What changed
1 fix1 addition3 changes0 removals
- Gameplay
- UI and audio
- Balance
- Performance
changedDear all, I'm glad to announce that V1.08b patch has finally been released. Although the AI can still be improved further, it should be much more viable and stable to play against now than before.
changedImplementationsRevamp of the AI system, divided into 5 components that handles each specific area of the AI player. These components can further be improved or new components can be added if required. - You can now hide the main panel (not entirely though) by press Ctrl+Page Down to hide, Ctrl+Page Up to bring it up. Only the main bottom panel will be hidden. The rest of the widgets will remain in place for now. Currently, the panel can only be hidden/shown via shortcut keys; toggling by mouse isn't well-thought out yet and thus not implemented. P.S. This mode is relatively new and is still subjected to hardening against other potential issues. One of which we've identified is having forbidden key combinations so avoid clashing with this feature. Do note that everything is still operable even when the panel is hidden. All shortcuts will work. Story telling will continue as per normal in the scenes. - You're now able to scroll up to 3600 units from 2500 units. The camera reticle no longer exhibit rendering issues. - Direct3D API and DirectSound bridge components are now thread-safe so that it won't hang in the middle of loading. - Players that are "dead" will be darkened significantly to depict its status. Ships left behind are actually experience trophies for your commanders. - AI fleets will now be able to make requests to the AI player at a proper time. Approval is subjected to budget and purpose.
changedModificationsAll ships will have the same personnel capacity regardless of race. This happened to Slavic Sirerian ships and as a result, the AI player wasn't able to created fleets properly. - Setting a standing order to a fleet applies sector-wide on an immediate basis. Ships enroute and not in the same sector will not be affected. When it arrives at the same sector, it will NOT be affected immediately as well until it reaches the fleet central.
fixedBug FixesTo see the complete list, please refer to the previous TRIAL release announcements. I'll find and put it here later. New bug fixes 1) Fixed a bug when you save your game and it crashes. This fix may not be the only fix required if there're other cases not known to us yet. 2) Fixed a bug in Campaign 2 Ending Cutscene where certain ship behavior isn't done correctly due to the improved fleet system. (no spoilers here). 3) Fixed several bugs due to threads being used in Windows 7 and below and it hangs usually after the 1st time you run Foresight. (2nd time running). Windows 8 and above doesn't seem to have this issue. 4) UNC AI players will fulfill its obligations to repair a fleet. 5) Fixed a bug where AI players can't handle NSAU shield overdrive properly, causing it to do silly things like turning it on even when it's on its way to attack an enemy. 6) Fixed a bug where AI players doesn't turn off blood burst even when the ship's HP is at 100%. 7) Fixed a bug where advanced AI players cancel building of power plants or blood pools which help alleviate their power situation. 8) Fixed a bug where you can still press ESC right after you're defeated. Then if you restart the mission, you'll be led to the scoreboard right after the mission starts. 9) Fixed a bug where there's a certain specific combination that allows a structure to be set dormant even when not permissible. 10) Fixed a bug where moving officers around can crash under certain circumstances. 11) Fixed a bug where AI player is reacting to enemy attacks. 12) Fixed a bug where you can tell which ship is the fleet flagship simply by looking at the position of the "Fleet 1" text. 13) Fixed a reactive issue with the AI player. But this fix isn't all encompassing since the defending forces are set to destroy attackers based on certain criteria. 14) Fixed a bug where internal calculation of sector distance can lead to sectors being skipped or missed completely. This of course, causes a bug where certain sectors were NEVER considered. (mostly for choosing a sector to attack or flank)
addedConclusionI foresee that the next 1-2 weeks will be patches based on issues encountered in the game. We'll start work on the new game mode pretty soon - ie, Survival mode to start by April. We look forward to continue to make Foresight a better game for all to enjoy. Thus your feedback will always be treated seriously no matter what the outcome (or actual cause) might be. Regards. Jeremy
Foresight changes
changedDear all, I'm glad to announce that V1.08b patch has finally been released. Although the AI can still be improved further, it should be much more viable and stable to play against now than before.
changedRevamp of the AI system, divided into 5 components that handles each specific area of the AI player. These components can further be improved or new components can be added if required. - You can now hide the main panel (not entirely though) by press Ctrl+Page Down to hide, Ctrl+Page Up to bring it up. Only the main bottom panel will be hidden. The rest of the widgets will remain in place for now. Currently, the panel can only be hidden/shown via shortcut keys; toggling by mouse isn't well-thought out yet and thus not implemented. P.S. This mode is relatively new and is still subjected to hardening against other potential issues. One of which we've identified is having forbidden key combinations so avoid clashing with this feature. Do note that everything is still operable even when the panel is hidden. All shortcuts will work. Story telling will continue as per normal in the scenes. - You're now able to scroll up to 3600 units from 2500 units. The camera reticle no longer exhibit rendering issues. - Direct3D API and DirectSound bridge components are now thread-safe so that it won't hang in the middle of loading. - Players that are "dead" will be darkened significantly to depict its status. Ships left behind are actually experience trophies for your commanders. - AI fleets will now be able to make requests to the AI player at a proper time. Approval is subjected to budget and purpose.
changedAll ships will have the same personnel capacity regardless of race. This happened to Slavic Sirerian ships and as a result, the AI player wasn't able to created fleets properly. - Setting a standing order to a fleet applies sector-wide on an immediate basis. Ships enroute and not in the same sector will not be affected. When it arrives at the same sector, it will NOT be affected immediately as well until it reaches the fleet central.
