A major update to Particle Fleet has finally exited the shipyards and is currently engaging the Particulate!
As always if you are on Steam you should already have the update. If you need to download it manually, see here: http://knucklecracker.com/forums/index.php?topic=19932.0
There have been a wealth of bug fixes and small enhancements. Probably most notable is the addition of online ship sharing. You can choose from ships others upload all within the game now. If you want to just take a gander at the ships, there is a board on the forums that has a topic for every ship that is uploaded: http://knucklecracker.com/forums/index.php?board=45.0
Version 1.1.4 Changes
- – Fixed bug that made Ticon Defense Gun’s not be in the “Structure” group for lathe targeting.
- – Fixed issue where enemy Guppies would not launch if there was no player HQ on the map.
- – Fixed issue with missiles being double destroyed in the same frame which could lead to exceptions.
- – Added key (Shift-O by default) that selects all omnis on the map.
- – Added error handle to mission loading to protect against null queued conversation messages.
Version 1.1.3 Changes
- – Changed ship filters to be radio buttons.
- – Fixed a different (upper bound) issue with ship filters in the ship browser.
Version 1.1.2 Changes
- – Fixed update issue when creating a new ship and the list is alphabetically sorted and there is more than 1 page of ships.
- – Make sure the custom and online filters don’t show when viewing stock ships.
- – Fixed issue with online ship size filters that made the min size always be 0.
- – Ensure dynamically created Energy Sources have the correct object name.
- – Make PRPL SetUnitHasHealthBar work correctly when removing health bars.
Version 1.1.1 Changes
- – Changed HQ alarm interval to 90 frames (3 seconds). Also added “hqAlarmInterval” to the gamesettings.xml file (so it can be manually edited if desired).
- – Fixed issue with prplcore z coordinates when exiting screen mode on the core.
Version 1.1 Changes
- – Fixed handling of text for cores in screen mode.
- – Fixed bug in RandCoordsInRange PRPL function.
- – Added to PRPL SetStruc(int x, int y, bool enemy, int type, bool built); SetStrucBulk(int x, int y, bool enemy, int type, bool built, int range, bool square); bool GetStruc(int x, int y, bool enemy);bool GetStrucBuilt(int x, int y, bool enemy)
- – Fixed issue with Amp Gem conversations not properly applying.
Version 1.1b4 Changes
- – Make port modules update range as soon as an amp gem is applied or removed to the ship, even when paused.
- – Improved logic for preventing moving omnis off the map.
- – Added MireLand2 to prpl. Pushes 1 or 0 to stack based on whether it mired or not.
- – Added black backgrounds to ship preview images on the forum.
- – Allow cores to be set unselectable with SetUnitSelectable(false) in PRPL.
- – Increase HQ alarm interval from 1 second to 10 seconds.
- – Make SetEmitterParticleHealth be actually hooked up. If called with a non zero value it overrides the particle health created by the emitter. If set to 0, the particle type determines the particle health.
Version 1.1b3 Changes
- – Fixed issue where energy store bar would remain visible after an energy pod was destroyed.
- – Added SetTextAlignment(string), SetTextPivotX(float), SetTextPivotY(float) to prpl.
- – Fixed issue with creating emergents from PRPL by removing it from CreateUnit and adding CreateEmergent(X,Y,Enemy) API instead.
- – Fixed issue with cannon shots being double destroyed and causing exceptions.
- – Added ability to edit an uploaded ship (only the owner can).
- – Properly handle ship editing when there are no CITG entries.
- – When setting a CITG on a new ship, default the designer field of the ship to the CEO of the CITG selected.
- – Fixed issue with a ship having two command modules in the editor after uploading a ship.
- – Refactored ship definition to include reference to CITG data, rather than a copy of the data.
Version 1.1b2 Changes
- – Fixed issues with ship editor when applying (regression caused by recent additions).
Version 1.1b1 Changes
- – Added “Designer” and “CITG” fields to a ship design (anyone can set a designer string, CITG key holder can also stamp a ship with their logo/company/CEO info).
- – Implemented online uploading and browsing of ships.
- – Red tint enemy missiles.
- – Fixed case issue with screenshots directory. Would cause problems taking screenshots on OSX and linux.
- – Added IsOmni to PRPL. Also made sure IsEmergent didn’t return true when passed the vparticle of an omni.
- – Make PRPL IsPaused return false when the game is paused but advanced a single step.
- – When PRPL SetCMBuiltAmt is called make sure the ship finishes building without requiring a final packet
- – Fixed exception in PRPL when calling AddCustomShipToInventory and passing in invalid ship data.
- – Fixed problem with emergent loading in some scenarios that could cause an exception.
- – Fixed problem that would cause packet loss on mission load (regression recently introduced in beta builds).
- – Refine meaning of “build off” on a ship. Now it only prevents building hull and modules, not the operation of already built modules.
- – Added PRPL Commands: GETBLUEPLASMADECAYMAX, GETREDPLASMADECAYMAX, SETBLUEPLASMADECAYMAX, SETREDPLASMADECAYMAX, GETPLASMA, GETPLASMADECAY, SETPLASMA, SETPLASMABULK,
- – Added error checking on PRPL SetParticle apis. Do nothing if the UID isn’t actually a particle.
– Fixed Omni super stack bug.
Version 1.0.3b2
- – Replaced ship info list with a mini visual representation of the ship.
- – Make spawner structures completely disappear when set to invisible.
- – Disallow characters in map names that are illegal to use in file names.
Version 1.0.3b2 Changes
- – Replaced ship info list with a mini visual representation of the ship.
- – Make spawner structures completely disappear when set to invisible.
- – Disallow characters in map names that are illegal to use in file names.
Version 1.0.3b1 Changes
- – Fixed bug that allowed auto scrolling to HQ when clicking on the HQ build button (that doesn’t happen often).
- – Added indicator (! on HQ button)that loss of HQ is loss of mission.
- – Fixed issues with cloning PRPL cores that have custom variables set.
- – Fixed issues with range 0 mines.
- – Don’t allow unbuilt CM modules (on custom ships) to cause mines to activate.
- – Fixed issue with enemies destroying omnis as they flew over.
- – Fixed issue with unbuilt omnis interacting with struc. Also removed explosion effects when unbuilt omnis interact with particles and virtual particles.
- – Fixed issue with omnis reporting incorrect energy consumption amounts.
- – Implemented popup ship info display.
- – Added % indicator on ship build button to show percent complete building of the hull.
- – Added % indicator on ship build button to show percent complete building of the command module.
- – Fixed exception issue when loading a game that has a dead emergent persisted.
- – Fixed prpl accessor notation when assigning constants. Was leaving data on the stack.
- – Added MapCellWidth and MapCellHeight to PRPL.
- – Limit max string size to 512 in PRPL trace output.
- – Prevent call stack overflow in PRPL when a list contains itself and is coerced to a string.
- – Fixed issue with ClearMessages PRPL call failing when not in the editor.
- – Made the “Reset Time” button in the editor also reset a lost HQ.
well I looked here on the blog as I usually do and there was no update, head over to the forums and the post was there, head back here and the update has appeared
I have great timing!
Version 1.0.3b2 is listed twice though, otherwise its looking good!
Neato!
Good Job!
Found a bug:
If i use CITG to fill in designer name, it prompts “designer must be filled in”.
Must click into designer name and save again before being able to upload.
Thanks. I still have to finish the campaign. Maybe now would be a good time.