spy reports.
- — Fixed disruptor shields display in combat sensors screen.
- — Lavamadness fixed a thing with construction ships showing different thingies.
Changes
- — AI compensates for Morale events more effectively.
- — Ceasefire partners' fleets are now reported as incoming enemies when they are approaching your colonies.
- — Various AMoC–era AI improvements.
- — Tracking weapons now lose target lock on intangible ships.
- — Reduced pauses in player setup dialog when clicking options.
- — Can no longer colonize a system while a ceasefire partner has a presence there.
- — Aid and comm messages can no longer be sent to eliminated players.
- — Spinal mount tech can now be unlocked by either Particle Beam or Heavy Drivers.
- — Construction ships now come in above the main line in combat, to avoid unwanted crowding.
- — Drones can now attack colonies.
- — Drones launched from ships now seek out new targets without returning!
- — Setting RANDOMS to OFF will now turn off ALL VN activity as well.
- — Trade UI modified to separate routes from stations and systems.
- — Made auto–resolve improvements, including better handling for drones and more intelligent handling of special encounters.
- — Defence platforms are now limited by the potential imperial population of a system.
- — Changes made to standoff stance to make ships react to nearby enemies.
- — Adjusted distribution of independent systems to consider Zuul players.
- — Applicable ships now automatically cloak as soon as they enter combat.
Additions
- — Added a Morrigi player to End of Flesh.
- — Added new Morrigi FTL arrival effect.
- — Improved defence manager screen.
- — Notes hotkey now works for fleets and trade sectors.
- — COL Crackers now access all mine techs researched.
- — Added filters for Police Cutters and Construction Ships to player's fleet list.
- — Drones are now linked to the autofire toggle in combat.
- — Added important snap points to sliders in population manager.
- — Applicable ships now remain cloaked in auto–resolve if the player chose to resolve peacefully.
- — Undocumented Addition: An advanced buyer–beware command line switch called "/concurrent" has been added that may allow multiple instances of AMoC to be started up at the same time.