Sword of the Stars 2: The Lords of Winter: Patch-Offensive geht weiter - 4Players.de

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Sword of the Stars II: The Lords of Winter - Patch-Offensive geht weiter

Sword of the Stars 2: The Lords of Winter (Strategie) von Paradox Interactive
Sword of the Stars 2: The Lords of Winter (Strategie) von Paradox Interactive - Bildquelle: Paradox Interactive
Sword of the Stars II: The Lords of Winter war zur Veröffentlichung alles andere als "fertig gestellt" und seither versuchen die Kerberos Productions ihr Besserungsversprechen zu halten (wir berichteten). Seit dem 28. Oktober 2011 sind mehr als 15 - stellenweise sehr umfangreiche - Patches herausgegeben worden und auch in den vergangenen Tagen stehen wieder zwei Updates via Steam bereit. Der aktuelle Patch macht allerdings alte Speicherstände unbrauchbar.

r18454b
- Fixed crash when launching drones in weapon test screen, backing to design screen, and then switching mission sections
- Fixed crash caused by opening battle manager at a system where platforms are available for placement.
- Fixed crash that could occur when destroying weapons in combat.
- Fixed crash at end of turn when offering treaty
- Fixed occasional crash due to Main Menu combat
- Enemy AI will prioritize faction opponents over random encounters when choosing stance
- Strat AI will now prefer to enter conquering stance over expansion when past the war threshold.
- Modified the calculation for AI expansion factor, it will no longer take into account unexplored systems.
- Various adjustments to enemy AI's decision-making process
- Various adjustments to enemy AI to properly utilized specialized weapons
- Added combat UI for clicking on target locations for relevant weapons (Siege Driver, Detonating Torpedoes and COL).
- Fixed bug where platforms weren't showing up in defense manager
- Fixed bug where ships built with new Gate designs would not be available for the Gate mission.
- Fixed a bug where dissolving a fleet would lead to empty fleets.
- Seige Drivers working for all factions
- Fixed known issues with mine laying in combat.
- Fixed missing repair capacity on relevant ship sections.
- Minelayer sections working for all factions
- Fixed mine behaviour (depending on mine - tracking, etc.)
- Fixed various Torpedo sections that weren't firing
- Fixed arc of movement on all Zuul free-beam turrets
- COL weapons added.
- PD weapons now only engage PD targets
- Targets engaged per turret, not per bank (allowing PD, Torps, etc. engage multiple targets)
- Fixes for various weapon icons/names
- Fixed handful of missing tech descriptions
- Salvage missions are now properly being generated
- Fixed prototype modifiers for Human faction
- Fixed salvage profits
- Fixed weapon cost calculation in designs
- Ship option savings cost multipliers are now applied per section instead of per ship.
- Fixed various diplomatic messages that weren't displaying
- Fixed incorrect calculation of turret efficiency based on power and crew.
- Technical knowledge now gathered during combat
- Research progress now displayed in Research screen
- Completed technologies now clearly marked in green
- Fixed bug where players were unable to build habitations for their own race
- Fixed bug where Zuul players could build alien habitations
- Allowable distance between systems in a province has been increased to 8-ly.
- Fixed various turrets with odd parameters and placement
- Fixed various weapons with odd parameters
- Fixed Morrigi BR AM engine label (not a streak engine)
- Added ability to set initial fire mode and target filter when creating a ship design
- Any ships left in a removed fleet are now properly cleared
- Introduced new Scan Satellites and Torpedo Satellites
- Any remaining ships in a removed fleet will now be deleted
- Fix to a constraint violation between diplomacy and turn events
- Combat ready ships will increase the calculate strength of an empire more than utility ships
- Fixed defense platforms not showing up in Combat
- Fixed known issues with tracking speed on turrets
- Introduced initial pass diplomacy requests and demands
- Fixed a sound bug when constructing stations (event played when ordered, not completed)
- Fix potential issue where system/planet killer would not avoid a station in its path
- Added weapon panel configuration to design screen
- Fixed known issues with direct-fire torpedoes behaving incorrectly
- Fixed known issues where boarding pods and assault shuttles were not able to connect to ships
- Fixed rider patrol paths around a star

