Posted August 14, 2017
Version 5.3 Released
On nexus as usual: http://www.nexusmods.com/masteroforionconquerthestars/mods/30/?
***** Fixes Included in this patch *****
Bug.0.0.5.3: Linux Only - Game is forcing full screen mode on intro movies and leaving the app in full screen
Fix.0.0.5.3: Linux Only - Disabled this logic as its only point that I can tell is to piss the user off
Bug.0.0.5.3: Tactical Deployment not using correct setting for SMALL combat zone
Fix.0.0.5.3: Corrected
Bug.0.0.5.3: Sometimes the AI ships fly in a straight line and will not engage enemy fleet
Fix.0.0.5.3: The AI ships are getting stuck in a movement order, added logic to keep increasing their scanning range until enemy fleet is detected
Bug.0.0.5.3: Attack Rating Calculations fluctuate widely if weapon slots are added due to how the game is calculating Average Weapon Penetration
Fix.0.0.5.3: Removed the calculation for average weapon penetration and dispersed that logic to each individual weapon slot so that the value will be more accurate
Bug.0.0.5.3: Timeline Graph disconnect between graph data and drop down when graph is revisited (graph always defaults to SCORE, but the dropdown remains the same)
Fix.0.0.5.3: Just set the dropdown to also default to SCORE
Bug.0.0.5.3: Editing multiple Blueprints under certain conditions will result in the ship's role being set to a different role
Fix.0.0.5.3: Fixed the one case of this that I could find that was reproducable - not sure if it corrects in all cases
Bug.0.0.5.3: Spawned Pirates bases do not show up if playing race with omniscience (initial bases or bases upon load appear, but not re-spawns)
Fix.0.0.5.3: Corrected this issue, by sending notifications to all omniscience races about the spawned pirate base
Bug.0.0.5.3: Tactical Controls Overhaul (take 1) - corrected a number of issues with current controls - such as the Speed Slider not working, the Range Slider going to an impossible state, and various other issues
Fix.0.0.5.3: This is a basic overhaul of this functionality. How much controls you have over your ships now depends upon your ship selection. You have to go to squadron level if you want to control weapons, specials, reformation, setting roles, etc.
Bug.0.0.5.3: AI does not ask for prisoner exchange due to it not allocating that deal to an expense category and thus not willing to spend BC on it
Fix.0.0.5.3: Assigned prisoner exchange to ESPIONAGE transaction type
Bug.0.0.5.3: Colony set to Production Focus assigns too many workers to food production (Especially noticeable for races like Silicoid, who get unneeded farmers)
Fix.0.0.5.3: Corrected logic so that is only assigned needed amount of workers to farming
Bug.0.0.5.3: Plasma Web functionality does not match in game description
Fix.0.0.5.3: Corrected clinging nature of the web attack, lack of armor penetration on damage, and splash radius being too small
Bug.0.0.5.3: ARMOR_PENETRATION_LOWER_CAP global.yaml is not being correctly loaded
Fix.0.0.5.3: Fixed error in the load value for this setting (This is a modding fix since the normal yaml setting matches the games internal default)
Bug.0.0.5.3: AI and Autobuild will build food producing structures on planets that do not need them (mainly seen with conquered planets)
Fix.0.0.5.3: Checks a colony's food consumption needs and if zero sets structure score for food production to zero as well
Bug.0.0.5.3: Pulsar and Plasma Web Attack Rating calculations seem to be off
Fix.0.0.5.3: Adjusted formula to take in effect the area of the splash radius (previous modification just used the radius of the splash area). Looks more accurate
Bug.0.0.5.3: Ameoba attack/defense ratings are still too low, causing AI to kill themselves fighting it
Fix.0.0.5.3: Increased attack/defense ratings calculation for ameoba trying to simulate the splitting of this monster into sub-monsters
Bug.0.0.5.3: Auto-Resolve Time is too short
Fix.0.0.5.3: Increased the length of time this will run from 25 seconds to 60 seconds to avoid it timing out and falling back to mock simulation
***** Enhancements *****
Add.0.0.5.3: Added on the Empire Management Screen tooltips for the little icons that appear below a planet's name - shows stuff like revolt, gravity issues, assimulating population, etc.
Chg.0.0.5.3: Tutorial - Removed link on single player game to the tutorial since it is hopelessly broken
Add.0.0.5.3: Added on the Empire Management Screen indication that a colony has a moon (shows up with the special resource text under the colony's name)
Add.0.0.5.3: Added tooltips for Civilian, Military, Bombs, and Marine Icons on the Fleet Control Panel since this is a common question
Chg.0.0.5.3: Torpedoes reduced spread to make them more accurate at longer range
Add.0.0.5.3: Production/Research Focus - Modified these planet focus so that it will attempt for minor population growth (assuming the planet is not full and the planet is occupied by races that need food)
Add.0.0.5.3: TechTree - Made the known techs border a brighter yellow and a bit thicker, hoping this emphasizes which techs your race actually knows, mainly trying to emphasize for nodes that contrain branch choices
Add.0.0.5.3: AutoCast - Toggled AutoCast of specials on, otherwise specials like "automated repair" have to be turned on manually or they will not work
Add.0.0.5.3: Colony Production Queue - Set to be enabled by default, I know I turn it on at the start of ever game
Add.0.0.5.3: Tactical Combat Squadron Selector Keys - Added keys "[" and "]" to cycle though your squadrons (Prev/Next)
Fix.0.0.5.3: Star Fortress not displaying the attack/defense/hull ratings corrected this mistake
On nexus as usual: http://www.nexusmods.com/masteroforionconquerthestars/mods/30/?
