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New Distant Worlds v1.7.0.5 Public Beta Now Available!

 
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New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 2:09:48 AM   
Erik Rutins

 

Posts: 32879
Joined: 3/28/2000
From: Vermont, USA
Status: online
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 by the end of this week.

Please note there will be one more public beta tomorrow as we found some additional cases while testing 1.7.0.5 where fleets were overestimating their fuel range which we want to get into the first update.

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

v1.7.0.5 Beta - December 7, 2011


    CRASH FIXES
    - fixed occasional crash when AI reviewed system threats
    - fixed rare crash when you lose the game (if your empire is wiped out)

    FLEETS AND MILITARY SHIPS
    - fixed fleets so that they properly unload troops at colonies when commanded from mouse right-click
    - further improved ability of carriers to attack targets when have no weapons (only fighter bays)
    - automated military ships will no longer escort civilian ships when in foreign systems without military refueling rights
    - automated military ships will no longer patrol bases that are now in foreign territory
    - limited the response range of automated military ships when responding to incursions in your empire's territory (must be within one sector of current location)
    - limited the number of automated military ships sent in response to incursions in your empire's territory
    - limited the range at which fleets will auto-respond to attacks - never more than two sectors from current location, must also be within defense range from home base for Defend fleets

    SHIP BEHAVIOR
    - exploration ships set to explore a sector/system will now properly flee from space creatures (or other threats) and then resume their exploration
    - escaping ships now initiate hyperjump countdown immediately
    - ships now less inclined to flee from space creatures when the creatures are not nearby in system
    - fixed bug where manually controlled ships would sometimes have their orders changed inappropriately (e.g. Exploration ships fleeing from distant creatures not attacking them)

    COLONIES
    - ensured colonies have all resources bonuses immediately after loading a game
    - reduced colony happiness penalty when at war with race of dominant colony population
    - rebalanced independent colonies: population grows slower, slightly more prevalent, lower starting population size
    - Resettling or Exterminating at colonies is now paused when total population amount is below 30 million (avoids losing colony when all population removed)
    - increased troop levels that AI uses to invade colonies

    DIPLOMACY

    - honoring Mutual Defense Pacts or Protectorates through declaring war on attacking empire no longer cascades other wars with third-party empires
    - reduced reputation bonus from giving gifts
    - slightly increased reputation penalty when invade independent colony
    - increased envy diplomacy modifier - large empires envied by smaller ones
    - increased offense caused by enslaving populations at your colonies
    - added small reputation bonus when destroy SilverMist space creature
    - empires no longer give gifts of zero credits when max gift size set to zero in empire policy

    EMPIRE TERRITORY

    - fixed bug where could build mining stations in foreign territory using Expansion Planner
    - AI now more careful about honoring empire territory when building new bases, especially when starting a new game with a pre-expanded empire

    INTELLIGENCE MISSIONS
    - slightly reduced the difficulty level of all intelligence missions
    - slightly reduced the chance of intelligence agents being detected by counter espionage

    DISPLAY AND USER INTERFACE
    - fixed bug where long range scanners would sometimes be drawn at wrong location
    - view now scrolls smoothly when move mouse to corners of screen

    OTHER
    - fixed bug where sometimes not enough private ships would be built in an empire
    - fixed bug where invisible space creatures sometimes haunted debris fields
    - fixed bug where repairer of planet destroyer or debris field ship sometimes did not obtain the ship when complete


1.7.0.1 Changes
1.7.0.2 Changes
1.7.0.3 Changes
1.7.0.4 Changes

< Message edited by Erik Rutins -- 12/8/2011 2:15:55 AM >


_____________________________

Erik Rutins
Director of Product Development


For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.
Post #: 1
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 2:19:21 AM   
Gelatinous Cube


Posts: 695
Joined: 10/26/2011
Status: offline
First AGAIN! w00t!

(in reply to Erik Rutins)
Post #: 2
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 2:59:27 AM   
Neotheone

 

Posts: 97
Joined: 12/4/2011
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Nice update Erik! Fixed a couple of things I saw off the bat like the screen jittering an stopping the ships from going into foreign territories without permissions.

quote:

automated military ships will no longer escort civilian ships when in foreign systems without military refueling rights
- automated military ships will no longer patrol bases that are now in foreign territory
excellent!


Now a question: Will this update our saved games so we don't have to start over?

