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Steam News31 December 201510y ago

Happy New Year! V1.08a-4 has been released!

Dear all, First of all, HAPPY NEW YEAR! May 2016 be a better year for all of us! Due to the severity of some of the issues encountered, we've decided to cut a patch out of our current progress to quickly address them.

Full notes

Full Foresight update

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

What changed

1 fix5 additions2 changes2 removals
  • Gameplay
  • UI and audio
  • Performance
addedDear all, First of all, HAPPY NEW YEAR! May 2016 be a better year for all of us! Due to the severity of some of the issues encountered, we've decided to cut a patch out of our current progress to quickly address them. This patch does contain contents that are meant for V1.08b but as you can see we aren't ready yet.
changedNew ImplementationsHints are now displayed on the LEFT if the button is on the left panel, right if the button is on the right panel. Eliminates the need to cross reference between the button and the tip.
changedNew ImplementationsThread loader helpers implemented to load assets concurrently while the game is running. This helps improves loading times significantly, up to 30%. Therefore, the game loads twice as fast since the old V1.0 days.
addedNew ImplementationsNew fog of war texture. Since the current one can be misread as inaccessible, we've designed a new one that will better represent the fog as well as allowing you to estimate range.
addedNew ImplementationsAssignment of ships to fleet via shortcut keys! Yes, this is now available. Select ships that don't belong to any fleets, press Ctrl+(select fleet 1/2/3/4/5 key) and they'll automatically be asssigned. However, this automation will not sort which ships to add, thus, fragmentation might occur for multiple ships. (ie, failure to add a UNC Destroyer means the ships behind in the list will not be added, ie, UNC Gunship or even UNC Scout) Similarly, you can press Ctrl+Shift+(select fleet 1/2/3/4/5 key) to detach ships from fleet. This do not apply to fleet's flagship. Switching of fleets require an initial detachment, then an attachment to another fleet. There's no single command to do that in case it leads to accidental switches. P.S. Ctrl+(Fleet key) to create a fleet is still under consideration.
removedModificationsUNC Harvester no longer says "Under attack! I'm under attack!" anymore. We've ran through it several times and found it to fail audio fatigue tests. That means you'll get irritated (badly perhaps) if you keep hearing it.

Foresight changes

addedDear all, First of all, HAPPY NEW YEAR! May 2016 be a better year for all of us! Due to the severity of some of the issues encountered, we've decided to cut a patch out of our current progress to quickly address them. This patch does contain contents that are meant for V1.08b but as you can see we aren't ready yet.
changedHints are now displayed on the LEFT if the button is on the left panel, right if the button is on the right panel. Eliminates the need to cross reference between the button and the tip.
changedThread loader helpers implemented to load assets concurrently while the game is running. This helps improves loading times significantly, up to 30%. Therefore, the game loads twice as fast since the old V1.0 days.
addedNew fog of war texture. Since the current one can be misread as inaccessible, we've designed a new one that will better represent the fog as well as allowing you to estimate range.
addedAssignment of ships to fleet via shortcut keys! Yes, this is now available. Select ships that don't belong to any fleets, press Ctrl+(select fleet 1/2/3/4/5 key) and they'll automatically be asssigned. However, this automation will not sort which ships to add, thus, fragmentation might occur for multiple ships. (ie, failure to add a UNC Destroyer means the ships behind in the list will not be added, ie, UNC Gunship or even UNC Scout) Similarly, you can press Ctrl+Shift+(select fleet 1/2/3/4/5 key) to detach ships from fleet. This do not apply to fleet's flagship. Switching of fleets require an initial detachment, then an attachment to another fleet. There's no single command to do that in case it leads to accidental switches. P.S. Ctrl+(Fleet key) to create a fleet is still under consideration.

Dear all, First of all, HAPPY NEW YEAR! May 2016 be a better year for all of us! Due to the severity of some of the issues encountered, we've decided to cut a patch out of our current progress to quickly address them. This patch does contain contents that are meant for V1.08b but as you can see we aren't ready yet.

New Implementations

  1. Hints are now displayed on the LEFT if the button is on the left panel, right if the button is on the right panel. Eliminates the need to cross reference between the button and the tip.

  2. Thread loader helpers implemented to load assets concurrently while the game is running. This helps improves loading times significantly, up to 30%. Therefore, the game loads twice as fast since the old V1.0 days.

  3. New fog of war texture. Since the current one can be misread as inaccessible, we've designed a new one that will better represent the fog as well as allowing you to estimate range.

  4. Assignment of ships to fleet via shortcut keys! Yes, this is now available. Select ships that don't belong to any fleets, press Ctrl+(select fleet 1/2/3/4/5 key) and they'll automatically be asssigned. However, this automation will not sort which ships to add, thus, fragmentation might occur for multiple ships. (ie, failure to add a UNC Destroyer means the ships behind in the list will not be added, ie, UNC Gunship or even UNC Scout) Similarly, you can press Ctrl+Shift+(select fleet 1/2/3/4/5 key) to detach ships from fleet. This do not apply to fleet's flagship. Switching of fleets require an initial detachment, then an attachment to another fleet. There's no single command to do that in case it leads to accidental switches. P.S. Ctrl+(Fleet key) to create a fleet is still under consideration.

Modifications

  1. UNC Harvester no longer says "Under attack! I'm under attack!" anymore. We've ran through it several times and found it to fail audio fatigue tests. That means you'll get irritated (badly perhaps) if you keep hearing it.

  2. Mission 1 has been slightly redesigned. This is to address the instructor's message of having sufficient power. Without the power plants to show to the player, who might be a new player, he/she may not even know what generates power.

  3. UNC Gunship's damaged and heavily damaged animation has been lessened because the actual death sequence isn't as dramatic. This causes the player to get mistaken; thinking that a dying gunship is actually dead.

  4. Mesh creation and boundary creation are now separate. They used to be done at the same time at the cost of some CPU. This means, while the meshes no longer auto-generate internal collision scenegraph, it also means that the game now loads faster since only certain meshes require an internal set of boundaries.

Bug Fixes

  • Fixed a bug that causes the game to hang when 1 ship requests for fighters and that ship dies before the request is granted, causing an endless loop. - Fixed a bug with the edit box widget where under certain situations, the characters in front of the cursor will disappear. - Fixed a bug where character selection in the edit box may sometimes be rendered outside of the edit box. - Fixed a bug where holding a shortcut key, ie, 'a' for attack while moving the mouse causes multiple commands for attack to be triggered. In some cases, it's enough to slow down the game. - Fixed a bug where the skip button appears to be disabled. This fix stems from another major fix where the game is being UNPAUSED CONSTANTLY. While it doesn't necessarily affect the performance, the code path is definitely wrong and will definitely lead to bugs in the future if not fixed. - Fixed a bug when type the '+' character using SHIFT + Equals, the edit box doesn't register a typematic delay. - Fixed a bug in mission 2 where the bloom is adjusted too early, causing a slight glitch in the graphics as the briefing room wraps itself up.

Conclusion

This means, the change log for V1.08b will be shorter. All these issues and modifications occured between V1.08a-3 and V1.08b. Due to the severity of the issue, we've no choice but to cut a bug fix patch. AI is progressing well and soon its cores will be up and you'll get a challenging and resilent AI player. It'll be so flexible that it can even orchestrate attacks for the enemy in campaign missions. Again, have a Happy New Year! We hope you'll continue to enjoy playing Foresight and we look forward to bringing you the next major patch as soon as possible! Regards, Jeremy

Source

Steam News / 31 December 2015

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