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Slipways demo
Slipways demo





  1. #SLIPWAYS DEMO ARCHIVE#
  2. #SLIPWAYS DEMO PATCH#
  3. #SLIPWAYS DEMO CODE#

#SLIPWAYS DEMO ARCHIVE#

Campaign: The forebear archive and fargate terminals now have an option to return to them later after you trigger their completion event, instead of forcing you to go through with activating them. It should no longer do so, and the description is more precise about what's going to happen. Automation dependence quirk: the behavior of the quirk did not match its description, affecting structures as well as planets. Void Synthesizer vs Fargate Terminal: Void Synthesizers had a bunch of weird behaviors when connected to a fargate terminal in the "Greener pastures" mission, leading to crashes. Project interaction: Megastructures and Elysium did not play along when built on the same planet, resulting in duplicate, unsatisfiable needs.

slipways demo

This should no longer happen, and the quirk will only look at "base needs" that are part of the planet's core industry. This resulted in crashes when products that were already exported got removed.

slipways demo

Insecurity sector quirk: This quirk fell into the classic trap of activating again once it was already inactive, specifically with projects that were adding new needs (eg. Greener Pastures mission: Various problems caused by activating a terminal and then doing a deep undo many steps back should now be taken care of.

#SLIPWAYS DEMO PATCH#

If you were already experiencing problems with machine sentience/cybernetic bodies in a run, this patch unfortunately won't retroactively fix old saves - but the problems should no longer occur on new ones. Machine Sentience/Cybernetic Bodies: An earlier fix to another problem broke the delicate seventyfold balance that is crucial to making these technologies work correctly. Only in the English version for now until the next localization update. Campaign mission descriptions: Ingame text for the fargate, the vaults and the advanced pylons has been revised for more clarity (hopefully). I have reprimanded myself and the tutorials should now work normally.

#SLIPWAYS DEMO CODE#

Tutorial slowdown: Two in-game tutorials could exhibit a pretty heavy frame drop because *somebody* left debugging code in. I applied additional duct tape to the continuum. Port in the Storm vs rewinding time: Rewinding time using a ruins event, then undoing this was a bit too much for the spacetime continuum in this mission, resulting in a crash.

slipways demo

This was intended from the start, but the relevant modification was missing from the mission files.Īfter this round of fixes, the version numbers should be up to v1.3(b1086) on Windows and v1.3(b1087) on Mac. Campaign: Through the Looking Glass: Xenostudies is now usable inside rifts, as an alternate vessel-based version.

slipways demo

They should now restrain themselves until they reach "successful" and can actually help. Campaign: Ghost in the Machine: Established planets would be so eager to help that they would redirect their income towards the reactivation effort even before they actually had anything to contribute. This fix should also help with other issues you might be having if you're sharing saves played on different machines. Ranked preview: When viewing a ranked run played by another person, their settings would "bleed through" for a second, causing weird effects during loading - including resolution changes and even crashes, in some cases. This patch is a small batch of bugfixes targetting ranked and campaign:







Slipways demo