Starfarer 0.52.1a
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Starfarer 0.52.1a
This version is out - you can download it here.
This release is a bugfix/hotfix release for 0.52a, and so doesn't contain any significant new features.
Changes as of May 06, 2012
Ship AI:
- Carriers and fire support ships stay out of trouble better, don't get distracted from moving to the designated rally point
Admiral AI:
- Won't immediately retreat if it was willing to engage in battle on the campaign screen
Miscellaneous:
- Tabbing out while in fullscreen mode will turn off the sound
- Added extra row to reserves list in the fleet deployment dialog
- Weapon flux/second numbers in the refit screen now list the sustained (not burst) flux use for charge-based weapons
- Plasma Cannon and Antimatter Blaster now generate flux when they fire (instead of as they charge), and will no longer try to fire when there isn't enough flux
- Crash stack trace now appears at the end of the logfile, instead of before the performance data
Modding-related:
- Fixed bug where missiles with the RENDER_LOADED_MISSILES_UNLESS_HIDDEN flag would not render in the weapon icon
- Fixed bug with separateRecoilForLinkedBarrels (it now works)
- MIRV warheads can now deal EMP damage - use "emp":<value>
- Changed code structure to avoid ConcurrentModificationException coming up when adding new orbital stations or planets under some conditions
- Made cargo/refit/fleet grid color changeable by mods
- Added to StarSystemAPI:
- List<CampaignFleetAPI> getFleets();
- List<SectorEntityToken> getPlanets();
- List<SectorEntityToken> getOrbitalStations();
- List<SectorEntityToken> getAsteroids();
- Added to CampaignFleetAPI:
- FactionAPI getFaction();
- Vector2f getVelocity();
- Generics are now used in the API to show parameter/return value types more clearly, still can NOT be used in scripts (JANINO limitation)
Bugfixes:
- Fixed bug where suspended repairs would still continue to use up supplies
- Fixed fleet speed computation bug when the slowest ship in the fleet is a fighter
- Fixed issue with mod list not having enough vertical space to display all the mods properly
- Fixed bug that was causing deployed ships to sometimes take extra damage in the post-battle calculations
- Fixed intermittent bug with cargo capacity not updating when picking up part of a stack
- Fixed crew movement bonus displayed on the tooltip (was showing 2x the actual bonus)
- Fixed bug with damaged fighter wing returning to carrier over and over again when there aren't enough supplies for repairs
- Fixed bug that was causing the random mission to be re-rolled on exiting the refit screen
- Fixed bug that let you sell/mothball your last ship
- Fixed bug with checking to see if ship hulks are in the way before firing
- Fixed bug that could cause your fleet to end up with multiple ships tagged as flagship
- Fixed bug where it was possible to switch tabs in the UI in the same frame as taking another action (such as picking up an item)
- Fixed bug where if you were out of supplies, buying more and then repairing at the station didn't work
- Fixed bug that caused player ship to not fire some turret-based weapon groups when on auto-pilot
- Fixed crash after loss in combat simulation when entered from the mission refit screen (not campaign)
- Fixed crash on pressing "more info" on a custom ship variant that has been exported