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You can find it on nexus: http://www.nexusmods.com/masteroforionconquerthestars/mods/30/?

***** New Fixes Included in this patch *****
Bug.0.0.5.1: Encountered a division by zero error during a tactical battle
Fix.0.0.5.1: Put some defense code logic to avoid this case in the OrderUseModule GetTarget code. These look almost like race conditions in the code to me.

Bug.0.0.5.1: Encountered a NullReferenceException during a tactical battle
Fix.0.0.5.1: Placed some defensive code in the two routines that showed up on the log FillSpecialsButtons and FillSelectedSquadronInfo. These look almost like race conditions in the code to me.

Bug.0.0.5.1: When the MIRV missile split into fragment, the fragments would loss all missile modifications
Fix.0.0.5.1: Added missing code to re-enable FAST, ARMORED, and ECCM benefits to missile fragments.

Bug.0.0.5.1: Missile modification ARMORED is not working
Fix.0.0.5.1: Added missing code to adjust missile health

Bug.0.0.5.1: Fighters sometimes circle around empty space for the entire battle
Fix.0.0.5.1: Corrected endless loop on orbitattack, fighters will now break from it and perform further actions

Bug.0.0.5.1: Missile modification FAST is not working
Fix.0.0.5.1: Adjusted logic to modify maxVelocity instead of velocity

Bug.0.0.5.1: Wide Area Jammer not given main defense benefit to equipped ship only the fleet bonus is working
Fix.0.0.5.1: Corrected missing check for wide area jammer in ships missile defense calculations

Bug.0.0.5.1: Research Treaties - Cost is prohibitively expensive as it is summing the cost of all previous research items
Fix.0.0.5.1: Adjusted Research Treaties to work basically the same as trade treaties - much lower cost, now affordable throughout the game (or at least as affordable as trade treaties)

Bug.0.0.5.1: Attack calculations are off for ships due to a leader bonus bug (present or not-present), resulting in missiles rating higher than beams
Fix.0.0.5.1: Corrected leader bonus issue in attack calculations

Bug.0.0.5.1: Missile/Torpedo Modification ECCM is doing nothing as it is reading the wrong value from the yaml file
Fix.0.0.5.1: Adjusted logic to read in the correct value

Bug.0.0.5.1: MIRV is doing excessive damage, logic is making each fragment do the same damage as the full missile, supposed to double damage overall, so with 4 fragments each should be doing 1/2 main missile damage
Fix.0.0.5.1: Corrected damage of MIRV fragments in tactical battle

***** New Enhancements *****
Add.0.0.5.1: Fighters Re-targeting - If fighters still have ammo left and the ship squadron they where attacking is destroyed they will re-target another enemy instead of returning to home ship. Basically gives them free dauntless type capabilities.

Add.0.0.5.1: AI Optimizations - Adjusted some AI build priorities. They should be maintaining larger fleets.

Chg.0.0.5.1: Combat Colony - Factored in leader bonuses into rating calculations and added hit points to the display.

Chg.0.0.5.1: Military Outpost Tooltip - Moved tooltip higher to not overlap combat chances.
Post edited May 29, 2017 by WhatIsSol
The last official patches do include more or less all of my fixes I did before version 5. The developers asked for my work and I provided it to them for inclusion into those patches which they did. I was even given credit in the games credits section for this work. They did not have time to add my new features in, but did express interest in at least some of them and I provided the code changes for them as well.

When or if they ever do another patch, I will be happy to provide them the new work I have done. But I do not comment on that as it is not my place to make official statements for the developers/publisher.