SotS Version 1.2.2
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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.
Third Update (All versions)
Release: March 15, 2007
Press Release: All versions
Downloads exist to update from the North America/UK Retail release, German, French or Spanish Retail release and version 1.2.1.
Updates
- — Improved AI reasoning about when to auto–resolve combat peacefully.
- — Expanded AI tech research strategies.
- — Reviewed AI diplomatic reasoning and fixed a number of related small bugs.
- — AI now receives a 5x disposition bonus with an enemy who auto–resolves combat peacefully.
- — Improved initial AI–to–AI disposition.
- — Modified AI exploration strategy to make better use of existing scouts by pushing fronts.
- — Modified contested AI colonization to improve interaction with allies.
- — AI will no longer surrender due to a large chunk of its empire being lost to a rebellion.
- — AI now builds more defenses more selectively.
- — Various tweaks and changes to AI rebellion behaviour.
- — Changed color.
- — Rebel encounters with AI virus/slave technology will cripple some of its ships.
- — New ship design names.
- — Adjusted output rates.
- — Player who caused the rebellion loses all progress on current AI research.
- — Defense platforms are now subverted.
- — No longer has to research translation technologies.
- — All AI Command sections act as deep scans for the rebel AI players.
- — Number of victim's colonies received on its first turn.
- — Now receives an output bonus on its first turn.
- — Now receives a savings bonus per system on its first turn.
- — Ship construction cost reduced.
- — Automatically colonizes any undefended systems its ships encounter.
- — No longer causes combat on its first turn.
- — Rebel AI players are now naturally immune to climate hazard.
- — Rebel AI players are now naturally immune to bio weapons.
- — Combat auto-resolution changes:
- — Now simulates assault shuttle return runs and node missile tactics.
- — Increased effectiveness versus an undefended colony.
- — Tweaks to planet development effects.
- — Increased waypoint-reached thresholds for ships in combat.
- — Cloaked ships now show up on combat card if a deep scan ship is present.
- — Trade slider no longer moves when output rates are adjusted after a colony is developed.
- — Meson shield tech now unlocks shield ship sections.
- — Improved combat ship maneuvering, including taking more advantage of the vertical field.
- — Liir movement now with 30% more "inertialyness"
- — Adjustments to various turret arcs.
Fixes
- — Fixed ships with spinal mounts not turning to face their targets.
- — Fixed standoff weapon family priorities and set more intelligent standoff ranges.
- — Fixed team chat.
- — Fixed various turret arcs.
- — Fixed starmap path errors for fleets originating at an enemy colony.
- — Fixed subtle logic bug in random distribution on planet stats.
- — Fixed lingering logic issues with end-of-combat detection.
- — Fixed trade slider no longer moves when output rates are adjusted after a colony is developed.
- — Fixed AI special project premature acquisition bug.
- — Fixed sensor screen display issues for ships subverted by the PM in combat.
- — Fixed bug where random encounters might be autoresolved peacefully.
- — Fixed bobblehead bug.
- — Fixed asteroid monitor build bug.
- — Fixed AI now considers these weapon techs: WEP_PDtech, WEP_VRFtech, SLD_*.
- — Fixed rebel AI Command section conflicts resulting from trying to build cloaked and deep scan ships.
- — Fixed AI cloaked invasion fleets not launching.
- — Fixed issues with Hiver ships retreating through gate.
- — Fixed occasional audio crash.
- — Fixed TTL values for all torpedoes.
- — Fixed rare combat AI crash that could occur when guarding a deployed gate.
- — Fixed excessive collision damage to massive objects being hit by small objects.
- — Fixed torpedoes colliding with each other when launched from different ships.
- — Fixed auto–resolve now simulates repeated firing of a siege cannon.
- — Fixed auto–resolve bug where assault shuttles were not destroyed when the carrier's mission section was destroyed.
- — Fixed known UI cases where text might not fit (mostly for localization).
- — Fixed lingering line–break issues in text rendering.
- — Fixed avoidance versus large asteroids in the asteroid random encounter.
- — Fixed intangible ships will no longer attempt to drive into the planet.
- — Fixed incorrect puppet master avoidance.
- — Fixed planet scaling.
- — Fixed known low end shader issues (including white star effects).
- — Fixed combat AI not correctly detecting weapon fire in F/C situation.
- — Fixed bug where planet would not lose missile lock on cloaked ships.
- — Fixed gradual memory leak in combat network client code.
- — Fixed rankings dialog hotkey toggle.
- — Fixed AI targeting versus Liir engine sections.
- — Fixed rare bug where AI would suddenly break all of its alliances.
- — Fixed bug where attackers would not lose locks on cloaked targets.
- — Fixed intangibility is now turned off when ship retreats to the back line.
- — Fixed issue with player color rendering with low-end shaders.
- — Fixed build screen queue sometimes displaying the wrong ship design image.
- — Fixed occasional bug where Hiver defenders coming in through a gate would cause damage to the colony.
- — Fixed potential peaceful resolution crash.
Additions
- — Added Polish language support.
- — Hardware audio option now defaults to off for new game installs.
- — System Killer combat round is now locked to exactly four minutes.
- — Chat between players in the game lobby and those playing is now possible.
- — Move line and ruler now display the name of the target that the mouse is over.
- — Escape key now exits credits.
- — AI rebellion announcement splash screen
- — Weapon tooltip on combat card will now project range in actual weapon arc instead of just a full circle.
- — Added auto–resolve peaceful news event.
- — Added AI missing warhead tech replacements.