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Steam News28 December 20169y ago

Patch V1.10b-2 Released!

Dear all, As promised, the next bug fix patch is out. It fixes quite a few regression errors and will definitely improve the flow of the game.

Full notes

Full Foresight update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix1 addition1 change0 removals
  • Gameplay
  • Performance
changedImprovementsIt was initially thought that the AI is smart enough to play Siege mode with the player. Apparently, that's not the case. We've revised and improved the AI to be more flexible and attacks the enemy nonetheless. Previously, it's very player-centric. When it attacks, it'll definitely go for the kill. In Skirmish, that works but not in Siege. Do note however, the AI improvement is an on-going process. The AI may not be thoroughly smart enough just yet.
fixedBug FixesFixed a bug where your ships when attacked by more than 1 target, may keep turning to the latest attacker. This behavior is incorrect and is supposed to take the high value attacker as priority. That means, if you're attacked by a UNC heavy turret first, then a UNC railgun turret, your ship will still automatically turn to strike back at the high value target first. - Fixed a small bug where allied ships can sometimes flicker. This is due to an obscurity rule against ships that don't belong to you. Codes were added to take alliance into consideration. - Fixed a bug where you can never see the details of your allies. Ie, you can't see which ship is the flagship with the fleet commander. This is now fixed. You can see the icons, but not the complete details like you would on your own ships. - Fixed a major bug where in some cases, all ships will turn up to be "unarmed". This happens sporadically and is highly dependent on the PC's performance. - Fixed a major bug where a ship is immediately assigned to a fleet as it is leaving the shipyard. The problem comes when you can actually select that ship and override its deployment behavior. This causes a problem since the ship is not allowed to enter any wormholes until deployment is done. Thus solves the case where certain ships get stuck in front of the wormhole without any means to enter. - Fixed a major Fleet AI bug where if they're given a position to attack move remotely, they do not do so. This may explain why in some cases, AI fleets simply charge towards the center of the sector without engaging your forces. Fleet Attack Move is a special way of moving a fleet - while on the move, it's not attack-moving per se. The attack-move portion is only activated when your fleet is in the target sector. It's very different from setting the entire fleet to Pursue and Destroy - in this mode, the fleet will always attack everything it sees along the way. - Fixed a major bug with AI ship building. This is a regression bug and due to a misunderstanding of the codes, the AI ship building manager monitors for the wrong ship ID, causing the manager to keep building a certain ship. This has certainly crippled the skirmish AI for a period of time. This has been fixed and thus restored the AI's ruthlessness and lethalness. - Fixed a AI behavior problem where they allow fleets to stay idle for excessive periods of time. Now there's a push to keep attacking IF the fleet is sufficiently beefed up and isn't going anywhere. That means, a more persistent AI. * A note though - the AI I'm referring to here is the Skirmish/Siege AI. It doesn't apply to campaign AI except for fleet attack move.
addedConclusionExpect more bug fixes and small features to be implemented in the near future. Yes yes it's almost done. To that end, we'll like to ask - do you wish to hear what your allied AI player is trying to do? We're thinking of adding their thoughts so that you can coordinate with them to attack another player. Please comment below if you wish to make a difference! Oh yes, have a happy new year! We should be done for this year and will be back next year! Thanks, Jeremy

