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[2015/11/12] Update v1.9001

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Sorry for the delay in getting those updates to this forum. Here are the last several updates.

full patch notes: http://steamcommunity.com/app/236150/dis...029359276/

[2015/11/12]Update v1.9001 - Minor fix and updated Mod Manager

Hi there,

We've released a small update to the base game which fixes an error in the Closure mission.

The update also includes the uncompressed ship files and sector files which I simply forgot to include in the last release; apologies for that. The uncompressed files can come in very handy to modders. You can find them packed up in .zip archives in the game folder.

And the final thing is the new version of the Mod Manager. Titans DLC tag is now available and you'll notice a new tab in the application called Manage. This tab basically does the same thing what the in-game Mods section does. Here you can unpack, activate and deactivate mods, and sort their order. Nothing fancy, but it is something that popped up as a question on numerous occasions. The in-game menu stays the same, so no worries there.

As always, safe travels captains!

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[2015/11/6]Update v1.9000 - To go along with the new Titans DLC

Ahoy captains!

As you may have noticed, the new Titans DLC is out, and that also means we're updating the base game too, as usual. The changelist is not massive, but the improvements might just come in handy.

As always, let us know if you run into any problems.

Safe travels, captains!

CHANGE LIST
FIXED: A problem with light weapon accuracy on lower framerate
FIXED: Several errors in LoadSector scripts
FIXED: A potential error in NPC AI routines when searching for enemies
FIXED: Several database balancing errors in Russian, German and Polish localizations
UPDATED: Fighters now move more quickly
UPDATED: Optimized collision meshes for structures and platforms to improve performance
UPDATED: Junkyard optimized - Improved loading time and physics calculations
UPDATED: Asteroid fields optimized - Improved loading time and physics calculations
UPDATED: Optimized light weapon firing calculations and VFX for improved performance
ADDED: Maximum number of turrets per weapon battery and per ship is now increased

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[2015/9/28]Update v1.8000 - An unexpected quickfix

Hello captains,

We've noticed a crash problem in the recent version related to fighter crafts so here's a fix for that.

Apologies for the inconvenience!

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[2015/9/23]Update v1.7000 - A small one

Hi everybody!

We've got a small update ready for you today. Nothing major today, so I won't drag this too long. The changelist is below, as always.

Safe travels, captains!

CHANGE LIST
FIXED: An error that could potentially cause the game to crash when a fighter is firing a missile at the same time as the ship is going through its OnDestroy animation
FIXED: A potential CTD error when merceneries are attacking a defense platform
FIXED: An error in the "Rogues signing off pt.2" mission (Origins DLC)
FIXED: Faction change issue related to the Korkyran Triumvirate and the Liberation front (Origins DLC)
FIXED: Waiting for orders objective issue when crossing from mission 22 to mission 23
FIXED: An error where the Apocalypto didn't regenerate shields after they were shut down
FIXED: An error that would cause the game to crash when accessing the Starchart after all nebulas were removed from the game world
FIXED: A memory leak that would manifest after a long playing session. Several textures were never released from memory.
UPDATED: Slight PhysX optimization
UPDATED: Optimized Junkyards to increase performance
UPDATED: Riftway slightly optimized for better performance
UPDATED: Game now records more data into the Log.txt

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