Supposing if Kotick of Activision made Blizzard release Diablo 3 6 months ago. Would that be Blizzard’s fault or Activisions? How can the developer possibly be at fault if the publisher (who owns the copyright to the code) publishes it anyway?

Now if what you guys are saying is that they mis-managed the project and gave Paradox wrong information about the state of the game, then sure, it’s Kerberos’s fault for lying. But I have not seen that substantiated by either Kerberos or Paradox. A lot of people believe it but that doesn’t make it true.

I’m not sure what you’re getting at: Activision and Blizzard are one company.

It seems to me that you hold the developer only responsible for finishing up at some time, whatever that may be. I think as professionals and a company, a developer needs to do more than that.

If you’re saying that ultimately, the consumer’s direct recourse is with the publisher, I agree with that. I’m not saying Paradox didn’t fuck up. What’s clear to me is that Kerebos are fuck ups, too. You seem to dispute the second, greatly.

What I’m saying is that Paradox has to be held responsible for the release. They had to have played the game and seen the state it was in but they chose to release it anyway and then had the nerve to talk about how ‘great’ it was on their website. They knew it was shit and they released it anyway. Yes, they are the publishers, they are responsible for the release of the game. The developers are responsible for the state of the game at any given point, sure, but they aren’t responsible for RELEASING the game in that state.

I don’t care about games that haven’t been released that are in an alpha state, nor do I think many other people care. Guild Wars 2 may be in an alpha or beta state right now, but I don’t care because the publisher hasn’t released the game. Now if their publisher turns around and forces a release that they know they aren’t ready for, why would it be the developers fault?

I’m still not seeing this. There must be some information I’m missing.

Kerberos contracted with Paradox to have the game complete at a certain point. The original release date was August, then September, at which point I recall a post by Mecron saying he begged Paradox for a beta extension which pushed the release in October and that was the absolute latest the release could go.

What I don’t know is what exactly the relationship between Paradox and Kerberos was. Was Paradox funding the title or were they only handling distribution and advertisement? Mecron has posted in vague terms that, due to the overall economic situation, funding had dried up. It was also mentioned that they had been working without two programmers for a good part of the year, which may have been what led them to be woefully far behind schedule (keeping in mind the small size of the studio).

In either case, the buck ultimately stops with Paradox for me. They put their name on it, they distributed it, and they took money for a product that wasn’t even to a Beta state yet. Maybe there were no good choices, but they have to share the blame.

Patch notes finally:

r19908b

Critical Fixes:

  • Fixed indy colonies from trying to add an already existing civilian
    faction to a newly created colony through stimulus. (Caused a crash
    during end turn)
  • Fixed a crash with declaring war on an independent
  • Fixed a crash when trying to add battleriders to platforms
  • Fixed a crash when simulating 2 AI vs AI combats involving battleriders
  • Fixed dronesats from crashing the game when trying to place them in
    the defence widget
  • Fixed an SQL crash caused by improperly removing systems from a game
    (when they are destroyed)
  • Fixed a crash when placing defence platforms
  • Fixed a hang when more then 1 combat took place
  • Fixed a crash when entering multiplayer games
  • Fixed a crash related to slaver encounters
  • Fixed the station sync crash in the fleet widget

Other Fixes:

