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Post by Space Borders on Oct 12, 2012 14:47:41 GMT -5
Beta [v2.0.6b2] is now available for download. Everyone who has sent me their device info (prior to this post), will be able to use it. docs.google.com/open?id=0B7HoTq2dCVCtZkhJVFNPNjEyR2Mdocs.google.com/open?id=0B7HoTq2dCVCtdV9CY3JHa1VuRm8Download these two files and drag them into iTunes, sync your device. Have fun! Here are the new features: spaceborders.proboards.com/index.cgi?board=feat&action=display&thread=44Bugs fixed: - iPad strategic view scrolling - Spaceport One & Mastermind problem fixed Some things that should be tested: - Does Starport One finally work without problems? - Does the strategic view list scrolling work? - Is the missile launcher too powerful with its new range? - Do you like the new radar/strategic map theme? - How is the new 2X time multiplier? - Is ship recalling a useful new feature? - Do you receive a $20k bonus at the end of DSM? - Finally in "The Offensive", the mission only ends when all ships are docked. - Is the base energy sufficient now?
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Post by derezz619 on Oct 12, 2012 20:33:54 GMT -5
Hey for some reason it keeps showing the previous version of the test app, 2.0.5
I don't know if Im doing something wrong but im following the same instructions you gave me for the previous version?
Help?!?
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Post by Clinkzbone on Oct 12, 2012 21:26:19 GMT -5
My Space Borders shows Version 2.0.5.2.
Is this the right version (given that your file name is v2.0.6b2)?
I tried it anyway and the recall function and x2 speed functions work fine. The new strategic map colours are good too.
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Post by Clinkzbone on Oct 12, 2012 22:12:51 GMT -5
Yeah the missiles don't seem to have been changed...I have recall though. Wierd.
Base mothership energy is a lot now. I can now use 4 artillery, 2 laser turrets and a gatling gun on Overload, which is only the third mission. Before I could only use 1 artillery with 2 lasers.
Not sure if the mothership has too much base energy now...it makes the early missions so easy.
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Post by derezz619 on Oct 12, 2012 22:16:05 GMT -5
Haha yea maybe the energy needs some fine tuning but definitely helps.
Havent tried the missiles yet but still working on mining to get a damn Aegeon since i have everything else maxed and what not. Recall works great.
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Post by lolcaptain on Oct 12, 2012 23:29:39 GMT -5
Does Starport One finally work without problems? Yup - Does the strategic view list scrolling work? Yes - Is the missile launcher too powerful with its new range? It has always been too powerful - Do you like the new radar/strategic map theme? Yes, but needs time to get used to - How is the new 2X time multiplier? - Is ship recalling a useful new feature? - Do you receive a $20k bonus at the end of DSM? Not tried - Finally in "The Offensive", the mission only ends when all ships are docked. Not tried - Is the base energy sufficient now? Too much actually
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Post by lolcaptain on Oct 12, 2012 23:30:31 GMT -5
2x multiplier is nice, and the recall button is just fabulous.
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Post by Clinkzbone on Oct 13, 2012 0:24:18 GMT -5
The Offensive works.
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Post by Space Borders on Oct 13, 2012 2:44:04 GMT -5
Hello everybody, I'm glad you already have had a chance to test the new version. Yes, it shows as v2.0.5.2 but it is actually v2.0.6b2. Nothing to be concerned about. Here is the status summary so far: - Starport One: FIXED! - Strategic List Scrolling: FIXED! - 2X Time Multiplier: WORKS! - Recalling: WORKS! - The Offensive: FIXED! - Bonus: WORKING? - Strategic/Radar Theme: BETTER? - Missile Launcher: TOO POWERFUL? Only change: Range was 600, is now 700 - Base Energy: TOO HIGH! Thanks for helping!
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Post by Clinkzbone on Oct 13, 2012 3:23:52 GMT -5
Actually the missile range is stated as 800 in game?
Also my healing turret doesn't work all the time...like it will target a ship but the ship doesn't gain health. Is this a bug? I never noticed before but maybe it was there in the past.
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Post by Clinkzbone on Oct 13, 2012 6:50:06 GMT -5
Gah accidentally deleted the app! Now all my data's gone At least I'll be able to test from the beginning without any advantages now :/
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Post by Clinkzbone on Oct 13, 2012 7:34:59 GMT -5
Ok I just discovered a wierd little bug in The Evacuation. After the convoy left, there was the popup saying "Blah blah Destroy all remaining forces." I destroyed the 2 fighters, then the popup saying "Aliens coming from the east etc." Here's the bug. The 2 escort ships, one cargomaster and the shuttle teleported to the mothership, then continued on their course to the left. The last cargomaster kept going, far ahead of the other ships in the convoy.
Not game breaking or anything, just a little odd.
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Post by Clinkzbone on Oct 13, 2012 7:40:43 GMT -5
Does the energy regen upgrade also increase the amount of energy your ship has? Because with upgrades I could use 4 artillery slots and 3 turrets in Overload, but now playing without upgrades I can only use 4 artillery slots and nothing else.
Also, is artillery supposed to keep firing when I have -700 energy? Because that's what it's doing.
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Post by Clinkzbone on Oct 13, 2012 9:46:02 GMT -5
Small bug:
When support ships are set to follow another ship, then are recalled, the docking animation gets messed up. The ships fire their engines and disappear and reappear while docking. They still dock but it just looks weird. Can someone try it with 10 support ships and see if anything happens?
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Post by Space Borders on Oct 13, 2012 10:33:44 GMT -5
Wow, now I've got a lot of things to answer . Sorry that you accidentally deleted the app, but this will indeed give a much greater insight on the modifications. 1 - The missile range is 700, it's just displayed incorrectly -> FIXED. 2 - The healing turret always selects the object which is most damaged, in your case it probably repaired a turret (which does not contribute to hull repairs), hence the ship itself didn't show any change in health. 3 - The energy rate is now indeed linked with the base energy. I will add this to the description to make it clear. 4 - The artillery system is the only weapon that is allowed to drain energy while there's less than 0 left. Turrets however will be blocked until energy is 0+ again. Although this would seem like a bug, it really is a feature. 5 - The docking problem has been confirmed. I forgot to remove ships from their wingman duty and now there's a small power struggle between the wingman leader and the mothership docking procedure. - >FIXED 6 - The problem you encountered with the shuttle and CargoMaster seems REALLY odd indeed. Can you give me some more information, so I can try to reproduce this bug. Thanks for the feedback, it really helped A LOT!!!!
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