Lead Developer, Stardock Entertainment

Since we posted some of the new stuff with Beta 3a earlier this week, it isn't quite as long of a list as normal, but I think that you'll find the Krynn add a lot to the game. 

I also want to take the time to thank you guys for the great job you've been doing with the beta reports. Just as a reminder though, don't send in your reports to support@stardock.com unless you actually can't start the game or something of that nature and you need a response.  Send them to gc2bugs@stardock.com, which sends them directly to us, the developers.  It saves us and the support techs some time.  Also, you've been doing a great job of sending in save games to reproduce bugs, but make sure that you zip them as unzipped save games are far more likely to get corrupted.

+ NEW: Krynn are now Enabled
 + Tech-Tree Implemented
 + new Espionage Techs
 + Super Spy Training Center added
 + Temple of Espionage added
 + Law of Krynn added
 + Oracle of Krynn added
 + Consulate added
 + Powerful influence starbase modules, available early in the game.
 + Weapons technologies slightly more expensive.
 + "Robust Hull Design" component added
 
+ NEW: Added two new categories for planet textures - Medium and Great
 
+ NEW: Planet surfaces from LogicSequence added to the game
 
+ NEW: Planet Randomization system added...This allows us to get 48 unique-looking planet surfaces from a single texture
 
+ NEW: Several retextured 'Style 1' ship hulls added
 
 
+ FIXED: Terror Stars now support quick battles and simple explosion options
 
+ FIXED: Bug where destroying any of your own planets with a terror star caused you to lose the game
 
+ FIXED: Bug with AUL Incenerators that actually raised planet quality
 
+ FIXED: Ship Components with logos now display a thumbnail image with correct logo
 
+ FIXED: Bug on starbase details window that indicated that more modules were available than there actually were
 
+ FIXED: Tech Details screen now fills in fields like [YOUREMPIRENAME] in tech description text
 
+ FIXED: Added code to fix AI assignments if they become invalid
 
+ FIXED: Fixed OpponentWnd so that multiple variants of a race will show up until one is selected. When the race is deselected, all variants become visible again
 
+ FIXED: Some typos and broken upgrade targets
 
+ FIXED: Error that caused debug message no sector mapper in InBounds
 

+ TWEAK: You can now right-click on a tech in the list on the research screen to open the tech details window for that tech
 
+ TWEAK: If a starbase module requires a tech that is not in a civ’s tech tree, the civ cannot build that starbase module
 
+ TWEAK: If a starbase module A requires a module B that requires a tech that is not in the civ’s tech tree, the module B is not required for that civ to build module A
 
+ TWEAK: On the Trade Screen, an asterisk is placed next to the technology indicating that it is unique to that civilization
 
+ TWEAK: A tooltip over the "Technologies" label explains the asterisk
 
+ TWEAK: Terror stars are no longer considered in the 4 starbase per sector limit
 
+ TWEAK: If a starbase module tech requirement is missing from the galaxy tech list, there is now a warning in the output window and debug.err
 
+ TWEAK: Hooked up new ability icons for social production, military production, and espionage
 
+ TWEAK: Planet screen - if you select an improvement that has a placement limit of 1, an icon for "1 per planet" is displayed in the improvement context area.
 

 


Comments
on Dec 06, 2007
  Thank you! Can't wait for the final god like product!
on Dec 06, 2007
I was doing a search through the Krynn tech tree file and noticed the Krynn are aquatic (the aquatic tech costs 200 instead of 1000). Is this intentional or just a copy/paste error from the torian tech tree?
on Dec 07, 2007
What is the build number for this beta version?
My build is 0.86.003 =/
on Dec 07, 2007
What is the build number for this beta version?
My build is 0.86.003 =/


I think it's 091.001, but I can't check ATM.
on Dec 07, 2007
Hmm. It seems the Stardock client isn't acknowledging that there is an update - my TA is still beta 3a. =/ Any fixes?
I've refreshed XML, changed severs and restarted Stardock.
on Dec 07, 2007
+ TWEAK: On the Trade Screen, an asterisk is placed next to the technology indicating that it is unique to that civilization


Does that mean that you can't buy it or is it just useless to another race?
on Dec 07, 2007
Not useless, you can trade for that tech, and later invade their planets which contain buildings that the unique tech is needed for. Instead of loosing the building, you keep it. And you can build them too. That is why i hate the UP "give away techs" issue, one game i got lots of Torian specific stuff while the Torians gained my Industrial Replicators. Which was annoying as the Drengin conquered them shortly after, and apparently had the tech as well thus they kept the nice industrial output those replicators afforded them.
on Dec 07, 2007
Instead of loosing the building, you keep it. And you can build them too


Okay, the keeping makes sense. However, if I can build these buildings because I have the tech, why shouldn't I build them without conquering the other race.
on Dec 07, 2007
Okay, the keeping makes sense. However, if I can build these buildings because I have the tech, why shouldn't I build them without conquering the other race.


He meant that if you had invaded that race w/o the tech, the building linked to that tech would be auto-destroyed.
on Dec 11, 2007
Hmm. It seems the Stardock client isn't acknowledging that there is an update - my TA is still beta 3a. =/ Any fixes?
I've refreshed XML, changed severs and restarted Stardock.


Do you have the pre-release checkbox ticked at the bottom of stardock, although I think without it you'd have version 0.8b or something.



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