Posted February 23, 2014
There is an update to version 1.2 coming soon. It´s in testing right now.
The current changes list is:
Smugglers 5 V. 1.2:
- Balance change: EMP resistance duration has been increased by 1 turn to 3 turns total
- Balance change: For the free trader and smuggler professions the skill "recharge" is moved to the start of the skill tree
- Balance change: Enemy traders (rookies and following experience classes) get the shield boost skill
- Balance change: Enemy traders (rookies and following experience classes) get the recharge skill
- Balance change: Enemy traders (rookies and following experience classes) lose the scattergun skill
- Balance change: Enemy military (intermediate and expert classes) get the skill EMP resistance
- Balance change: Enemy accuracy reduction has been removed.
- Balance change: Anti-mine ECM efficiency has been increased, AP required has been reduced.
- Balance change: Emergency shield engines speed has been doubled and given a small evasive bonus.
- Balance change: Enemy AI has been improved to better make use of ship´s special abilities and (own-)missile protection skills
- Balance change: There are much less enemy targets on your radar when you are in a highly secured system like your capital.
- Balance change: The smuggler profession starts off with the recharge combat skill instead of Focused Shield.
- Balance change: Great victories in fleet battles (= when you keep most of your fleet alive and destroy the enemy fleet completely) give less victory points (but still very much!).
- Balance change: Victory points system vs. player interaction has been completely revised
- Game change: You now start off the game with 1 campaign ribbon instead of 3
- Game change: It´s now supposed to not happen that factions declare a war shortly after a peace announcement and vice versa.
- Game change: Factions do not immediately try to invade the same system after they have failed to invade or defend it.
- Interface change: Turrets get a new icon on the fleet battle screen
- Interface change: There is no-mouse over effect when moving the mouser over the "end turn" button on the combat screen during an enemy turn
- Interface change: If ECM protection skill is activated, the ECM skill button is greyed out
- Blind compatibility mode: The special event indicator on the ship combat screen has been centered and some minor adaptions have been done.
- Text change: Due to the upcoming add-on, the carrier description on the ship purchase screen has been adapted
- Text change: The engine names and descriptions have been changed in preparation of an upcoming game expansion
- Text change: Profession description of bounty hunter has been revised
- Text change: Profession description of free trader has been revised
- Text change: ECM protection skill text has been corrected (does not use up 2 active skills). Now correctly informs the player that an active skill of this kind makes any ECM attempt futile.
- Text change: Texts for systems seceding or the founding of a new pirate empire by the player has been tweaked
- Bug fixed: A possible problem with the ship purchase screen when you had your own pirate empire has been fixed
- Bug fixed: There was a graphical glitch on the proton torpedo combat icon
- Bug fixed: The ramming skill was sometimes not available for enemy traders (only highest experience class)
- Bug fixed: In the skill tree of the free trader the skill scatter gun has been included twice
- Bug fixed: A text line on the ship purchase screen was labeled wrong
- Bug fixed: There was a graphical glitch on the galaxy map info screen.
- Bug fixed: The max. free cargo space was limited to 101E at some occasions
- Bug fixed: A mission text has been shortened
- Bug fixed: When doing a special forces mission the text in the mission status screen does not match the mission type
- Bug fixed: When doing a flanking mission the text in the mission status screen does not match the mission type
- Bug fixed: When doing a suppression mission the text in the mission status screen does not match the mission type
- Bug fixed: When doing a bombing run mission the text in the mission status screen does not match the mission type
- Bug fixed: There was a "file not found" bug when encountering a treasure ship
- Bug fixed: When capturing a treasure ship it could happen that the news reported you being responsible for the crime while the use of the skill disguise let you escape unrecognized. The news text has now been adapted to mention only "rumors" and "ongoing investigations".
- Bug fixed: Traveller engine did not give player the flee ability
- Bug fixed: When the mouser cursor left the close button on the skill display screen, the mouse-over effect was still visible.
- Bug fixed: On the promotion screen there were some graphical glitches
- Bug fixed: When being promoted to Admiral one part of the screen showed the wrong rank sign
- Bug fixed: During the tutorial it could happen that an economic event reduces the amount of supplies on a planet to 0, but you need to buy supplies to continue the tutorial.
