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Steam News3 October 201510y ago

V1.07d-3 patch released!

Dear all, We've glad to announce the release of V1.07d-3 patch! Build ID: 800337 The focus of this patch is to start a change in certain things.

Full notes

Full Foresight update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition4 changes0 removals
  • Performance
  • Gameplay
  • Maps
addedTutorial RevampsRevamped tutorial missions. Everyone should replay them at least once to get a grip on the topics taught. Mainly: 1) Bomber tutorial 2) Global (Sector Map) tutorial spread across mission 2 and mission 3 3) Fleet Creation tutorial 4) Improved Character Recruitment Tutorial - Unnecessary or intuitive tutorial notes have been relegated to tips instead so as not to convolute the training. - Most buttons will be hidden from the start. They'll slowly be revealed as you progress so that you'll not be confronted by 2 walls of buttons and not understand why they're there. - Tutorial Mission 3 has been changed in terms of the scope; you'll still explore with the Merdeka but it'll be more interesting this time. NOTE: For those who are in the tutorial mission, kindly restart your mission to experience the new lessons. The current version may not be compatible; you shouldn't crash but you might experience incorrect behavior due to the massive changes made. Please, either restart your tutorial mission or replay the whole tutorial as a whole.
changedNew ImplementationsFirst 3 missions now will have a skippable intermission. That means, instead of waiting for the short in-game cutscene everytime you start or restart the mission, you could just press ESC. And yes, instructions to do that will be shown as well whenever it's possible to skip. As mentioned, this feature is not entirely complete yet because every mission that has intermission (short cutscene) before the mission briefing has a different scenario. This takes time to get it done properly and will be done so in the future. - Structures that are too small will now be assisted with a radius during preview. This however, only applies to defense structures that are much smaller than production structure and appears to be a blip when viewed from the maximum height. The size of the radius indicates the minimum range of the turret as well.
changedModificationsUNC Harvester will now decelerate faster so that it'll not get stuck when moving towards specific locations. - All range indicators now have a fix single vessel indication of 35% opacity. - UNC Mesh set now renders its IFF colours using texture as well, looking more natural but slightly less identifiable. We'll improve the look and feel of it so that both "natural" and "easy identification" can be balanced. * Note that Sirerian and NSAU meshes may undergo the same process in due time but will only be updated in future patches. - Adjusted AI behavior for mission 3 and mission 4. Some waves are now more aggressive than the others who might be more focused. - Harris Chen now joins you in mission 3 as an allied faction. He doesn't talk to you but will help you distract the Voiceless long enough for you to build your own base. Choose your targets carefully and focus on what matters the most. He won't aid you in your primary objectives though.
changedBug FixesApart from the long list of bug fixes in the staging builds, we've fixed several major bugs and will list those that were fixed as a summary as well. - Fixed a major bug where speech view triggered events are SKIPPED entirely if they were inserted as the last item is being played. This is a huge bug that can intermittenly cause the mission to go into a limbo. (ie, can never be finished) - Fixed a major bug where morphing/transforming ships to structures in certain cases lead to ships mysteriously losing control. This is due to an indexing problem and has since been fixed. Fortunately, the damage is still limited to the following areas: 1) Mission 3 - When the Harvester comes in to build the Command Center, one of the Voiceless Frigates will suddenly become uncontrollable. This causes the rest of the enemy AI attack logic to fail and mission 3 becomes a boring mission with no enemies attacking at all. 2) Possibly - Playing against an AI SS faction in the skirmish mode. The AI uses a certain instruction that might cause the ship indexing to miscalculate, causing either a crash or a weird suddenly loss of control in certain ships. Possibly yours or other AI's ships build right after this particular SS AI morphs its own structure. - Fixed a bug where phantom fire trails appears when certain ships die apparently from taking too much damage too quickly. This is caused by a mis-match in damage-showing scripts vs death sequence scripts. As a result, the emitter might be puffing flames out while the main ship has already been destroyed, causing the phantom-like flames that appear from time to time. Players who use the finger of god cheat will experience this more often since their ships deal 10x damage. (Sorry I won't reveal any cheat codes here) ;p - Fixed a small bug where a ship is highlighted by a ring and when it's destroyed, the highlight continues, causing an awkward bug-like ring that turns with the ship. This bug has been toned down - if the ship is destroyed, no further rings will be emitted. However, existing rings will continue to turn with the destroyed ship for a very brief moment. :( - Fixed a major bug where UNC Harvesters DO NOT RETURN to their refineries. The condition for the return code has now been strengthened at a small cost of some CPU power (negligible). - Fixed a bug where buttons being pinged continue to ping even when they're not visible. A system has been crafted to manage such an event. If the button is not visible while being pinged, the ping event is now being kept track of. If the button comes visible during the duration of the ping, the button will still ping. Excess pings are still present but only very briefly. - Fixed a bug in mission 3 where the scripts will actually fail to trigger the rest of the waves to come. This causes the whole mission to be boring without engagements or whatsoever. So now, enemy waves will come at you. Be prepared.
changedConclusionWe're one step closer to implementing the multiplayer lobby. A few things are still on our list to clear. One of which will be an environment system - which we'll use to implant visual cues and objects that are not directly interractable with the game objects. This will come at some cost to the performance but will greatly enhance the overall visual experience. AI is next in fact. One of the stages of improving the AI will take place. Bit by bit we'll improve it till a point it'll start kicking everybody's ass. We'll also be implementing the skips for intermissions for the rest of the missions as promised. Watching it once or twice may be fine. But being forced to watch it like 20 times (everytime your mission fails or you restart) becomes a torture. Sorry to those who might need to restart the tutorial mission; we simply couldn't find another way around it. :( That's all for the patch! Hope you'll enjoy Foresight more now! Please, play the tutorials again. Regards, Jeremy

