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Steam News11 February 20179y ago

Patch V1.10b-4 released!

Dear all, This is just a small patch addressing a critical issue with Mission 9. What's the problem? A player has given us feedback and saved game that mission 9 cannot be cleared.

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What changed

0 fixes1 addition0 changes0 removals
  • Balance
addedWhy didn't it work?Regression. When we added Celestial Disasters, the randomness of the disaster and type will cause structures to take damage. If this happens a few seconds before you enter the final colony sector, the script will misfire because it's taken that the structure WAS under attack.

Dear all, This is just a small patch addressing a critical issue with Mission 9.

What's the problem?

A player has given us feedback and saved game that mission 9 cannot be cleared. We checked the conditions and confirmed that it's supposed to work.

Why didn't it work?

Regression. When we added Celestial Disasters, the randomness of the disaster and type will cause structures to take damage. If this happens a few seconds before you enter the final colony sector, the script will misfire because it's taken that the structure WAS under attack.

What happens now?

Fortunately for this case, the fix is non-executable based. That means we made adjustments to the scripts that will trigger itself regardless of whether if the colony was under attack or not. There might be a little bit of off-timed speeches but it'll ensure that the mission is complete-able.

Limitation of fix?

This fix only works for the following: 1) Starting the mission from the beginning via continue campaign or saved game 2) Restarting the mission 3) Loading a saved game just before entering the final sector The fix doesn't work if the game was saved AFTER entering the sector.

Conclusion

Please, keep the feedback coming! We take feedback seriously and to be honest, the fix came slower than usual because the team was on a day off on Friday. Thanks for your support! We hope to hear from you soon! Regards, Jeremy

Source

Steam News / 11 February 2017

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