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StarKnights Version History
New in v0.9.9.23
- Made the game more Vista compatible
- Windows positions will now be remembered
- Fixed an issue where the AI could capture planets without getting trapped in the planet defenses
- Fixed a crash related to using the wheel button in combo boxes
- Cursor won't reset anymore when moving goods in the Starport
- Fixed some shortcut keys not working in some occasions (ex: Esc on the Resource Colony)
- A few minor bugfixes
New in v0.9.9.22
- Setting a ship in autopilot mode when it is being destroyed no longuer revives it ;)
- Changed the Freight Pod behavior: without one, a fleet cannot move raw minerals
- Fixed a bug related to removing the Anti-Gravity device in the Shipyard
- Added MouseWheel support to ListBoxes and ComboBoxes
- Fixed a bug allowing an Alien to build a PlanetCannon while fighting on that planet
- Fixed a bug in the auto-updater where the popup to close an already open StarKnights client would keep appearing until all applications were closed
- Fixed a bug allowing some goods to accumulate up to negative amounts!
- Invade Allied Planet now defaults to No
- Invade Enemy Planet now defaults to Yes
- You may now use Y and N as hotkeys in the DialogBoxes
- Changed the quatity slider steps to 1, 5, 25, 33, 100, ALL in the Starport
- Fixed the problem of reloading a mission after failing a mission
- Locked buildings created by some local missions are now usable again
New in v0.9.9.21
- Changed the Freight Pod behavior: without one, a fleet can only load Structures
- Removing a component from a ship in the Shipyard now automatically pops the screen to add a new component
- A few minor bugfixes
New in v0.9.9.20
New in v0.9.9.19
- DarkKnights can now upgrade their Attack skill with fewer XPs
- It is now impossible to create an unlimited number of probe fleets from a Planet Cannon
- Updated to the latest version of the zlib (compression library)
- A few minor bugfixes
New in v0.9.9.18
New in v0.9.9.17
- Several minor bugfixes (many thanks to Qix for finding many of those!)
New in v0.9.9.16
- Added hypertext support in chat window
- Added a 2 minutes per turn game creation setting
- Fixed a synchronisation issue on a fight end when both players are online
- A few minor bugfixes
New in v0.9.9.13
- The game now uses port 22225
- A few minor bugfixes
New in v0.9.9.12
- Retreating from an attack now always brings you back where the fleet was before the attack
- You may now capture dead players' colonies at any time.
- Added shortcut keys to the buildings in the system view.
- Updated the Tutorial mission
- A few minor bugfixes
New in v0.9.9.11
- Added a new ship, The Tervunen! Many thanks to Malinois for providing the images
- Increased the speed at which laser beams travel
- When travelling into a Stargate affected by the No-Kill rule, you longer return back to the starting point
- Plus a few minor bugfixes
New in v0.999
- Added the Production Bonus to the Production Report
- Changed the stats of the SRX-K, the Battlecruiser, the Archdeacon and the Shamrock
- Fixed a few small bugs, thanks to Hades, Qix, Brutus, Malinois and many others
New in v0.998
- Made the chat buffer larger
- You may now save the chat log using the /save command
- You may now purchase multiple freighters at once at the Tradepost
- Only armed fighters will now be selected when using shift-dbl-click in combats
- The Universe Map now remember its last position
- The Universe Map will show yellow links when protected by a planet cannon
- Fixed the rounding error when computing flight time
- Fixed an export bug where some items might not get exported if many items were set to export
- Fixed a bug where some ship stopped moving after a combat preventing to salvage ship parts
- Fixed a bug where the allied cannon was firing at his allies when you attacked it
- One may no longer commit suicide by placing an escape pod on top of a battle point
New in v0.997
- Added pirates icons to the Universe Map
- Many small bug fixes and adjustements suggested by Hades and Qix/Bagus (many thanks to them!)
New in v0.996
- You can now abort the construction of a Mine
- Level 1 players start with an Extra Warp drive
- Added flight time left in the Shipyard
- Bug fix: Now can't attack a home sector before NK if the owner has left a probe or fleet on the gate planet
- Many small bug fixes and adjustements suggested by Qix/Bagus (many thanks to him!)