Foresight changes

addedRevamped tutorial missions. Everyone should replay them at least once to get a grip on the topics taught. Mainly: 1) Bomber tutorial 2) Global (Sector Map) tutorial spread across mission 2 and mission 3 3) Fleet Creation tutorial 4) Improved Character Recruitment Tutorial - Unnecessary or intuitive tutorial notes have been relegated to tips instead so as not to convolute the training. - Most buttons will be hidden from the start. They'll slowly be revealed as you progress so that you'll not be confronted by 2 walls of buttons and not understand why they're there. - Tutorial Mission 3 has been changed in terms of the scope; you'll still explore with the Merdeka but it'll be more interesting this time. NOTE: For those who are in the tutorial mission, kindly restart your mission to experience the new lessons. The current version may not be compatible; you shouldn't crash but you might experience incorrect behavior due to the massive changes made. Please, either restart your tutorial mission or replay the whole tutorial as a whole.
changedFirst 3 missions now will have a skippable intermission. That means, instead of waiting for the short in-game cutscene everytime you start or restart the mission, you could just press ESC. And yes, instructions to do that will be shown as well whenever it's possible to skip. As mentioned, this feature is not entirely complete yet because every mission that has intermission (short cutscene) before the mission briefing has a different scenario. This takes time to get it done properly and will be done so in the future. - Structures that are too small will now be assisted with a radius during preview. This however, only applies to defense structures that are much smaller than production structure and appears to be a blip when viewed from the maximum height. The size of the radius indicates the minimum range of the turret as well.
changedUNC Harvester will now decelerate faster so that it'll not get stuck when moving towards specific locations. - All range indicators now have a fix single vessel indication of 35% opacity. - UNC Mesh set now renders its IFF colours using texture as well, looking more natural but slightly less identifiable. We'll improve the look and feel of it so that both "natural" and "easy identification" can be balanced. * Note that Sirerian and NSAU meshes may undergo the same process in due time but will only be updated in future patches. - Adjusted AI behavior for mission 3 and mission 4. Some waves are now more aggressive than the others who might be more focused. - Harris Chen now joins you in mission 3 as an allied faction. He doesn't talk to you but will help you distract the Voiceless long enough for you to build your own base. Choose your targets carefully and focus on what matters the most. He won't aid you in your primary objectives though.
changedApart from the long list of bug fixes in the staging builds, we've fixed several major bugs and will list those that were fixed as a summary as well. - Fixed a major bug where speech view triggered events are SKIPPED entirely if they were inserted as the last item is being played. This is a huge bug that can intermittenly cause the mission to go into a limbo. (ie, can never be finished) - Fixed a major bug where morphing/transforming ships to structures in certain cases lead to ships mysteriously losing control. This is due to an indexing problem and has since been fixed. Fortunately, the damage is still limited to the following areas: 1) Mission 3 - When the Harvester comes in to build the Command Center, one of the Voiceless Frigates will suddenly become uncontrollable. This causes the rest of the enemy AI attack logic to fail and mission 3 becomes a boring mission with no enemies attacking at all. 2) Possibly - Playing against an AI SS faction in the skirmish mode. The AI uses a certain instruction that might cause the ship indexing to miscalculate, causing either a crash or a weird suddenly loss of control in certain ships. Possibly yours or other AI's ships build right after this particular SS AI morphs its own structure. - Fixed a bug where phantom fire trails appears when certain ships die apparently from taking too much damage too quickly. This is caused by a mis-match in damage-showing scripts vs death sequence scripts. As a result, the emitter might be puffing flames out while the main ship has already been destroyed, causing the phantom-like flames that appear from time to time. Players who use the finger of god cheat will experience this more often since their ships deal 10x damage. (Sorry I won't reveal any cheat codes here) ;p - Fixed a small bug where a ship is highlighted by a ring and when it's destroyed, the highlight continues, causing an awkward bug-like ring that turns with the ship. This bug has been toned down - if the ship is destroyed, no further rings will be emitted. However, existing rings will continue to turn with the destroyed ship for a very brief moment. :( - Fixed a major bug where UNC Harvesters DO NOT RETURN to their refineries. The condition for the return code has now been strengthened at a small cost of some CPU power (negligible). - Fixed a bug where buttons being pinged continue to ping even when they're not visible. A system has been crafted to manage such an event. If the button is not visible while being pinged, the ping event is now being kept track of. If the button comes visible during the duration of the ping, the button will still ping. Excess pings are still present but only very briefly. - Fixed a bug in mission 3 where the scripts will actually fail to trigger the rest of the waves to come. This causes the whole mission to be boring without engagements or whatsoever. So now, enemy waves will come at you. Be prepared.
changedWe're one step closer to implementing the multiplayer lobby. A few things are still on our list to clear. One of which will be an environment system - which we'll use to implant visual cues and objects that are not directly interractable with the game objects. This will come at some cost to the performance but will greatly enhance the overall visual experience. AI is next in fact. One of the stages of improving the AI will take place. Bit by bit we'll improve it till a point it'll start kicking everybody's ass. We'll also be implementing the skips for intermissions for the rest of the missions as promised. Watching it once or twice may be fine. But being forced to watch it like 20 times (everytime your mission fails or you restart) becomes a torture. Sorry to those who might need to restart the tutorial mission; we simply couldn't find another way around it. :( That's all for the patch! Hope you'll enjoy Foresight more now! Please, play the tutorials again. Regards, Jeremy

