Author Topic: New version .902 (And now .904) (Polish, Escape Pod And Hydral Tech Changes)  (Read 1686 times)

Offline x4000

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Release notes: http://arcengames.com/mediawiki/index.php?title=The_Last_Federation_Alpha_Release_Notes#Alpha_Version_.902

Restart steam to force a quicker update if you like.

Just a couple more days, now!  This version includes:
1. A slightly revised escape pod mechanic that works a lot more smoothly, courtesy of Misery.
2. The ability to raid federation members.
3. No longer being restricted from having informants on worlds at war.
4. All of the menu interfaces for the game have now been visually cleaned up, so if you see something then it's something I don't know about -- and please bring it up in that case. :)
5. A huge number of tweaks to the armada production, fighting, and so forth logic on the solar map, to make resolutions more sensible.  They weren't horrible before, but they are definitely loads better now.
6. The "Attack Another Race" political deal now actually works properly.
7. The search for hydral tech missions are now both less trivial and no longer something you can spam.

Enjoy!

UPDATE: Now it's version .903, with a hotfix for the prior version nuking a lot of old saves.  Sorry about that!

UPDATE: Now it's version .904, with a hotfix for an autocombat-breaking bug from 0.902.
« Last Edit: April 16, 2014, 09:57:42 am by keith.lamothe »
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Offline x4000

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Re: New version .902 (Polish, Escape Pod And Hydral Tech Changes)
« Reply #1 on: April 15, 2014, 11:34:12 pm »
New testers!

wavestorm
Faulty Logic
Erheller
etrigane
Fist
Ravachol

Once again this is everyone I have on the backlog at the moment, so if you don't have an PM from me within the next few minutes then I missed you somehow.  Just PM me in that case!
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Offline Azurian

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Re: New version .902 (Polish, Escape Pod And Hydral Tech Changes)
« Reply #2 on: April 15, 2014, 11:52:07 pm »
Love the PAUSED and DISPATCHED notification in big letters , I am happy!
PLEASE REPORT FEEDBACK TO MANTIS IF YOU WANT THEM TO SEE IT!
http://www.arcengames.com/mantisbt/view_all_bug_page.php

Offline x4000

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Re: New version .902 (Polish, Escape Pod And Hydral Tech Changes)
« Reply #3 on: April 16, 2014, 12:33:49 am »
Awesome!  The dispatched was already there, and so was paused in dispatch mode.  It was just a bug that paused wasn't there in the non-dispatch, non-observer mode!  I really found the small highlight of just the pause button to be inadequate by far, too, heh. :)
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Offline Foogsert

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Re: New version .902 (Polish, Escape Pod And Hydral Tech Changes)
« Reply #4 on: April 16, 2014, 12:36:22 am »
Oh dear, this version seems to have nuked my old save. Other than that though these changes seem pretty good, especially the lifepod changes.

http://www.arcengames.com/mantisbt/view.php?id=14140 is my mantis post with attached save.

Offline x4000

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Re: New version .902 (Polish, Escape Pod And Hydral Tech Changes)
« Reply #5 on: April 16, 2014, 12:48:46 am »
Oh dear, this version seems to have nuked my old save. Other than that though these changes seem pretty good, especially the lifepod changes.

http://www.arcengames.com/mantisbt/view.php?id=14140 is my mantis post with attached save.

Oh, yikes!  I am glad I saw your post before heading to bed (which I am now going to do).  The fix for that is out, if you restart steam.  Thanks!
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Offline Foogsert

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All seems well now, huzzah.

Offline x4000

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Huzzah!
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Offline mrhanman

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I haven't had a chance to play for a few versions, but I'm really impressed with things so far!  One thing that confuses me.  In the battles when I was mousing over abilities I didn't have selected, the description said "This special ability has been completely used up, but is eligible to have a new one swap in to replace it in another 30 turns."  I was able to select and use it, but I think maybe the text is wrong.  Might belong on mantis, but it may be something I'm not familiar with yet.

Offline Azurian

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1. I think there needs to be a Tutorial Screen that tells you when all the tutorials and all the gameplay is unlocked. 

2. Maybe its just me , but I noticed I have a hard time telling Allied and Enemy ships apart in combat. Maybe Allied ships can have a green shield, or some hovering icon around them?

3. When are you going to add Child Boards to the forum for The Last Federation like Meeting Ground and Strategy Discussion so the community can start giving strategy tips and help the influx of new players that are going to ask for advice.


4. I noticed in the Ship List Interface in combat there is no tooltip when you mouse over Scale. Does Scale matter in combat or is it just aesthetics?
« Last Edit: April 16, 2014, 02:40:44 am by Azurian »
PLEASE REPORT FEEDBACK TO MANTIS IF YOU WANT THEM TO SEE IT!
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Offline Professor Paul1290

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Earlier I Mantis-ed an issue where outposts seemed to be exploding as soon as you attacked the defenders, preventing you from capturing them.

After having this happen a couple more times, it seems that this occurs if that outpost is already under attack. It's possible that by removing the defenders lets the attacking ships deal the final blow and they kill the outpost right away. I haven't seen it enough to be sure, but that's what it's starting too look like.

If that's how it's actually happening there then I guess that can go either way as to whether that's intended behavior or not. I mean, it doesn't really seem "wrong" per se, but at the same time it's a bit iffy.

I edited said ticket and added a note.

Offline alocritani

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1. I think there needs to be a Tutorial Screen that tells you when all the tutorials and all the gameplay is unlocked. 

2. Maybe its just me , but I noticed I have a hard time telling Allied and Enemy ships apart in combat. Maybe Allied ships can have a green shield, or some hovering icon around them?

3. When are you going to add Child Boards to the forum for The Last Federation like Meeting Ground and Strategy Discussion so the community can start giving strategy tips and help the influx of new players that are going to ask for advice.


4. I noticed in the Ship List Interface in combat there is no tooltip when you mouse over Scale. Does Scale matter in combat or is it just aesthetics?

2. you can use the third button on minimap (under + and - ones) to enable a colorcoded minimap. this mantis issue is open for bringing that color-coded interface to main window (

4. Scale should not matter per-se in combat, but some techs improves specific ships based on scale (ie: MKII small ships, MKIII Large ships,etc...), so I think a tooltip would be appropriate (even with only "large", "small", etc...)

Offline chemical_art

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So I'm now at full blown infatuation, all I want to do is play this.

So far so good, a safety federation seems inevitable, with the relations around 50+ for the key players before the first non-federation member sans my murderers just now taking flight.


I've been going whole hog with the whole "destroy my people's murders by wiping out all elements of enemy space fleet, then using the credits to boost my birdie's research". We'll see how it goes.
Life is short. Have fun.

Offline keith.lamothe

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So I'm now at full blown infatuation, all I want to do is play this.
Sounds like the Evucks got that Mind-Control building up.
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Offline keith.lamothe

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UPDATE: Now it's version .904, with a hotfix for an autocombat-breaking bug from 0.902.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!