  • Added AI cost assessment and picking for technologies
  • Added ability for AI to resume abandoned research projects
  • Enhanced AI research algorithms
  • Enabled UI for Special Research Projects
  • Hooked up Asteroid Monitor Special ProjectID
  • Hooked up Investigate independent Special project
  • Removed the poker chip system that combined 5 like items into 1.
  • Added additional trade from megafreighters, and an icon to represent
    them in the trade view
  • Balanced freighter speeds
  • Increased visual ranges
  • Made target dish on the command monitor easier to see and hit
  • Added Pirates to randomized encounters
  • Added AI tech research strategies
  • Added the missing icon for building a mining station in the station
    placement screen
  • Balanced Civilian and Naval Stations
  • Added Interceptor missiles
  • Removed waypoint arrows when specific stances are active
  • Added Indy races and Splinter factions
  • Rebalanced number of empty star systems
  • Improved zuul trade range
  • Build screen stats have been fixed and report correctly
  • Added mission times for boarding pods
  • Adjusted the number of slots available around planets for stations
  • Fixed modules not having a proper collision shape
  • Added the Comet randoms
  • Added a load screen after combat
  • Fixed a bug in the last capital standing end game rule that caused
    players to be prematurely removed from the game
  • Added the ability to assimilate indy players by creating an alliance with them
  • Added an Indy button and diplomacy screen for managing diplomacy
    between indy players
  • Fixed the Asteroid encounters to have the proper player avatar
  • Fixed some text width issues in the build screen related to cost
  • Dragging a ship into a fleet now selects the fleet after it has been moved
  • Tuned module deaths when they are blown off a ship
  • Added critical hits to space beasts
  • Added the combat manager button to the precombat popup
  • Tuned drone sats
  • Added a confirmation to the exit to main menu button
  • Ships destroyed by a boarding pod are now properly removed from their fleet.
  • Added death of crew if a ship breaks it’s crews constraints
  • Fixed fleets not refreshing when being added in the fleet manager
  • Corrected the fleet times for missions
  • Fixed an issue where you could spam the ok button on the naming
    dialog for an invoice and it would add extra empty invoices
  • Fixed feasibility studies to show 100% for techs you can definitely research
  • Tuned repair points for ships
  • Fixed an incorrect turn event for players that were being betrayed
    (They were being labelled as the betrayer)
  • Fixed music from not changing if another cue was already playing
  • Fixed gms to only spawn for the number of gms picked in the game setup
  • Fixed the kill count for ships in the post combat screen
  • Fixed the human construction ships slowing down node travel significantly
  • Added Suicide Drones
  • Added Drain Drones
  • Added EW Drones
  • Clicking on news events now focus’ on relevant system/colony
  • Rebellions now form splinter colonies if the rebellion is successful
  • Fixed infrastructure display value
  • Fixed the tech tree only displaying the cheapest path
  • Increased max length for fleet names
  • Changed colony stimulus to drop friendly indy colonies on
    inhabitable planets - They are only negotiable when they have become
    fully developed
  • Fixed an issue that caused encounters to become unhooked when naming
    your player name the same as an encounter
  • Fixed indy colonies to simulate without starvation and support
    (since they cannot have support)
  • Fixed the primary weapons being saved on your designs
  • Added turns remaining to build orders on the build button
  • Increased starmap label view range 20%
  • Fixed ships with structural fields not being able to be fully repaired
  • Fixed ships with structural fields not having full health when they
    are created
  • Changed the slaves label to Deaths to represent the change in slaves
    better on the colony summary
  • Added a mouseover to defence widget items
  • Fixed the AI from creating fleets that exceeded command point limits
  • Fixed a bug related to updating ships in the fleet manager
  • Fixed an issue with command points being calculated when moving
    command ships (leviathan and cruiser commands)
  • Added color indication to defence items that require more cp then available
  • Added police cutters to defence manager
  • Added new art for defence platforms
  • Added new art for minefields
  • Police cutters are automatically added to defense fleets when they are built
  • Fixed the Vector3 Parse crash (a knock on from removing systems)
  • Fixed encounters from being properly removed when the system killer
    destroys their homeworld.
  • Fixed repair points from not being rejuvinated each turn
  • Fixed invalid slot placements in the battle manager
  • Fixed morrigi sdbs not coming with drones
  • fixed jammers not working
  • Wraith abductors will now properly attack planets
  • Adjusted weapons for slaver ships
  • Fixed a typo in the encyclopedia
  • True grit is now a positive trait
  • Construction mission estimates are now correct for time and cost
  • Meteors now end combat early if they cannot hit a planet
  • Added splash screens for indy races
  • Fixed defence fleet from not showing up in the repair dialog and rider manager
  • Fixed weapon riders from showing up in the repair dialog

Known Issues:

  • When loading an old saved game, the fleet mission times will display
    incorrect number of turns until they start a new mission.
  • Unable to target polygons on Morrigi monitors.

They certainly have to share the blame. In fact, I see them as both being causally to blame, as I mentioned above.

The disagreement I have with Lorini is absolving Kerberos of blame.

