Sanborn
08-30-2006, 11:05 AM
Prey - Version 1.1
http://www.3drealms.com/prey/download.html
Today 3D Realms & Human Head have announced the release of the v1.1 patch for the PC version of Prey. You can download the patch for free from our Prey downloads page here.
Here is a list of what's changed/fixed in the patch, from the changelog provided by Human Head:
Multiplayer bandwidth optimization to allow better play on higher latency connections
Fixed projectile effects not showing up on dedicated servers
Fixed crash at startup due to time/date validation on some systems
Fixed crash at startup due to querying old OpenAL drivers
Fixed an occasional crash on the dedicated server
Fixed a crash when using image_usecache cvar with very big textures. Textures whose lowest mip map doesn't fit will be default texture. This was causing a crash when a modified prey was loading "Mother's Embrace".
Fixed a crash on some machines when reading savegames.
Some timedemo features not appearing if you restart prey between record/playback
Added widescreen resolutions to menus
Updated multiplayer browser to fix servers not showing up due to DNS resolution
Updated multiplayer browser not keeping join button up to date when server summary wasn't the active tab.
Updated multiplayer browser so punkbuster icons show up in their column properly
Updated multiplayer browser so mod games' icons show up properly updated multiplayer browser so server scanning is more consistent on slower connections
Fixed multiplayer weapon exploit
Bumped network protocol version. Unpatched games will not be able to play online with patched games. This means that if you are playing v1.0, you can not play against or on servers running v1.1 (and vice versa).
This is a tech/bug fix patch, there are no new game play elements in this update. Please note that the previously announced "new content" (maps, multiplayer skins) is not part of this update, and will be made available at a later date.
Customers who have purchased Prey through Triton should NOT use this patch. Triton customers will be updated through the Triton system. You will be notified that an update is available when you run the game, and will be asked at that time to update; Triton will handle the rest.
Please note that if you use this patch, the dedicated server files will also need to be updated if you are already using them. The Windows based version of the files are included with this patch. The updated Linux server files can be obtained here. The existing server files that were released in mid July are for v1.0 of the game, and will still work for that version, but the v1.1 patch requires updated server files.
Special Thanks to ZeTortue for bug testing.
Neverwinter Nights - 1.68
http://nwn.bioware.com/support/patch.html
Patch details:
Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.68 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.68 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.68 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.68 TOOLSET.
IF YOU WANT TO GO BACK TO 1.67, WE HAVE A 1.68 TO 1.67 PATCH AVAILABLE.
- Added visible cloaks to the game.
- Fixed an issue with the Monk's Perfect Self feat not correctly reporting that the monk was immune when making saving throws against mind-affecting spells (was making Phantasmal Killer work on monks if they failed their saving throws).
Script-specific:
=-=-=-=-=-=-=-=-=-=
- Fixed an issue with the sleep spell not being counted as a hostile action when cast (nw_s0_sleep.nss).
- Fixed range issue in spell "Mestil's Acid Breath" (X2_S0_AcidBrth.nss).
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Fix to CopyObject() so that copied creatures now run their OnSpawn script.
- Enabled PLT support for visible cloaks.
- Fixed an issue with GetIsSkillSuccessful() not working correctly under Linux/Mac.
- Fixed an issue with SetLockUnlockDC() and SetLockLockDC() being reversed in nwscript.nss. Any scripts calling these scripting functions will need to be recompiled for the changes to take effect.
- Fixed an issue with ActionCastSpellAtObject() not working for Paladin spells.
- Made a change to hopefully fix some potential issues with the client losing some appearance/phenotype update messages when using the SetPhenoType() scripting command.
Custom Content:
=-=-=-=-=-=-=-=
- Added new scripting command:
// Set oPlaceable's useable object status.
// Note: Only works on non-static placeables.
void SetUseableFlag(object oPlaceable, int nUseableFlag);
- Added new nwnplayer.ini setting.
