Sword of the Stars 2

LiquidMantis wrote:

A big ass list of fixes

Yet another impressive list of fixes from Monday thru to today.

Yeah, I'm definitely feeling better about this. It makes you wonder why they didn't push it back a couple more weeks and go into crunch time like they are now. I understand there were prior delays but surely they had to know there would be severe, potentially permanently damaging, ramifications to releasing it in the state it was in.

Rumor is that sound and the AI combat sim are getting fixed for Friday. No idea if there's any merit to that claim though.

Btw, they're working on my refund.

I love pay to play betas, but only when they're identified as such. I'll buy this again in the future, but for now I'm "voting" with my wallet and my email to their support expressed my displeasure.

... GameSpy ...

T_T

Why? Why do people still do this? *sob*

I hate going into the SotS2 forums right now. Even free sh*t will not keep people from thinking crazy thoughts or saying mean-spirited things right now. Understandable to a degree, but that doesn't mean I want to be exposed to it. I am sure at this point, if Kerberos patches the game up to be the Best Game of all Time, people would still be in there whining about how it was all some sort of scam.

you get the dlcs through steam or do you have to activate or register the game with someone?

It's odd. I wasn't planning to purchase the game till I saw it on sale at some point in the future. Because I haven't had the displeasure of going through a post-release beta test, if the game is stable by the time I get around to purchasing it, I don't think my opinion of the developer will diminish at all. Sure, I'll be somewhat sympathetic to those who had to pay to beta test the title for me (as this has happened to me before), but I'll just be happy I'll have a stable game.

I know that when an MMO has a buggy release, it's extremely difficult for it to bounce back. I wonder how difficult it is for non-MMO games to improve public perception after a debacle of a release.

LiquidMantis wrote:

Yeah, I'm definitely feeling better about this. It makes you wonder why they didn't push it back a couple more weeks and go into crunch time like they are now. I understand there were prior delays but surely they had to know there would be severe, potentially permanently damaging, ramifications to releasing it in the state it was in.

Rumor is that sound and the AI combat sim are getting fixed for Friday. No idea if there's any merit to that claim though.

Who says they haven't been in crunch time for weeks already?

Last night I picked white and black as my ship/empire colors. Got into the game. It turned my ships bright pink (and put another empire DIRECTLY next to me, so I couldn't even repaint them before the vicious alien monsters LAUGHED AT ME).

CSteel wrote:

It's odd. I wasn't planning to purchase the game till I saw it on sale at some point in the future. Because I haven't had the displeasure of going through a post-release beta test, if the game is stable by the time I get around to purchasing it, I don't think my opinion of the developer will diminish at all. Sure, I'll be somewhat sympathetic to those who had to pay to beta test the title for me (as this has happened to me before), but I'll just be happy I'll have a stable game.

I know that when an MMO has a buggy release, it's extremely difficult for it to bounce back. I wonder how difficult it is for non-MMO games to improve public perception after a debacle of a release.

Did stardock ever fully recover from elemental? didnt they lay off people this year?

Complex wrote:
CSteel wrote:

It's odd. I wasn't planning to purchase the game till I saw it on sale at some point in the future. Because I haven't had the displeasure of going through a post-release beta test, if the game is stable by the time I get around to purchasing it, I don't think my opinion of the developer will diminish at all. Sure, I'll be somewhat sympathetic to those who had to pay to beta test the title for me (as this has happened to me before), but I'll just be happy I'll have a stable game.

I know that when an MMO has a buggy release, it's extremely difficult for it to bounce back. I wonder how difficult it is for non-MMO games to improve public perception after a debacle of a release.

Did stardock ever fully recover from elemental? didnt they lay off people this year?

Actually, I think they have been slowly hiring people back. Stardock, the company, is a special case. The company makes the majority of its money making corporate apps; games are something they do because the owner likes to make games. If Fallen Enchantress tanks, they can just stop making games and be just fine as a company. Unlike Kerberos, which, if SotS2 tanks, everyone there goes and finds somewhere else to work.

More to CSteel's point, Elemental never recovered from its disastrous launch. There are still people on GWJ who, even when being given two free games, say that they will never ever play them nor buy anything else from Stardock under any circumstances whatsoever. Even though Elemental as it stands today is in pretty good shape due to a lot of hard work on Stardock's part.

I think SotS2 came out in better shape than Elemental (once the "real" build got up on Steam), so it has less of a hill to climb to recover in the eyes of gamers. I think Paradox's past track record of buggy-ass releases helps as well to some degree because people who play Paradox games kind of expect them to be jacked up on release. SotS1 was a mess when it was released, so expectations of players of the previous game were lowered there as well.

So, I think it can recover, depending on how fast Kerberos can get the game to the point where it should have been. I really want to play the game SotS2 is supposed to be.

I will never preorder a game from Stardock again due to the Elemental debacle, but that's as far as I will take that. The game is much improved now, and I'm cautiously optimistic that Fallen Enchantress will be awesome given the crew they put in charge of that one. I'm still happy to pick up their games, but I'm not willing to buy in sight unseen anymore.

I'm generally like that with most developers: if they build up a good reputation, I'm willing to preorder to support them. But if they burn me with a poor release, then they go back on the "cautious" list for me.

Nightmare wrote:
Complex wrote:

Did stardock ever fully recover from elemental? didnt they lay off people this year?

Actually, I think they have been slowly hiring people back. Stardock, the company, is a special case. The company makes the majority of its money making corporate apps; games are something they do because the owner likes to make games. If Fallen Enchantress tanks, they can just stop making games and be just fine as a company. Unlike Kerberos, which, if SotS2 tanks, everyone there goes and finds somewhere else to work.

