Full notes
Full Foresight update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Maps
- Store
Dear all, We're proud to announce that Foresight V1.2 has been released! As usual, we'll reveal what has been added, what's improved and the super long list of bug fixes.
New Implementations
Most of the new implementations are in the code. This means it's not something you can actually see in-game except that the game may now feel a little smoother and less prone to crashes. What you can see is this: Anamorphic Lens Flare is a new feature implemented as part of StridesLib 1.2, the game engine that powers Foresight. StridesLib 1.2 has a lot more new features and a brand new rendering framework with improved flexibility. However, not all of its power is shown in Foresight. We understand that different people may have different taste and our settings for the anamorphic lens flare may not be something you like especially when the graphics were originally designed to mimick some level of such a lens flare. Therefore the option is there for you to disable anamorphic lens flare should it be too overbearing or uncomfortable to your eyes. Here's how it looks like in the actual in-game:
Modifications
The following has been modified to take advantage of the new engine features or done so to adapt. 1) Fonts now have stoke and drop shadow. This is done so that the text will be far more readable than without. The side-effect however, may be that the font may appear to be of lower fidelity but it's not the case. 2) Briefing room now looks slightly brighter because all the holographic panels are now rendered additively. This makes the whole briefing room look more realistic but requires the fonts to have a drop shadow to ensure readability. 3) Adjusted timings of certain speeches and events during cutscenes for better pacing. 4) Graphic adjustment to sector map icons, planet atmosphere etc. These are minor adjustments made to increase visibility. 5) Mouse cursors will from now on be on the top most layer regardless of situation including screen fades. 6) Screen fades are now specified and rendered after ALL graphics. This causes a slight problem with subtitles though. We'll slowly resolve it with alternative.
Bug Fixes
Fixed a bug where the AI player will end up trying to attack itself. But the AI doesn't detect an enemy and thus its fleets end up spinning around its own base sector. - Fixed a bug in the introduction cutscene where the camera may be found turning a few rounds. This bug also occurred in campaign missions with camera movements. - Fixed a bug where watching cutscenes repeatedly will eventually cause the game to crash or models to look incorrect due to a design issue that led to a memory leak. - Fixed a bug where sometimes textures loaded aren't unloaded causing memory hogging which too lead to a crash eventually. - Fixed a bug where cutscenes will NOT work for ATI and Intel Integrated cards. - Fixed a series of bugs involving planets that appear untextured. - Fixed a bug where sound loader and texture loader may cause a crash due to concurrent access to retrieve the respective device objects (causing the reference count to drop below 0) - Fixed a bug where certain scripts were not stopped causing them to spill over to the next mission or the restarted session. - Fixed a bug where the campaign loads the next mission but tears down the previous mission using the next mission's scripts. - Fixed a bug where EVA voice overs will NOT play if the first attempt to play it failed. - Fixed a remote bug where fighters belonging to the player created before the player factions were set will lead to them being permanently invisible to the player despite still being effective. - Fixed a bug when you click on Continue Campaign, some random ships might suddenly spawn in your sector or even in-game cutscenes where key ships were actually destroyed by these random ships. - Fixed a bug for the 1st 10 missions where they can be susceptible to having planets appear to be untextured. - Fixed a bug in Siege mode where you may sometimes start a game without any base or player to control.
Other Bugs
Here's what I suspect still haunts the game. 1) When you quit you might still get a crash due to conflicts with the sound loader. 2) For Intel Integrated Graphics user, you might occasionally get a flickering scenario based on your actions such as pressing ESC during a cutscene and the message box pops up. This problem is intermittent and we're not able to reproduce it except that during this period the render buffers are kind of stuck. It may recover automatically. 3) For network games with heavy traffic, there might be a case where the game no longer communicates one-way (request to server or server give orders) but still tries to work accordingly.
Conclusion
We're really at the end of Foresight. It has been a wild ride and we've had many good times with everyone regardless of your opinion. We've always maintained that if you purchase Foresight and don't like it, please go for a refund. We've also stood by our word, to serve every player with equality and with good support. We listened regardless whether if you've paid for the game or have gotten it through a giveaway or bundle. Honestly, we really don't know who got it for free. Finally, we're moving on to our next game. So what happens to Foresight? We'll continue to support Foresight as usual for bug fixes and occasional new maps. Please, wish us luck and hope that our next game will be a better hit! Thanks again for your support! We look forward to seeing you again here and as well as our next game (hopefully soon!) Regards, The Foresight Team
Source
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