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Steam News6 December 201510y ago

V1.08a-2 patch released + Community Multiplayer Match!

Dear all, Although being delayed, we were able to fix a few more bugs. This patch serves more as a bug fix round than a new implementations patch. New Implementations Added unofficial support to 21:9 resolutions.

Full notes

Full Foresight update

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

What changed

13 fixes3 additions0 changes0 removals
  • Gameplay
  • UI and audio
  • Fixes
  • Server
  • Balance
addedDear all, Although being delayed, we were able to fix a few more bugs. This patch serves more as a bug fix round than a new implementations patch.
addedNew ImplementationsAdded unofficial support to 21:9 resolutions. This option is available to you at a disclaimer - the User Interface is designed either for 16:9 or 4:3 resolutions maxing out at 1920x1080 and 1600x1200 respectively. Higher resolutions will result in a possible drop in the quality of the textures. However for 21:9, the textures will be stretched and some parts of the game may appear to be incorrect. The following resolutions were added as of V1.08a-2: a) 3440x1440 (21:9) b) 2560x1080 (21:9) c) 1536x864 (16:9)
fixedBug FixesFixed a bug where enemy ships upon completion, will show red rings despite them being uncontrollable (obviously) and obscured.
fixedBug FixesFixed a bug where fleet creation notification is shown ie, "Fleet 1 Created" even when it may not have been so in a multiplayer game. The server must approve before creation is allowed. In some mis-sync cases, fleet creation is impossible but the message showed anyway, thus the bug.
fixedBug FixesFixed a bug with spawning over multiplayer where the final location of the structure to be spawned, ie, UNC Outpost, SS Blood Pool and many more, isn't communicated properly across the board, causing the server and client(s) to have different build positions (leading to incorrect situations).
fixedBug FixesFixed a bug where it's possible to spawn almost on the same spot. This is due to an incorrect coding procedure where the valid position is check every single frame (thus slowing things down a little). This has since been fixed to check on when the spawner has stopped. (Ie, once every few seconds). Improved the spawn proximity check code by integrating with the structure placement rules code. This means, not just structures are checked; wormholes, resource patches are also included. Thus fixing another indirect bug where structures can be spawned within the resource cloud (this is not allowed by design).

Foresight changes

addedDear all, Although being delayed, we were able to fix a few more bugs. This patch serves more as a bug fix round than a new implementations patch.
addedAdded unofficial support to 21:9 resolutions. This option is available to you at a disclaimer - the User Interface is designed either for 16:9 or 4:3 resolutions maxing out at 1920x1080 and 1600x1200 respectively. Higher resolutions will result in a possible drop in the quality of the textures. However for 21:9, the textures will be stretched and some parts of the game may appear to be incorrect. The following resolutions were added as of V1.08a-2: a) 3440x1440 (21:9) b) 2560x1080 (21:9) c) 1536x864 (16:9)
fixedFixed a bug where enemy ships upon completion, will show red rings despite them being uncontrollable (obviously) and obscured.
fixedFixed a bug where fleet creation notification is shown ie, "Fleet 1 Created" even when it may not have been so in a multiplayer game. The server must approve before creation is allowed. In some mis-sync cases, fleet creation is impossible but the message showed anyway, thus the bug.
fixedFixed a bug with spawning over multiplayer where the final location of the structure to be spawned, ie, UNC Outpost, SS Blood Pool and many more, isn't communicated properly across the board, causing the server and client(s) to have different build positions (leading to incorrect situations).

Dear all, Although being delayed, we were able to fix a few more bugs. This patch serves more as a bug fix round than a new implementations patch.

New Implementations

  • Added unofficial support to 21:9 resolutions. This option is available to you at a disclaimer - the User Interface is designed either for 16:9 or 4:3 resolutions maxing out at 1920x1080 and 1600x1200 respectively. Higher resolutions will result in a possible drop in the quality of the textures. However for 21:9, the textures will be stretched and some parts of the game may appear to be incorrect. The following resolutions were added as of V1.08a-2: a) 3440x1440 (21:9) b) 2560x1080 (21:9) c) 1536x864 (16:9)

Bug Fixes

  1. Fixed a bug where enemy ships upon completion, will show red rings despite them being uncontrollable (obviously) and obscured.