[Game Options]
Log Model Errors=0
If turned on, some types of model errors will be logged out to the nwclientLog file and the AR_ERROR.LOG file while the game is running (in the NWN install directory). This would include some errors with setting invalid TileSet data, invalid use nodes set on placables, some placeable walkmesh errors, and some errors with the animrootnode not matching the name of other nodes in the model.
- Wings now use the ENVMAP setting from the new column in the WingModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on wings.
- Tails now use the ENVMAP setting from the new column in the TailModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on tails.
Sword of the Stars - 1.1.1
http://www.lighthouse-interactive.com/index.php?nid=133&main=archive&type=1 (click on one of the links listed on their site)
Release Notes For Sword of the Stars 1.1.1 Retail Patch
!!WARNING!! - DO NOT APPLY THE BOXED RETAIL PATCH TO OTHER VERSIONS OF THE GAME, PARTICULARLY DIRECT DOWNLOAD VERSIONS.
The boxed retail version maintains the SecureROM protection system, requiring a game disc to play. Applying it to a DDL version will result in that build asking for a disc you don't have.
- General/Graphics/UI:
* Better support for older video cards, including a fix for player color bleeding in low level shaders.
* Direct3D mouse pointers are now used by default, but can be disabled by adding UseD3DCursor=False to the [Graphics] section of sots.ini.
* Fixed word-wrapping issues.
* Subdirectories can now be mounted in the Mars file system by modifying the [Modules] section of sots.ini.
* New sots.ini to hold engine and game settings.
* Decreased popup delay for tooltips and added a key binding to summon a tooltip immediately (`/TILDE key).
- AI:
* Combat auto-resolve, including the ability to auto-resolve random encounters. Don't say we don't listen.
* Empire AI.
* Tactical, ship piloting and gunner AI.
- Networking:
* [1.1.1] Fixed a possible crash that could occur in exceptional circumstances (like when the network adapter is disabled).
* UDP packet sizes reduced & combat bandwidth optimized.
* Improved handling of disconnected clients.
* Fixed a couple minor issues with NAT negotation.
* Fixed all known causes of sync errors.
>>> Cannot fix sync errors caused by dual-core processors: Set your CPU affinity to a single core! <<<
- Game browser, chat and lobby:
* All internet game browser filters now work as intended.
* Internet chat participants list now updates dynamically.
* Added user name popup to staging lobby and star map player window, to show who is sitting in for players.
* Lobby chat history now indicates who is chatting in addition to which player slot they were in at the time the message was sent.
* Positioning the mouse over a player name will now reveal who is standing in for that player if applicable.
* Player profiles are now stored in ini files in the Profiles directory.
* Game download progress is now shown on top of players in the game lobby while they are receiving a saved game file.
* Each player in the game lobby now has a "ready" indicator.
* Sender of a private tell will now see the recipient's name in chat history. The recipient will see the sender's name.
* All windows with chat input now activate and stay in focus with RETURN/ENTER.
* New racial avatar bitmaps!
- Combat:
* [1.1.1] Fixed possible sync error when Hiver ships teleport into combat through their gate.
* [1.1.1] Minelayers will now deploy when no enemies are visible on sensors.
* [1.1.1] Alterations to behaviour of ***CONFIDENTIAL*** and ***CONFIDENTIAL***, stay frosty.
* [1.1.1] Cruisers now have a little more freedom to bring their heavy beams to bear.
* [1.1.1] A selection of ships issued move orders while in the Normal stance will now hold stations.
* [1.1.1] Added time compression (CTRL + PAGEUP/PAGEDOWN).
* [1.1.1] Phasers in large turrets on Human ships now fire double-beams as intended.
* [1.1.1] Faster ships will now attempt to maneuver around slower ships.
* [1.1.1] Fixed possible crash caused by ***CONFIDENTIAL*** taking a deployed gate.
* Your ships and allied ships in the combat sensors screen will now reveal their health when the ship name overlay is toggled on.
* Issuing all stop orders to ships now reverts ships to normal stance.
* Ships in combat now always return to their waypoint when their stance is reverted to normal.
* Moved deployed defender CR Gate back 50-m in combat, to prevent it from colliding with Heavy Defence Platforms.
