We've got a week to go and things are looking pretty good. Our list of bugs fixed since the last update is actually longer than this, but I had to cut off what was going into the update or we still wouldn't have it up. At this point, we are looking for game breakers and typos.
Brad has locked himself in a room with a large supply of Coke and junk food and is making the final changes to the AI. Well, I'm exaggerating, but he is in AI coding mode as we speak. We're doing internal testing on the campaign and the rest of the editors. Everything else is bug fixes.
It's particularly important that if you have a save game that reproduces a bug that you zip it and attach it with your report to gc2bugs@stardock.com so that we can quickly and easily reproduce it and fix it. Also include your debug.err and if applicable, a crash log from SmartException.
+ FIXED: Invisible ships bug!
+ FIXED: Bug where minor races other than special ones like the Dread Lords have no range, causing them to fill up their orbits with constructors they couldn't use and prevented them from using ships given to them.
+ FIXED: Bug where autolaunch stopped working after loading a game from within a game
+ FIXED: Bug where ascension starbase didn't create a thumbnail
+ FIXED: Bug where a ship stacked on a starbase that got destroyed got turned into a starbase
+ FIXED: Bug where the ascension crystal didn't show up in the starbase details screen
+ FIXED: Bug where the AI would design a defender with no weapons for the player. While this can be useful to the AI, it's more just annoying to the player.
+ FIXED: Bug where model view wnd tried to create a node with an empty filename
+ FIXED: Option for AI to design ships for player is now on by default since the core ships are disabled. However, you may need to turn it on manually if you've been playing the betas since this option was added.
+ FIXED: Made option for AI to design ships for player ON by default
+ FIXED: Added code so that if your orbit slots are full but you have auto launch on, it will build the ship anyway and auto launch it
+ FIXED: Made it so that ships that require the ImpossibleTech won't show up in the stuff that the tech unlocks
+ FIXED: Made it so that the survey ship has the tech requirement ImpossibleTech so it won't show up in the available ship list, but everyone including the Arceans will get a fully powered version of the survey ship at the beginning of the game.
+ FIXED: A logic error in the code that checks to see if the AI will go to war to defend its friends
+ FIXED: Added Plague Cure and Disease Cure to the Yor's tech tree, and set them as starting techs in the race config. The techs are also set as non-tradable and non-stealable and have robot-race specific displaynames and descriptions (ie. they are called "Antivirus Software" and "Firewalls"). This will prevent the Yor from spending money on researching the techs and allows us to removed the hard-coded check that previously checked to see if the race was the Yor in the code that referenced the Plague and Disease events.
+ FIXED: Graphical glitch where engine areas of ships would disappear after adding additional engines to the ship in the ship designer
+ TWEAK: If created in a random event, the Dread Lords now instant terraform their planet and start with a scout in orbit
+ TWEAK: Sped up the function that checks for first contact between civs which should help reduce the turn time in late game