BoB Version 1.4.1

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Sword of the Stars Born of Blood A Murder of Crows Argos Naval Yard
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All future updates will be made as patches for Argos Naval Yard.



Update for the First Expansion
Released: (NA/UK) October 25, 2007
Source: KP Forum Post


Fixes

  1. — Gate exploit (ie. using the gate on the turn it is deployed.)
  2. — SHIFT+CLICK range selection of ships now works correctly.
  3. — Interception with exposed raiding fleets reporting "no ships detected" on the enemy combat card.
  4. — Boarding pods not latching onto targets.
  5. — Defeated rebel AI is not removed from the political map.
  6. — Ineffective node cannon damage versus deployed gates.
  7. — Rare AI Zuul and Human slow–boating.
  8. — Profiles not accepting new key bindings when first loaded.
  9. — "Enemy fleet detected" events for fleets that were destroyed in combat.
  10. — Rare combat auto–resolve crash.
  11. — Zuul infestation halting output for a system.
  12. — Point defence weapons are being affected by fire at my target orders.
  13. — Tractor beam hits recharging weapons on ships with energy absorbers.
  14. — Known auto–resolve combat issues.
  15. — Fleets on a closed loop path report "arrived" for the fleet eta.
  16. — Wrong icon for cloaked mine.
  17. — Various lists not capturing mouse wheel scrolling correctly.
  18. — Gap in small ring map.
  19. — Rare crash in strategy AI caused by it transferring tankers away from fleets it is trying to move.
  20. — Ships attempting to move over / under the planet.
  21. — Ships flying excessively high or low to avoid each other.
  22. — Maneuverable Liir ships frequently colliding.
  23. — Immediate retreat cheat.
  24. — Close to attack not picking new targets.
  25. — Occasional strategy AI crash during node path planning.
  26. — Bonus population not contributing to income or repair capacity of a system.


Changes

  1. — Setting ship actions other than scuttle will now cancel the fleet's current move order.
  2. — No more secure / unsecure sector news events that only involve allied sectors.
  3. — Empire savings will now always display red while negative.
  4. — Increased bounty for killing freighters.
  5. — Idle freighters now automatically move to a sector when it becomes secure.
  6. — Selected trade sector is now highlighted.
  7. — Addressed the node intercept exploit. Now if a fleet is much smaller than the fleet it is intercepting, there is a chance it will miss the interception.
  8. — Tweaked AI surrender, research and fiscal management considerations.
  9. — Recalibrated some weapon rating displays.
  10. — Modified combat AI maneuvering.
  11. — returned the "twist" to the barred starmap.
  12. — Exclude Zuul from receiving bonuses for older colonies.
  13. — Save game dialog now closes after a successful save.


Additions

  1. — Added option to profile INI (DefaultAutoResolveCombat=True / False) to default any combat to auto–resolve.
  2. — Added Delete button to the load game dialog.
  3. — Your most recent star map and (combat) sensors screen settings are now saved with your profile.
  4. — Key bindings can now be viewed (only) in–game by going to the Options / Input screen.
  5. — Added Split Ships option to fleet context menu.
  6. — Hiver fleet headings now include gate traffic cost.
  7. — Added new Trade Summary screen, accessible as a new tab in the empire info screen ('E' or click pie chart).
  8. — Area effect weapons auto–firing can now be toggled in combat with the 'A' key.
  9. — Ship roll maneuvers may now be initiated with [ (roll left) and ] (roll right). All stop 's' will halt a maneuver in progress.
  10. — Added new pursuit stance to combat (F6 / SHIFT+F6). This will cause ships to leave the combat plane to tail their targets.
  11. — CTRL+TAB now cycles through secure trade sectors.
  12. — Added additional autosave that occurs just before combat, so that changes made during the turn are not lost: "(Autosave Endturn).sav" This *ONLY* happens in single player mode.
  13. — Using a fleet as a hop in a complex path.
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