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Steam News6 October 201510y ago

V1.07d-3a patch released!

Dear all, We're glad to announce that Foresight patch V1.07d-3a has been released to address a few important issues. Implementations We've added a radius ring around ALL structures during preview.

Full notes

Full Foresight update

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What changed

1 fix2 additions1 change1 removal
  • Gameplay
  • Balance
  • Maps
addedImplementationsWe've added a radius ring around ALL structures during preview. That means you'll now be able to tell without ambiguity, whether your structures can be placed (or morphed into) or not. P.S. For non-defensive structures radius ring, it either refers to the structure's sight radius or its minimum radial size. On the other hand, turrets' radius ring depicts minimum attack range.
removedModificationsUNC models have been improved slightly to remove unsightly specular lightings that looks out of place with several UNC ships. - Improved fleet AI slightly when tasked for repairs. Once all ships are at 100% health, the fleet will no longer crowd around the shipyard.
fixedBug FixesFixed a major bug where building a shipyard too near a wormhole causes ships to be slingshot into the next sector and possibly the sector after next. - Fixed a multiplayer bug where ships in the fleet become permanently disabled even when HP is 100%. - Fixed a bug in Mission 1 where the pirates will never attack the harvester while harvesting.
addedOther improvementsIn mission 1, it's easy to get lost while exploring the map. Thus, the tutorial will always center on the Merdeka whenever there's a need to control it. - Mission 1 tutorial steps revised for fighter identifications. - More buttons are not visible from start and will be unlocked when there's a legitimate need for them. - Added more visual cues to look for Jun Jimin's ship in Mission 2. This is required because Jun's ship can be VERY small when the player zooms all the way out. - Improved tutorial for adding ships into fleet to be less confusing. - Added notification telling YOU that command points usage is transfered over to your fleet commander when you assign a ship to them. - Reduced the amount of time needed before enemy comes and find you. This is done in measurement of the "maximum" potential activity during a lull period in mission 2. - Added segment to tell YOU that you can actually use your ally's shipyard for repairs. Pops up only when you're there and your ship is damaged though.
changedConclusionWe're well on the way to implementing features of V1.08 into the game as we speak. Therefore, some features may already be in the current build, but is deactivated and doesn't affect your gameplay. Soon the AI will be improved, along with revised missions along the way based on feedback. Along with it, the multiplayer lobby which will list all available games. All these coming by November. We hope you'll enjoy playing Foresight! Regards, Jeremy

Foresight changes

addedWe've added a radius ring around ALL structures during preview. That means you'll now be able to tell without ambiguity, whether your structures can be placed (or morphed into) or not. P.S. For non-defensive structures radius ring, it either refers to the structure's sight radius or its minimum radial size. On the other hand, turrets' radius ring depicts minimum attack range.
removedUNC models have been improved slightly to remove unsightly specular lightings that looks out of place with several UNC ships. - Improved fleet AI slightly when tasked for repairs. Once all ships are at 100% health, the fleet will no longer crowd around the shipyard.
fixedFixed a major bug where building a shipyard too near a wormhole causes ships to be slingshot into the next sector and possibly the sector after next. - Fixed a multiplayer bug where ships in the fleet become permanently disabled even when HP is 100%. - Fixed a bug in Mission 1 where the pirates will never attack the harvester while harvesting.
addedIn mission 1, it's easy to get lost while exploring the map. Thus, the tutorial will always center on the Merdeka whenever there's a need to control it. - Mission 1 tutorial steps revised for fighter identifications. - More buttons are not visible from start and will be unlocked when there's a legitimate need for them. - Added more visual cues to look for Jun Jimin's ship in Mission 2. This is required because Jun's ship can be VERY small when the player zooms all the way out. - Improved tutorial for adding ships into fleet to be less confusing. - Added notification telling YOU that command points usage is transfered over to your fleet commander when you assign a ship to them. - Reduced the amount of time needed before enemy comes and find you. This is done in measurement of the "maximum" potential activity during a lull period in mission 2. - Added segment to tell YOU that you can actually use your ally's shipyard for repairs. Pops up only when you're there and your ship is damaged though.
changedWe're well on the way to implementing features of V1.08 into the game as we speak. Therefore, some features may already be in the current build, but is deactivated and doesn't affect your gameplay. Soon the AI will be improved, along with revised missions along the way based on feedback. Along with it, the multiplayer lobby which will list all available games. All these coming by November. We hope you'll enjoy playing Foresight! Regards, Jeremy

Dear all, We're glad to announce that Foresight patch V1.07d-3a has been released to address a few important issues.

Implementations

  • We've added a radius ring around ALL structures during preview. That means you'll now be able to tell without ambiguity, whether your structures can be placed (or morphed into) or not. P.S. For non-defensive structures radius ring, it either refers to the structure's sight radius or its minimum radial size. On the other hand, turrets' radius ring depicts minimum attack range.

Modifications

  • UNC models have been improved slightly to remove unsightly specular lightings that looks out of place with several UNC ships. - Improved fleet AI slightly when tasked for repairs. Once all ships are at 100% health, the fleet will no longer crowd around the shipyard.

Bug Fixes

  • Fixed a major bug where building a shipyard too near a wormhole causes ships to be slingshot into the next sector and possibly the sector after next. - Fixed a multiplayer bug where ships in the fleet become permanently disabled even when HP is 100%. - Fixed a bug in Mission 1 where the pirates will never attack the harvester while harvesting.

Other improvements

  • In mission 1, it's easy to get lost while exploring the map. Thus, the tutorial will always center on the Merdeka whenever there's a need to control it. - Mission 1 tutorial steps revised for fighter identifications. - More buttons are not visible from start and will be unlocked when there's a legitimate need for them. - Added more visual cues to look for Jun Jimin's ship in Mission 2. This is required because Jun's ship can be VERY small when the player zooms all the way out. - Improved tutorial for adding ships into fleet to be less confusing. - Added notification telling YOU that command points usage is transfered over to your fleet commander when you assign a ship to them. - Reduced the amount of time needed before enemy comes and find you. This is done in measurement of the "maximum" potential activity during a lull period in mission 2. - Added segment to tell YOU that you can actually use your ally's shipyard for repairs. Pops up only when you're there and your ship is damaged though.

Conclusion

We're well on the way to implementing features of V1.08 into the game as we speak. Therefore, some features may already be in the current build, but is deactivated and doesn't affect your gameplay. Soon the AI will be improved, along with revised missions along the way based on feedback. Along with it, the multiplayer lobby which will list all available games. All these coming by November. We hope you'll enjoy playing Foresight! Regards, Jeremy

Source

Steam News / 6 October 2015

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