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Steam News1 November 201510y ago

V1.08 beta patch released!

Dear all, V1.08 beta patch is now available. You can try it if you go to Library -> Foresight -> Right-click -> Properties -> Betas -> Select "staging" The password will be abcdef123456 Please note that this is a beta p

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Full Foresight update

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What changed

1 fix1 addition1 change0 removals
  • Compatibility
  • Server
addedDear all, V1.08 beta patch is now available. You can try it if you go to Library -> Foresight -> Right-click -> Properties -> Betas -> Select "staging" The password will be abcdef123456 Please note that this is a beta patch. That means instability is to be expected. If you're not sure, have an additional backup of your saved games before trying.
changedWhat's new in V1.08 betaShips no longer cluster together regardless of conditions. The current default build has a scenario that will allow ships to exists at the same position. This is not a desirable outcome and does upset the balance of the game. - Ships will now push or nudge each other depending on priority. Stationary structures will only push, but can never be pushed. The push mechanism isn't fully comprehensive. Blocks and bounces are to be expected in certain scenarios. P.S. In some cases you might even see ships drift around a point. Yes. Drifting. But that's the new normal behavior. - Implemented a system for multiplayer that will multi-thread the network API and impose a limit on packets sent and received PER execution frame. This will improve the performance of the server at the expense of some latency. The latency will naturally increase with heavier load OR with an inferior machine but the drop in performance will not be as drastic as the current main build. - Fighter blips will now always appear when you've zoomed out all the way. At this point, all fighter models will no longer be rendered other than the blips that represent them. Capital ships and structures are not affected by this.
fixedBug FixesBug fixes listed here will not be repeated when V1.08 finally goes live. Instead a link will be posted to link to this announcement. 1) Fixed an IFF colouration issue where if you select another colour for player ie, 4 ... it'll reflect that colour in text and minimap but the units will still appear to be yellow (default) 2) Shipyards will NOT continue to build when it's out of power. The proposal of a 33% build speed while unpowered is still under consideration. 3) Fixed a few bugs with fighter blips where they appear before the game is officiated and after the scoreboard appears. 4) Fixed a bug where immediate objectives (ie, Objectives: Protect the harvester) is shown even when the scoreboard is already visible. 5) Fixed a bug in multiplayer where moving a character across ships in a shuttle doesn't even work properly in multiplayer. The shuttle would appear on the client machine, stop, then teleport and disappear. Character registration also wasn't done properly; fleet flagships will not be updated, causing the F1-F5 keys when pressed twice, not to zoom in onto the fleet commander. 6) Indirectly fixed a bug caused by #5 where a fleet is being destroyed completely, but it's not disbanded on the client side. 7) Fixed a bug in a 4-player multiplayer game, the server sets 2 AI players and a client joins and finds that the widgets for changing faction, color and group uncontrollable. 8) Fixed a bug in multiplayer where UNC ships can still get permanently disabled after repairs are done at a shipyard. This is due to a cancellation order which causes new orders to override without reseting the disabled state. 9) Fixed a bug in multiplayer where both client and server can "leak" particles into the distortion effect, piling a large number of particles to be processed when resumed. 10) Fixed a bug in multiplayer where frame animation calculations due to prolonged app inactiveness causes the accumulated frames to underflow, leading to an endless loop. 11) Fixed a bug where Fleets sent for repairs do not exhibit a repair tool animation. This is now only possible if there's at least 1 repairable ship in the fleet. 12) Fixed a bug where the fleet speed isn't updated when a slower ship leaves the fleet; causing the fleet to remain slow ... FOREVER. 13) Fixed a bug where harvesters can still get stuck before getting into the refinery. This won't happen anymore. 14) Fixed an awkward scroll with NSAU ships having energy levels. The current implementation causes the bar to fluctuate wildly, causing the readings to be inaccurate at that point of time. Now it's fixed to reflect its true value much more accurately. 15) Fixed a bug where "Unable to add ship into fleet selection" appears even when you don't have a fleet. 16) Fixed a bug where under certain circumstances, ships don't go near enough to attack their targets, causing them to hover just outside of their engagement range. 17) Fixed a bug in multiplayer when a fleet requests for fighters/bombers - the fleet view isn't updated accordingly. 18) Fixed a bug in multiplayer where a server has been defeated but EVA still reports "We're victorious!".

