BoB Version 1.4.1
From SOTS
Previous Version | Next Version |
---|---|
<=== | ===> |
Version 1.4.0 | Version 1.5.2 |
Latest Version by Release | |||
---|---|---|---|
Sword of the Stars | Born of Blood | A Murder of Crows | Argos Naval Yard |
Version 1.2.2 | Version 1.5.3 | Version 1.6.7 | Version 1.8.0 |
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
- — Gate exploit (ie. using the gate on the turn it is deployed.)
- — SHIFT+CLICK range selection of ships now works correctly.
- — Interception with exposed raiding fleets reporting "no ships detected" on the enemy combat card.
- — Boarding pods not latching onto targets.
- — Defeated rebel AI is not removed from the political map.
- — Ineffective node cannon damage versus deployed gates.
- — Rare AI Zuul and Human slow–boating.
- — Profiles not accepting new key bindings when first loaded.
- — "Enemy fleet detected" events for fleets that were destroyed in combat.
- — Rare combat auto–resolve crash.
- — Zuul infestation halting output for a system.
- — Point defence weapons are being affected by fire at my target orders.
- — Tractor beam hits recharging weapons on ships with energy absorbers.
- — Known auto–resolve combat issues.
- — Fleets on a closed loop path report "arrived" for the fleet eta.
- — Wrong icon for cloaked mine.
- — Various lists not capturing mouse wheel scrolling correctly.
- — Gap in small ring map.
- — Rare crash in strategy AI caused by it transferring tankers away from fleets it is trying to move.
- — Ships attempting to move over / under the planet.
- — Ships flying excessively high or low to avoid each other.
- — Maneuverable Liir ships frequently colliding.
- — Immediate retreat cheat.
- — Close to attack not picking new targets.
- — Occasional strategy AI crash during node path planning.
- — Bonus population not contributing to income or repair capacity of a system.
Changes
- — Setting ship actions other than scuttle will now cancel the fleet's current move order.
- — No more secure / unsecure sector news events that only involve allied sectors.
- — Empire savings will now always display red while negative.
- — Increased bounty for killing freighters.
- — Idle freighters now automatically move to a sector when it becomes secure.
- — Selected trade sector is now highlighted.
- — 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.
- — Tweaked AI surrender, research and fiscal management considerations.
- — Recalibrated some weapon rating displays.
- — Modified combat AI maneuvering.
- — returned the "twist" to the barred starmap.
- — Exclude Zuul from receiving bonuses for older colonies.
- — Save game dialog now closes after a successful save.
Additions
- — Added option to profile INI (DefaultAutoResolveCombat=True / False) to default any combat to auto–resolve.
- — Added Delete button to the load game dialog.
- — Your most recent star map and (combat) sensors screen settings are now saved with your profile.
- — Key bindings can now be viewed (only) in–game by going to the Options / Input screen.
- — Added Split Ships option to fleet context menu.
- — Hiver fleet headings now include gate traffic cost.
- — Added new Trade Summary screen, accessible as a new tab in the empire info screen ('E' or click pie chart).
- — Area effect weapons auto–firing can now be toggled in combat with the 'A' key.
- — Ship roll maneuvers may now be initiated with [ (roll left) and ] (roll right). All stop 's' will halt a maneuver in progress.
- — Added new pursuit stance to combat (F6 / SHIFT+F6). This will cause ships to leave the combat plane to tail their targets.
- — CTRL+TAB now cycles through secure trade sectors.
- — 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.
- — Using a fleet as a hop in a complex path.