* Defender reinforcements now appear closer to the invader's vector.
* Systems now take damage when ships collide with the planet in combat.
* Players can now exit to the main menu from inside combat.
* Tactical AI now correctly takes over for players who bail out of combat.
* Planet in combat can no longer be picked from its interior. (This was responsible for unintentional focusing on the planet.)
* Ship pilot AI now selects correct ship standoff ranges for any weapon configurations.
* Move and targeting feedback is immediate.
* Fleet stance settings now behave correctly.
* Stance icons now flash when they change.
* Red target circle in sensors screen now pulses.
* Ships now fade correctly while the game is paused.
* Combat pausing (when available) is now immediate.
* UI gives immediate feedback when the game is paused.
* Target reticles flash when you mouse over a target.
* 3D arrow indicates exact target point under mouse.
* Mouse pointer changes shape when modifier keys for force attack (ALT), add/remove selection (CTRL) or rotate formation (SHIFT) is held.
* Mouse pointer changes shape depending on whether it is over the move plane (orange with dot) or not.
* Formation waypoints can plotted and rotated by SHIFT + Right Click + Drag on the move plane.
* Fleet hold fire setting is much more visible, so it won't be missed in first contact situations.
* Added tooltips to special weapon icons.
* Freed up missile turret azimuth constraints by quite a bit.
* Planet missiles now hold fire initially in a first contact encounter.
* Addressed minor issues with windowed mode resolution not being set correctly.
* Fixed potential crash when combat ended while fullscreen game was minimized.
* Slaver encounters now guarantee at least one invading ship.
* Fixed potential crash when ***CONFIDENTIAL*** is destroyed.
* Fixed potential crash caused by a damaged ***CONFIDENTIAL*** being loaded into combat.
* Fixed a couple issues with ships being turned by the ***CONFIDENTIAL***.
* Reduced damage of asteroids versus the planet in combat.
* Fixed extreme slowdown caused by destroying a deployed Hiver gate while reinforcements were still coming through it.
* Custom and scenario screens now remember most recent settings (saved in your profile ini).
* Fixed potential crash in sensors screen when ships die.
* Fixed very rare crash when ships die while the player is switching between sensors and battle views.
* Extreme mine damage bug fixed.
* Fixed case where Heavy Defence Platform missiles could not get firing solutions on nearby targets.
* Fixed potential phantom engine sounds left behind when ships retreat from combat.
* Fleet retreat will now yoink all reserves from battle when there are no ships left on the field.
* Planet and defence platform "ICBM" missiles may now reacquire new targets in-flight.
* Missile engine flares now originate from the correct part of the model.
* Switching to sensors while bandboxing no longer locks out the mouse.
* It is no longer possible to pause combat if it is an encounter in a multiplayer game.
* 'E' and 'SHIFT+E' to cycle focus on enemies.
* 'O' toggles a new tactical overlay that reveals positions of your distant ships. (Default can be set in your profile ini: DefaultShowTacticalOverlay=True/False).
* 'HOME' focuses on and selects new reinforcements in combat.
* 'CTRL+DEL' toggles fleet hold fire.
* 'F1'-'F5' sets selected ship stances.
* 'CTRL+F1' - 'CTRL+F5' sets fleet stance.
- Star map / strategy game:
* [1.1.1] Speech will no longer pile up.
* [1.1.1] Notes for a star system are now removed when the System Killer destroys it.
* [1.1.1] If a player disconnects while loading into a game, it no longer prevents other players from ending their turns.
* [1.1.1] Fixed cases where Universal Antigen did not work as intended.
* [1.1.1] Fixed an occassional plague bug that would reduce the infected system's infrastructure to zero immediately.
* Scuttling ships over colonies now yields a temporary output bonus.
* Fixed potential crash associated with researching multiple special projects at once.
* It is no longer possible to save a game during the combat staging phase of a turn.
* Fixed the bug where giving research to another player would cause you to lose all of your research points for a turn.
* Enemies on star map now flash on the turn that they are spotted.
* News event window now closes when a new turn starts so that outdated news items don't stay up on the screen.