Known Issues
*** This update breaks old save games. ***
- Human faction unable to select typo of COL for COL section ships.
- Slaves and system information are not yet hooked up to diplomacy.


r18221d (6 Dez. 2011)
Critical Fixes:

- Fixed crash when deleting favorite invoices.
- Restricted transfer to defense fleet from fleet manager, which could have led to a crash.
- Fixed the memory leak/crash when displaying range/damage graphs for weapons that don't supply these values.
- Fixed a crash in simulated combat related to fleets not being removed.
- Fixed crash caused by colony intel not being removed when colony lost.
- Fixed crash caused by only allowing a single defense fleet per system (should be defense fleet per system per player).
- Fixed per-player initial technologies, colonies and savings.
- Fixed duplicate module icons when exiting the design screen with the module selector present.
- Fixed crashes related to new treaty news event messages.

Other Fixes:
- Increased trade ranges for Human, Tarkas, and Liir-Zuul factions (game must be restarted for change to take effect.)
- Fixed bug where battle riders would stay in construction system.
- Fixed bug where bore ships where not refreshing node lines.
- Added "No Module" item to the module selector.
- Fixed bug where drones were not returning to tender in the weapon test screen.
- Fixed issue where friendly ships were pursuing and firing at each other in combat.
- Added research tech button to feasibility study dialog.
- Changed research cube visual and added feasibility state.
- Removed ability to build alien zuul habitations.
- Removed alien habitation requirements from science stations.
- Fixed bug where Alien habitations where showing up for races that werent encountered.
- Fixed bug where foreign habitations would show up with no foreign player encountered.
- IOBM's now actively acquire new targets.
- Hooked up names properly on favorite invoices.

Other Changes:
- Tool tips added for ship statistic icons, weapon target filter and weapon behavior buttons.
- Tweaked beam impact effects.
- Tweaked combat AI behavior.
- Disabled abandon colony button in New Colony dialog

Quelle: Steam

Kommentare

Brakiri schrieb am
Ja schade drum, der erste Teil war ganz nett. Vorallem der Kampf war irgendwie spassig, und die Zufallsergeinisse waren auch immer beängstigend. Da waren fast zivilisationszerstörende Dinge dabei.
Werde noch einige Monate abwarten, und es dann vielleicht kaufen.
As for anything else:
"Bananensoftware, reift beim Kunden."
Elbarista schrieb am
Der erste Teil von SotS war wirklich toll. Mit dem Spiel hatten meine Freunde und ich viel Spaß. Wir haben zahlreiche Multiplayer-Schlachten ausgetragen. Dementsprechend haben wir uns sehr auf den zweiten Teil gefreut. Leider war dieser aufgrund der diversen Fehler und Problem mehr als enttäuschend. Auch die zahlreichen Patches der letzten Wochen können diese Enttäuschung nicht ungeschehen machen. Da ja immer noch umfangreiche Patches erscheinen, ist das Spiel nach meiner Auffassung immer noch nicht vernünftig spielbar. Zwischenzeitlich habe ich von dem Angebot des Publishers Gebrauch gemacht und mir den Kaufpreis erstatten lassen.
cpt.ahab schrieb am
Also. Ich hab den ersten Teil gespielt. Der wurde schnell öde. Jetzt bringen die, so leid es mir auch für so ein kleines Studio tut, ein verbuggtes Spiel raus. Während kein großes Magazin Star Ruler testet. Das gibt es für 15? und zu weihnachten wahrscheinlich wieder für 3?. Ist ein riesiges 4x-simulations-sandboxhaftiges-Strategie Spiel, das man vorher nicht gesehen hat. Leider kennen das Spiel zu wenige Leute, weil man irgendwie drüber hinweg sieht. Es wird von einem 2 Mann Team entwickelt, denen jegliches Geld fehlt, die aber ein hervorranges Spiel abgeliefert haben und es auch weiter patchen. Es gibt auch viele Mods dafür. Für alle Fans des Genres eigentlich ein Muss.
Probiert es aus, bei Steam kann man sich eine Demo runterlanden und 4Players, bitte testet das Spiel endlich.
schrieb am

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