They did lay off a bunch of people last year after launch. It was the second team who were working on the next game, whatever that was. And, yes, they have been re-hiring some of those people.

SoTS2 feels more feature complete than Elemental did at launch. It was released buggy and half launched. Elemental had poor design decision, SoTS2 basically just ran out of money, if that makes sense.

Can any of you actually imagine working for a game developer? Sorry we gotta let you go, maybe well hire you back in a few months. Project is over, your fired!! People really gotta love abuse to work in the games industry.

jam3 wrote:

Can any of you actually imagine working for a game developer? Sorry we gotta let you go, maybe well hire you back in a few months. Project is over, your fired!! People really gotta love abuse to work in the games industry.

This is why, anytime I think of making a conversion into that industry, I grab a hammer and whack my thumb as hard as I can. That notion gets disabused real fast, and lasts for a good year or so.

And today's patch:

r17606
------

Critical fixes:

- Fixed station manager crash when while selecting a station.
- AI versus AI combat routines now internalized and will no longer appear to players.
- AI will now follow command point limits when creating and modifying fleets.
- Added tool tips to descriptions to all sections in the design screen.
- Reimplemented alien habitation modules.
- Improved Spectre AI so Spectres now spread out amoung targets.
- Spectres now do appropriate damage based on their size.
- Fixed a slowdown due to Spectre collision error.
- Admiral creation within empire now working correctly.

Other fixes and changes:

- Fixed Spectre spawn positions.
- Improved Spectre AI so Spectres will move from large to small target is the opportunity arises.
- Game will now start in full screen mode at native desktop resolution unless specified in options. (Game can still drop out of full screen if another program window overlaps the game. Use ALT+ENTER to return to full-screen again.)
- Weapons now apply their appropriate damage pattern based on their distance from target.
(All weapons were using their max pattern range, often the weakest of all ranges)
- Turret fixes made to Human and Hiver Leviathans causing them to shoot through selves.
- Firing arc fixes to Heavy Beam modules.
- Heavy turret turn speed changes to be more realistic.
- Adjustments made to Disruptor weapon attacks.
- Fixed various minor bugs to station upgrades.
- Fixed Zuul and Tarka combat music themes not playing.
- Fixed crew death stuck above 0% (was not adding bonus crew when doing crew death calculations)
- Driveless ships in formation, provided they aren't lead ship, will now fall behind and rest of formation will continue at formation speed. If the ship with the destroyed engine is lead, the formation will slow down as designed, in order to protect lead (presumably
command) ship. Player can select ships to abandon lead ship if they wish.
- Fixed planetary spotter ranges (ships can now be spotted by planets when flying past)
- Planet Manger moved to its own dialog box.
- Added a delay to prevent any actions from taking place until everything is ready
- Compressed combat, gui and music sounds for greater efficiency.
- Fixed combat random encounter data being null
- fix incorrect stance facing (ship sometimes did not face target, now they will face target while in their stance)
- Level 5 Science Centers disabled temporarily.

Additions:

- New badges added to all races
- Additional load screen
- New encyclopedia entries on Admirals.
- New encyclopedia entries on Missions.
- Station Modules entries in the encyclopedia complete.

Known Issues:
- Sound bug remains a priority.
- Close To Attack isn't working properly.
- Players can enter battle without selecting the fleet they want to use
- Some players seeing sorting errors with refracted surfaces (ie glass can be seen through ship as black)
- Fleet isn't picked by default for combat. Player has to select fleet for combat.
- Players reporting crash when attempting to upgrade planet to Gem/Forge world.

I'm still in, but so far I'm taking the CEO's advice and treating this like a production delay. I'll fire it up again at some point, but probably not until December.

- Game will now start in full screen mode at native desktop resolution unless specified in options. (Game can still drop out of full screen if another program window overlaps the game. Use ALT+ENTER to return to full-screen again.)

-Added tool tips to descriptions to all sections in the design screen.

Very happy about these.

It's been a week. Is it awesome yet?

From where they were last friday pretty impressive what they got done in a week.

Robear wrote:

I'm still in, but so far I'm taking the CEO's advice and treating this like a production delay. I'll fire it up again at some point, but probably not until December.

Same here. Depending on feedback, I might be willing to dive in over the Thanksgiving break, but most likely I will wait until December.

Level 5 Science Stations disabled? Are they too sciencey?

I don't like the idea of specialized labs, though. I just get this idea that I build this expensive laser lab and it sits dormant just because someone half way across the galaxy is boning up on missiles.

Heh heh. Boning.

Missed that they pushed a small hot fix update Friday afternoon too:

- Added more variety to the default weapon loadouts of starting fleets.
- Issue where sound would cut out (particularly in combat) is now resolved.
- Fixed issue where ships would avoid far too high or too low while in combat.
- Resolved an issue where players could enter combat without a fleet even if a fleet is available.
- Fixed a bug that misrepresented the winner of a combat.

Well, I am definitely heartened by the quashing their doing. Looking forward to giving the a whirl down the road.

So, how's she playing these days?

I'm still afraid to try again.

There was another patch yesterday/today. Tomorrow is supposed to be a big one though.

I tried it a bit yesterday. I think my problem now is I just don't know how to approach this game, much less play and enjoy it.

It's much more stable now but it's still one of the most byzantine games I've ever played.

LobsterMobster wrote:

it's still one of the most byzantine games I've ever played.

Unfortunately the patching has made some rather striking changes.

IMAGE(http://media.moddb.com/cache/images/mods/1/16/15805/thumb_620x2000/byzantine_homecity.jpg)