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BryceHarrington

Announcing the 1.08.1 patch

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Here's 1.08.1, rolling up a bunch of fixes on top of 1.08.0 for crashes

and other issues folks have found in testing that release.

Of note, several of you remarked about the hostility levels being a bit

high, especially early on in the game when you're trying to get things

established. I've tweaked several of the event settings to delay when

hostile events start kicking in. Derelicts are reduced in frequency by

about half, mainly just because there's a lot of really annoying pathing

bugs they expose that we've not yet figured out. I've also hugely

reduced so-called 'compound events' where multiple attacks happen

simultaneously; we'd accidentally bumped up the frequency of those

particular events in 1.8 and I suspect that may be the cause of some of

the problems with seemingly constant attacks.

Other fixes include:

* Prevent brawling in space

* Fix unassigned job sort crash

* Fix crash with too many objects

* Move dressers and shelves to residence menu

* Disable Command Console for now

* Now the game will tell you how many hospital beds, tables and bars

a room can hold.

* Bumped up chance that people will want to pick up weapons.

* Fixed nil value error and remove affinity check on inventory

* Security now attack violent rampagers as if they were raiders.

* Bulbous plants count for the morale hint too.

Contributors to this release were Bryce Harrington, Untrustedlife, and

Andrew Hewson.

Quick download links:

* Source: http://spacebasehub.net/public/downloads/spacebase-df9-1.08.1.tar.bz2

* OSX: http://spacebasehub.net/public/downloads/UnofficialSpacebasePatchv1081OSX.zip

* Windows: http://spacebasehub.net/public/downloads/DGUnofficialSpacebasePatchv1081.exe

Come join our discussion channels:

* Steam Forums: http://steamcommunity.com/app/246090/discussions/

* Reddit Subforum: https://www.reddit.com/r/spacebasedf9/

* Google Group: https://groups.google.com/forum/#!forum/spacebase-df9

* Freenode IRC: #spacebase-df9

Full list of changes:

Andrew Hewson (1):

Fix for squad disband crash.

Bryce Harrington (12):

README: Fix word wrapping

EnvObjects: Move dressers and shelves to residence menu

UILayouts: Disable Command Console for now

events: Bump up proportion of immigration events

events: Dial back compound events

events: Adjust minimum population for breaching immigration events

events: Reduce frequency of derelict events

events: Delay docking events

events: Delay hostile derelicts

packaging: Register certain things to not be included in the

release package

Add a release script to generate and sign tarballs

Untrustedlife (10):

Import Buildhelper.lua

character: Prevent brawling in space

character: Fix unassigned job sort crash

Import SelectObjectForZoneMenu.lua from doublefine's install

Fix crash with too many objects

Now the game will tell you how many hospital beds, tables and bars

a room can hold.

Bumped up chance that people will want to pick up weapons.

Fixed nil value error and remove affinity check on inventory

Security now attack violent rampagers as if they were raiders.

Bulbous plants count for the morale hint too.

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Encountered a bug.

One crew member was rampaging. I created a squad of 2 security and used Subdue\Capture command on rampaging person. They started firing at him. Now i have this situation:

He is lying on the floor with - Incapacitated, Rampaging!, Incapacitated.

Security is standing near and firing at him - Shooting at Enemy.

No command (cuff, reassing this room to brig\sickbay, e.t.c.) seems to work for me. If i reassing security to another job - any security who is still on duty and pass through room with lying man - will start to fire at him... Doctors just ignore this "patient".

I dunno what to do...

P.S. I can provide game save.

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Maybe a bug:

1) A little scratched guy with unknown desease going to Reviva-bed.

2) Doctor attends to patient in Reviva-bed.

3) Doctor stays near bed indefinitely, trying to cure that patient, whom he cannot cure without research.

There is a way to manually eject patient from bed, but first we need to spot this situation in time...

P.S. Old bug with closed air lock door disassembly still in place - it's column of lights remains in space if door vaporized forcefully (with the wall). Same with turret dismantle - if wall dismantled before turret - it cannot be teared down and will remain in empty space.

P.P.S. Residence ownership becomes a little messed up then you quit game and later loading your progress to continue playing.

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Some logic issues: decay rate of fire extinguisher and master alarm is very high. It is logical for some key with red light to simply be good for a long time (like in real life)...

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