Here is a video log update of our development progress on StarDrive 2!
http://youtu.be/xz0OI-K-Oak
Patch Notes 1.15
Here is the changelog for the 1.15 patch. I think many players will appreciate both the fixes and the additions, and it also holds some good stuff for modders.
Fixed an issue with the Fletchette cannon and other dual-purpose Anti-Ship/PD weapons not damaging ships as they should.
Increased the 'time-out range' of all weapons by 25%.
You may have noticed your missiles exploding prematurely and other projectiles disappearing before they reached their target, therefore resulting in misses. This was due to the 'time-out' range of projectiles in the engine being equal to the maximum firing range of that weapon, so your ships fire on inevitably moving enemies at a range that means the projectiles can't travel far enough to hit them. This change will result in more satisfying projectile behavior, as projectiles fired at a moving ship that is in range will no longer time out before the target is reached when fired at maximum engagement range unless the enemy ship performs successful evasive manoeuvres.
The automated freighter system has been patched so that it will no longer assign freighter-class vessels with no cargo capacity to carry cargo.
This means that vessels designed on freighter hulls but purposed for other uses (e.g. supply ships, repair ships, 'Q-ship' warships) will no longer have their user-assigned orders overridden by the auto-freight AI if enabled.
Adjusted the AI's desired ratio of ships to ensure mixed fleets.
This now results in the AI splitting its proportions roughly between: Capitals: 3, Cruisers: 5, Frigates: 7, Fighters: 7, Dedicated Bombers: 1. This means that, given 23 ships, the ratio would break down like that. This should result in some more mixed AI fleets, and fix the issue seen at present wherein the AI is only fielding the largest ship type available at once. Expect more dangerous enemies with mixed target types - bring some anti-fighter cannons!
Flak Cannons are now proximity fused.
They therefore do not require direct hits to detonate anymore, and instead detonate either in proximity to any enemy vessel, or at their maximum pre-determined range, so they can be used as area-suppression weapons against fighter swarms.
Enabled the use of the "ProjectileRadius" tag in weapons files. This will work on any weapons that modders may want to add this functionality to.
Removed the requirement that you need money to rush production.
You only need production now. I think this was causing a great deal of confusion about the economy, as players would see their income decreasing and have no feedback as why. What is happening is that your governors are spending your cash. Well, no more. Both the AI and the player will benefit from this change so it should be balance-neutral. In fact, I expect the AI will become more dangerous.
Fixed an issue where Remnant kills weren't tracking properly through saved games which could result in you either missing the event or getting the event multiple times.
Significant buff to the Disintegrator Cannon (ultimate beam weapon in vanilla SD) so that it is both superior to earlier beams, and also generally just deadly.
Added a tag for Mod files < DisableDefaultRaces >true< /DisableDefaultRaces > if you want to remove the original StarDrive races from appearing while your mod is loaded.
The sickbay should now appropriately heal injured troops that are stationed on board the craft
Fixed the victory music not playing on the victory screen
Fixed some inconsistencies between the displayed empire income and the calculated empire income. Somehow these could become desynced, but now they use the same function and should not desync.
And finally..:
Added a satisfying conclusion to the Remnant quest line. Be ready.
Patch Notes 1.14A
This latest patch does a lot of tinkering under the hood of StarDrive. You should see substantially better performance memory-wise and in the late game. You should also see much better play out of the AI due to economic tweaks. Their Core Strategic AI remains unchanged - it should be quite tricky as is. But now their Economic AI is much better, which means they will have more ships and better ships to fight you with. I took a long look at what type of things players were doing to get good economies and also at where the AI was making dumb economic choices. Let me know how your conquest goes!
Added fairly major memory optimizations. Possibly eliminated OOM errors. Please let me know your results
Added the Kulrathi Titan
Added Vulfar Titan
Changed the peace treaty notification icon to a dove icon
Double clicking a planet will no longer explore it automatically
Ships with ordnance fabricators will no longer be the target of resupply shuttles
EMP Torpedoes now actually do EMP Damage!
Added an indicator on the planet list screen for systems that have a known enemy presence
The cancel colonize order button on the planet list will properly abort the mission of a colony ship en route
Fixed an error where Cybernetic governors were not considering the effects of the tax rate in deciding how to set their production labor allocations, which could lead to poor results and starvation.
