Lighthouse Interactive and Kerberos Productions continue to prove their commitment to the dedicated Sword of the Stars community, by releasing the second update (1.6.4) for A Murder of Crows (PC) to the public
1- Fixed issue where multiple command ships in fleet layout weren't arriving in the first wave of
combat. (The 'greyed out' reserve bug.)
2- Fixed boarding pod auto-resolve.
3- Combat now starts focused on ships instead of stations.
4- Fixed Progression Wars losing Morrigi Stealth Armor in transition.
5- Fixed Progression Wars crash when transitioning while in political map.
6- Fixed camera rotation getting stuck in sensors screen.
7- Fixed bug opening multiple notes.
8- Fixed bug: If a spy was detected and picked up before it was destroyed, the detection flag wasn't
being cleared, so it would be destroyed as soon as it was redeployed.
9- Fixed wild weasel issues.
10- Fixed occassional bug where a researched asteroid monitor would not show up in the fleet list.
11- Fixed rare Hiver AI crash.
12- Fixed a nodespace encounter laoding crash.
13- Fixed incoming fleet list revealing information it shouldn't.
14- Fixed the CNC command point overrun bug.
15- Fixed 'sticky' wraiths.
16- Fixed freighters taking arbitrary detours through map.
17- Fixed rebel AI spawning independent colonies.
18- Fixed potential map switch crash in the Progression Wars scenario.
19- General weapon art and turret fixes.
20- Fixed issue where trade routes were not shutting down when alliance/nap broken.
21- Fixed reported Morrigi fleet speed being too high.
22- Fixed projected shields interfering with ship movement.
23- Fixed issue with very fast fleets not moving at full speed on long hauls.
24- Fixed potential crash in fleet movement.
25- Fixed bug where Morrigi fleet ETA would always display "Next Turn".
26- Fixed issue where an encounter wasn't being triggered with the VN Homeworld when it should
27- Fixed issues with mutual surrender.
28- Fixed issue where Zuul AI would not properly surrender to other Zuul AI.
29- Fixed custom AI names not working when creating a new game.
30- Fixed command point limit exploit in the Progression Wars scenario.
31- Fixed issue where boarding pods couldn't be launched against damaged dreadnoughts.
32- Fixed issue where dreadnought maneuvering was incorrectly reduced due to damage.
33- Fixed visual issue where ship selection was not reflecting changes in fleetwide stance.
34- Fixed known issues with flip-flopping AI relations.
35- AI now stops mining when it agrees to do so.
1- Improved Ortgay's maneuvering and selective targeting.
2- Tweaked some alliance-based relation modifiers to make AI reactions to other players more
3- Smart nanites now depend on nanites.
4- Reduced damage of spectres.
5- Ortgay is now prevented from visiting the VN Homeworld.
6- Enemy savings now increases 1-mil per stage in the Progression Wars scenario.
7- Dreadnoughts in Aggressive stance now come in a bit closer.
8- PD weapons fire no longer effective against ships and other large targets.
9- VN Homeworld no longer created for scenarios.
10- Increased pitch limits of CR and DN in combat.
11- When colonizing, output now defaults to full construction.
12- Battle riders are now scuttled when a ship is lost to boarding actions.
13- Habitat population is now included when determining the number of stations that can be built at
14- It is no longer possible to colonize a system when another player's station is present.
15- Extra stations are scuttled in very rare situations where a system would otherwise end up with
more than four.
16- Tweaked certain combat speech event timings (some were too frequent).
17- No longer possible to adjust construction/trade sliders after the turn ends.
18- Tweaks to stormers and AI application of them to reduce some of the cpu-burden.
19- Auto-resolve now aware of civilian and imperial population.
20- Increased fadeout distance of stations.
21- Tracking torpedoes tweaked to reduce situations where they may fire at an unwanted target.
22- Plagued systems no longer contribute to trade.
23- In general, ships are no longer issued 'all stop' on arrival to combat, so they should no longer
ignore stances or get pushed permanently out of their initial formation.
24- Improved strat AI response to grand menaces.
25- Heavy beams no longer try to track drones or missiles.
26- Planetary missiles no longer track drones.
27- Revisited Locust resource mining. They can no longer sneak out resources or repair while the
system is contested.
28- Increased income from Q ships.
29- Drones now respect "Hold Fire" for their banks.
1- Added snap points to relevant sliders on the custom game setup screen.
2- Added auto-pause feature to single-player games. In profile.ini:
This tells the game to start encounters paused when it is possible.
3- Open notes button now toggles notes open/closed.
4- Added tech negotiation news event art.
5- Fleet list can now be filtered by Flagship or Deep Scan.
6- Slavers are back!
7- Rewrote AI maintenance of in-system police cutters and deep scan ships to eliminate some overbuilding
and reduce turn times.
8- Added research bonus for killing the VN grand menace.
9- New avatars.
10- Translate Morrigi now yields an asteroid monitor research bonus.
11- Sections are now listed in alphabetical order in the design screen.
12- Sliders set to minimize burden will now stick to the minimal point when it moves. (Ex. when
arcologies are researched.)
13- Added new 'Combat Facing' buttons to accompany stance: Target (F9), Broadside (F10), and
Match Waypoint (F11). Hold CTRL for fleet-wide changes.
14- Increased slave output and decreased slave death rate for each language tech researched.
15- Trade summary now breakers freighters down by type.
16- Morale bonus is now awarded when a grand menace is destroyed.
17- News events are now posted when stations are lost.
18- News events are now posted for alien civilians leaving a planet.
19- Trade route tabs are now sticky *AND* snappy.