Polaris Sector

Polaris Sector

Shards  [developer] Apr 4, 2016 @ 9:47am
Patch 1.03b - Open Beta Live
Hi,

Patch 1.03b is now available in the Steam Open Beta branch for download and testing.

You can access the beta by right-clicking on Polaris Sector in your library and selecting Properties. You can then click the Betas tab and select "openbeta" from the drop down box. Steam will then sync your files to the new version.

(If it does not appear, please restart Steam)

Please let us know on the forums if any issues you've had are fixed or if you find any new issues.

Thanks!

Changelog v1.03b:

Stability:
Fixed – Crash on exiting Settings Configurator
Fixed – Misc other crash bugs
Fixed – Boot error when using the “-design” option
Fixed – Remove the possibility to use special symbols in names (was causing save issues)
Fixed – Crash at end of Tutorials when playing in Spanish

AI:
Change – Updated AI rules to force it to stand and fight after a second retreat in a row
Change – Increased AI focus on science production
Change – Planetary governer mode “Mineral” renamed to “Mineral+”
Added – New Planetary governer “Mineral” that will only build mineral facilities, nothing else. Use this when you want to add mineral mines but not reduce food or research output
Fixed – Colonizers can now take population from a planet with population control

UI:
Added – Option to permanently remove ship designs (Hold down shift and click the delete button)
Fixed – Scrolling in the economics screen could scroll down the events log
Speculative Fix – Reduced UI messages about planetary bombardment
Change – If combat cannot be simulated in a reasonable time then game uses calculations rather than simulation. If this happens then no statistics are shown on post-battle screen.
Change – Can order 150 fighters at once from planetary build queue
Added – More tooltip info on the impact of extended working hours on exhausted workers
Fixed – Can now have the same name ship design across multiple races

Gameplay:
Fixed – Transporting population to world with Shipyards but not factories will no longer destroy the shipyards nor any excess Colonial Modules
Fixed – Muon Fusion Reactor changed to 6x6
Change – lessened the rate of impact of extended working hours on your workers
Fixed – Removed ability to destroy orbital structures or launch invasions before combat resolved
Change - Theosians should no longer multiply at an excessive rate

Modding:
Fixed – Can now use SCENARIO folders inside Mod folders
Added – Ability to add Heroes
Last edited by Shards; Apr 5, 2016 @ 9:28am
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Showing 1-15 of 75 comments
Zankor Apr 4, 2016 @ 10:02am 
Sounds good, can't wait to try it out.
KEN RAILINGS Apr 4, 2016 @ 10:32am 
Awesome! Looking forward to starting a new game tomorrow!
stixon Apr 4, 2016 @ 11:13am 
AI and Governors changes are awesome
cant wait, i wanna play with hard AI's badly
tnx !
iggi Apr 4, 2016 @ 1:43pm 
Originally posted by Shards:
Hi,
Change – Can order 150 fighters at once from planetary build queue
please, make the value is greater than 150, i build about 1000 fighters per time.
i playin wolfspack tactics last game, and micromanagement for fighters build so pain and suffer.
Ufnv  [developer] Apr 4, 2016 @ 1:51pm 
Will make it configurable later
mikeCK Apr 4, 2016 @ 2:37pm 
It is my understanding that the AI was not researching technology. That is why the AI builds only Corvettes when I'm using cruisers. Does this patch fix that because I see that it only applies to "hard" difficulty?

Change – Increased AI focus on science production on Hard difficulty

Edit: I checked the graph. No AI was generating ANY research points for the first 200 years. Then 2 did but the 2 others did not.
Last edited by mikeCK; Apr 4, 2016 @ 4:43pm
Dray Prescot Apr 5, 2016 @ 12:33am 
I am playing a normal game 900 star map, when I check the graph I can see the 4 Races that I have meet are doing a constant approx 3.5 to 4.5 science from the beginning of the game and their net total science are straight lines at a (slightly different for each Race) constant slope, this covers a period up to about 2250. This was for a pre new Beta game.
Last edited by Dray Prescot; Apr 12, 2016 @ 6:43pm
Ufnv  [developer] Apr 5, 2016 @ 12:55am 
Normal was also affected, however on hard it's visible the most
Kyrah Apr 5, 2016 @ 2:31am 
When will the beta be avaiable?
Shards  [developer] Apr 5, 2016 @ 2:52am 
Later today, I'm guessing at around 3pm UTC+1, and it will be as a Steam Open Beta first
Last edited by Shards; Apr 5, 2016 @ 3:06am
solops1 Apr 5, 2016 @ 7:18am 
What about all of us non-Steam Polaris Sector owners? When do we get the beta? I hate Steam and bought Polaris Sectorit direct, which, by the way, puts more money in the devs pockets. The only reason I even have a Steam account is to get games that are unavailable any other way.
Slitherine_Iain  [developer] Apr 5, 2016 @ 7:51am 
We just want to double check it before we release it so it will be very soon (assuming it works!).
Fenris_wolF Apr 5, 2016 @ 8:23am 
When will the beta be avaiable?) I mean that for a long time 3 pm
Last edited by Fenris_wolF; Apr 5, 2016 @ 8:47am
KrAnGaZ Apr 5, 2016 @ 9:08am 
How's the release coming? I'm very keen to see if the patch fixes my frequent crashes...
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Date Posted: Apr 4, 2016 @ 9:47am
Posts: 75