Full notes
Full Foresight update
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What changed
- Gameplay
- Server
- Balance
- UI and audio
Foresight changes
Dear all, I'm glad to announce that V1.09 major patch has been released. There're lots of new things, modifications and bug fixes. Let me start from the new implementations.
New Implementations
Revamped "Play Online" flow, now the lobby is always shown first before you decide whether to host or join a game.
Steam API integrated for multiplayer games. That means, for online games, no more IP addresses required, no more port forwarding, no more tweaking routers and you can play with your friends on LAN (with individual steam accounts) and you can even host a server by tethering through your phone. That being said, please do not attempt to play a game across the globe. We may release a patch to put in more lobby options for filtering results but right now, its auto-filtered to regional play. In any case, we cannot resolve Internet traffic bottlenecks even with the help of Steam relay servers.
Upgrades are finally available. To add more depth into the game without upsetting too much of the game balance, there'll be a series of upgrades which you can research upon at a price to improve the quality of your fleet. The upgrades generally follow the faction's philosophy and will in a way, try to balance the faction's flaws. Upgrades are only available at Command Centers/Citadels/Strongholds and they are entirely an exclusive event. Meaning which you'll not be able to recruit officers or build another structure while at it. You can select multiple command structures in an attempt to start multiple upgrades as well. Once an upgrade is complete, you'll receive a batch, or an icon to indicate that the upgrade is yours. The indication is found on the right-side, left of the 3 core buttons (options, logs/messages, objectives). They will not interefere with your actions.
Recruitment of officers has been changed completely. Now, you'll have to pay to recruit an officer. The payment is based on rank. The higher the rank, the more you have to pay. In return, you'll immediately get a default ship the officer comes with, at no costs and even though the ship takes up command points, it doesn't require you to have sufficient points to recruit an officer. In a way, if you have lots of credits, you can summon as many officers as you can afford to your aid. But know this, if they should be killed in action, they'll all be queued into a long list and only 1 officer can return to action every 30 seconds. (this rule is subjected to change if we're certain that it can be easily abused) What's changed? Well, you don't have to recruit an officer, then immediately be asked to move him/her to a designated ship. That part is something that we ourselves have a problem with.
You can now "unconfirm" your decision in the lobby. Previously, it's thought that by confirming, you'll be ready to start as a client. However, if you've made a mistake, ie, group, faction or colour, you cannot change it. Now you can. As long as the lobby isn't locked down, which is only possible if the server gets all the blessings from all the clients to start, otherwise you'll always be able to change the options (pending approval by the server due to possible network lags). Yes there's a chance that you cannot unconfirm your confirmation. This is when the server has already started the game countdown while you've at the same time, clicked on "Confirmed!" to unconfirm your decision, the server decides that this is no longer possible and you'll not be able reverse your confirmation.
Modifications
Status effects has been renamed to more accurately reflect their characteristics. 1) Immolation is the wrong word to be used; nothing's sacrified here. The right word is CONFLAGRATION. Short-form Burn Damage. 2) Bacteria Infestation/Decay - again it's wrong. It should be Bacterial Infestation. Basically this effect has acid eating into the hull of your ships. They do no damage to shields and cannot survive in space without "food" in this case, the metallic hull of the ships. 3) Radioactive Decay - it's not entirely wrong, but the right word to be used is IRRADIATION. Nuclear bombs and missiles irradiate the ship it hits, in some cases, a GROUP of ships. Irradiation is the most terrifying effect as it'll cause damage by the percentage off your maximum statistics. All tooltips, hints and website has been updated to make things consistent. Nuclear Missiles fired by Slavic Sirerian Nuclear Missile Turrets will now have a colossal range boost from 1500 units to 2500 units. This is weapons engagement range, not sight radius. It'll still need to be able to spot the targets from afar to get a firing solution. That means, put more scouts far away in dormant mode!!! This change was made because we've always felt that the Nuclear Missile Turret is more of a liability than an asset. The nuclear blast is powerful but it usually end up killing your own forces FIRST before getting rid of others. With this range boost, the nuclear missile turret now have a better and clearer purpose; a long-ranged defense turret. miniupnp.dll is no longer in use. It should be automatically be removed from your copy. All online network calls are routed via Steam API from this patch onwards.
Bug Fixes
Fixed a bug that causes the multiplayer lobby to not clear itself; and thereby causing a "ghost" lobby that can't be joined. - Fixed several bugs across the entire project where values aren't properly initialized, causing some weird bugs. - Fixed several bugs that lead to dead code. That is - logic that can never be executed due to the constraints of the condition. (In short, the game is more stable now.) - Fixed a bug with Blood Burst and rejuvenation that doesn't adhere to speed ups as required. So even if you do 2X, the regeneration rates are still based on 1X. Fixed of course. - Fixed a bug in Mission 3 where if you use your Frigate to finish off the training targets, Bombers Recall button will not appear. This is not a fatal bug; you'll still get this button in Mission 4 onwards but it's still a bug. Hence fixed.
Removed Implementations
We've decided not to include the ping meter at the moment. We're sorry about that and will try to bring it back as soon as we can implement it properly.
Known issues
The lobby doesn't have options to filter out just yet. We intend to put options if we get enough feedback on what we should implement.
The upgrades ALL do not have any shortcut bindings. At the moment, they do not have a bind action yet. We may add bindings for them in the near future as well.
Online multiplayer games can always be very unpredictable. We've done our utmost to ensure that you all can have a pleasant experience. However, there're some things we cannot control, ie, natural disasters severing undersea cables, internet traffic bottlenecks where suddenly for a short period of time, the client may not receive any information at all and other unexpected issues. Foresight is capable to syncing itself back as long as up to 5-6 seconds. Anything beyond that, weird things might happen in the game. This is especially so when ships on the server have crossed into another sector but hasn't done so yet on the client.
Conclusion
This has been hell of a patch! We hope to bring you more good stuffs in the near future. Yes the game might have reached its baseline state a while ago, but it doesn't mean we've STOPPED working on it. We hope you'll have fun playing with this patch! Don't hesitate to leave comments or complaints if you need to. Looking forward to see you guys in an online game! Regards, Jeremy
Source
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