  2. Fixed a bug where fleet creation notification is shown ie, "Fleet 1 Created" even when it may not have been so in a multiplayer game. The server must approve before creation is allowed. In some mis-sync cases, fleet creation is impossible but the message showed anyway, thus the bug.

  3. Fixed a bug with spawning over multiplayer where the final location of the structure to be spawned, ie, UNC Outpost, SS Blood Pool and many more, isn't communicated properly across the board, causing the server and client(s) to have different build positions (leading to incorrect situations).

  4. Fixed a bug where it's possible to spawn almost on the same spot. This is due to an incorrect coding procedure where the valid position is check every single frame (thus slowing things down a little). This has since been fixed to check on when the spawner has stopped. (Ie, once every few seconds). Improved the spawn proximity check code by integrating with the structure placement rules code. This means, not just structures are checked; wormholes, resource patches are also included. Thus fixing another indirect bug where structures can be spawned within the resource cloud (this is not allowed by design).

  5. Fixed a major bug on clients where a commander is killed, its fleet isn't disbanded causing a 0/24 situation, locking in the fleet where you can't add ships onto it or create new fleets if all 5 fleets get hit by the problem. The problem is compounded when the "dead" commander don't even get resurrected after 1-2 mins as expected.

  6. Fixed a bug where Fleet Action Requests do get inserted to the top of the fleel panel. Fleet Ship Requests are still on top, but not action requests. Therefore the commander's desire to move away from you may be hidden beneath.

  7. Fixed a bug where the client's Fleet scout patrol (which is automatically launched by fleet commanders) doesn't sync well with the server. As a result, the clients will not get the intelligence expected and the scouts will keep skipping.

  8. Fixed a bug where Fleet Scout Patrol scouts will sometimes drag their foot, not travelling at full speed. This has since been fixed; the fleet is now aware of a select group of scouts being chosen for a patrol. As long as this list exists, the scouts will no longer be bound to the lowest speed in the fleet.

  9. Fixed a bug where SS Seeker (scout unit) doesn't have the "Fleet Orders" icon! This is somehow omitted or truncated during previous patches. Now Seekers can be added into fleets manually.

  10. Fixed a bug where single battle bases are NEVER shown to have progressive damage animations. Ie, when you hit a structure hard enough, as the structure's hit point decreases, there'll be explosions and other emissions to demonstrate its seriousness in damage taken. This only occurs to base structures of single/multiplayer battles only. Fixed since then. Applies only to New/Restarted Games. Loaded games will still face this problem but it's not a major issue and doesn't affect gameplay.

  11. Fixed a bug on clients where fighter/bomber attacks do not appear to be correct. In some cases, the craft will circle around the center point of the structure when it was supposed to be doing an evasive movement, before turning around for another attack run.

  12. Fixed a bug when hosting a second multiplayer game causes new clients to be rejected. Ie, authentication packet is sent but never received by the new clients. *** Forgot to add this ***

  13. Fixed a bug for multiplayer client where a ship request made by a fleet doesn't get its load distributed automatically. Instead, it's all queued into a single shipyard. This behavior is incorrect. If you have 5 shipyards and your fleet requests for 5 light fighters, each shipyard should be queued with 1 light fighter request only.

Conclusion

That's all for now! The new AI system is still underway and hopefully it'll be finished in 1-2 weeks' time.

Community Multiplayer Match

Please note that there'll be a match being hosted at UTC 4pm. That's roughly 5pm in Switzerland/Italy/Germany, 6pm in Finland/Russia, 0:00 midnight in Singapore. Looking forward to see you guys! P.S. Please verify your game cache in case. I had a case just an hour ago that my Foresight version was reverted to V1.06. The version should be V1.08a-2! Regards, Jeremy

Source

Steam News / 6 December 2015

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