Full notes
Full Foresight update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Performance
- Security
Foresight changes
Dear all, I'm happy to announce that patch V1.10a has been released. It's one of the last major patches for Foresight and here're the goodies!
New Implementations
Added capability for you to get a fleet to auto-plot a flanking route to the enemy base. Just hold SHIFT and click on the destination sector and the AI will try to auto-plot a flanking route. Do note that it will not work all the time since it's heavily caveated.
Modifications
Command Radius Limitation is no more! Yes, you can now control all of your units everywhere. Your units will no longer get "lost" because they're too far away from you. Why did we do that? Limitations are known as negative mechanisms in games development. While a negative mechanism is required for balancing, it should be done in reasonable and measured way. In RTS, it's especially hard to bear when you suddenly lost control of your units just because your fleet commander dies. (Yes even though he/she knows how to take care of ownself) If the level of discouragement is excessive, we'll either mitigate or remove the limitation entirely. In this case, we did the latter.
Slight changes made to the sector map. Instead of showing the 5 sectors in command, now a single bright yellow sector will indicate where YOU are located.
Fighter Trails added! This is based on a feedback and trails actually tell a better story on what the fighters are actually trying to do. Performance will definitely have a slight impact, but it won't be significant. We'll monitor the performance and add LOD controls if necessary.
Dormant shortcut Changed from the awkward SHIFT+D and CTRL+D switches to just a simple double-tap and hold. So, that means, regardless of what you've changed your Dormant mode key into, you'll have to double-tap (default D) to set your ships dormant. This is a set, not a toggle. That means, double-tapping D will definitely set ships to dormant and will not awaken any who are currently dormant. Hold D (default) for about 1/2 second to awaken ships in dormant mode. Again, this is set command, not toggle. All ships in dormant will be awoken and others will not be put into dormant mode. The only toggle therefore is with the Dormant button itself. * Double-taps and Hold will be used more should there be any future issues with key binds Why the change? Firstly, when we made the key binding stricter so as not to get bugs from exploits (ie, UNC Frigate morphing into a UNC Outpost), we've also sealed off the ability to consider CTRL and SHIFT keys while handling an event. The only way left therefore is to work around the bind key itself.
Bug Fixes
Fixed a bug where there's a chance that clients receiving a shield overdrive packet can actually influence the outcome of that packet based on the local machine's SHIFT key. - Fixed a bug when a game is loaded, you can still randomly click on buttons on the screen that are obscured by the fade-in and still trigger something to happen. You might even get a case where your game starts but you still see the main menu buttons appearing on the left!! Yes that's fixed. - Fixed a bug where flanking suddenly doesn't seem to work. Now it works. - Added additional steps to prevent the AI path finder from declaring a path that doesn't lead to the destination. - Fixed a bug where all sector map pinging is GONE. This is due to a regression bug with the new emitter system. - Fixed a bug where staying in the mission briefing room long enough will cause certain undesirable efforts such as ships and structures being heavily damaged by celestial disasters. Thus, disasters will no longer be activated IF the game isn't started. - Fixed a bug where celestials disasters may appear in cutscenes and incorrectly destroy fighters and ships, causing a very awkward situation especially if that ship is the one in focus. The chances of it are very small but are there nonetheless. - Improved skirmish AI picking intelligence where it'll purposely leave out harvesters with a full load, harvesters that are currently harvesting or harvesters that are currently unloading their gas.
Conclusion
Not all the major bugs have been fixed just yet. The last swing brings us back to multiplayer stability as well as adding doodads into every campaign mission. We're almost done! Have a great weekend! Regards, Jeremy
Source
Changelog.gg summarizes and formats this update. How we read updates.