Dear all, We've glad to announce the release of V1.07d-3 patch! Build ID: 800337 The focus of this patch is to start a change in certain things. As promised, the tutorial revamp has finally come and this time, you'll be well-trained. There'll be some parts that are not fully completed but they're not critical to the overall experience of the game. I'll explain in a while. P.S. Please remember to opt OUT of the staging build!

Tutorial Revamps

  • Revamped tutorial missions. Everyone should replay them at least once to get a grip on the topics taught.

    Mainly

    1) Bomber tutorial 2) Global (Sector Map) tutorial spread across mission 2 and mission 3 3) Fleet Creation tutorial 4) Improved Character Recruitment Tutorial - Unnecessary or intuitive tutorial notes have been relegated to tips instead so as not to convolute the training. - Most buttons will be hidden from the start. They'll slowly be revealed as you progress so that you'll not be confronted by 2 walls of buttons and not understand why they're there. - Tutorial Mission 3 has been changed in terms of the scope; you'll still explore with the Merdeka but it'll be more interesting this time.

    NOTE

    For those who are in the tutorial mission, kindly restart your mission to experience the new lessons. The current version may not be compatible; you shouldn't crash but you might experience incorrect behavior due to the massive changes made. Please, either restart your tutorial mission or replay the whole tutorial as a whole.

New Implementations

  • First 3 missions now will have a skippable intermission. That means, instead of waiting for the short in-game cutscene everytime you start or restart the mission, you could just press ESC. And yes, instructions to do that will be shown as well whenever it's possible to skip. As mentioned, this feature is not entirely complete yet because every mission that has intermission (short cutscene) before the mission briefing has a different scenario. This takes time to get it done properly and will be done so in the future. - Structures that are too small will now be assisted with a radius during preview. This however, only applies to defense structures that are much smaller than production structure and appears to be a blip when viewed from the maximum height. The size of the radius indicates the minimum range of the turret as well.

