Zeta Leporis RTS updated to v.0.3.19.2024
Bug fixes and QoL and performance improvements
Changelog:
-Added an array to hold selected units, to improve performance.
-Selected unit array is repopulated when loading a saved game.
-Turreted ships and battlestations now display proper dps and cost/time efficiency ratings after loading a saved game (but not for saves from before this update).
-Shipyard rally points can now be set by right-clicking on the minimap.
-Fixed cases of mouse clicks potentially affecting AI units.
-Converted all units' human player selected unit code to be handled by the game controller instead.
-Changed a fighter VO from an attack sound to a move sound.
-Added mouseover HUD display for all units.
-Assimilation vessels no longer automatically target units in retaliation (which messed up unit counts for units that weren't meant to be assimilated).
-Pressing shift+[command group number] now adds selected units to that command group.
-Updated the keybind list with the above addition.
-Double pressing the command group hotkey now shifts the view to the location of the command group's displayed unit.
-Fixed a bug preventing fighters from automatically targeting cargo barges.
-Units commanded to move by clicking on the minimap now properly stay in formation.
-Translated more of the game to French (everything but long descriptions) and fixed class B and C energy array unit names being swapped.
-AI mechbots should no longer have any issues with building structures that they may have had previously.
-AI now prioritizes maintaining a sufficient number of resource collectors in higher tech levels.
-AI battleship yards now work again.
-Increased stats button height to fit French localization.
Changelog:
-Added an array to hold selected units, to improve performance.
-Selected unit array is repopulated when loading a saved game.
-Turreted ships and battlestations now display proper dps and cost/time efficiency ratings after loading a saved game (but not for saves from before this update).
-Shipyard rally points can now be set by right-clicking on the minimap.
-Fixed cases of mouse clicks potentially affecting AI units.
-Converted all units' human player selected unit code to be handled by the game controller instead.
-Changed a fighter VO from an attack sound to a move sound.
-Added mouseover HUD display for all units.
-Assimilation vessels no longer automatically target units in retaliation (which messed up unit counts for units that weren't meant to be assimilated).
-Pressing shift+[command group number] now adds selected units to that command group.
-Updated the keybind list with the above addition.
-Double pressing the command group hotkey now shifts the view to the location of the command group's displayed unit.
-Fixed a bug preventing fighters from automatically targeting cargo barges.
-Units commanded to move by clicking on the minimap now properly stay in formation.
-Translated more of the game to French (everything but long descriptions) and fixed class B and C energy array unit names being swapped.
-AI mechbots should no longer have any issues with building structures that they may have had previously.
-AI now prioritizes maintaining a sufficient number of resource collectors in higher tech levels.
-AI battleship yards now work again.
-Increased stats button height to fit French localization.