Full notes
Full Foresight update
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What changed
- Gameplay
- UI and audio
- Fixes
- Performance
- Maps
Foresight changes
Dear all, Sorry for the delay but V1.08b-3 has been released.
New Implementations
Single player AI will be more tenacious towards seeking out enemy targets even after a series of major battles and possibly the destruction of several other AI or human players.
Modifications
Zoom speeds have been increased by 2x. This is to account for the height in which you're now allowed to zoom up to.
Camera height zones have been redefined, allowing players to see all the way to the bottom without having to zoom all the way in. In short, the camera has more space for rotation and scrolling.
Game timer (ie, countdown to some objectives) is now tied directly to the game's progress speed. This is considered to be half a bug and half a regression on implementation.
Mission 5 has been revamped slightly to make it a lot easier to play. But you'll still need to decide how many ships to commit to defense.
Mission 5 can be completed EARLY now! If you're good and overwhelm the enemy forces on the other side, the mission will end earlier without having to wait out the full 30 minutes.
Mission 23's difficulty has been stepped up reasonably due to a fix made to NSAU Patrol Corvettes.
In-game story telling will stop immediately if the mission concludes (either in Victory or Defeat). No additional lines can be added.
Strict targeting icon has been resized and moved out of the ship's center position. This is because, the icon can sometimes cover the entire ship and make it hard to see what ship is behind the icon. The icon is now moved right above the ship, staying close enough to identify with the ship.
Bug Fixes
The minimap has been further revamped to contain the "covers" of itself within. This is not a direct game feature but it does resolve the weird cover door being left lying around when you press ESC to go into the options menu.
Fixed a hard to reproduce bug where your fleet commander or fleet advisor moves either to evacuate or upgrade their flagship and you try to move them to another ship. If they're already on the move, another shuttle will spawn from the shuttle they're currently already on - causing a confusing outcome; commanders end up on 1 ship but appears to be on more than 1 ship at the same time via the ship indicators.
Fixed a hard to reproduce bug where in certain cases, certain ships, especially the faster ones will keep circling a single spot. This is caused by a mis-timing of the flight plan code, causing the check for arriving at the destination to keep missing. Ie, everytime it checks for arrival, it's always too far away, thus the repetitive behavior.
Fixed another hard to reproduce bug where in certain cases, the AI player will cause a huge mis-synchronization of ship indexing. This has caused a classic problem that some of you might have encountered; ships that can't be clicked or selected. When they're eventually chosen, they reflect a totally different ship type, functionality or even crash the game.
Fixed a timing optimization bug which causes the fleet movement to be lagged by 0.5-1 seconds.
Fixed a bug where plotting flight plan to ordinary ships without a fleet doesn't reflect on the map once it's confirmed. (unless you re-select the ship).
Fixed a bug where a commander/adivsor/player can be killed and not reported or registered as dead. This causes several serious limbo situations such as commander-less fleets or single battles that can never be won even when all structures have been destroyed. This bug was likely present in the game since day 1 during launch as it's extremely difficult to reproduce.
Fixed a bug with UNC Outposts where after you build a structure with it, it doesn't automatically resumes its guard duties by seeking nearby enemy ships out to attack. ie, going "limp".
Fixed a bug where in certain cases, neutral ships are being tranferred to your control but still appear as "blue" blips in the minimap. This only applies to fighters so far but has been fixed nevertheless.
Conclusion
That's all for this week's bug fixes. We'll be focused on creating gameplay video contents for next week while fixing any bugs that are spotted or reported by your guys. After that, we'll move on to the next part of the implementation; the survival game mode! Have a nice day! Regards, Jeremy
Source
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