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New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 7:57 pm
by Erik Rutins
Hello All,

There is a new version of the Public Beta in the Members Club. It fixes many reported issues and makes a few improvements. All listed below, with links to the previous update changes. We hope to make this an official update next week.

Please give it a try if you are interested and give us your feed back on these changes.

v1.7.0.4 Beta - December 2, 2011
    [b]CRASH FIXES [/b]
  • fixed rare crash when building new ships

    DESIGNS SCREEN
  • Delete button now allows multi-selecting designs to delete
  • Copy As New button now creates new design with name "Ship Name Mk2", etc (as for Upgrades)
  • added row color coding with tooltip to indicate manually created designs
  • added explanatory message when player attempts to edit design already in use

    DESIGNS AND RETROFITTING
  • auto-retrofit and advisor-retrofit now properly excludes advanced ships and bases
  • now ensure no Carrier ship designs are generated before empire has researched Fighter Bays

    RESEARCH
  • increased number of research labs on AI designs for research stations and medium space port
  • empires now start the game with a research station, allowing them to reach Research output sooner

    FLEETS AND BATTLES
  • when a colony that was a fleet base changes ownership (e.g. invaded), the fleet now immediately resets its home base to somewhere else
  • fixed bug where fleets would occasionally head to refuel at top-left corner of galaxy
  • improved automated attack fleet reassignment when war ends with an empire (when Fleet Formation is automated)
  • invading the colony of another empire is now much more likely to result in instant declaration of war from target empire
  • enabled bombardment of independent colonies

    FUEL
  • new colonies now have higher fuel stocks
  • increased fuel stock levels at colonies without spaceports
  • slightly increased mining rate for gas extractors

    CARRIERS AND FIGHTERS
  • carriers with no weapons (only fighter bays) can now attack targets properly
  • fighters will respond to attack targets better (less patrolling around carrier)

    PIRATES AND GAME EVENTS
  • pirate ships now flee when shields are at 50% to reflect their raiding style
  • legendary pirates now only appear if Disaster events are enabled (Start New Game - Victory Conditions step) AND pirate prevalence is not "None" (Start New Game - The Galaxy step)
  • SilverMist creature now only appears if Disaster events are enabled (Start New Game - Victory Conditions step) AND space creature prevalence is not "None" (Start New Game - The Galaxy step)

    RACES AND CHARACTERS
  • increased chance of random character generation when no characters of particular type in empire (e.g. scientists)
  • allowed Naxxilian race to research Armor

    USER INTERFACE
  • improved mouse cursor display in Research screen (no flickering)
  • altered description of invasion forces at colony in Selection Panel: include population in total defenders, but in brackets indicate population strength

    MODDING
  • fixed bug where special government types could not be selected in Start New Game screen for Other Empires when a custom theme is active

    OTHER
  • advisors now check whether Terraforming Facility exists at colony before recommending building a new one
  • fixed occasional situation where trading some techs would not work

1.7.0.1 Changes
1.7.0.2 Changes
1.7.0.3 Changes

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 8:06 pm
by Kruos
Yeeeeees! Thank you guys! (I was waiting for some hours... :P)

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 8:35 pm
by Locarnus
My commands to fleets/ships are still overwritten by the computer.

Its thus still unplayable and I will wait for the next patch.

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 8:39 pm
by Nedrear
ORIGINAL: Erik Rutins

[*] slightly increased mining rate for gas extractors

I can't comprehend this change... the gas extractors - considering the double cap on gas in general - are already more than twice capable than a normal mining device and you increased it? I never need more than 3 to reach max...

Maybe you wanted this to prevent a complete overhaul of AI designs?

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 8:42 pm
by Fideach
ORIGINAL: Locarnus

My commands to fleets/ships are still overwritten by the computer.

Its thus still unplayable and I will wait for the next patch.

I agree with this, but I do appreciate a lot of these additions and fixes. Some of them I was just thinking of asking for myself! Thanks guys!

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 8:43 pm
by Locarnus
ORIGINAL: Nedrear

ORIGINAL: Erik Rutins

[*] slightly increased mining rate for gas extractors

I can't comprehend this change... the gas extractors - considering the double cap on gas in general - are already more than twice capable than a normal mining device and you increased it? I never need more than 3 to reach max...