- Fixed an Illegal Operation bug
New in v0.994-5
- Many small bug fixes and adjustements from the last major update (v0.993)
New in v0.993
- Major revamp of the Online Combat subsystem
- Added a Production Report
- Added a confirmation box (with stats!!) when clicking the end turn button in Internet games
- Retreating while defending a planet cannon will now surrender the planet to the attacker
- Chat box now remembers its "pinned" status
- Added greyed out buttons for when a building is not available to build
- Added the fleet name when hovering a fleet in the System View
- Local missions will appear greyed out until they become available
- The reports now show the name of the fleet instead of the name of the Admiral Ship
- Adding fighter ships to a fleet doesn't resets the flight time, the warning about it is now gone
- Put back the Retreat Button in the Melee screen when the fleet is out of flight time unit
- Added a loading screen when loading local missions
- A fleet can no longer warp through a Stargate while trapped in an enemy shield
- Modified the Planet Cannon "bullets" appearance
- Fixed the aim of weapons
- Added helper when no hulls are available to select (when creating a fleet)
- Added helper when building a facility need importing Structures
- Added the number of hit points in the Planet Shield menu
- Optimized Freigther Protocol Data (smaller game files and faster game download)
- Changed the weight and price of a few mineral resources
- Fixed a few typos
- (server) Fixed a bug occuring when 2 players were attacking an alien at once
New in v0.992
- Retreating now costs 5 Flight Time Units.
- Reduced the number of available slots on the Battlecruiser from 12 to 10.
- Increased the cost of the Strange Module from 18 000 to 24 000.
- Increased the number of available slots on the Falcon from 5 to 6.
- Reduced the cost of Valkorh from 12 to 10 Ship Structures
- Fixed a synchronization bug that could be used to get free components (thanks to a honest player :)
New in v0.991
- Changed how bigger packets are handled
- Fixed a bug with the ChatBox drop down when keyboard keys were used.
New in v0.99
- Changed the way energy and time accumulates into buildings
- The server now supports bigger packets - that should fix the problem of very large game not saving properly
- Small adjustments here and there...
New in v0.98
- Retreating to a planet where there is (only) an enemy probe is now allowed
- Probes may now spy enemy colonies
- Establishing a new colony gives XPs only to players level 0-2
- Fixed a bug on the server causing a game to get corrupted when created.
- Fixed the RiftJack's ram
New in v0.97
- The Attack Result window is now closed automatically after 1 minute
- You may now leave (unjoin) a game that hasn't started yet!
- Added a warning when you end your turn if you have too many freighter routes
- A new dialog box will tell you how flight time works instead of going into negative flight time
- Added a confirmation box for invading the outmost planet upon arriving on a new sector
- Improved the Setup application
New in v0.96
- Clicking on the fleet icon when 2 fleets are on the same planet will toggle among the fleets
- Tradepost is now disabled for players who lost...
- You may now set a minimum level of 10
- Improved online synchronisation
New in v0.95
- Added Line splitting to the chat box
- Production bonus is now applied when an item is added multiple time in a queue (even if Repeat mode is off)
- The Alien Comm Skill's maximum is now 9 (there is no alien tech 10)
- Sorting planets in the Reports now use the sector name first
- Attacking with insufficient flight time can now lead to negative flight time (for fairness)
- Lots of small fixes, adjustments and cosmetic changes
- (FSGS Version Only) Added Net-Games technology to the Chat box
New in v0.9
- Lots of small fixes, adjustments and cosmetic changes
- Missiles now have ranges
- Revamped the storyline for Merchant, StarKnights and DarkKnights missions (Thanks Gorde)
New in v0.8
- Revamped the storyline for Navigator missions (Thanks Gorde) - more to come!
- Made the Tutorial simpler
- Tradepost inacessible until you get one trade skill point
- You can't upgrade a skill if you have a flashing 'Level Up' button...
- And a few small fixes...
New in v0.71
- Fixed an auto-equip bug in Melee Mode
- Made sure the proper account is transfered to offline play
New in v0.7
- Revamped the storyline for Republican missions (Thanks Gorde) - more to come!
- Multiplayer melee synchronization further improved
- Segregated local and online accounts
- You can now disband Probe fleets
- You now need to wait before attacking a player already involved in a combat (Pedro's)
New in v0.61
- Larger ships of same level can now replace a flag ship
- Multiplayer melee synchronization further improved (Thanks Paioroka)
- You now need a Starport to start building facilities without any available Structures
- The Shiyard now starts its building queue after being upgraded
New in v0.6
- You may now use build orders for buildings
- You may now cancel the construction of a building
- CargoBays and Escape Pods no longer require the Alien Communication Skill
- CargoBays are now cheaper
- Made Advanced Generators cheaper
- Improved/Added several error messages
- Added Bloodbath mission
- Added 2nd briefing page
- Added Game Options:
- No pirate
- No play on weekends
- No kill until turn t
- Fixed a few small glitches + internal cleanups
New in v0.53
- Added Ship AutoEquip to Melee Mode
- Removed (DarkKnights can kill starting from turn 185)
- Updated Retreat location algorythm
- Multiplayer melee synchornization further improved (Thanks to Paioroka & ColtNavy51)
New in v0.52
- DarkKnights can kill starting from turn 185
- Multiplayer melee synchronization further improved
- Players level 1 now has a class 5 limit for planet shields
- Players level 2 now has a class 10 limit for planet shields
- Players level 3 now has a class 15 limit for planet shields
- Updated Retreat location algorythm
- Wasp is now a class 1 ship
- Fixed a possible machine hang when looking at the HOF (?)