(in reply to Gelatinous Cube)
Post #: 3
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 3:23:27 AM   
Erik Rutins

 

Posts: 32879
Joined: 3/28/2000
From: Vermont, USA
Status: online
This will work fine with existing saved games, though it may take some time for the changes to take effect.

Regards,

- Erik

_____________________________

Erik Rutins
Director of Product Development


For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Neotheone)
Post #: 4
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 3:48:26 AM   
Neotheone

 

Posts: 97
Joined: 12/4/2011
Status: offline

quote:

ORIGINAL: Erik Rutins

This will work fine with existing saved games, though it may take some time for the changes to take effect.

Regards,

- Erik


How about it DELETED ALL MY SAVED GAMES?! After the patch I go to load my game I had been playing and the whole saved document area is WHITE! There's nothing to load!!

(in reply to Erik Rutins)
Post #: 5
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 3:51:07 AM   
Erik Rutins

 

Posts: 32879
Joined: 3/28/2000
From: Vermont, USA
Status: online
It did not, it just creates a new folder for each version. When you go to load a game, navigate "up" two folders, then into the folder for the previous version and you'll find your old saved games.

Regards,

- Erik

_____________________________

Erik Rutins
Director of Product Development


For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Neotheone)
Post #: 6
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 4:10:51 AM   
Neotheone

 

Posts: 97
Joined: 12/4/2011
Status: offline
K yeah found it. That was the scariest moment in my entire life. lol I've put a ton of hours into trying to learn this game and this save is the best one I've done so far. I would have died to lose it. My life would have been over. Thanks for speedy help and sorry for my excitement. I get that way when I'm frustrated and mad at the same time. :P

(in reply to Erik Rutins)
Post #: 7
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 4:33:07 AM   
Javaslinger

 

Posts: 33
Joined: 6/4/2010
Status: offline

quote:

ORIGINAL: Neotheone

K yeah found it. That was the scariest moment in my entire life. lol I've put a ton of hours into trying to learn this game and this save is the best one I've done so far. I would have died to lose it. My life would have been over. Thanks for speedy help and sorry for my excitement. I get that way when I'm frustrated and mad at the same time. :P


Wow... drama queen??

(in reply to Neotheone)
Post #: 8
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 4:38:00 AM   
Neotheone

 

Posts: 97
Joined: 12/4/2011
Status: offline

quote:

ORIGINAL: Javaslinger


quote:

ORIGINAL: Neotheone

K yeah found it. That was the scariest moment in my entire life. lol I've put a ton of hours into trying to learn this game and this save is the best one I've done so far. I would have died to lose it. My life would have been over. Thanks for speedy help and sorry for my excitement. I get that way when I'm frustrated and mad at the same time. :P


Wow... drama queen??


And what did you add to the topic? TROLL MUCH?

(in reply to Javaslinger)
Post #: 9
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 4:47:22 AM   
tjhkkr


Posts: 1818
Joined: 6/3/2010
Status: offline
Thank you again!

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Neotheone)
Post #: 10
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 6:21:11 AM   
feelotraveller


Posts: 998
Joined: 9/12/2011
Status: offline
Don't you guys ever stop.

p.s. You can take that as an imperative as well as a compliment.

(in reply to tjhkkr)
Post #: 11
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 7:08:19 AM   
J HG T


Posts: 1091
Joined: 5/14/2010
From: Kiadia Prime
Status: offline
@Neontheone & Javaslinger
Easy guys! Errare humanun est.

On topic:
Nice! Good amount of fixes and changes.

Now I'm interested to see if the rumors are true and the AI designs will get some major enhancements in the second offical patch. After that I would be almost perfectly (there's no total perfection, it's a paradox) satisfied with Legends.


_____________________________

Nothing is impossible, not if you can imagine it!
"And they hurled themselves into the void of space with no fear."

(in reply to feelotraveller)
Post #: 12
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 8:23:40 AM   
feelotraveller


Posts: 998
Joined: 9/12/2011
Status: offline
I thought the1sean's suggestion about having editable files for race ship designs would allow everybody to have their cake and eat it too. Would also allow different designs for mods.

(in reply to J HG T)
Post #: 13
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 8:36:22 AM   
Okim


Posts: 209
Joined: 1/29/2010
From: Russian Federation
Status: offline
To Neotheon:

you should also check your options (automation and such) as the new folder that all updates create use default settings (you can copy/paste ini files form previous folder to return your settings back).

