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Patch - Star Ruler : Entwickler bessern weiter nach

  • PC
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[Fixed] Fixed typos in planetary cannon and space port descriptions.
[Fixed] Jump Drives were always available, and did not improve with technology.
[Fixed] Disconnect notifications were not being sent and disconnected players were not giving up control of their empires to the AI. (Leading to new players not being able to take over)
[Fixed] In Multiplayer, players were able to see the orders given to ships controlled by other empires.
[Fixed] The tooltips shown on the planet window when hovering above a building in the "Manage Queue" tab will now always show the correct structure information.
[Fixed] Heartbeats to the master server would stop after a single timed out connection, causing live servers to be de-listed.
[Fixed] Fixed loading of Unicode files. Fixes issues with some double-byte languages.
[Fixed] Object AI access should be more stable. (Improves fleet window stability)
[Fixed] Ships were showing up with the wrong icon/scale for clients in multiplayer.
[Fixed] Movement lines are now displayed for clients in multiplayer.
[Fixed] The rally point line now scales properly with camera distance and is colored differently from movement lines.
[Fixed] The movement solver had a slight logic error leading it to be completely broken. It should behave much better now!
[Fixed] Shields now properly links to Stealth.
[Fixed] Disabled ships are now removed from hotkey groups.
[Fixed] AIs now correctly load Ship Designs. Fixes issues with AIs not expanding.
[Fixed] Jump Drives will no longer be considered when calculating maximum firing range. (Fixes issues with ships not approaching targets)
[Fixed] The tutorial now saves the active page, and returns to that page upon loading.
[Fixed] It should be nearly impossible to start in a bad system (Supernova/Quasar) or in the same system as another empire.
[Fixed] The galaxy update is now threaded. Should significantly improve framerate in high-lag situations, and even more on multi-core machines.
[Fixed] Acceleration wasn't integrated between game frames, leading to inaccuracies in movement.
[Fixed] The load game menu will now show only .srs files.
[Changed] The time/gametime and paused indicators are now handled in angelscript. This means they are now moddable.
[Changed] Reactive armor was too effective late game.
[Changed] Moved time/gametime indicators to the right edge of the screen, properly centered top bar.
[Changed] When rallying to a ship that is part of a fleet, newly constructed ships will now automatically join that fleet.
[Changed] Creating a new fleet with 'f' now behaves more intelligently (eg does not add ships to multiple fleets).
[Changed] Fleets will now move together between systems, unless ordered to leave a system with an enemy presence.
[Changed] When box-selecting a fleet, the subselection is always set to the fleet leader.
[Changed] Fleet icons now scale with camera distance (up to a point), so fleets are easier to spot.
[Changed] Planets remain semi-visible after leaving the system they were in.
[Changed] Upon leaving a system, the indicator ring will change to match what is left after you leave.
[Changed] Ringworld Structures are now 10x larger. 100 such large structures can be placed on a ringworld, giving an effective 1000 structure slots.
[Changed] Updated German translation for 1.0.1.0
[Changed] Updated Italian localization for 1.0.1.0
[Changed] Updated French localization for 1.0.1.0
[Changed] Right-clicking in the planet queue now removes that item.
[Changed] Structure Built events will no longer be shown in the ticker.
[Changed] When a ship has only a single tool to use, Use Tool... becomes Use Tool... <tool>. No need to open the sub menu.
[Changed] When pressing the renovate button on the planet window, renovate all structures of that same type.
[Changed] The buildable structure list on the planet window now grays out when you (will) have no more slots.
[Added] Added escape menu localization strings.
[Added] Colony ships now coordinate with each other so they will not attempt to colonize planets that another colonizer (from the same empire) is already heading towards.
[Added] Auto-colonizing a system or planet with insufficient colonizers now marks the remaining planets to be colonized by future idle colonizers.
[Added] There is now a subsystem damage report panel underneath/integrated with the selected object panel, it displays the hitpoint totals of either all the subsystems or the subsystems collapsed into categories of the currently selected/subselected ship.
[Added] Game speed display and control buttons are now on the top right of the screen.
[Added] Governor type is now displayed in the mouseover info text for planets.
[Added] Added Polish translation for 1.0.1.0
[Added] Planets now receive 0-2 random conditions that affect how effective/strong/costly structures built there will be. The conditions possible for a planet are based on its type, so lava planets will never be frigid, and desert planets won't be covered in plants. The conditions are currently unknown until you colonize the planet, although we will add ways to scan planets in future patches. You may see the conditions on a planet by mousing over it, or in more detail in the planet window.
[Added] Button in the empire window that leads to the now-stable fleets window.
[Added] Added a new sub system/weapon: Boarding party. Allows the capture of enemy ships, as well as disabled ships that aren't heavily damaged.
[Added] Added auto-repeat planet queue button.
[Added] Added new remixed theme. Plays 50% of the time on the main menu.
[Removed] Due to various conflicts with rapid engine changes, removed Sajuukhar's UI mod.
[Removed] Removed some old, unused images.

Dateiname: SR_v1.0.0.0-v1.0.1.0.exe
Dateigröße: 16 MB

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