Foresight changes

changedIt was initially thought that the AI is smart enough to play Siege mode with the player. Apparently, that's not the case. We've revised and improved the AI to be more flexible and attacks the enemy nonetheless. Previously, it's very player-centric. When it attacks, it'll definitely go for the kill. In Skirmish, that works but not in Siege. Do note however, the AI improvement is an on-going process. The AI may not be thoroughly smart enough just yet.
fixedFixed a bug where your ships when attacked by more than 1 target, may keep turning to the latest attacker. This behavior is incorrect and is supposed to take the high value attacker as priority. That means, if you're attacked by a UNC heavy turret first, then a UNC railgun turret, your ship will still automatically turn to strike back at the high value target first. - Fixed a small bug where allied ships can sometimes flicker. This is due to an obscurity rule against ships that don't belong to you. Codes were added to take alliance into consideration. - Fixed a bug where you can never see the details of your allies. Ie, you can't see which ship is the flagship with the fleet commander. This is now fixed. You can see the icons, but not the complete details like you would on your own ships. - Fixed a major bug where in some cases, all ships will turn up to be "unarmed". This happens sporadically and is highly dependent on the PC's performance. - Fixed a major bug where a ship is immediately assigned to a fleet as it is leaving the shipyard. The problem comes when you can actually select that ship and override its deployment behavior. This causes a problem since the ship is not allowed to enter any wormholes until deployment is done. Thus solves the case where certain ships get stuck in front of the wormhole without any means to enter. - Fixed a major Fleet AI bug where if they're given a position to attack move remotely, they do not do so. This may explain why in some cases, AI fleets simply charge towards the center of the sector without engaging your forces. Fleet Attack Move is a special way of moving a fleet - while on the move, it's not attack-moving per se. The attack-move portion is only activated when your fleet is in the target sector. It's very different from setting the entire fleet to Pursue and Destroy - in this mode, the fleet will always attack everything it sees along the way. - Fixed a major bug with AI ship building. This is a regression bug and due to a misunderstanding of the codes, the AI ship building manager monitors for the wrong ship ID, causing the manager to keep building a certain ship. This has certainly crippled the skirmish AI for a period of time. This has been fixed and thus restored the AI's ruthlessness and lethalness. - Fixed a AI behavior problem where they allow fleets to stay idle for excessive periods of time. Now there's a push to keep attacking IF the fleet is sufficiently beefed up and isn't going anywhere. That means, a more persistent AI. * A note though - the AI I'm referring to here is the Skirmish/Siege AI. It doesn't apply to campaign AI except for fleet attack move.
addedExpect more bug fixes and small features to be implemented in the near future. Yes yes it's almost done. To that end, we'll like to ask - do you wish to hear what your allied AI player is trying to do? We're thinking of adding their thoughts so that you can coordinate with them to attack another player. Please comment below if you wish to make a difference! Oh yes, have a happy new year! We should be done for this year and will be back next year! Thanks, Jeremy

Dear all, As promised, the next bug fix patch is out. It fixes quite a few regression errors and will definitely improve the flow of the game.

Improvements

It was initially thought that the AI is smart enough to play Siege mode with the player. Apparently, that's not the case. We've revised and improved the AI to be more flexible and attacks the enemy nonetheless. Previously, it's very player-centric. When it attacks, it'll definitely go for the kill. In Skirmish, that works but not in Siege. Do note however, the AI improvement is an on-going process. The AI may not be thoroughly smart enough just yet.

Bug Fixes

  • Fixed a bug where your ships when attacked by more than 1 target, may keep turning to the latest attacker. This behavior is incorrect and is supposed to take the high value attacker as priority. That means, if you're attacked by a UNC heavy turret first, then a UNC railgun turret, your ship will still automatically turn to strike back at the high value target first. - Fixed a small bug where allied ships can sometimes flicker. This is due to an obscurity rule against ships that don't belong to you. Codes were added to take alliance into consideration. - Fixed a bug where you can never see the details of your allies. Ie, you can't see which ship is the flagship with the fleet commander. This is now fixed. You can see the icons, but not the complete details like you would on your own ships. - Fixed a major bug where in some cases, all ships will turn up to be "unarmed". This happens sporadically and is highly dependent on the PC's performance. - Fixed a major bug where a ship is immediately assigned to a fleet as it is leaving the shipyard. The problem comes when you can actually select that ship and override its deployment behavior. This causes a problem since the ship is not allowed to enter any wormholes until deployment is done. Thus solves the case where certain ships get stuck in front of the wormhole without any means to enter. - Fixed a major Fleet AI bug where if they're given a position to attack move remotely, they do not do so. This may explain why in some cases, AI fleets simply charge towards the center of the sector without engaging your forces. Fleet Attack Move is a special way of moving a fleet - while on the move, it's not attack-moving per se. The attack-move portion is only activated when your fleet is in the target sector. It's very different from setting the entire fleet to Pursue and Destroy - in this mode, the fleet will always attack everything it sees along the way. - Fixed a major bug with AI ship building. This is a regression bug and due to a misunderstanding of the codes, the AI ship building manager monitors for the wrong ship ID, causing the manager to keep building a certain ship. This has certainly crippled the skirmish AI for a period of time. This has been fixed and thus restored the AI's ruthlessness and lethalness. - Fixed a AI behavior problem where they allow fleets to stay idle for excessive periods of time. Now there's a push to keep attacking IF the fleet is sufficiently beefed up and isn't going anywhere. That means, a more persistent AI. * A note though - the AI I'm referring to here is the Skirmish/Siege AI. It doesn't apply to campaign AI except for fleet attack move.

Conclusion

Expect more bug fixes and small features to be implemented in the near future. Yes yes it's almost done. To that end, we'll like to ask - do you wish to hear what your allied AI player is trying to do? We're thinking of adding their thoughts so that you can coordinate with them to attack another player. Please comment below if you wish to make a difference! Oh yes, have a happy new year! We should be done for this year and will be back next year! Thanks, Jeremy

Source

Steam News / 28 December 2016

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