* Improved star map pathfinding now considers liberal repair and refuelling changes en route.
* Move lines now show projected ETA.
* Added weapon details popup to design screen.
* Removed potential AI message box popup when turns are processed.
* Ship build queue is now displayed when the empire summary screen is open.
* Added tooltip to ship construction slider.
* Added alternate ship status icon to display when not all biomissiles or assault shuttles are present.
* Added tooltip to indicate number of biomissiles or assault shuttles remaining with ships.
* Auto-refuel now defaults on, but this can be changed in your profile ini file (look in the Profiles folder).
* Ship information now includes tactical stats.
* Added EndTurnDelay to the player profile ini.
* DefaultAutoRefuel=True has been added to the player profile ini.
* Added drag/drop ability to fleet list in star map.
* Corrected minor issues with the player status panel displaying the wrong information.
* Addition of optional host setting to place time limit on combat staging phase (see profile ini).
* Middle mouse button can now be used to focus on an object in the star map, as it does in combat.
* Right mouse button can now be used to spin ship designs.
* Holding or releasing SHIFT now updates the star map move line immediatel
* Hold SHIFT to enqueue 5x ships at a time.
* 'F6' to open save game window.
* 'CTRL+Q' to quit.
* 'CTRL+P' to set AI policy.
* 'TAB' and 'SHIFT+TAB' cycle through your colonies.
* 'DELETE' removes selected ship design.
* 'CTRL+T' ends turn.
* 'P' to toggle player list.
* 'O' toggles objectives.
* 'T' toggles trade window.
* 'Y' toggles alliance window.
* 'K' toggles rankings window.
* 'N' brings up notepad if a system is selected.
* '-' and '=' to toggle fleet lines and star visibility.
:pimp:
http://www.3drealms.com/prey/download.html
Today 3D Realms & Human Head have announced the release of the v1.1 patch for the PC version of Prey. You can download the patch for free from our Prey downloads page here.
Here is a list of what's changed/fixed in the patch, from the changelog provided by Human Head:
Multiplayer bandwidth optimization to allow better play on higher latency connections
Fixed projectile effects not showing up on dedicated servers
Fixed crash at startup due to time/date validation on some systems
Fixed crash at startup due to querying old OpenAL drivers
Fixed an occasional crash on the dedicated server
Fixed a crash when using image_usecache cvar with very big textures. Textures whose lowest mip map doesn't fit will be default texture. This was causing a crash when a modified prey was loading "Mother's Embrace".
Fixed a crash on some machines when reading savegames.
Some timedemo features not appearing if you restart prey between record/playback
Added widescreen resolutions to menus
Updated multiplayer browser to fix servers not showing up due to DNS resolution
Updated multiplayer browser not keeping join button up to date when server summary wasn't the active tab.
Updated multiplayer browser so punkbuster icons show up in their column properly
Updated multiplayer browser so mod games' icons show up properly updated multiplayer browser so server scanning is more consistent on slower connections
Fixed multiplayer weapon exploit
Bumped network protocol version. Unpatched games will not be able to play online with patched games. This means that if you are playing v1.0, you can not play against or on servers running v1.1 (and vice versa).
This is a tech/bug fix patch, there are no new game play elements in this update. Please note that the previously announced "new content" (maps, multiplayer skins) is not part of this update, and will be made available at a later date.
Customers who have purchased Prey through Triton should NOT use this patch. Triton customers will be updated through the Triton system. You will be notified that an update is available when you run the game, and will be asked at that time to update; Triton will handle the rest.
Please note that if you use this patch, the dedicated server files will also need to be updated if you are already using them. The Windows based version of the files are included with this patch. The updated Linux server files can be obtained here. The existing server files that were released in mid July are for v1.0 of the game, and will still work for that version, but the v1.1 patch requires updated server files.
Special Thanks to ZeTortue for bug testing.
