![]() The ability to customize ship and outfit categories in the data files.Several features have been added to the game engine, for use by plugins and other content creators. Changes to existing missions, including an overhaul of the first third of the Free Worlds campaign.Changes to the UI, including the addition of new ship and outfit categories and an overhaul of the map screen.Overheating a ship only disables its energy generation.Sweeping balance changes to various ships and outfits.The addition of parallax to background stars and haze.Improvement of many graphics, including stars, ships, effects, and outfits.40 new stations and planets in existing systems.80+ new missions in human space and beyond.This is an unstable release, containing big changes that may introduce new bugs. (For Windows, please choose 32 or 64 bit.) Mac OS X and Windows binaries can be downloaded here. Special thanks to those who contributed changes to this release: and you are using the high-dpi plugin, you should download and install the updated version that goes with this release. Clicking on a planet card on the left side of the map now selects that planet as a destination on your travel plan.Ī complete list of changes can be found in the changelog.Fixed a bug where fighters would sometimes fail to reparent to a carrier that had space for them when recalled.Fixed a longstanding bug where npcs could get stuck thinking they need fuel after traveling through a wormhole.Fixed an error where attempting to launch with a fighter as your flagship under certain circumstances could cause you to launch with no ship at all.This change will be reverted in the future once the pathfinding is improved. The jump range of systems affected by the Ssil Vida activation are now reset when Ssil Vida is deactivated in order to avoid a bug in pathfinding.Added a firing sound to the Ka'het Annihilator Turret, as it was missing one.Plugin missions that had "accompany" but not "save" should be changed to include "save" if the intention of the mission is that the npcs live. The accompany objective on mission npcs no longer implicitly sets the save objective.I think I'll just stick with the current scale, even though it makes a Lucrehulk seem half the length of a Super Star Destroyer (which is quite clearly not the case in lore).This is a stable release, focusing on bug fixes and polishing the recent v0.9.15 release. ![]() ![]() I ended up with the equation f(x) = 13.418x^0.742 (which I realise isn't logarithmic), which still grossly increased the Executor Dreadnought to an absurdly large size. ![]() So, I spent about an hour fiddling around with Microsoft Excel to see if I could format a logarithmic scale or something curved to decrease the size of larger ships. If I were to follow the linear scale, the Executor would be long enough to fill at least 5 computer screens in length, so there's no way I'm going with that. The Executor-class Dreadnought is part of both scales, and is quite obviously too large in the linear scale to have in-game. The image below contains two scales: the current one (where I just "eye-balled" and guessed the size of ships roughly), and a linear scale. Recently, I have been wondering whether the current ship scaling should be altered in AGFFA. ![]()
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