You don’t know that’s what happened. It’s also possible that Kerberos claimed “yeah, we’re a week out. Everything’s great. We’ll do a launch day patch.” and Paradox didn’t do enough verification of the truth of the claim.

Looking at the complete failure of Kerberos to regression test, and their consistent post-release underestimation of how much work remains, it seems like good money’s on Kerberos not having their shit together. Paradox gave them delays and they didn’t manage to scale back and wrap up.

Paradox didn’t cancel the project and let Kerberos ship an unfinished game. That’s the only reason Kerberos is still in business. Was that a mistake? Probably. Should they have given Kerberos yet more money to be unable to finish the game? I don’t see why that would have been a good idea.

You’re crazy if you think the resulting public black eye didn’t burn bridges. Unless there’s a pre-existing contract, I can’t imagine Paradox would ever want to publish another Kerberos game.

Nice patch notes! With indies in now what are the remaining missing features?

So Paradox did no testing themselves (despite being a developer themselves) to see the state of the game?

Keep in mind that Paradox has already said this was their fault. But you guys magically know better. OK.

Espionage, morale, some scenarios, and … is that it? (of course, there’s a good deal of balancing and bug fixing left, I’m sure, and I know someone mentioned an overhaul of the economy system)

When a game’s this unfinished? The management on both sides are allways to blame. (And occasionally a lead developer who was supposed to and didn’t stop feature creep)

What he’s admitted wasn’t that it was their fault, but that it was a mistake. Not the same thing.

To be fair, that’s not to say his claim is accurate or not, but that was indeed his claim and saying otherwise is simply inaccurate.

And there’s a nearly identical quote from Kerberos. Go back an look at their early communication.

Paradox had three choices: release it and trust Kerberos could have it ready, cut off funding and bankrupt Kerberos, or continue to pour money into a pit. Reading between the lines of the late October Kerberos posts, it sounds like the yanked some stuff right before launch and ended up with a “blown apart” code base. I expect the version Kerberos showed Paradox wasn’t the same as the version the did some major refactor attempt on. Whatever change control they were using was so messed up that they apparently put the wrong version on steam.

Did Paradox screw up by not pulling the plug on Kerberos? Apparently.

You seem to think I’m excusing Kerberos. I’m not, nor have I ever.

Two different things there.

First, if you yank systems and it breaks the game, then QA are supposed to notice this. Publisher QA. This could be what screwed Paradox, but the problems were too systematic for me to believe this is a major factor.

Second, if you put the wrong version up, you then fix this with the right version. Max…a few days. It’s happened at least once to another game and it was fixed in hours. Can’t remember which game, offhand…

Well there’s a list of victory conditions in the game currently:
[ul]
[li]Last Side Standing
[/li][li]Last Capital Standing
[/li][li]Star Chambers
[/li][li]Gem Worlds
[/li][li]Provinces
[/li][li]Leviathans
[/li][li]Land Grab
[/li][/ul]

And scenarios will have unique win conditions.

Yes, but you can only have one active at a time. I’d like to be going for an elimination victory while my opponent is trying to build all the star chambers.

But first, I’d like to see the AI play a decent conquest game. Multiple victory conditions is not a pressing issue, I just wondered if they had plans for it.

Anyone have a recent video of space combat? I might pick it up cheap , just to see some space pew pew.

I don’t have a video, but the pew pew is pretty good. The last time I played was admittedly a few patches back and the AI was not quite up to par. However, the graphics have always been quite nice. Some of the ships are practically works of art (as opposed to “art assets”). From what I’ve gathered, it’s shaping up very well.

It should be noted that much of the game is not spent in combat. You’ve got expansion, economy, research, diplomacy, etc… Of course, you can declare war on someone whenever you want.

lordkosc: Decent video here. Some late game mega-ships here. (Neither by me).

I picked the game up during the sale, not knowing much other than it was broken but maybe promising, and I’ve played for an enjoyable two hours. There’s a bunch of confusing stuff, and I’m not positive some basic design decisions are sound, and no amount of fixing will make the game worthwhile without decent AI–but if you want to build fleets, push them around a starmap, colonize worlds, and fight disgusting space monsters, it’s a good time. I don’t regret my purchase.

EDIT: Protip: bring your own music. The default 30-second looping clip sounds like someone left the toilet running four floors up.