The Cybernetic AI will no longer colonize planets which have less than 1.0 richness
The Cybernetic governor will build biospheres on the best planets
Core World governors will now build biospheres automatically if they determine that it is beneficial to do so
Added new Core / Research world governor behavior which will adjust production and research percentages to try and make a profit when running at a deficit
Drastically changes the weight the AI gives to making capital ships (want them to build lots more)
Reduced the number of freighters and passenger transports the AI wants to build
The AI will be smarter about building up its fleet so as to keep its economy running smoothly
The AI will now be more aggressive about scouting
Governors will be more careful about building shipyards unless they can be properly supported financially
All governors will be more careful to only begin construction projects when they believe they can afford the maintenance
The AI will build projectors only if they can very comfortable afford them
Changed a Core World governor rule that would have them switch to research if their production stores get full. Won't do that anymore because it affects their taxes
Changed the way ship maintenance works. Maintenance is now a fixed amount depending on ship class.
Fixed an error where the Ship Scrapping logic would collide with the Auto Explore logic to have stuttery-looking AI scout ships
Fixed an error where expeditionary fleets could run out of ammo and fail to rearm
State of the Game
Greetings people of Earth.
We have seen some confusion floating around the internet about the state of StarDrive - rumors that StarDrive is a dead or abandoned game. To help clear that up, we wanted to make a post here to confirm that StarDrive is, in fact, a feature complete and comprehensive 4x game that receives regular updates.
If you want to follow our development progress, then you can join us over at the official stardrivegame.com forums. You can also view all of the patch notes for each version in the Patch Notes forum, found here:
http://stardrivegame.com/forum/viewforum.php?f=9
Thanks for your continued support! Have fun conquering the galaxy.
Fixed Heavy Siphon beam to have the buff from last patch
Ships with supply bays will no longer resupply other ships with supply bays
Shamelessly stole ThomasGideon's arc art
Fixed a font issue with Arial 20 bold being way too large and screwing some spacing up
Changed arcs and shields in the shipyard to always draw over the ship module textures
Troops now spawn from planets in freighter class vessels rather than scout class vessels
Fixed a crash on the ground combat screen that could result from clicking the exact wrong spot
Planetary Gravity wells are now a vanilla rule
Subspace projectors and home territory now negates gravity wells
Planetary shields get a large HP buff; planetary shield regen reduced to 1 per turn
Changed the freighter algorithm to be more efficient when supplying planets in need of food
Added the ability to spawn new random resource items on planets by planet type. For instance, Crystal clusters on a Barren planet, etc.
Added new star types (green, blue, orange, etc)
Further tweaked the freighter algorithm to be more efficient
Added French localization
Fixed an issue where the AI would keep building projectors to colonies it has lost
Added support for broadside weaponry. Some weapons can be rotated using arrows keys.
Modding
Added a tag to XML to allow for shields to recharge during combat ()
Added support for Flags in the Mod Manager
Added support for custom video files to be managed by the Mod Manager (when designing a race, put true in the EmpireData file. The video will then play from YourMod/Video instead of Content/Video)
Clearing a mod with the mod manager will now uninstall anything it added to the Content Folder.
Added support for custom music on the main menu
ZeroSumGames: Developer's update (Patch Notes 1.11 and hotfix 1.11B)
1.11
Added Russian language support
Changed a number of fonts around to support russian characters; let me know if you see any oddities
Fixed repair drones, which were accidentally disabled in 1.10 while trying to fix repair drones. Recursive failure/
Fixed bug where ships being refitted would jump to full price upon loading a saved game
Fixed a bug where beams would sometimes misfire
Fixed an issue where buildings added to the construction queue by a governor weren't getting the pacing modifier
Fixed a rare race condition regarding ship hangars
Fixed a rarer crash caused by the autosave
Fixed a bug where reloading a game would cause ships to lose their boarding defense.
Increased the range of the EMP cannon to fit with some new stuff I'm doing with AI that wants to capture your ships
Siphon beam is now 5x more effective
Siphon beam works properly now. It wasn't working before. Probably no one noticed because it sucked. But not anymore!
