4.12 published (beta) (You're welcome Dreadnought)
- Siretu
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4.12 published (beta) (You're welcome Dreadnought)
4.12:
- Fixed mineral checkbox logic when switching between drones.
- Added a passive button to the energy console to describe negative effects of core stability.
- Corvette speed reduced by 5%.
- Launching an infiltrator after boarding now gives 1 second of phase shift.
- Added a hangar button that withdraws all ship items to the ground.
- Updated UI to show more information.
- Changed initial power settings from 20/20/100 to 40/40/40.
- Added label showing current bleedthrough percentage.
- Changed the camera offset while in space.
- Fixed visual bug with team 1’s leftmost missile bay.
- Fixed hangar bug allowing you to withdraw and deposit items from ships in space.
- Fixed a problem where refiner and missile AI would only carry 5 items instead of 6.
- Fixed missile loading AI. It should now finally work with the missile mechanic introduced in 3.5.
- Reduced debris size by 25%.
- Fixed mining AI not seeing asteroids at the edge of its vision.
This is published to beta. Try it out.
- Fixed mineral checkbox logic when switching between drones.
- Added a passive button to the energy console to describe negative effects of core stability.
- Corvette speed reduced by 5%.
- Launching an infiltrator after boarding now gives 1 second of phase shift.
- Added a hangar button that withdraws all ship items to the ground.
- Updated UI to show more information.
- Changed initial power settings from 20/20/100 to 40/40/40.
- Added label showing current bleedthrough percentage.
- Changed the camera offset while in space.
- Fixed visual bug with team 1’s leftmost missile bay.
- Fixed hangar bug allowing you to withdraw and deposit items from ships in space.
- Fixed a problem where refiner and missile AI would only carry 5 items instead of 6.
- Fixed missile loading AI. It should now finally work with the missile mechanic introduced in 3.5.
- Reduced debris size by 25%.
- Fixed mining AI not seeing asteroids at the edge of its vision.
This is published to beta. Try it out.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
Re: 4.12 published (beta) (You're welcome Dreadnought)
known bugs:
subjugator quantum pulse death message is wrong
can use navigation and weapons at the same time
miner AI's sometimes don't dock when under attack (even without EMP/quantum)
missiles chasing small ships and utterly failing
infiltrators can launch while under attack
subjugator quantum pulse death message is wrong
can use navigation and weapons at the same time
miner AI's sometimes don't dock when under attack (even without EMP/quantum)
missiles chasing small ships and utterly failing
infiltrators can launch while under attack

- Siretu
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Re: 4.12 published (beta) (You're welcome Dreadnought)
Although all those bugs are old, and the last two aren't bugs. It's just not working as you want it to.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
Re: 4.12 published (beta) (You're welcome Dreadnought)
That's always been my definition of a bug.. and the "known bugs" generally implies that they are old.. (yet still unfixed)Siretu wrote:It's just not working as you want it to.

Re: 4.12 published (beta) (You're welcome Dreadnought)
Any idea when we will get missile hot-keys for bc?
For Gondor!!!
- Siretu
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Re: 4.12 published (beta) (You're welcome Dreadnought)
I think that's a silly definition of a bug. You want some things that not everyone else wants, that doesn't mean it's bugged, it just means people do not agree with your idea.slapshot wrote:That's always been my definition of a bug.. and the "known bugs" generally implies that they are old.. (yet still unfixed)Siretu wrote:It's just not working as you want it to.
Is it a bug that there are no planets that you can land on?
Missile hotkeys are a touchy subject because they have to be done with abilities. I could do them without having corresponding abilities, but it causes network lag (which I definitely want to avoid). Since the command card is 5x3, I cant put them in a row, so it would look ugly to have abilities for each missile.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.
Re: 4.12 published (beta) (You're welcome Dreadnought)
don't need a separate ability for each missile.. just shoot them in order with a generic "fire missile" buttonSiretu wrote:so it would look ugly to have abilities for each missile.
Last edited by slapshot on Sun Mar 08, 2015 2:50 pm, edited 1 time in total.

- Degra
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Re: 4.12 published (beta) (You're welcome Dreadnought)
+1slapshot wrote: don't need a separate ability for each missile.. just shoot them in order with a generic "fire missile" button
Apply the same for small ships please.
Then we figure out proper balancing for Light missiles. (Mostly Scorpion nerfing)
Re: 4.12 published (beta) (You're welcome Dreadnought)
wait, why does the BC need a fire missile button? I only see a need on SS'sDegra wrote:Apply the same for small ships please.
Then we figure out proper balancing for Light missiles. (Mostly Scorpion nerfing)
and yes, scorpion seems to deal all it's damage to a single target, rather than spreading out and doing a little damage to everything in an area

- Siretu
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Re: 4.12 published (beta) (You're welcome Dreadnought)
You were the one who suggested having a fire missile button for BC? Or rather, Rohan asked about missile hotkeys for BC. I said it's hard to do because you need abilities. You said we only need one ability.
Never ignore coincidence. Unless, of course, you’re busy. In which case, always ignore coincidence.