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Update 01.097 - Bugfixes, Revised tutorials

Discussion in 'Change Log' started by Drui, Aug 27, 2015.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Drui Keen Update Guy Staff

    Messages:
    1,389
    Summary
    Bug fixing is continuing into the second week. In case you’ve missed it, last week we announced that we have entered a stabilization / feature-freeze period where our focus is on fixing bugs and improving existing features (more info can be found here: http://blog.marekrosa.org/2015/08/stabilization-period-for-medieval_18.html). For example we have fixed the issue when turrets are shooting through your own ship to target the enemies and the switching toolbars through hotkey issue. More fixes will follow in the upcoming updates.
    Additionally, tutorials 1,2,3,4,5,7 and 9 have been revised to include new LCD pedestals that sequentially number key steps to be taken in the tutorials, other improvements have also been made and a number of issues as highlighted by community feedback have also been addressed. Tutorial 06 has been completely rebuilt based on feedback that it was too difficult and confusing in its original form, the new version is simplified and lays things out one step at a time instead of being condensed into a single room.



    Fixes
    - fixed issue with turrets shooting through your own ship to target enemies
    - fixed switching toolbars through hotkey re-enabled when in G screen searchbox
    - fixed issue with setting color via Ctrl+right click not working for interior light
    - fixed assembler working sound playing when assembler was not working
    - fixed issue when the player can't change ore queue in Refinery
    - fixed issue with the "Jump was aborted" message appearing even without jumping
    - fixed chat window hiding behind HUD
    - fixed LCDs are showing offline, instead of texture
    - fixed view distance was missing in DX11
    - revised tutorials 1,2,3,4,5,7 and 9
    - rebuilt tutorial 6

    EDIT 08/28/2015:
    Update 01.097.009

    - fixed assembler production when the grid gets powered
     
    Last edited by a moderator: Aug 28, 2015
  2. Lrj52 Apprentice Engineer

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    246
  3. Martinineter Senior Engineer

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    2,253
    Nice update
     
  4. abrtn00101 Trainee Engineer

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    59
  5. Thomas_Jefferson Apprentice Engineer

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    320
    Excellent! And even more good fixes!
     
    • Disagree Disagree x 1
  6. JTConsortium Apprentice Engineer

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    290
  7. Sir_Kings_Alot Trainee Engineer

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    68
    *reads first fix*
    [​IMG]
     
  8. Mosseman Apprentice Engineer

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    Aww yiss!
     
  9. Hot.n.Spicy Trainee Engineer

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    16
    Nice work guys, good to see more bugs being fixed and improving the overall game-play experience. Please keep up the good work. I would much rather see the current features get polished than push through new features with new bugs.
     
  10. lyle sonders Apprentice Engineer

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    342
    well that was quick, I just posted about the turret shooting my neutral ships through my stations lol. Way to go guys great fix
     
  11. TheFlawlessGem Apprentice Engineer

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    243
    Great to see more fixes!
     
  12. Harrekin Master Engineer

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    3,077
    I'd still be careful if using missiles/rockets and flying really fast...
     
  13. eviltek2099 Apprentice Engineer

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    198
    fixed issue with turrets shooting through your own ship to target enemies <-Yay
     
  14. Odious T Apprentice Engineer

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    229
    nice.
    congrats to the community creators getting some limelight in the vid.
     
  15. Geneticus Senior Engineer

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    1,617
    Any idea when we might see the github code updated to reflect the last month's worth of changes?
     
  16. LocInt Apprentice Engineer

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    264
    To be honest I was expecting a bit more.
     
  17. ShadX 2 Trainee Engineer

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    37
    - fixed LCDs are showing offline, instead of texture

    Yeeesssss
     
  18. Thomas_Jefferson Apprentice Engineer

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    320
    That's another issue entirely which is unrelated. I use a different fix for that issue.
    This was addressing turrets targeting and firing through the attached ship, regardless of speed.
     
    • Disagree Disagree x 1
  19. tharkus Junior Engineer

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    712
    Very nice fixes :)
     
  20. megapro Trainee Engineer

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    72
    This alone makes this a great update for me (i hope it works for turrets from various mods too). Thumbs up keen!
     
  21. KingdomBragg Junior Engineer

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    544
    Nice, thanks :)
     
  22. mexpex Apprentice Engineer

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    257
    Awww yea :D been waiting for it!

    - fixed issue with turrets shooting through your own ship to target enemies
     
  23. PsicoPato Senior Engineer

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    1,096
    HELL YEAAAA!!!!
     
  24. AdmObir Apprentice Engineer

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    159
    Nice update. Congrats to the modders/engineers who's mods/creations were highlighted...some nice stuff there.
     
  25. Ramsey Trainee Engineer

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    37
    Kinda sad that is all it takes for a "great update"
     
  26. ⇋HG⇌ HipsterShades Trainee Engineer

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    2
    Still haven't fixed the piston and rotor glitch.. great... for god sakes it has been in the game for so long and it's so annoying.
     
  27. Harrekin Master Engineer

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    3,077
    Wow.

    Dat train!!
     
  28. DivineWrath Junior Engineer

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    531
    I'll be certain to try out all the improved tutorials. I'll start with number 6.
     
  29. Mr Engineer Apprentice Engineer

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    467
    My jaw dropped when I saw that Hexapod Roach. WOW. I agree with Sir_Kings_Alot, what a fix! Thanks Keen!
     
  30. Flamedramon Trainee Engineer

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    20
    3 weeks to planets
     
Thread Status:
This last post in this thread was made more than 31 days old.