2013. január 23., szerda

Game version 0.95.126 released

Notable changes:

  • Fixed the equipment screen to prevent adding technology to slots which don't support that particular technology (e.g., rockets to laser slot). [Issue #712]

2013. január 10., csütörtök

Game version 0.95.125 released

Notable changes:

  • Fixed diplomacy screen becoming inaccessible. (Issue #708)
  • Fixed missing letter in the Russian font (Issue #711).
  • Fixed some labels.
  • Fixed some trader chats (Issue #711).
  • Modified the loading to fix older saves where the aliens shared the same Police Station as the human player.

2012. december 28., péntek

Game version 0.95.124 released

Notable changes:

  • Tanks now try to get closer to their targets in ground battles. If you give them an explicit attack order, they will approach the target, fire one round, then move one cell closer if possible. If you give a move or stop order, they go into a form of guard mode and won't try to get closer to their target (i.e., they will hold formation). In attack-move this behavior is not enabled. You can disable this in the open-ig-config.xml under aiGroundAttackGetCloser.
  • Showing the bar and diplomacy room is now dependent on the walks.xml definition of the current level's ship design, not the level number. In addition, diplomacy was moved to the level 5 ship.
  • Aliens have now a separate police station (in the data files) which is cheaper and provides morale boost. This should improve their numbers and economy.
  • Campaign editor improvements. You can now create a copy of the existing campaign and adjust a few properties. However, I suggest using the copy feature only and make changes by the old fashioned  XML editing.
  • Aliens now produce their special units.
  • Fixed AI static defense planning for races who don't have banks and trader spaceports.
  • Aliens are now able to colonize any number of planets after 2 weeks into rank 4.

2012. december 26., szerda

Launcher version 0.42 released

Added a quick verification step to check the SHA1 of the jar and upgrade files since sometimes I don't update the version number or file date on the project page. This may happen if a critical bug is discovered right after a release, but only few downloads happened till then.

Note to modders that this new launcher behavior might constantly complain about incorrectness if you modified the main open-ig-upgrade-XYZ.zip file.

2012. december 25., kedd

Game version 0.95.123 released

Notable changes:

  • Fixed case when mission objectives were not properly triggered when the computer audio notification was turned off [Issue #705].
  • The planet management AI now won't produce Orbital Factory if there is none in the empire [Issue #705].
  • Modified the save system to use XML+GZIP instead of plaintext XML. Existing saves will be automatically converted to the new format.
  • Population loss on planets where the owner's race is different from the population race is now 3 times as fast.

2012. december 24., hétfő

Game version 0.95.122 released

Notable changes:

  • Fixed fleet and shield regeneration not working properly.
  • Fixed some UI errors in case of main menu language change (CTRL+1...CTRL+5)
  • Modified skirmish initial planet count minimum to 1 to avoid crashes [Issue #705] due zero total lab required. I will extend the skirmish to handle 0 initial planets later on where the player's fleet is just deployed somewhere and may colonize a planet he/she wishes at start.

2012. december 23., vasárnap

Game version 0.95.121 released

Notable changes:

  • During spacewar, switching to chat on one panel while the other already shows chat will switch that chat panel to something else. [Issue #543]
  • Fixed chat when shooting at traders in the middle of a peaceful conversation not switching to flee text. [Issue #660, Issue #546, Issue #696]. (Luckily, it was just a missing case in the chat def)
  • Changed tank speeds, light tanks go faster and each newer tank gets slower. [Issue #589]
  • Fixed vehicle movement getting interrupted at each cell if the movement is linear (i.e., if the current target can be reached under 0.5 step, the remaining 0.5 worth of movement is deferred till the next step).
  • Changed the AI to build as many military spaceports as the player can afford with 50% money excess relative to the spaceport cost and autobuild limit. The equation is: spaceport_count = money / (spaceport_cost * 1.5 + autobuild_limit) + 1  [Issue #509]
  • You can make alliance with the Dargslan if you are extremely lucky. The war threshold has been lovered to 90. [Issue #561]
  • Changed vehicle firepower and HP. [Issue #574]
  • Added nicknames to ships [Issue #572]. These nicknames are listed in the players.xml file for each player. The nicknames/nickname entries reference a label.
  • Ships now register kill counts and kill values. Kill counts are visible in the ship information subpanel during spacewar, in the hp/dps box of an individual ship in equipment, and the total kills in the equipment screen totals area.
  • Moved the Sell button on the equipment screen further to the left to avoid accidental sell instead of remove. [Issue #621]
  • Added difficulty dependent ECM vs Anti-ECM hit probabilities along with probabilities that the scrambled rocket will target the same fleet it was fired from. (Note that the battle.xml structure changed, see battle.xsd for details). [Issue #607]
  • Fixed incorrect Hungarian subtitle. [Issue #634]
  • Added options to hide various panels on the starmap screen. [Issue #641]
  • Updated the Free Play version of the main campaign:
    • enabled Colony Ships for all parties
    • removed colonization limits from all parties
    • the human player now starts with a fleet with all ships and vehicles granted in the original through levels 1-5 (including Thorin).
  • Fixed missing parameters from diplomacy in Russian translation [Issue #704]
  • Added Orbital Factory as available tech to all non-human races in the Main campaign.
  • Added the ability to colonize a planet by clicking on the Colonize button, now shown when the planet is suitable (known to be empty). The AI assistance will produce military spaceport, orbital factory and the colony ships if necessary, deploys into new fleets and sends them to the targets. [Issue #296]
  • A few missing French button graphics added.
  • French graphics cleanup.