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Twilight of the Arnor Beta - Fixed Bugs - Read This!

Twilight of the Arnor Beta - Fixed Bugs - Read This!

In an attempt to cut down on some of the redundant reports, we're going to make a sticky thread for Fixed bugs and a sticky thread for Reported bugs.  I'm not going to lock them, but please don't reply to them, leave that to Stardock employees.  The idea is that we'll reply to the threads as they're updated.  We'll update the threads from the forums and the bug database (and the support database for the beta testers who failed to read my post about how to submit a bug report.)

Fixed for Beta 1a:

+ FIXED: Invisible ship bug


+ FIXED: Bug where upgrading ship designs resulted in blank hulls

+ FIXED: Bug where thumbnail would not update on Quick Build list if you selected nothing then selected a ship

+ FIXED: Bug from 1.7/1.8 that caused crash when loading a save game (this fix will work for old save games)

+ FIXED: Crash when trading techs with the AI players

+ FIXED: Bug in the ship hardpoint data code that could cause the game to not find the shipcfg for a ship

+ FIXED: Crash where starting a new game from within a game (like when using CTRL+N) crashed the game

+ FIXED: Bug where component definitions for AI ships and deleted ships were not being cleared when starting/loading a  game from within a game, which may have been contributing to the memory problems

+ FIXED: Bug where going to a planet from the GNN then to the starport didn't behave correctly

+ FIXED: Negative bonuses were not being shown on the PlanetWnd or related windows

+ FIXED: Seam on TitleWnd around the bink animation

+ FIXED: Lockup when trading or stealing certain techs

+ FIXED: Bug where colonizing a planet would crash after an event that causes class zero planets to become habitable

+ FIXED: Inaccessible techs due to missing tech requirements

+ FIXED: Some missing query images for all Set3 improvements, including Factory3 and Lab5

+ FIXED: Selection bracket showing up on Galaxy mini-map

+ FIXED:  Weird lines on Galaxy Map

+ TWEAK: changed unhonorable to dishonorable

+ TWEAK: "a history of extremes"

+ TWEAK: CONSTITUENT (should be consistent) in Artificial Gravity descriptions

+ TWEAK: Added sort option to Planet list to sort by habitability

+ TWEAK: Added sort option to Planet list to sort by if the planet is defended

+ TWEAK: Typo in Arcean tech tree  "PlanetaryFortification" -> "Planetary Fortification"

+ TWEAK: Lab5 now has more wonderful colors

14,136 views 30 replies
Reply #26 Top

for the next update (after 2a):

+ Fixed bug where Yor were not made immune to the Disease Mega Event where none of your abilities have any effect.

Reply #27 Top

+ FIXED: Bug where you couldn't rebuild destroyed 1 time things.
+ FIXED: Bug where no money dialog popped up for influence as well  if you had selected the money option before you selected the influence
+ FIXED: Bug where the unuseable improvements were removed from the queue but not the surface image
+ FIXED: Ion cannons now do mass driver damage as they are supposed to
Reply #28 Top
+ FIXED: Bug where the AI would sometimes lower its relations until their status was at war with you without actually declaring war
+ FIXED: Crash when trying to upgrade a ship due to uninitialized variable
Reply #29 Top

Fixed for beta 3:

+ Planets building previous owner's ship design after conquest (even if it couldn't be built otherwise) (Link)

The Korath took over a Torian planet which was building fighters with a spore ship.
After that the planet keeps on building torian fighters and transports eventhough the ships are not available in the shipyard.


+ Research coordination center ineffective (Link)

After building a research coordination center, the planet does not see any increase in research points. I have tested this on several planets, every time with the same result.

- It appears as though many of the buildings that increase or benefit something by a percentage do not function. I've noticed that the Stellar Forge, Tech Capital, and the Omega Research Center do not appear to actually give any benefit.
Reply #30 Top

These have been fixed for beta 3:


+ Terran tech tree - plasma weapons linked to pulse cannons (mass driver) rather than lasers in tree display (pic) ([link="https://forums.galciv2.com/?forumid=421&aid=168607"]Link[/link])

- The Arcean Navigation Center does not auto-upgrade to the Advanced Navigation Center. This must be done manually. Both the Navigation Center and the Advanced give 1 bonus move, but the advanced costs 2 maintenance. It would certainly be more user friendly to the first time user if you could have either the basic or the advanced navigation center and the advanced gave +2 move.

+ Terran particle beam tech labels don't show version ([link="https://forums.galciv2.com/?forumid=421&aid=168801"]Link[/link])

Playing the Terrans there is a problem with their tech tree.
Particle Beams I, II and III are labeled as just "Particle Beams" for all 3. It appears that way on the research tree and in diplomacy.
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+ Blank techs appearing in trade (pics) ([link="https://forums.galciv2.com/?forumid=421&aid=168906"]Link[/link])

I have seen this too. If you right click on the blank tech it will tell you what it is. If I remember correctly it is called "New Invasion Tactics" and I've only seen minors with it at the start.
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