Full notes
Full Foresight update
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What changed
- Gameplay
- UI and audio
- Fixes
- Performance
- Maps
Foresight changes
Dear all, The latest patch has been released! This patch focuses on some of the older and "ancient" bugs we couldn't solve in the past as well as some minor improvements.
New Implementations
Changed the scaffold used by UNC to build structures to be slightly more detailed.
Mission 5 has been enriched to show more events and details.
Mission 23 will have more challenges in the initial part of the mission.
Modifications
Ship tinting modulation has been extended as a result of a higher camera height. Ships get fully tinted only when you're almost at the top.
The set of buttons - rotate camera left, reset camera, rotate camera right and game speed buttons are all shifted slightly to the left because previously, using the mouse to click on the game speed button will cause the game map to scroll inadvertently. (due to the proximity of the scroll zone)
AI player will now try to repair their fleets more proactively.
Bug Fixes
When we first implemented the game speed button, most of the things in the game have sped up between 1x, 1.5x and 2x. However, some elements weren't sped up causing some inconsistencies. This is now resolved; everything including but not limited to firing rates, repair rates, script trigger times are all synchronized fully with the game speed. ie, if an enemy wave comes every 5 minutes at 1x speed, you can expect them to arrive every 2.5 minutes at 2x speed.
Fixed a bug in mission 1 where if the player has played well enough, you could reach the periscope base, conduct the harvest and still find yourself having insufficient gas to complete the mission. This is a limbo situation and we're sorry to allow it to happen. We've since increased the resource patch levels, taking into account potential impact burns sustained by battles fought IN the cloud itself. (yes, hitting ships in a resource cloud causes a splash and burn)
Fixed a bug where ship tinting code continues to execute in ships even when they're not in the same sector. This is a performance issue fix.
Fixed a bug where the story telling mode continues to play even when critical characters have died in the game and that character may be shown talking to the player still. Now the moment such a thing happens, the story telling mode clears itself immediately.
Fixed a bug where in some rare cases, fighters and bombers will suddenly stop moving and be unresponsive to any commands to fight or return.
Fixed a bug (in multiple places) where ships may suddenly sling itself while exiting the wormhole. This causes the ship to move almost halfway across the map and the behavior is wrong of course.
Fixed a bug where if the AI decides to flank the player, the game will hang (not crash) due to a technical issue.
Fixed a bug where sometimes harvesters may hang around the wormhole, trying to plot a path to return but couldn't enter the wormhole for some weird reasons.
Fixed a bug where if the enemy player attacks and kills one of the characters enroute, the game might crash.
Fixed a bug where AI harvesters end up doing nothing even when they've been sent over to expansion bases to continue harvesting.
Conclusion
We should be able to start implementing other game modes pretty soon. This is especially so for the co-op modes where you and your friends can play against scenario-based or wave-based game modes. P.S. At this point, Foresight is basically at its BASELINE level. This is what we originally intended to achieve but due to certain circumstances, were unable to. In any case, please enjoy the new patch and enjoy your weekend!! Regards, Jeremy
Source
Changelog.gg summarizes and formats this update. How we read updates.
