Full notes
Full Foresight update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- UI and audio
- Gameplay
- Server
- Performance
- Compatibility
Foresight changes
Dear all, It has been a good 10-11 months since Foresight was launched. Yes, we've made many mistakes during launch and we've since fixed and improved the game. It has been a good journey of ups and downs. However, we're not quite done yet. There're a few things we'll definitely work on over the next few months. I prefer to call it the pre-baseline and post-baseline timeline.
What have we done so far?
Improved user interface visual cues.
Improved 3D models.
Changed unsuitable voice over actor(s).
Remastered the entire briefing and in-game story voice over suite.
Improve gameplay mechanics and statistics that is fair and balanced for the players.
Fixed a HUGE list of bugs.
Added additional user interface widgets like - fleet view, camera rotation and speed button to toggle game speeds.
Replaced music if necessary with new scores.
Calibrated special effects and scripts that control the destruction animations.
Fixed critical bugs that led to missions being stuck in limbo.
Improved multiplayer playability.
Introduced an automated port forwarding feature (3rd party) to automatically perform the necessary steps to host as server over the Internet.
Added new game mechanisms to enrich the gameplay, such as strict target mode.
Introduced an automated LOD (level of detail) system which will scale back on graphic details automatically temporarily if performance goes below par.
Eliminated the "black triangle" issue and straightened out rendering calls which also led to the ability to support Intel HD Graphics series of GFX cards.
Implemented additional options as required, such as V-sync, Windowed mode, Mouse Sensitivity and many more options to offer more choices to players.
Optimized performance for both multiplayer and singleplayer.
Added support for resolutions above 1920x1080 and 1600x1200.
NSAU mobile turrets and power generator mechanics were revamped and calibrated for a smooth but balanced gameplay after consultation with gamers.
Added details to cutscenes; some parts were removed or had to redo for a better flow, delivery and execution.
Pre-baseline
Refers to time from now till 28th November 2015. By then the multiplayer lobby will be done and up. Multiplayer will be easily accessible via a steam account for a lobby. LAN games should still be possible using the old system. - AI will be improved to a reasonable standard by then.
Post-baseline
Refers to time AFTER 28th November 2015. We'll begin to work on some of the mini-upgrades to the game, including new game modes, preparations for localization (though not confirmed yet) and upgradeable units. Please note though that the upgrades are largely game numbers rather than a full 3D model upgrade. It'll also give a small taste of what the Expansion will be like if we ever get to do it.
Conclusion
The Foresight Journey is far from over. But let's take it one step at a time. We're extremely grateful for your support, reviews (good or bad) and criticisms during this very challenging period. We look forward to make Foresight a better game and to make even better games in the future! Regards, Jeremy
Source
Changelog.gg summarizes and formats this update. How we read updates.