Maybe you wanted this to prevent a complete overhaul of AI designs?

yep, I think the main problem with the fuel is, that the computer sends 10 ships to get steel for your main colony, each transporting miniscule amounts, and no freighter transports fuel to your homeworld (from the gas giant your homeworld is orbiting) to refuel those 10 steel freighters (with 9 of them being useless and only consuming fuel, since everything they transport would fit in 1 freighter).

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 8:45 pm
by WiZz
Are old saves working?

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 8:48 pm
by Fideach
old saves usually work with the patches, it just takes a few game years for all the updates to kick in.

Though some of the changes they list of course, wont effect anything except new games.


RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 8:50 pm
by HercMighty
Mine crashes everytime at startup right when "fuelling pirate ships" comes up on the load screen....

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 8:55 pm
by Erik Rutins
ORIGINAL: Locarnus
My commands to fleets/ships are still overwritten by the computer.
Its thus still unplayable and I will wait for the next patch.

It's perfectly playable here. I understand you are exaggerating to bring attention to this issue, but a bug report with a save would help us a lot more.

Regards,

- Erik


RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 8:57 pm
by Erik Rutins
Hi HercMighty,
ORIGINAL: HercMighty
Mine crashes everytime at startup right when "fuelling pirate ships" comes up on the load screen....

It's working fine here, could you please try a reinstall?

If it continues to crash, please post the crash dump log for us. You can find it in the folder under your saved games folder.

Regards,

- Erik

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 9:11 pm
by HercMighty
Looking for the save game folder...know where it should be?

Do I need to just re-install Legends or all three? Don't know if I have the installs for the other two...have to go look, was never good at that. Hope someday Matrix has a Impulse or Steam client...that is one nice feature...

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 9:19 pm
by Shadowsage
Is there an alternate mirror for the beta? My University won't let me download here. :(

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 9:31 pm
by mikeCK
Erik, just confirming that these patches are cumulative? I was playing 1.7.0.0 and have not patched...so all I need is the 1.7.0.4 correct?

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 9:47 pm
by Nedrear
ORIGINAL: Locarnus
yep, I think the main problem with the fuel is, that the computer sends 10 ships to get steel for your main colony, each transporting miniscule amounts, and no freighter transports fuel to your homeworld (from the gas giant your homeworld is orbiting) to refuel those 10 steel freighters (with 9 of them being useless and only consuming fuel, since everything they transport would fit in 1 freighter).

We are right, what does a gas extractor on a ship or station have to do with steel being mined overproportional and in bad amounts which needs refueling? The problems are solved with new AI scripts and new pre designs. Tweaking the overpowered extractors to be more powered is useless.

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 9:48 pm
by HercMighty
Erik,

Dunno starting working now...Can I find a way to get a copy of the Return expansion file? I have my original DW and the Legends expansion but not that one...just in case I got to do a re-install?

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 10:01 pm
by WoodMan
My commands to fleets/ships are still overwritten by the computer.

Its thus still unplayable and I will wait for the next patch.

What automation settings are you using?  If something is set to automatic, then the computer is going to control it, set it to manual.

Been playing for two years here and to be completely honest I have not the slightest clue what you are talking about [&:]

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 10:10 pm
by HectorOfTroy
I echo Woodman.

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 10:17 pm
by Eystein_hansen
Awesome. Now if we have a highscore screen  [X(] I would be one happy customer :)

RE: New Distant Worlds: Legends v1.7.0.4 Public Beta Available!

Posted: Fri Dec 02, 2011 10:33 pm
by WoodMan
ORIGINAL: WoodMan
My commands to fleets/ships are still overwritten by the computer.

Its thus still unplayable and I will wait for the next patch.

What automation settings are you using?  If something is set to automatic, then the computer is going to control it, set it to manual.

Been playing for two years here and to be completely honest I have not the slightest clue what you are talking about [&:]

Sorry,

Unless you are talking about ships refueling in the middle of a fight. Reason: ships can not fire weapons or recharge shields without fuel

or

Ships ignoring your attack command because they are fleeing. Reason: Your crews are not suicidal.