Neverwinter Nights - 1.68
http://nwn.bioware.com/support/patch.html
Patch details:
Neverwinter Nights Game
=-=-=-=-=-=-=-=-=-=-=-=
WARNING! AS OF THIS PATCH, ALL MODULES CREATED/SAVED WITH THE VERSION 1.68 TOOLSET ARE TAGGED AS REQUIRING VERSION 1.68 OR HIGHER OF NEVERWINTER NIGHTS GAME OR TOOLSET.
IF YOU DON'T WANT TO BRAND YOUR MODULE AS 1.68 THEN DO NOT EDIT YOUR MODULE IN THE VERSION 1.68 TOOLSET.
IF YOU WANT TO GO BACK TO 1.67, WE HAVE A 1.68 TO 1.67 PATCH AVAILABLE.
- Added visible cloaks to the game.
- Fixed an issue with the Monk's Perfect Self feat not correctly reporting that the monk was immune when making saving throws against mind-affecting spells (was making Phantasmal Killer work on monks if they failed their saving throws).
Script-specific:
=-=-=-=-=-=-=-=-=-=
- Fixed an issue with the sleep spell not being counted as a hostile action when cast (nw_s0_sleep.nss).
- Fixed range issue in spell "Mestil's Acid Breath" (X2_S0_AcidBrth.nss).
Neverwinter Nights Aurora Toolset:
=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=
- Fix to CopyObject() so that copied creatures now run their OnSpawn script.
- Enabled PLT support for visible cloaks.
- Fixed an issue with GetIsSkillSuccessful() not working correctly under Linux/Mac.
- Fixed an issue with SetLockUnlockDC() and SetLockLockDC() being reversed in nwscript.nss. Any scripts calling these scripting functions will need to be recompiled for the changes to take effect.
- Fixed an issue with ActionCastSpellAtObject() not working for Paladin spells.
- Made a change to hopefully fix some potential issues with the client losing some appearance/phenotype update messages when using the SetPhenoType() scripting command.
Custom Content:
=-=-=-=-=-=-=-=
- Added new scripting command:
// Set oPlaceable's useable object status.
// Note: Only works on non-static placeables.
void SetUseableFlag(object oPlaceable, int nUseableFlag);
- Added new nwnplayer.ini setting.
[Game Options]
Log Model Errors=0
If turned on, some types of model errors will be logged out to the nwclientLog file and the AR_ERROR.LOG file while the game is running (in the NWN install directory). This would include some errors with setting invalid TileSet data, invalid use nodes set on placables, some placeable walkmesh errors, and some errors with the animrootnode not matching the name of other nodes in the model.
- Wings now use the ENVMAP setting from the new column in the WingModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on wings.
- Tails now use the ENVMAP setting from the new column in the TailModel.2da rather than using the ENVMAP setting from the appearance.2da. This fixes some issues with transparency on tails.
Sword of the Stars - 1.1.1
http://www.lighthouse-interactive.com/index.php?nid=133&main=archive&type=1 (click on one of the links listed on their site)
Release Notes For Sword of the Stars 1.1.1 Retail Patch
!!WARNING!! - DO NOT APPLY THE BOXED RETAIL PATCH TO OTHER VERSIONS OF THE GAME, PARTICULARLY DIRECT DOWNLOAD VERSIONS.
The boxed retail version maintains the SecureROM protection system, requiring a game disc to play. Applying it to a DDL version will result in that build asking for a disc you don't have.
- General/Graphics/UI:
* Better support for older video cards, including a fix for player color bleeding in low level shaders.
* Direct3D mouse pointers are now used by default, but can be disabled by adding UseD3DCursor=False to the [Graphics] section of sots.ini.
* Fixed word-wrapping issues.
* Subdirectories can now be mounted in the Mars file system by modifying the [Modules] section of sots.ini.
* New sots.ini to hold engine and game settings.
* Decreased popup delay for tooltips and added a key binding to summon a tooltip immediately (`/TILDE key).
- AI:
* Combat auto-resolve, including the ability to auto-resolve random encounters. Don't say we don't listen.
* Empire AI.
* Tactical, ship piloting and gunner AI.
- Networking:
* [1.1.1] Fixed a possible crash that could occur in exceptional circumstances (like when the network adapter is disabled).