- Fixed an Illegal Operation error when resisting an alien attack
- Alien shouldn't be able to build ship his level won't allow now
New in v0.51
- Added the last 5 missions
- Minor adjustements and bug fixes...
New in v0.5
New in v0.49
- Done some serious multiplayer testing: several Illegal Operation fixes
- Changed invisibile ship behavior
- Added the German module
- Improved a few local missions...
New in v0.48
New in v0.47
- Worked the Auto-Equip feature some more :)
- May now see enemy home sectors in the Universe Map
- Shift-Dbl click selects all fighters in Melee
- Games can now be sorted against the speed properly
- Right-Click can be used to move a fleet
- The right panel can be used to view a colony in the Universe Map
New in v0.46
- Added the Russian language module!
- Updated the Tutorial
- Fixed the Auto-Equip ship feature
- Few Illegal Operation Fixes and lots of small fixes :)
New in v0.45
- Added the Characters pictures and XPs on the Sector View
- Added info in the Turn Report window
- You now start with 5 Ship Structures, with enough materials to build 5 more!
- Fixed Illegal Operation errors...
- Ships in the Melee screen now all start as selected
- You may now escape a planet cannon trap by entering a stargate
- Available components are automatically installed on a ship when adding it to a fleet
- Added Fighter Galore mission
New in v0.44
- Added Exit Confirmation when pressing ESC
- AI will match your fleet's value in Melee Mode
- Can disband fleets...
- Added a SendMail button in the GameDetails window
- Added Artefact Monopolis mission
- Optimized the Colony Report to support more planets (now unlimited number?)
- You can use Structures stored on a fleet to upgrade a Planet Cannon
- Made Local Mission 4 easier... ;)
New in v0.43
- Multiple freighters can now dispatched at once to a planet for a single good
- AI can now build Dark Moons :)
- You now start with 250 flight unit (500 for Navigators)
- Change the default import/export settings
- Reduced the power consumption of the missiles
- Made advanced weapons cheaper
- Added Planet Cannons to the Weapon Shop!!
- Ships now have 20 more base hit points
- Made Factories cheaper
- Made DarkMoons, Juggernauts and Blitzkrieg more expensive
- AI attemps to upgrade its Shipyard sooner
- Ship images are now uncached after each battle
- Minor corrections here and there... :)
New in v0.42
- Localized the missions
- Reduced the costs of Planet Cannon Upgrades
- Increased the power of the Planet Shields
- Small fixes
- Added to the Help system
New in v0.41
- Freighters now ordered with priority on the most advanced items first
- Added a shotcut to build a required building
- Republican's freighters can now carry up to 33 items at once
- Players show sorted on the stats screen
- Added a Reset option (under the Player tab on the server screen)
- and... as always...
- Fixed Illegal Operation bugs
- Fine-tuned the Alien :)
New in v0.40x
- (0.405) The "No-Kill Rule" is now that one can't defeat a fleet in its home sector before Turn 200
- Fixed Illegal Operation bugs
- Fine-tuned the Alien :)
New in v0.4
- Improved AI
- Prices less sensible for market fluctuation for components and hulls
- Export orders are automatically set when capturing Pirate planets.
- Added and improved several sound effets and voices
- Added numbers and bonus info in the Resource Colony box.
- When the Admiral is forced to flee in Escape Pod, you no longer lose the other fleets
- Improved control in Melees
- Added the missing help files
- If ever the combat does't end on its own, "retreat" will trigger it...
- Added a few automation features with export/imports
- Fixed the missing fleet bug (Thanks to Phoenix999, Mystik, and others!)
- Fixed a tradepost bug (Thanks to ColtNavy, Paioroka, Phobos)
- Fixed a Stargate pass-through bug (Thanks to Atom8494)
- Fixed several display glitches...
New in v0.33
- Improved control in Melees
- Ships parts are now left on the planet when unassigning a ship
- Fixed the missing fleet bug (#2)
- Fixed the "reverting back" colonies bug
- Fixed an Illegal Operation bug in the new Tutorial
- Fixed a few minor errors
New in v0.321
- Updated the Tutorial
- Fixed a few minor errors
New in v0.32
- Fixed the missing fleet bug (#1)
- Republicans now start with one more point of extraction
- Fixed a few localization errors
- Fixed several misc. errors
New in v0.31
- Added localization support (text string moved in .lng modules)
- You can now attack planet and probes again before turn 200 (but not main fleets)
- Game's windows behavior modified
- Made the pirate ships a little stronger
- Fixed the misplaced hotspot cursor bug (occured when changing resolution)
- Fixed the Pirate galore bug :)
- Fixed several English errors (Thanks to Hezekiah and C17GMaster)
- Fixed several misc. errors
New in v0.304
- Modified the behavior of the chat button
- Fixed the 0 flight time bug
- You can now disband planet and probe fleets
- Fixed a capture bug when retreating
New in v0.3
- (0.303)Added a chat icon on melee and netgames screens
- (0.303)Fixed the missing planets bug when starting a game
- (0.302)Reduced the size of the information sent to the server (should be much faster)
- (0.301)Attacking Pirate fleet: combat should start faster
- You might not attack an enemy fleet before turn 200 (duh!)