- Bug fixed: There was a bug in the mission status info screen where the mouse-over animations for the buttons did not work or not like they should on some occasions
- Bug fixed: On some occasions the AP required for an enemy skill was displayed wrong
- Bug fixed: Some enemy weapon special effects were not applied for all skills that fire the guns
- Bug fixed: On some occasions the enemy weapon special effect was applied to enemy and not to player
- Bug fixed: There was a bug in the fleet combat screen where there was a low chance of an Orca ship appearing that does not fit to the Outerrim faction
The current changes list is:
Smugglers 5 V. 1.2:
- Balance change: EMP resistance duration has been increased by 1 turn to 3 turns total
- Balance change: For the free trader and smuggler professions the skill "recharge" is moved to the start of the skill tree
- Balance change: Enemy traders (rookies and following experience classes) get the shield boost skill
- Balance change: Enemy traders (rookies and following experience classes) get the recharge skill
- Balance change: Enemy traders (rookies and following experience classes) lose the scattergun skill
- Balance change: Enemy military (intermediate and expert classes) get the skill EMP resistance
- Balance change: Enemy accuracy reduction has been removed.
- Balance change: Anti-mine ECM efficiency has been increased, AP required has been reduced.
- Balance change: Emergency shield engines speed has been doubled and given a small evasive bonus.
- Balance change: Enemy AI has been improved to better make use of ship´s special abilities and (own-)missile protection skills
- Balance change: There are much less enemy targets on your radar when you are in a highly secured system like your capital.
- Balance change: The smuggler profession starts off with the recharge combat skill instead of Focused Shield.
- Balance change: Great victories in fleet battles (= when you keep most of your fleet alive and destroy the enemy fleet completely) give less victory points (but still very much!).
- Balance change: Victory points system vs. player interaction has been completely revised
- Game change: You now start off the game with 1 campaign ribbon instead of 3
- Game change: It´s now supposed to not happen that factions declare a war shortly after a peace announcement and vice versa.
- Game change: Factions do not immediately try to invade the same system after they have failed to invade or defend it.
- Interface change: Turrets get a new icon on the fleet battle screen
- Interface change: There is no-mouse over effect when moving the mouser over the "end turn" button on the combat screen during an enemy turn
- Interface change: If ECM protection skill is activated, the ECM skill button is greyed out
- Blind compatibility mode: The special event indicator on the ship combat screen has been centered and some minor adaptions have been done.
- Text change: Due to the upcoming add-on, the carrier description on the ship purchase screen has been adapted
- Text change: The engine names and descriptions have been changed in preparation of an upcoming game expansion
- Text change: Profession description of bounty hunter has been revised
- Text change: Profession description of free trader has been revised
- Text change: ECM protection skill text has been corrected (does not use up 2 active skills). Now correctly informs the player that an active skill of this kind makes any ECM attempt futile.
- Text change: Texts for systems seceding or the founding of a new pirate empire by the player has been tweaked
- Bug fixed: A possible problem with the ship purchase screen when you had your own pirate empire has been fixed
- Bug fixed: There was a graphical glitch on the proton torpedo combat icon
- Bug fixed: The ramming skill was sometimes not available for enemy traders (only highest experience class)
- Bug fixed: In the skill tree of the free trader the skill scatter gun has been included twice
- Bug fixed: A text line on the ship purchase screen was labeled wrong
- Bug fixed: There was a graphical glitch on the galaxy map info screen.
- Bug fixed: The max. free cargo space was limited to 101E at some occasions
- Bug fixed: A mission text has been shortened
- Bug fixed: When doing a special forces mission the text in the mission status screen does not match the mission type
- Bug fixed: When doing a flanking mission the text in the mission status screen does not match the mission type
- Bug fixed: When doing a suppression mission the text in the mission status screen does not match the mission type
- Bug fixed: When doing a bombing run mission the text in the mission status screen does not match the mission type
- Bug fixed: There was a "file not found" bug when encountering a treasure ship
- Bug fixed: When capturing a treasure ship it could happen that the news reported you being responsible for the crime while the use of the skill disguise let you escape unrecognized. The news text has now been adapted to mention only "rumors" and "ongoing investigations".
- Bug fixed: Traveller engine did not give player the flee ability
- Bug fixed: When the mouser cursor left the close button on the skill display screen, the mouse-over effect was still visible.
- Bug fixed: On the promotion screen there were some graphical glitches
- Bug fixed: When being promoted to Admiral one part of the screen showed the wrong rank sign
- Bug fixed: During the tutorial it could happen that an economic event reduces the amount of supplies on a planet to 0, but you need to buy supplies to continue the tutorial.
- Bug fixed: There was a bug in the mission status info screen where the mouse-over animations for the buttons did not work or not like they should on some occasions
- Bug fixed: On some occasions the AP required for an enemy skill was displayed wrong
- Bug fixed: Some enemy weapon special effects were not applied for all skills that fire the guns
- Bug fixed: On some occasions the enemy weapon special effect was applied to enemy and not to player
- Bug fixed: There was a bug in the fleet combat screen where there was a low chance of an Orca ship appearing that does not fit to the Outerrim faction