fixedTo see the complete list, please refer to the previous TRIAL release announcements. I'll find and put it here later. New bug fixes 1) Fixed a bug when you save your game and it crashes. This fix may not be the only fix required if there're other cases not known to us yet. 2) Fixed a bug in Campaign 2 Ending Cutscene where certain ship behavior isn't done correctly due to the improved fleet system. (no spoilers here). 3) Fixed several bugs due to threads being used in Windows 7 and below and it hangs usually after the 1st time you run Foresight. (2nd time running). Windows 8 and above doesn't seem to have this issue. 4) UNC AI players will fulfill its obligations to repair a fleet. 5) Fixed a bug where AI players can't handle NSAU shield overdrive properly, causing it to do silly things like turning it on even when it's on its way to attack an enemy. 6) Fixed a bug where AI players doesn't turn off blood burst even when the ship's HP is at 100%. 7) Fixed a bug where advanced AI players cancel building of power plants or blood pools which help alleviate their power situation. 8) Fixed a bug where you can still press ESC right after you're defeated. Then if you restart the mission, you'll be led to the scoreboard right after the mission starts. 9) Fixed a bug where there's a certain specific combination that allows a structure to be set dormant even when not permissible. 10) Fixed a bug where moving officers around can crash under certain circumstances. 11) Fixed a bug where AI player is reacting to enemy attacks. 12) Fixed a bug where you can tell which ship is the fleet flagship simply by looking at the position of the "Fleet 1" text. 13) Fixed a reactive issue with the AI player. But this fix isn't all encompassing since the defending forces are set to destroy attackers based on certain criteria. 14) Fixed a bug where internal calculation of sector distance can lead to sectors being skipped or missed completely. This of course, causes a bug where certain sectors were NEVER considered. (mostly for choosing a sector to attack or flank)
addedI foresee that the next 1-2 weeks will be patches based on issues encountered in the game. We'll start work on the new game mode pretty soon - ie, Survival mode to start by April. We look forward to continue to make Foresight a better game for all to enjoy. Thus your feedback will always be treated seriously no matter what the outcome (or actual cause) might be. Regards. Jeremy
Dear all, I'm glad to announce that V1.08b patch has finally been released. Although the AI can still be improved further, it should be much more viable and stable to play against now than before.
Implementations
Revamp of the AI system, divided into 5 components that handles each specific area of the AI player. These components can further be improved or new components can be added if required. - You can now hide the main panel (not entirely though) by press Ctrl+Page Down to hide, Ctrl+Page Up to bring it up. Only the main bottom panel will be hidden. The rest of the widgets will remain in place for now. Currently, the panel can only be hidden/shown via shortcut keys; toggling by mouse isn't well-thought out yet and thus not implemented. P.S. This mode is relatively new and is still subjected to hardening against other potential issues. One of which we've identified is having forbidden key combinations so avoid clashing with this feature. Do note that everything is still operable even when the panel is hidden. All shortcuts will work. Story telling will continue as per normal in the scenes. - You're now able to scroll up to 3600 units from 2500 units. The camera reticle no longer exhibit rendering issues. - Direct3D API and DirectSound bridge components are now thread-safe so that it won't hang in the middle of loading. - Players that are "dead" will be darkened significantly to depict its status. Ships left behind are actually experience trophies for your commanders. - AI fleets will now be able to make requests to the AI player at a proper time. Approval is subjected to budget and purpose.
Modifications
All ships will have the same personnel capacity regardless of race. This happened to Slavic Sirerian ships and as a result, the AI player wasn't able to created fleets properly. - Setting a standing order to a fleet applies sector-wide on an immediate basis. Ships enroute and not in the same sector will not be affected. When it arrives at the same sector, it will NOT be affected immediately as well until it reaches the fleet central.
Bug Fixes
To see the complete list, please refer to the previous TRIAL release announcements. I'll find and put it here later. New bug fixes 1) Fixed a bug when you save your game and it crashes. This fix may not be the only fix required if there're other cases not known to us yet. 2) Fixed a bug in Campaign 2 Ending Cutscene where certain ship behavior isn't done correctly due to the improved fleet system. (no spoilers here). 3) Fixed several bugs due to threads being used in Windows 7 and below and it hangs usually after the 1st time you run Foresight. (2nd time running). Windows 8 and above doesn't seem to have this issue. 4) UNC AI players will fulfill its obligations to repair a fleet. 5) Fixed a bug where AI players can't handle NSAU shield overdrive properly, causing it to do silly things like turning it on even when it's on its way to attack an enemy. 6) Fixed a bug where AI players doesn't turn off blood burst even when the ship's HP is at 100%. 7) Fixed a bug where advanced AI players cancel building of power plants or blood pools which help alleviate their power situation. 8) Fixed a bug where you can still press ESC right after you're defeated. Then if you restart the mission, you'll be led to the scoreboard right after the mission starts. 9) Fixed a bug where there's a certain specific combination that allows a structure to be set dormant even when not permissible. 10) Fixed a bug where moving officers around can crash under certain circumstances. 11) Fixed a bug where AI player is reacting to enemy attacks. 12) Fixed a bug where you can tell which ship is the fleet flagship simply by looking at the position of the "Fleet 1" text. 13) Fixed a reactive issue with the AI player. But this fix isn't all encompassing since the defending forces are set to destroy attackers based on certain criteria. 14) Fixed a bug where internal calculation of sector distance can lead to sectors being skipped or missed completely. This of course, causes a bug where certain sectors were NEVER considered. (mostly for choosing a sector to attack or flank)
Conclusion
I foresee that the next 1-2 weeks will be patches based on issues encountered in the game. We'll start work on the new game mode pretty soon - ie, Survival mode to start by April. We look forward to continue to make Foresight a better game for all to enjoy. Thus your feedback will always be treated seriously no matter what the outcome (or actual cause) might be. Regards. Jeremy