Posted May 29, 2017
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.
***** 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