Modifications

  • UNC Harvester will now decelerate faster so that it'll not get stuck when moving towards specific locations. - All range indicators now have a fix single vessel indication of 35% opacity. - UNC Mesh set now renders its IFF colours using texture as well, looking more natural but slightly less identifiable. We'll improve the look and feel of it so that both "natural" and "easy identification" can be balanced. * Note that Sirerian and NSAU meshes may undergo the same process in due time but will only be updated in future patches. - Adjusted AI behavior for mission 3 and mission 4. Some waves are now more aggressive than the others who might be more focused. - Harris Chen now joins you in mission 3 as an allied faction. He doesn't talk to you but will help you distract the Voiceless long enough for you to build your own base. Choose your targets carefully and focus on what matters the most. He won't aid you in your primary objectives though.

Bug Fixes

Apart from the long list of bug fixes in the staging builds, we've fixed several major bugs and will list those that were fixed as a summary as well. - Fixed a major bug where speech view triggered events are SKIPPED entirely if they were inserted as the last item is being played. This is a huge bug that can intermittenly cause the mission to go into a limbo. (ie, can never be finished) - Fixed a major bug where morphing/transforming ships to structures in certain cases lead to ships mysteriously losing control. This is due to an indexing problem and has since been fixed. Fortunately, the damage is still limited to the following areas: 1) Mission 3 - When the Harvester comes in to build the Command Center, one of the Voiceless Frigates will suddenly become uncontrollable. This causes the rest of the enemy AI attack logic to fail and mission 3 becomes a boring mission with no enemies attacking at all. 2) Possibly - Playing against an AI SS faction in the skirmish mode. The AI uses a certain instruction that might cause the ship indexing to miscalculate, causing either a crash or a weird suddenly loss of control in certain ships. Possibly yours or other AI's ships build right after this particular SS AI morphs its own structure. - Fixed a bug where phantom fire trails appears when certain ships die apparently from taking too much damage too quickly. This is caused by a mis-match in damage-showing scripts vs death sequence scripts. As a result, the emitter might be puffing flames out while the main ship has already been destroyed, causing the phantom-like flames that appear from time to time. Players who use the finger of god cheat will experience this more often since their ships deal 10x damage. (Sorry I won't reveal any cheat codes here) ;p - Fixed a small bug where a ship is highlighted by a ring and when it's destroyed, the highlight continues, causing an awkward bug-like ring that turns with the ship. This bug has been toned down - if the ship is destroyed, no further rings will be emitted. However, existing rings will continue to turn with the destroyed ship for a very brief moment. :( - Fixed a major bug where UNC Harvesters DO NOT RETURN to their refineries. The condition for the return code has now been strengthened at a small cost of some CPU power (negligible). - Fixed a bug where buttons being pinged continue to ping even when they're not visible. A system has been crafted to manage such an event. If the button is not visible while being pinged, the ping event is now being kept track of. If the button comes visible during the duration of the ping, the button will still ping. Excess pings are still present but only very briefly. - Fixed a bug in mission 3 where the scripts will actually fail to trigger the rest of the waves to come. This causes the whole mission to be boring without engagements or whatsoever. So now, enemy waves will come at you. Be prepared.

Conclusion

We're one step closer to implementing the multiplayer lobby. A few things are still on our list to clear. One of which will be an environment system - which we'll use to implant visual cues and objects that are not directly interractable with the game objects. This will come at some cost to the performance but will greatly enhance the overall visual experience. AI is next in fact. One of the stages of improving the AI will take place. Bit by bit we'll improve it till a point it'll start kicking everybody's ass. We'll also be implementing the skips for intermissions for the rest of the missions as promised. Watching it once or twice may be fine. But being forced to watch it like 20 times (everytime your mission fails or you restart) becomes a torture. Sorry to those who might need to restart the tutorial mission; we simply couldn't find another way around it. :( That's all for the patch! Hope you'll enjoy Foresight more now! Please, play the tutorials again. Regards, Jeremy

Source

Steam News / 3 October 2015

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