Update news for 2012-07-11

This is a hotfix for a few important bugs, but since we've been working on gamma fixes too, some of it have sneaked into this patch. This isn't the intended "big" patch published in our devblog.

Gameplay

  • Fix: More fixes to NPCs going through walls, going swimming, etc.
  • Fix: Fixed a bug that made roaming NPCs forget to roam.
  • Fix: The cost to repair an Arkhe was -1 NIC.

Robots and modules

  • Fix: Fixed modules showing "ammo capacity 0" even when they don't require ammo.

Extensions

  • Fix: Newly upgraded extensions had no effect on the terrain on certain islands.

Industry

  • New: The commodity dropdown in the refinery window is now sorted alphabetically.
  • New: A new confirmation box will warn you if there are not enough materials for all the production cycles.

Modular Private Colonies

  • New: Every building will now be able to enter emergency phase, with the exception of command relays and turrets.
  • New: Buildings coming out of emergency mode will now have a 2-hour PvP flag, for easier distinction between them being before or after their emergency phase (aka. "If we shoot the ones with PvP-flags, they will blow up, and not go into emergency mode.").
  • Fix: MPC Terminals will now drop their content when they get deconstructed (private and corporation storage contents, production items, etc.).
  • New: Added a terrain underlay with custom opacity slider into the colony planner.

GUI

  • Change: Changed the highway map color to something less harsh.

General

  • New: Added a new toast event filter for the notification of sent mails.
  • New: Added selection checkboxes to waypoints, with "select all" and "delete selected" functionality.
  • Fix: The location line in the proximity probe settings window will now show not only sector but the zone too.
  • Fix: Fixed buggy linebreak when editing ingame mails.
  • Fix: Home and end buttons will now work properly when editing ingame mails.

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