Thalaron beam now applies 5x more damage in addition to killing troops
Assault shuttle bay cooldown is reduced from 5 minutes to 30 seconds
Added a tougher remnant challenge to top tier planets
Fixed a weird issue where you could click the shipyard button when you were in the shipyard and make the screen flicker; may also cause errors
1.11B
hotfix a problem with carriers not launching fighters
Fighters will now attack the carrier's target if they don't have targets assigned
Ships should ignore the range on their drones when calculating their weapons range
ZeroSumGames: Developer's update (1.10)
Hi everyone. I have pushed out two small patches yesterday / today. Combined patch notes to 1.10:
Fixed the bug where loading a mod would not load your modded ships
StarDrive will now remember what mod you have loaded between plays
Fixed a crash referencing the Agent Operations list
Added modding support for adding or overwriting default ship designs with a mod
Fixed an issue where the game would freeze sometimes when firing beam weapons
Hotfix for a Repair Drone related issue that could cripple your game to 1fps
Fixed race condition crash involving the drop-down notifications
Fixed a crash that could occur when trying to save if there is a corrupted saved game file
Small improvements to the combat collision code to speed things up. 5-10%
Fixed a race condition involving AI tasks
Fixed a crash in the planet list if you hide owned planets when all known planets are owned
Fixed a crash that could occur when loading a saved game
Fixed an issue where if you bomb the shit out of a planet and then colonize the leftover wasteland, then you can sometimes find an alien build queue still waiting there for you
Fixed issue where repair drones would not fire when out of combat
Resupply shuttles will now disappear when they complete their supply run. Should help clean things up
If you have an invalid ship design file (Like one made with an external tool; sometimes these are faulty) the game will no longer choke up trying to load it, and will instead skip loading that design
Fixed some odd behavior with scrollbars
Fixed another race condition crash that could occur if a building list for a planet was accessed by a different thread at exactly the right/wrong moment
Added potential fix for "Attempted to Read or Write Protected Memory" crash related to late game Beam Weapons
Fixed an issue where "BuildOnlyOnce" tags on buildings were not being respected
Fixed some issues where the Pacing setting was not correctly affecting the cost of Buildings
ZeroSumGames: Developer's update
Hi folks. I pushed a small patch out with some stability fixes and a few balance changes.
<*>Fixed a potential crash related to a multi-threading race condition.
<*>Changed the way StarDrive looks for your config file; attempting to fix errors where SD says "Can't find file Windows/System32/Config.xml". Somehow SD can forget its local path so I am forcing it to remember. Hopefully.
<*>Fixed an issue where Tech names on the Diplomacy screen weren't getting pulled from the localization file.
<*>Fixed a crash related to fleet buttons and a race condition if a fleet is destroyed.
<*>Fixed a UI issue where selecting a massive fleet and scrolling down in the list, then drag selecting a new group of ships would have the new group's icons scrolled out of view.
<*>Fixed a bug where the increased cost of ships and buildings was forgotten after loading a save with Pacing > 100%
<*>Reduced Maintenance on Biospheres to .1 from .5
<*>Reduced population bonus from Biospheres to .1 from .5
<*>Point Defense Weapons can now target missiles fired from planets
<*>Fixed an issue where projectiles could sometimes miss when they should be hits.
<*>Added missile salvo support for modders
<*>Fixed a race condition crash - the "Queue Empty" crash
<*>Fixed a race condition - "Index out of Range" related to the drag-select box.
<*>Fixed potential index out of range crash in the render code.
<*>Changed the way StarDrive reads and stores its Config information to try and solve XML reading errors on the config file.
<*>Changed a number of fonts to support German characters. The text appears more crisp now as well.
StarDrive Releases!
After a very successful Steam beta period, the hugely anticipated indie production “StarDrive” will go live on Steam later today. StarDrive, developed by Zero Sum Games and published by Iceberg Interactive, is being hailed by critics as the new benchmark in the ‘4x space strategy’ genre, with strong emphasis on ship design and combat, and exceeds all expectations a player might have for a 4x strategy game (even pausing to make it turn-based).
“Creating StarDrive has been an incredible journey for me. I am grateful to everyone who has contributed to this project and to the community who has supported it so well. The release of StarDrive does not mark the end of development. Rather, it marks a new beginning. StarDrive is a living product and we intend to support and expand this game for many years to come. Have fun!”