***** Fixes Included in this patch *****
Bug.0.0.5.3: Linux Only - Game is forcing full screen mode on intro movies and leaving the app in full screen
Fix.0.0.5.3: Linux Only - Disabled this logic as its only point that I can tell is to piss the user off
Bug.0.0.5.3: Tactical Deployment not using correct setting for SMALL combat zone
Fix.0.0.5.3: Corrected
Bug.0.0.5.3: Sometimes the AI ships fly in a straight line and will not engage enemy fleet
Fix.0.0.5.3: The AI ships are getting stuck in a movement order, added logic to keep increasing their scanning range until enemy fleet is detected
Bug.0.0.5.3: Attack Rating Calculations fluctuate widely if weapon slots are added due to how the game is calculating Average Weapon Penetration
Fix.0.0.5.3: Removed the calculation for average weapon penetration and dispersed that logic to each individual weapon slot so that the value will be more accurate
Bug.0.0.5.3: Timeline Graph disconnect between graph data and drop down when graph is revisited (graph always defaults to SCORE, but the dropdown remains the same)
Fix.0.0.5.3: Just set the dropdown to also default to SCORE
Bug.0.0.5.3: Editing multiple Blueprints under certain conditions will result in the ship's role being set to a different role
Fix.0.0.5.3: Fixed the one case of this that I could find that was reproducable - not sure if it corrects in all cases
Bug.0.0.5.3: Spawned Pirates bases do not show up if playing race with omniscience (initial bases or bases upon load appear, but not re-spawns)
Fix.0.0.5.3: Corrected this issue, by sending notifications to all omniscience races about the spawned pirate base
Bug.0.0.5.3: Tactical Controls Overhaul (take 1) - corrected a number of issues with current controls - such as the Speed Slider not working, the Range Slider going to an impossible state, and various other issues
Fix.0.0.5.3: This is a basic overhaul of this functionality. How much controls you have over your ships now depends upon your ship selection. You have to go to squadron level if you want to control weapons, specials, reformation, setting roles, etc.
Bug.0.0.5.3: AI does not ask for prisoner exchange due to it not allocating that deal to an expense category and thus not willing to spend BC on it
Fix.0.0.5.3: Assigned prisoner exchange to ESPIONAGE transaction type
Bug.0.0.5.3: Colony set to Production Focus assigns too many workers to food production (Especially noticeable for races like Silicoid, who get unneeded farmers)
Fix.0.0.5.3: Corrected logic so that is only assigned needed amount of workers to farming
Bug.0.0.5.3: Plasma Web functionality does not match in game description
Fix.0.0.5.3: Corrected clinging nature of the web attack, lack of armor penetration on damage, and splash radius being too small
Bug.0.0.5.3: ARMOR_PENETRATION_LOWER_CAP global.yaml is not being correctly loaded
Fix.0.0.5.3: Fixed error in the load value for this setting (This is a modding fix since the normal yaml setting matches the games internal default)
Bug.0.0.5.3: AI and Autobuild will build food producing structures on planets that do not need them (mainly seen with conquered planets)
Fix.0.0.5.3: Checks a colony's food consumption needs and if zero sets structure score for food production to zero as well
Bug.0.0.5.3: Pulsar and Plasma Web Attack Rating calculations seem to be off
Fix.0.0.5.3: Adjusted formula to take in effect the area of the splash radius (previous modification just used the radius of the splash area). Looks more accurate
Bug.0.0.5.3: Ameoba attack/defense ratings are still too low, causing AI to kill themselves fighting it
Fix.0.0.5.3: Increased attack/defense ratings calculation for ameoba trying to simulate the splitting of this monster into sub-monsters
Bug.0.0.5.3: Auto-Resolve Time is too short
Fix.0.0.5.3: Increased the length of time this will run from 25 seconds to 60 seconds to avoid it timing out and falling back to mock simulation
***** Enhancements *****
Add.0.0.5.3: Added on the Empire Management Screen tooltips for the little icons that appear below a planet's name - shows stuff like revolt, gravity issues, assimulating population, etc.
Chg.0.0.5.3: Tutorial - Removed link on single player game to the tutorial since it is hopelessly broken
Add.0.0.5.3: Added on the Empire Management Screen indication that a colony has a moon (shows up with the special resource text under the colony's name)
Add.0.0.5.3: Added tooltips for Civilian, Military, Bombs, and Marine Icons on the Fleet Control Panel since this is a common question
Chg.0.0.5.3: Torpedoes reduced spread to make them more accurate at longer range
Add.0.0.5.3: Production/Research Focus - Modified these planet focus so that it will attempt for minor population growth (assuming the planet is not full and the planet is occupied by races that need food)
Add.0.0.5.3: TechTree - Made the known techs border a brighter yellow and a bit thicker, hoping this emphasizes which techs your race actually knows, mainly trying to emphasize for nodes that contrain branch choices
Add.0.0.5.3: AutoCast - Toggled AutoCast of specials on, otherwise specials like "automated repair" have to be turned on manually or they will not work
Add.0.0.5.3: Colony Production Queue - Set to be enabled by default, I know I turn it on at the start of ever game
Add.0.0.5.3: Tactical Combat Squadron Selector Keys - Added keys "[" and "]" to cycle though your squadrons (Prev/Next)
Fix.0.0.5.3: Star Fortress not displaying the attack/defense/hull ratings corrected this mistake