* UDP packet sizes reduced & combat bandwidth optimized.
* Improved handling of disconnected clients.
* Fixed a couple minor issues with NAT negotation.
* Fixed all known causes of sync errors.
>>> Cannot fix sync errors caused by dual-core processors: Set your CPU affinity to a single core! <<<
- Game browser, chat and lobby:
* All internet game browser filters now work as intended.
* Internet chat participants list now updates dynamically.
* Added user name popup to staging lobby and star map player window, to show who is sitting in for players.
* Lobby chat history now indicates who is chatting in addition to which player slot they were in at the time the message was sent.
* Positioning the mouse over a player name will now reveal who is standing in for that player if applicable.
* Player profiles are now stored in ini files in the Profiles directory.
* Game download progress is now shown on top of players in the game lobby while they are receiving a saved game file.
* Each player in the game lobby now has a "ready" indicator.
* Sender of a private tell will now see the recipient's name in chat history. The recipient will see the sender's name.
* All windows with chat input now activate and stay in focus with RETURN/ENTER.
* New racial avatar bitmaps!
- Combat:
* [1.1.1] Fixed possible sync error when Hiver ships teleport into combat through their gate.
* [1.1.1] Minelayers will now deploy when no enemies are visible on sensors.
* [1.1.1] Alterations to behaviour of ***CONFIDENTIAL*** and ***CONFIDENTIAL***, stay frosty.
* [1.1.1] Cruisers now have a little more freedom to bring their heavy beams to bear.
* [1.1.1] A selection of ships issued move orders while in the Normal stance will now hold stations.
* [1.1.1] Added time compression (CTRL + PAGEUP/PAGEDOWN).
* [1.1.1] Phasers in large turrets on Human ships now fire double-beams as intended.
* [1.1.1] Faster ships will now attempt to maneuver around slower ships.
* [1.1.1] Fixed possible crash caused by ***CONFIDENTIAL*** taking a deployed gate.
* Your ships and allied ships in the combat sensors screen will now reveal their health when the ship name overlay is toggled on.
* Issuing all stop orders to ships now reverts ships to normal stance.
* Ships in combat now always return to their waypoint when their stance is reverted to normal.
* Moved deployed defender CR Gate back 50-m in combat, to prevent it from colliding with Heavy Defence Platforms.
* Defender reinforcements now appear closer to the invader's vector.
* Systems now take damage when ships collide with the planet in combat.
* Players can now exit to the main menu from inside combat.
* Tactical AI now correctly takes over for players who bail out of combat.
* Planet in combat can no longer be picked from its interior. (This was responsible for unintentional focusing on the planet.)
* Ship pilot AI now selects correct ship standoff ranges for any weapon configurations.
* Move and targeting feedback is immediate.
* Fleet stance settings now behave correctly.
* Stance icons now flash when they change.
* Red target circle in sensors screen now pulses.
* Ships now fade correctly while the game is paused.
* Combat pausing (when available) is now immediate.
* UI gives immediate feedback when the game is paused.
* Target reticles flash when you mouse over a target.
* 3D arrow indicates exact target point under mouse.
* Mouse pointer changes shape when modifier keys for force attack (ALT), add/remove selection (CTRL) or rotate formation (SHIFT) is held.
* Mouse pointer changes shape depending on whether it is over the move plane (orange with dot) or not.
* Formation waypoints can plotted and rotated by SHIFT + Right Click + Drag on the move plane.
* Fleet hold fire setting is much more visible, so it won't be missed in first contact situations.
* Added tooltips to special weapon icons.
* Freed up missile turret azimuth constraints by quite a bit.
* Planet missiles now hold fire initially in a first contact encounter.
* Addressed minor issues with windowed mode resolution not being set correctly.
* Fixed potential crash when combat ended while fullscreen game was minimized.
* Slaver encounters now guarantee at least one invading ship.
* Fixed potential crash when ***CONFIDENTIAL*** is destroyed.
* Fixed potential crash caused by a damaged ***CONFIDENTIAL*** being loaded into combat.
