Host 213j

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[edit] What is new in Host.exe Version 4.000.213j

[edit] Jul 16, 2008

Note: This is a bugfix release that is (probably) not available as download from the official VGA Planets homepage.

[edit] Fixes

Fixed: Ship Sabotage Attack! player message will no longer pop-up with an error in the client.
Fixed: The waypoint of Ore Pods was not visible to other players.
Fixed: Salvage for Wreckage would cause loss of parts if the wreckage only included: super weapon, hyperdrive, engines, or shields. The Outfit Pod result from Salvage never has included the hyperdrive, but will now.
Fixed: Lizards selling prisoners that are not Cyborg, Robot, or Evil Empire were priced incorrectly. The result was 10x more than it should have been.
Fixed: When Cyborg advanced in hull or engine tech due to the Cyborg King special assimilation, it would break the shareware limits, but the Cyborg wouldn't be able to use it. Now it won't break the shareware limits.
Fixed: Due to an incorrect condition, a Solorian that has an alien hull would be able to refuel it if the hull ID was over 526. The intention was that alien hulls cannot be refueled and so this has been fixed.
Fixed: Cargo Grappler ship log was incorrectly displaying too much cargo stolen.
Fixed: Missiles used the beam strength when trying to penetrate enemy fighter armor.
Fixed: Objects in strike through did too early their first attack run. This is now fixed.
Fixed: Retreating objects or objects which are peeling off had problems to stay away from the flight target when they have to do a peel off maneuver. They now evade better in the neighborhood of the target.
Fixed: Objects had problems to prefer wings when set to anti fighter mode
Fixed: Ships and Wings not able to have a combat with non-assault pods.
Fixed: Ships destroyed by moving through and hitting gravitonic/web minefields should provide a proper destruction player message.
Fixed: Ships with 100% hull or engine damage from moving through web minefields will stop.
Fixed: Filtered out excessive web minefield hit messages when the ship has already been destroyed or stopped.
Fixed: When using WPF and the waypoint is reached, the ship/wing will now properly continue on to the escort target.
Fixed: Wings set to escort the carrier that they are docked to will not undock.

[edit] New Features

New: Base blockades can be broken by an ally (a player that you have attack off and they have attack off for you).
New: Added support for base settings of "Fire Ion Cannons at Disabled" and "Defensive" modes.
New: When you get into combat with a ship, you will retain its weapon loadout so that you can view it in the client. This will be kept until you do not have a "detection" level scan of the ship. If you have only a "contact" level or no scan at all of the ship then you will have to gain this information again. This will also give you a slight edge when entering combat with one of these targets by knowing how to maneuver properly to use your weapon ranges efficiently. In a future client update, a feature where the weapon loadout is stored in the client will be available and may be inaccurate as outfit pod / wreckage pod part changes can change the data until you enter into combat with them again.
New: Wreckage from combat will be set to have its orbital thrusters enabled. Scavenger ships that scavenge the wreckage will have it set to dock to the ship.
New: Bases set for Defensive in the client will not initiate combat.
New: If a ship has no personnel on board or has 100% system control damage then you will be able to get an accurate scan of the contents of the ship.
New: You will no longer get an accurate scan of a ship belonging to another player in regards to ordnance, supplies, repair, duranium, tritanium, molybdenum, food, or med units. You will assume that they are set for Aggressive. You will no longer see their intercept target. You will assume that they have their large weapons set for anti-fighter, sand casters set for anti-ship, super weapon enabled, all devices enabled. You can now determine if the ship is recovering mines or recharging mines (through the use of command code also). Transfer target and mode is visible, but not what is being transferred. The contents of fighter and pod bays are not visible.
New: Bases belonging to other players will appear to have all buildings powered on, factories set to 10,000, terraformers set to 50, and reserve levels blank.
New: Ships built at bases using Quick Build or Base Command - Ship will use the metals and megacredits that any ships at or within 5 ly of the base if they are set to transfer to that base. Allied ships must have a matching friendly code.
New: Ships built at dry docks using Quick Build will use the metals and megacredits that any bases at or within 5 ly of the dry dock have to build their ships. Allied bases must have a matching friendly code. Ship parts will not be used.
New: Ships built at dry docks using Quick Build will use the training centers that any owned base has at or within 5 ly of the dry dock. The base with the most training centers will be used.

[edit] Changes

Changed: Base blockades cannot be broken by cloaked ships.
Changed: When a gravitonic minefield is hit by a ship, then the damage reduction due to hull mass of ships at 400+ kt will use this formula: damage = damage x (12000 - (rM - 400)) / 12000, which provides a sliding scale of reduction of damage instead of a flat 20% reduction for all ships with 500+ kt mass.
Changed: The orbital thruster status of pods are now visible to other players. The unit that a pod is docked to is no longer visible. Exception: Evil Empire and the Allow Commands setting.
Changed: Outfit pod visibility to other players will show New and Old parts combined in the data pad.
Changed: Planets mineral density will not be visible until you have a "detected" scan level.
Changed: If you have an escort target set and are not moving while at a planet then you will be under the atmosphere's cloaking protection. Scanners range will be reduced as normal.
Changed: Construction, Gold, and Wreckage pods must have a dock target of a planet if you want to land the pod on a planet.
Changed: HConfig FighterBeamDivisor and FighterMissileDivisor now yield the default weapon strength at a value of 100.
Changed: In strike through wings have to be in a range of Min(450, longest weapon range) before the open fire on their target. Was Min(450, shortest weapon range) before.
Changed: Sand shields and EE/Bot bonuses versus sandcaster hits now work for wings of any size. A SC shot can still destroy a maximum number of 30 fighters per type. But now this limitation of 30 kills is applied before the sand shield, EE and Bot bonuses are applied. Before the 30 kill limitation was applied at the end of all calculations.
Changed: The good odds blast effect of a SC against fighter armor is set to 15. Before it was 20.
Changed: Fighter beams and missiles are made 15%|30% stronger
Changed: Wings in strike through now stay longer in peel off mode to charge their weapons properly. They try charge until they have enough energy to fire 50 beam salvos and/or 5 missile salvos. One salvo is the number fighters which are allowed to fire per tick and depends on the HConfig parameter FiringFighterDivisor.


[edit] Download

  • [1] Latest Host from Drewhead
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