Dawn of Andromeda

Dawn of Andromeda

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MikeGreyWolf Dec 6, 2016 @ 7:03pm
Patch 7.45b [December 8th] Changelog (Updated with hotfixes)
Hello everyone! We have just released a new patch that aims to fix most of the issues reported to us since the release to Early Access. We want to thank everyone who took the time to report these issues and send save files so we could reproduce them, as well as some very helpful suggestions that made it to this patch. Other than the bug fixes, there's also a couple of small additions and improvements.

One big note however: due to the fact that we had to fix bugs within the save system, it was impossible to maintain compatibility for saves from the previous version, so these are reset once you start the game for the first time after.

Without further ado, here's the changelog:

Added/Changed
  • Pressing the space shortcut now reverts to your latest speed instead of normal speed
  • You can now add and remove units individually from your currently selected fleet by pressing down Shift and clicking on the unit
  • You can unselect units from your fleet panel by pressing Shift and clicking on its icon
  • Fleets now have their own icons in the main panel
  • Adjusted AI to stop offering ludicrous amounts of credits for a technology
  • When creating a new ship design, the design icon will be set to hull's default icon
  • You can now skip the intro videos by pressing Enter,Escape or clicking with the left or right mouse button
  • Irreligious trait is now called Faithless
  • The Kalzur now have the the Religious trait instead of Faithless
Fixed
  • Black screen after loading a game
  • Food and other resources being reset after loading a game
  • Ships using wrong design and/or malfunctioning and disappearing after loading a game
  • Taxes being reset after loading a game
  • Prosperity being reset after loading a game
  • Fleets assigned to 0-9 being reset after loading a game
  • Export button and Colony menu malfunctioning if the player controls a big amount of strategic resources
  • Crash and/or heavy RAM use if the player has many ships and enters the Shipyard menu
  • Crash that while rare, could happen by mid to late game
  • Credits not being added to the player's treasury after he surveys space debris worth a certain amount of Credits
  • Planet destroyed being reset to its normal state after loading a game
  • Use of the space key in the Ship Design pausing/resetting the time speed
  • Double clicking on a ship or planet centering the view or entering the colony menu for the wrong unit/planet
  • Buttons in the game creation menu being too high and leaving a transparent line between them and the bottom border

EDIT: Update with hotfix build changelog (7.45b):

Fixed
  • Rare instance where the screen would get stuck after loading a game
  • Crash and/or freeze drain by late game
  • Crash after accessing certain menus during late game
  • Space debris still not awarding the player funds
  • Wrong resources gained from exploiting anomalies/asteroids
  • Stations max reaching over 7+
Last edited by MikeGreyWolf; Dec 8, 2016 @ 2:27pm
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Showing 1-15 of 16 comments
TurtleStrong Dec 6, 2016 @ 8:09pm 
Time to test the autosave and see if this is legit.
Kheben Dec 6, 2016 @ 10:51pm 
Great job,

thanks for the fast fixes
MWB-Manager Dec 7, 2016 @ 8:52am 
I Still have the problem that after i want to load a save game, i get a black screen
MikeGreyWolf Dec 7, 2016 @ 9:33am 
MWB-Manager: Can you confirm you are running 7.45 ? If so can you send us your corrupted save files? You can see how to do that here: http://steamcommunity.com/app/427570/discussions/1/154642857136841955/

If this issue is confirmed I'm really sorry, we'll try to issue a hotfix ASAP. Cheers and thanks for the report !
morpheus Dec 7, 2016 @ 11:57am 
well, you broke prosperity with that patch; even without saving.

its stuck @ +3, despite it saying its trying to reach +5.

So its @ +3, says it wants to reach +5, and the expected increase is in 2 months and 2 weeks, however that countdown is stuck, which i think is the bug here. (if its coded like if countdown==0 then increase)

edit: look into the bug thread i linked below, to read what happened when i played around a bit with that issue.
Last edited by morpheus; Dec 8, 2016 @ 12:19am
i_nive Dec 7, 2016 @ 1:35pm 
Originally posted by morpheus:
well, you broke prosperity with that patch; even without saving.

its stuck @ +3, despite it saying its trying to reach +5.