- You now start a game with more credits and a small supply of Coal
- Modified the balance of a few components
- Destroying ships gives less components but gives Ship Struct.
- Comp. and Ship. Struct can now be found on Pirate planets
- Redesigned Local Melees
- Added Online Melees!
- Replaced a few sounds
- Made the game harder to hack
- Planet Shields now has 150 hit points (+50)
- Merchants start with 2 extra Freighters
- Fixed a few bugs related to real-time combats
- Fixed several minor bugs...
New in v0.24
- Now costs less XPs to improve characters natural skills
- Replaced a few sounds
- Added more help in the Tutorial mission
- Fixed an overflow bug when downloading a game with huge numbers of freighters
- Fixed a Qty bug introduced in v0.23 (Ewps!)
New in v0.23
- A newly created fleet now begins with 100 moves
- Adding a ship into a fleet brings down the number of moves to 100
- Added keyboard shortcuts in the Sector View
- Added a delay when retreating
- Added text lines while in combat
- Added Mail icon on the NetGames screen
- Added Mail to Alliance option (previously saved mails no longer readable)
- Pirates no longer appears after a while...
- Early turns are now 'played' when a player joins after the game begun
- Planet Shields now only gives planets more hit points
- Fixed the 255 freigher limit (saved game now useless :)
- Removed some flickers in the Sector View screen
- Warp Factor now applied to the fleet instead of to a ship
- Removed debug info: games faster to load
- Made the game harder to hack
- Some Illegal Operation fixes
New in v0.22
- Modified the price and the specifications of many ships
- The StingerB is now a fighter you can equip with 2 Light Cannons!
- Use the Skid to salvage floating components!
- and the Marauder to move Cargo around without a Cargo Bay
- Fixed the TradeMaster bug for good :)
- Fixed the attacking Escape Pod bug
- (v0.21 to v0.214) LOTS of Illegal Operation fixes
New in v0.21
- Added Direct Transfers support for real-time Head-2-Head combats! (Online Melees Coming!!)
- Fixed a GUI leak that caused the game to crash after a while on some systems (Big thanks to Junkyman!!)
- Added sanity code to prevent Illegal Operation errors
- Base Shield Energy and Weapon Energy now depends on the Hull class
- Fixed the not buying TradeMaster bug
- Fixed the DoubleWeapon bug, now truly yields twice damage
- Riftjack's ram delivers less damage
- H)old bug fixed
- Selecting ships in combat made easier
- Added Multi-Missile Rack (level 8 gadget)
- Fixed a bug that allowed a player to have more fleets than the leadership skill allowed
- Fixed the reaffect bug that allowed a bigger ship to be added in a lesser fleet
- Added an Option to disable animations
New in v0.20
- Added Music tracks!
- Added more sound effects
- Added advanced gadgets
- Added a wide selector feature to the real-time combats
- Added Component jettisoning in combats
- Added a few local mode missions
- Added SoundFX support with waveOut (So it can work without DirectX)
- Lasers don't annihilate each other anymore in combats
- Added more help pages
- Added a Member Alliance screen
- Added 6 local missions
- And, as always, several bugs were fixed... :)
New in v0.14
- Added several Internet Missions
- Alliances updates
- Combats updates
- Killing ships give less XPs
- Probe can no longer attack other probes :)
- Planet names now saved properly on the server
- Can now delete a freighter route right from the fleet report
- Lots small fixes here and there...
New in v0.13
- Sounds added! (more to come)
- Alliances added!
- Smarter ship behavior in combat :)
- Several small fixes here and there...
- Lots of updates on the server software
New in v0.12
- The Import/Export settings are set automatically when erecting a building
- Improved the Alien AI
- The Admiral Fleet can now break any planet shield defense.
- Added a spin button to skip several turns with one click (local mode)
- Help Files updates
- Many features were completed
- Lots of fixes, big and small, and adjustements...
New in v0.11
- Changed the behavior of the fighter ships in combat
- Added tutorial boxes for some screen of the game
- A few features were completed
- Lots of fixes, big and small...
New in v0.1
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