Foresight changes

addedDear all, V1.08 beta patch is now available. You can try it if you go to Library -> Foresight -> Right-click -> Properties -> Betas -> Select "staging" The password will be abcdef123456 Please note that this is a beta patch. That means instability is to be expected. If you're not sure, have an additional backup of your saved games before trying.
changedShips no longer cluster together regardless of conditions. The current default build has a scenario that will allow ships to exists at the same position. This is not a desirable outcome and does upset the balance of the game. - Ships will now push or nudge each other depending on priority. Stationary structures will only push, but can never be pushed. The push mechanism isn't fully comprehensive. Blocks and bounces are to be expected in certain scenarios. P.S. In some cases you might even see ships drift around a point. Yes. Drifting. But that's the new normal behavior. - Implemented a system for multiplayer that will multi-thread the network API and impose a limit on packets sent and received PER execution frame. This will improve the performance of the server at the expense of some latency. The latency will naturally increase with heavier load OR with an inferior machine but the drop in performance will not be as drastic as the current main build. - Fighter blips will now always appear when you've zoomed out all the way. At this point, all fighter models will no longer be rendered other than the blips that represent them. Capital ships and structures are not affected by this.
fixedBug fixes listed here will not be repeated when V1.08 finally goes live. Instead a link will be posted to link to this announcement. 1) Fixed an IFF colouration issue where if you select another colour for player ie, 4 ... it'll reflect that colour in text and minimap but the units will still appear to be yellow (default) 2) Shipyards will NOT continue to build when it's out of power. The proposal of a 33% build speed while unpowered is still under consideration. 3) Fixed a few bugs with fighter blips where they appear before the game is officiated and after the scoreboard appears. 4) Fixed a bug where immediate objectives (ie, Objectives: Protect the harvester) is shown even when the scoreboard is already visible. 5) Fixed a bug in multiplayer where moving a character across ships in a shuttle doesn't even work properly in multiplayer. The shuttle would appear on the client machine, stop, then teleport and disappear. Character registration also wasn't done properly; fleet flagships will not be updated, causing the F1-F5 keys when pressed twice, not to zoom in onto the fleet commander. 6) Indirectly fixed a bug caused by #5 where a fleet is being destroyed completely, but it's not disbanded on the client side. 7) Fixed a bug in a 4-player multiplayer game, the server sets 2 AI players and a client joins and finds that the widgets for changing faction, color and group uncontrollable. 8) Fixed a bug in multiplayer where UNC ships can still get permanently disabled after repairs are done at a shipyard. This is due to a cancellation order which causes new orders to override without reseting the disabled state. 9) Fixed a bug in multiplayer where both client and server can "leak" particles into the distortion effect, piling a large number of particles to be processed when resumed. 10) Fixed a bug in multiplayer where frame animation calculations due to prolonged app inactiveness causes the accumulated frames to underflow, leading to an endless loop. 11) Fixed a bug where Fleets sent for repairs do not exhibit a repair tool animation. This is now only possible if there's at least 1 repairable ship in the fleet. 12) Fixed a bug where the fleet speed isn't updated when a slower ship leaves the fleet; causing the fleet to remain slow ... FOREVER. 13) Fixed a bug where harvesters can still get stuck before getting into the refinery. This won't happen anymore. 14) Fixed an awkward scroll with NSAU ships having energy levels. The current implementation causes the bar to fluctuate wildly, causing the readings to be inaccurate at that point of time. Now it's fixed to reflect its true value much more accurately. 15) Fixed a bug where "Unable to add ship into fleet selection" appears even when you don't have a fleet. 16) Fixed a bug where under certain circumstances, ships don't go near enough to attack their targets, causing them to hover just outside of their engagement range. 17) Fixed a bug in multiplayer when a fleet requests for fighters/bombers - the fleet view isn't updated accordingly. 18) Fixed a bug in multiplayer where a server has been defeated but EVA still reports "We're victorious!".