So its @ +3, says it wants to reach +5, and the expected increase is in 2 months and 2 weeks, however that countdown is stuck, which i think is the bug here. (if its coded like if countdown==0 then increase)
Prospect has been broken in my game even before the patch (same symptom, different numbers).
MizzouRah Dec 7, 2016 @ 6:57pm 
Thanks for the patch! My ship movement issue seems to be fixed. Would LOVE to be able to see where my ships were going on my ship screen though, I sometimes forget where I sent them. ;)
morpheus Dec 8, 2016 @ 12:06am 
look here for things i noticed with 7.45 installed; and more about prosperity.
Sqweloookle Dec 8, 2016 @ 7:26am 
Originally posted by MizzouRah:
Thanks for the patch! My ship movement issue seems to be fixed. Would LOVE to be able to see where my ships were going on my ship screen though, I sometimes forget where I sent them. ;)
yes please!

i still get game not responding during year 243

i have noticed that moving about the map quickly and zooming in and out still causes lagging and jumps around the area you are viewing in seconds.
Not all the time.

I would like to have ship upgrade option from the ships window and in the shipyard can you have the list re-arrangable.

Can you make the create new design window smaller so you can see your shipyard window for names? Just a small request.

Will you do waypoints? with shift or ctrl?

I'd also advise that you add a bar that indicates a week's duration and you can even add another bar that shows the month's duration just under the game speed area.


What about Modding? and Workshop support? Will you be adding that later?
morpheus Dec 8, 2016 @ 8:06am 
considering everything is in unity asset files, which are obfuscated (=made nonsensical) i dont think hobby-modding will be available soon.
MikeGreyWolf Dec 8, 2016 @ 2:33pm 
morpheus: seems like that issue was already present in the previous build. It's in the podium of urgent bug fixes for the next build.
MizzouRah: that will be in the December update :)
Sqweloookle:The ship design edit and retrofit options will be in the January update. I'm not entirely sure what you mean by having the design window smaller for names, do you mean so you can see the name of your previously created names? Adding waypoints is in the plans, yes :) You can see the progress of your current week by hovering the mouse over the game date (top bar, next to the time control buttons). We do plan on adding mod support post release, for now and up until release the focus is all on making this game shine.

Thanks everybody!
MizzouRah Dec 8, 2016 @ 2:53pm 
Thank you!
Sqweloookle Dec 8, 2016 @ 5:41pm 
Awesome. I hope you plan on a programming tool to create the mods? Or give a series of documentation of various "how to"s, either would be fantastic. Cause I can see making shipsets, logos, preset civs, portraits and so on.

Yes it would be nice to see the current list and equipped features of current ship designs in the ship design window so you do not remake what you already have made. lol I'm assuming the game will tell you when you use duplicate ship design names?
i_nive Dec 10, 2016 @ 2:57am 
Copy/Paste my comment to update announcement:
"""
Would you please add a "TODO/Upcoming" section to the announcement, listing your plans for the next changelog(s)? Your backlog becomes transparent which will be appreciated by the EA players/testers.
"""
The existing "EA Roadmap" topic serves its generic puprose. OTOH getting specific requires efforts.
MikeGreyWolf Dec 13, 2016 @ 6:44am 
Sqweloookle: We're planning on having some guides, hopefully you shouldn't need a editor. Seeing the ship parts you already have equipped is definitely something we can implement :)

i_nive: The problem with promising very specific features, content etc is that if for some reason we can't make it to Update A or B or it gets delayed, or simply doesn't get in there because it doesn't work the way we planned there is a very strong chance that one or more people will get angry at us for promising things and not delivering, which is understandable. Game development can be unpredictable and we really want to avoid being in a situation where we create false expectations even if we never meant to.
I totally understand your position though, and I know most people understand what goes into game development and specially indie game development but at least for now we'd rather have a set of things that will be in an update for sure, and maybe even throw some surprises in there, rather than promise things we are not 100% sure we can deliver.
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