Two more videos:

Morrigi Dreadnaughts

Morrigi Leviathan

The framerate in these is pretty bad. The guy who uploaded it says it’s due to his capture software. It’s pretty smooth in my games, or at least starts out that way. Last time I played for very long was a couple of patches ago, and the framerate seemed to drop as the play session went on.

Damn, those are gorgeous!

Hotfix coming on Friday to address the slowdown and some other small fixes.

Yeah and turn off the sound for those videos… it’s overdubbed with some cheesy elevator music.

Good vids , thanks guys. :)

I am gonna hold off till the Steam summer sale, I’ll work on backlog till then.

There’s some nice tweaks to the UI that have been implemented or are coming soon. Things like fleet lists showing # of turns left on a mission which is very useful for the fleet summary screen and the system build ships icon showing the number of turns left until the build queue is idle.

Hotfix to the update just dropped. Improves on turn times and a bunch of bug fixes:

r19983b

Critical Fixes:

  • Fixed crashes from indy demands when they do not have a value to select.
  • Fixed a possible crash with pirate-related combat.
  • Fixed a Hiver pathing crash related to retreating.
  • Fixed a plague-related crash.
  • Fixed an emitter-related crash in combat.
  • Fixed all strategic turn-related multiplayer sync issues.

Other Fixes:

  • Fixed Scansats and Dronesats not appearing in defense manager widget.
  • Added Battlerider Sats to defense manager.
  • Fixed biome colonizers from hurting biosphere when terraforming.
  • Fixed independents with “RandomOrbital” as their homeworld names.
  • Indy factions now only get one faction type per star system per game.
  • Zuul are no longer able to initiate trade treaties with other factions.
  • Fixed a miscalculation with the tax rate slider.
  • Enabled Diplomacy Interactions on Independent Races you have
    completed a study on.
  • Made Survey Button in Independent Study Complete Dialog more clear.
  • Tribute stations now unlock the trade view for Zuul.
  • Star systems now show an effect where recent combats have occurred.
  • Building a science station at an independent world now unlocks a
    special research project.
  • Players may no longer repair using enemy systems.
  • Fixed an edge case for when stimulus rolls tried to use data about a
    player’s homeworld that did not exist.
  • Alien habitation modules now increase RDP.
  • Indy players who lose their colonies are now eliminated from the game.
  • Studied asteroid monitors are now moved into the defense fleet of
    the star system/player and will properly function in combat.
  • Modules now yield repair point bonuses.
  • Fixed some defence platforms not being recognized or added to the
    defense widget.
  • Fixed known combat zone reassignment issues.
  • Addressed fleet reassignment and naval support capacity issues.
  • Fixed localization names for interceptor missiles.
  • Fixed some overlap/string cutoff issues in UI.
  • Fixed various UI issues in the diplomacy screen.
  • Splinter factions now display the correct avatars.
  • Fixed an issue where splinter factions and easter eggs could show up
    as diplomatic entities.
  • Fixed an issue preventing engagement of Hiver gates.
  • Players are now awarded bounties for destroying pirate ships.
  • Neutral indy factions no longer prevent colonization.
  • Friendly Asteroid Monitors now appear in the defense manager.
  • Fixed an issues where the news events were not displaying correctly
    for the current turn.
  • Fixed the Line Abreast formation in the fleet manager.
  • Fixed some known turret arc issues.
  • Fixed known issue where heavy turrets on Zuul Armada section not
    tracking or firing.

Known Issues:

  • A network sync error may occur with combat rounds involving 3 or more players.

Another hotfix on top of the hotfix:

r20025b

Critical Fixes:

  • Fixed a multiplayer combat desync that could occur in games
    involving more than two players.
  • Fixed a crash related to unlocking salvage projects.
  • Fixed a pirate combat crash.

Other Fixes:

  • Stimulus sliders now default to zero when starting a new game.
  • Ships can no longer be dragged in and out of defense fleets in the
    repair widget.
  • Fixed an issue where too many battle riders were being added to
    defense platforms.

This stimulus stuff, is it because it isn’t working?

No it’s working but I think they wanted it to be a conscious choice for people who don’t understand it yet. AFAIK if you leave stimulus on you’ll get mining ships, trade ships (after trade tech), and independent colonies sprouting up around your empire.

That sounds interresting. So much stuff they added in this game, crazy ambitious game.

Agreed - and I can’t wait for a complete manual. There are many things which have me guessing, but once I figure then out then I say “oh, wow - that’s awesome.” Unfortunately, that learning curve is likely very daunting to newcomers and when paired with the state of the release you have a rather tragic situation for the gaming community.

New manual is coming when the ‘all clear’ is issued. There was a lot of discussion about the stimulus on the Kerberos forums.

My only gripe now is that terraforming is such a lenghty process, the tech’s in that department is too weak to make any impact.

Did you know stage two and above civilian stations get terraforming modules?

The numbers on terraforming tech may not look great, but since population growth is an exponential process, they do make a significant difference. If you want to get a colony on it’s feet quickly, build biome colonizers, load a colonization fleet with six of them, and make 3-4 support runs to the colony. That should give them the population and infrastructure to finish off the rest of the climate hazard pretty quickly.

Well, I must admit I don’t know much about the other stations, its not so obvious where what tech is tbh.

I use Biome colonizers, while they help, it still takes ages.

From Mecron:

Today’s update is on track and looking good. Intercept missions are in, Node races immune to them currently, though as soon as nodespace is “Safe” they will be able to intercept each other…so look for that in the next update. Espionage is being held back till all the interactions between intel and counter-intel work smoothly together. Look for increases in screen and turn transition efficiency as well as various tweaks, tunes and weapons. Also a fairly nasty, extremely subtle and very deep bug with weapon group ID’s was tracked and fixed…this may fix a number of mystery bugs and crashes but it WILL break saves as it is a core element and there is just no way around that. Sorry for that.

Hang in there and of course, the full listing will appear with steam flicking the switch sometime today.

Do you still have the game? No patch yet tho, I had a few sessions with the patch I had, and it was so crash free :) Plenty of new features too.

I got a refund and then bought the game again at $8. So yes I have it. I’ll wait for the almost certain hot fix though.