Dear all, V1.08 beta patch is now available. You can try it if you go to Library -> Foresight -> Right-click -> Properties -> Betas -> Select "staging" The password will be abcdef123456 Please note that this is a beta patch. That means instability is to be expected. If you're not sure, have an additional backup of your saved games before trying.

What's new in V1.08 beta

  • Ships no longer cluster together regardless of conditions. The current default build has a scenario that will allow ships to exists at the same position. This is not a desirable outcome and does upset the balance of the game. - Ships will now push or nudge each other depending on priority. Stationary structures will only push, but can never be pushed. The push mechanism isn't fully comprehensive. Blocks and bounces are to be expected in certain scenarios. P.S. In some cases you might even see ships drift around a point. Yes. Drifting. But that's the new normal behavior. - Implemented a system for multiplayer that will multi-thread the network API and impose a limit on packets sent and received PER execution frame. This will improve the performance of the server at the expense of some latency. The latency will naturally increase with heavier load OR with an inferior machine but the drop in performance will not be as drastic as the current main build. - Fighter blips will now always appear when you've zoomed out all the way. At this point, all fighter models will no longer be rendered other than the blips that represent them. Capital ships and structures are not affected by this.

Bug Fixes

  • Bug fixes listed here will not be repeated when V1.08 finally goes live. Instead a link will be posted to link to this announcement. 1) Fixed an IFF colouration issue where if you select another colour for player ie, 4 ... it'll reflect that colour in text and minimap but the units will still appear to be yellow (default) 2) Shipyards will NOT continue to build when it's out of power. The proposal of a 33% build speed while unpowered is still under consideration. 3) Fixed a few bugs with fighter blips where they appear before the game is officiated and after the scoreboard appears. 4) Fixed a bug where immediate objectives (ie, Objectives: Protect the harvester) is shown even when the scoreboard is already visible. 5) Fixed a bug in multiplayer where moving a character across ships in a shuttle doesn't even work properly in multiplayer. The shuttle would appear on the client machine, stop, then teleport and disappear. Character registration also wasn't done properly; fleet flagships will not be updated, causing the F1-F5 keys when pressed twice, not to zoom in onto the fleet commander. 6) Indirectly fixed a bug caused by #5 where a fleet is being destroyed completely, but it's not disbanded on the client side. 7) Fixed a bug in a 4-player multiplayer game, the server sets 2 AI players and a client joins and finds that the widgets for changing faction, color and group uncontrollable. 8) Fixed a bug in multiplayer where UNC ships can still get permanently disabled after repairs are done at a shipyard. This is due to a cancellation order which causes new orders to override without reseting the disabled state. 9) Fixed a bug in multiplayer where both client and server can "leak" particles into the distortion effect, piling a large number of particles to be processed when resumed. 10) Fixed a bug in multiplayer where frame animation calculations due to prolonged app inactiveness causes the accumulated frames to underflow, leading to an endless loop. 11) Fixed a bug where Fleets sent for repairs do not exhibit a repair tool animation. This is now only possible if there's at least 1 repairable ship in the fleet. 12) Fixed a bug where the fleet speed isn't updated when a slower ship leaves the fleet; causing the fleet to remain slow ... FOREVER. 13) Fixed a bug where harvesters can still get stuck before getting into the refinery. This won't happen anymore. 14) Fixed an awkward scroll with NSAU ships having energy levels. The current implementation causes the bar to fluctuate wildly, causing the readings to be inaccurate at that point of time. Now it's fixed to reflect its true value much more accurately. 15) Fixed a bug where "Unable to add ship into fleet selection" appears even when you don't have a fleet. 16) Fixed a bug where under certain circumstances, ships don't go near enough to attack their targets, causing them to hover just outside of their engagement range. 17) Fixed a bug in multiplayer when a fleet requests for fighters/bombers - the fleet view isn't updated accordingly. 18) Fixed a bug in multiplayer where a server has been defeated but EVA still reports "We're victorious!".

Conclusion

We'll be trying out a few rounds of multiplayer to see if there're any further issues. The way is open for the multiplayer lobby to be developed within the next 1-2 weeks. V1.08 will most likely be deployed to the main build after the 14th of November. Thanks for your support as always! Regards, Jeremy

Source

Steam News / 1 November 2015

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