* Fixed a couple issues with ships being turned by the ***CONFIDENTIAL***.
* Reduced damage of asteroids versus the planet in combat.
* Fixed extreme slowdown caused by destroying a deployed Hiver gate while reinforcements were still coming through it.
* Custom and scenario screens now remember most recent settings (saved in your profile ini).
* Fixed potential crash in sensors screen when ships die.
* Fixed very rare crash when ships die while the player is switching between sensors and battle views.
* Extreme mine damage bug fixed.
* Fixed case where Heavy Defence Platform missiles could not get firing solutions on nearby targets.
* Fixed potential phantom engine sounds left behind when ships retreat from combat.
* Fleet retreat will now yoink all reserves from battle when there are no ships left on the field.
* Planet and defence platform "ICBM" missiles may now reacquire new targets in-flight.
* Missile engine flares now originate from the correct part of the model.
* Switching to sensors while bandboxing no longer locks out the mouse.
* It is no longer possible to pause combat if it is an encounter in a multiplayer game.
* 'E' and 'SHIFT+E' to cycle focus on enemies.
* 'O' toggles a new tactical overlay that reveals positions of your distant ships. (Default can be set in your profile ini: DefaultShowTacticalOverlay=True/False).
* 'HOME' focuses on and selects new reinforcements in combat.
* 'CTRL+DEL' toggles fleet hold fire.
* 'F1'-'F5' sets selected ship stances.
* 'CTRL+F1' - 'CTRL+F5' sets fleet stance.
- Star map / strategy game:
* [1.1.1] Speech will no longer pile up.
* [1.1.1] Notes for a star system are now removed when the System Killer destroys it.
* [1.1.1] If a player disconnects while loading into a game, it no longer prevents other players from ending their turns.
* [1.1.1] Fixed cases where Universal Antigen did not work as intended.
* [1.1.1] Fixed an occassional plague bug that would reduce the infected system's infrastructure to zero immediately.
* Scuttling ships over colonies now yields a temporary output bonus.
* Fixed potential crash associated with researching multiple special projects at once.
* It is no longer possible to save a game during the combat staging phase of a turn.
* Fixed the bug where giving research to another player would cause you to lose all of your research points for a turn.
* Enemies on star map now flash on the turn that they are spotted.
* News event window now closes when a new turn starts so that outdated news items don't stay up on the screen.
* Improved star map pathfinding now considers liberal repair and refuelling changes en route.
* Move lines now show projected ETA.
* Added weapon details popup to design screen.
* Removed potential AI message box popup when turns are processed.
* Ship build queue is now displayed when the empire summary screen is open.
* Added tooltip to ship construction slider.
* Added alternate ship status icon to display when not all biomissiles or assault shuttles are present.
* Added tooltip to indicate number of biomissiles or assault shuttles remaining with ships.
* Auto-refuel now defaults on, but this can be changed in your profile ini file (look in the Profiles folder).
* Ship information now includes tactical stats.
* Added EndTurnDelay to the player profile ini.
* DefaultAutoRefuel=True has been added to the player profile ini.
* Added drag/drop ability to fleet list in star map.
* Corrected minor issues with the player status panel displaying the wrong information.
* Addition of optional host setting to place time limit on combat staging phase (see profile ini).
* Middle mouse button can now be used to focus on an object in the star map, as it does in combat.
* Right mouse button can now be used to spin ship designs.
* Holding or releasing SHIFT now updates the star map move line immediatel
* Hold SHIFT to enqueue 5x ships at a time.
* 'F6' to open save game window.
* 'CTRL+Q' to quit.
* 'CTRL+P' to set AI policy.
* 'TAB' and 'SHIFT+TAB' cycle through your colonies.
* 'DELETE' removes selected ship design.
* 'CTRL+T' ends turn.
* 'P' to toggle player list.
* 'O' toggles objectives.
* 'T' toggles trade window.
* 'Y' toggles alliance window.
* 'K' toggles rankings window.
* 'N' brings up notepad if a system is selected.
* '-' and '=' to toggle fleet lines and star visibility.
:pimp: