Zitat Zitat von Steam
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted.

Fixed:
  • Fix issue when importing blueprints with a "Manage Docked"/autoundock order.
  • Bridges only needed half as much crew as they were reporting.
  • The orders given by the trade automation order were reversed.
  • AIs taking over from disconnected players in MP would add their traits and reset the homeworld.
  • Crash on load when docked objects had been given orders.
  • After loading a game, planets and systems that were scouted before but had no vision when saving are now still visible.
  • Loading a game after returning to the main menu from a mod would not work without re-selecting the mod first.
  • Fixed a crash in multiplayer related to losing a planet.
  • Starting Tech Level now only affects technologies that start unlocked, unless "All Techs Available" is also enabled.
  • "Ancient Ruins" now works with "All Techs Available" enabled.
  • Energy weapons would display the wrong power cost when modified to fire faster than once per second.Declaring war was not cancelling all previous treaties with that empire.
Changed:
  • Selecting a ship in a fleet now selects the entire fleet. Clicking the ship again will select just that ship.
  • Tweaked the AI profiles homeworld build orders to work better with the economy.
  • Canceling a construction returns 50% of the resource cost of the construction (except for Labor).
  • Shipyard governors no longer remove farms.
  • When deciding to update a layout, sub system size is taken into account. Small sub systems are less important for auto-updating, and large sub systems are more important.
  • Tweaked Metals and Electronics fab images for a bit better readability.Redid the layout of all technologies.
Balance:
  • Doubled Advanced Parts production, and slightly reduced Electronics and Metal production.
  • Increased the various lasers' damage by 33%.Work ethic and Academics campaign civil acts only affect resource production by 10% rather than 25%.
Added:
  • Detailed Statistics on a blueprint now shows the maximum distance a ship can fly in its fuel life time.
  • Exact stored resources and storage capacity can now be seen per resource on the economy tab.
  • "Automatically Explore" automation order. Find an unscouted system when built and fly to it (possibly repeating or fleeing from enemies). Added to the default scout blueprint.
  • Firing and Impact points can now be seen in the model configurator. Also removed any non-functional tools from the toolbar.
  • Added option to disable engine flares. Disabling them should significantly improve framerate for games with large numbers of ships.
  • Added 'stroked' versions of the fonts. These are used as a nicer version of text shadowing (e.g. Research Field names, Mouse-Overlay text).
  • Added "As Level" syntax for sub system variables to make them be treated as level vars for the purposes of updating a sub system.
  • Added recolors of the Railgun for Artillery and Plasma Thrower for the Muon Cannon.
  • Added a new weapon, the Muon Cannon. Lower dps than a railgun, but partially pierces armor. Uses low amounts of ammo, but needs power.
  • Added "Material Sciences" technology. Increases most sub system health significantly per-level (not armor or hulls). Now governs the bulkhead's level (rather than armor).
  • Added a new shipset by eRe4s3r, dubbed the 'Neumon' shipset.
  • When in contact with more than one other empire, relative rankings in the categories Military, Colonization, Research and Economy are listed.Global empire population stat in the empire window.
UI:
  • Added a common GUI skin. We are moving all windows over to the new skin system, and several windows have already been moved over. This includes a variety of improvements to the functionality of those windows as well.
  • Minimap: clicking the bars for an empire selects all military ships of that empire in the system.
  • Minimap: Selecting an object now clears focus, allowing the camera to behave as expected.
  • Research window: ctrl-clicking the remove button for a queued tech removes a single level instead.
  • The escape menu is now handled in the scripts, and is centered on the screen.
  • Current population and amount of structures built on a planet can now be seen from the hover information for every planet, not just your own.
  • Ship Layout Editor: The sub system list now has modes to display small icons and text, or large icons only.
  • Ship Layout Editor: You can drag a sub system out of the list to add it to the design, rather than double clicking.
  • Ship Layout Editor: Designs in the layout list can now be sorted by name or scale, and obsoleted designs are reddish when "Show Obsolete" is enabled.
  • Ship Layout Editor: Holding control while dragging a sub system on the blueprint creates a copy.
  • Diplomacy window: Reorganized the window to be easier to use.
  • Treat window: Reorganized the window to make who does what clearer.Object List: Objects can now be filtered by name and type, and all filtered objects can be selected.
Removed:
  • Removed the dark purple empire color.
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