(in reply to feelotraveller)
Post #: 14
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 10:41:42 AM   
Strat_84

 

Posts: 77
Joined: 12/8/2011
Status: offline

quote:

ORIGINAL: Erik Rutins
- fixed bug where manually controlled ships would sometimes have their orders changed inappropriately (e.g. Exploration ships fleeing from distant creatures not attacking them)


It looks like there are still problems related to this. I just started a game with patch 1.7.0.5 and I have a manually controlled destroyer that keeps overriding my attack order to flee from a half destroyed pirate starbase.

(in reply to Erik Rutins)
Post #: 15
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 1:36:27 PM   
Canute

 

Posts: 603
Joined: 4/30/2010
From: Germany
Status: offline
quote:

It looks like there are still problems related to this. I just started a game with patch 1.7.0.5 and I have a manually controlled destroyer that keeps overriding my attack order to flee from a half destroyed pirate starbase.

What flee options did you use at the Destroyer design ?
Its mostly flee at 50% shields, and when the destroyer got below 50% he will flee whatever order you do. You need to change the Flee order at the Desgin, when you want him to stay.


(in reply to Strat_84)
Post #: 16
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 1:49:14 PM   
Strat_84

 

Posts: 77
Joined: 12/8/2011
Status: offline
It was the default beginning design, so flee set at shields 20%, but I would have sweared the shields had at least 50% of their strength.
I restarted another game, found myself in a similar situation, that time the destroyer behaved properly (until the shields drop too much)...
Maybe the problem was the chair/keyboard interface after all.

(in reply to Canute)
Post #: 17
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 2:19:52 PM   
Cauldyth

 

Posts: 484
Joined: 6/27/2010
Status: online

quote:

ORIGINAL: Strat_84
Maybe the problem was the chair/keyboard interface after all.


Or maybe you just had a particularly cowardly crew on that first destroyer.

(in reply to Strat_84)
Post #: 18
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 4:10:47 PM   
Paul Roberts

 

Posts: 738
Joined: 4/22/2001
Status: offline
quote:

- automated military ships will no longer escort civilian ships when in foreign systems without military refueling rights
- automated military ships will no longer patrol bases that are now in foreign territory


Excellent!

I'm guessing this specifically addresses the "How can I keep my ships out of Guardian space" problem.

Great service, I tells ya!

(in reply to Cauldyth)
Post #: 19
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 4:24:05 PM   
Neotheone

 

Posts: 97
Joined: 12/4/2011
Status: offline

quote:

ORIGINAL: Okim

To Neotheon:

you should also check your options (automation and such) as the new folder that all updates create use default settings (you can copy/paste ini files form previous folder to return your settings back).



ack you are right. I had to change all my settings after the new patch as it went back to game defaults. Why you do it this way Matrixgames? Why not just make your patch move all the important files and folders to the new patched directory?

(in reply to Okim)
Post #: 20
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 5:24:09 PM   
Javaslinger

 

Posts: 33
Joined: 6/4/2010
Status: offline

quote:

ORIGINAL: Neotheone


quote:

ORIGINAL: Okim

To Neotheon:

you should also check your options (automation and such) as the new folder that all updates create use default settings (you can copy/paste ini files form previous folder to return your settings back).



ack you are right. I had to change all my settings after the new patch as it went back to game defaults. Why you do it this way Matrixgames? Why not just make your patch move all the important files and folders to the new patched directory?


Because these are beta patches

(in reply to Neotheone)
Post #: 21
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/8/2011 6:35:54 PM   
ASHBERY76


Posts: 1969
Joined: 10/10/2001
From: England
Status: offline
quote:

- escaping ships now initiate hyperjump countdown immediately


Wow played for about 10 mins and this has made a huge change.Destroying ships just got a lot harder..The long term consequence will be interesting to find out.

(in reply to Javaslinger)
Post #: 22
RE: New Distant Worlds v1.7.0.5 Public Beta Now Available! - 12/9/2011 1:59:53 PM   
Trifler

 

Posts: 95
Joined: 5/7/2007
Status: offline
Good stuff. :)

Is there a way to sign up to get an e-mail whenever a new beta patch is released for the game?

(in reply to ASHBERY76)
Post #: 23
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