Space Empires Starfury v1.15 Patch
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15:37 January 28th, 2004
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Shrapnel Games has released a new patch for Space Empires: Starfury, bringing this space combat strategy game by Malfador Machinations to v1.15. Two features that have often been requested by fans of the game have been added: The first feature adds an inner-system waypoint to make navigation in the systems somewhat easier. The second feature adds a visual reference to off-screen starships, similar to the idea of a padlock in a flight sim, and allows the player to have full situational awareness (read full story for details). Gamer's Hell Local Download:
  • Space Empires Starfury v1.15 Patch (1.3 MB)
  • Space Empires: StarFury Patch #2: 1389 KB New Features: ============================================ 1. Commodities listings for nearby systems. 2. Planets can store your valuable components for you. 3. The CD is no longer required for game play. 4. A waypoint which the player can use to ease navigation in systems. 5. Directional arrows to point you to your target when it is offscreen. History.txt: ============================================ Version History for Space Empires: Starfury -------------------------------------------------------------------- Version 1.15: 1. Fixed - The "Status No Enemy Ships In System" event was not working. 2. Changed - The game no longer requires the CD to be in the drive while playing. Version 1.14: 1. Fixed - Commodities weren't showing up in the list. 2. Fixed - Access Violation when you right clicked in Component Storage. 3. Fixed - Ships created for jobs were being removed from the game if the player returned to a map more than 10 days after their first visit. 4. Fixed - The set waypoint was not being reset for new games. 5. Fixed - Custom slot types were still not toggling correctly on the Inventory window. 6. Added - New fields to the CampaignData file to allow modification of collision damage. 7. Fixed - Friendly fire no longer causes races to go hostile towards you. Version 1.13: 1. Fixed - Protection for launching fighters was not using time factor. 2. Changed - Increased the chances of finding fighters in the spacedock. 3. Fixed - Players can no longer jump into a system at the last moment to complete an escort mission. 4. Fixed - Stores & Commodities weren't always getting reset on new games. 5. Fixed - Added low level shield regeneration to all ships and low level shield and hull regeneration to all starbases. 6. Fixed - In the Inventory Window, the "Display Options" will display Inventory boxes based on a word within the "comp type allowed". ShieldsArmor will display the box if the words "armor" or "shield" are within the comp type allowed. Engines key on the word "engine". Weapons key on the word "weapon". The Hull section will display any components not shown in the previous three sections. Version 1.12: 1. Fixed - Access Violation when fighters have lost the ID for their parent carrier. 2. Fixed - Point Defense would fire backwards if torpedoes were faster than bolts. 3. Fixed - Sithrak Dreadnought had too few crew. 4. Changed - Lightning Ray damage. 5. Fixed - Spelling of "shreds" in Fazrah speech. 6. Changed - Increased cost of engine components. 7. Changed - Decreased cost of mine components. 8. Added - There are now 8 possible sections to a site. 9. Added - Component storage location at most sites. Here you can store components and then later retrieve them (at a low cost per day). 10. Changed - Decreased sizes for all commodity components. 11. Added - "Uses Levels" field to components data file which determines if the component actually displays its level. 12. Added - "Is Commodity" field to components data file which determines if the component can have its value changed for the commodity listings. 13. Added - Commodity Listings window which displays the buy and sell values of commodities in different solar systems. 14. Fixed - The waypoint and target reticle will now show on screen no matter the distance to the target. Version 1.11: 1. Fixed - Changed the event requirements for escort missions. Just before the time for the job expires, the map is checked to see if the escort ship is still alive, if it is then the job is a success. This replaces the requirement of being near the escort ship. 2. Fixed - Energy consumption was set to the credit value in the last version. 3. Fixed - Bases that are destroyed through missions are now invulnerable until the mission starts. 4. Fixed - The TCN Task Force was not showing up in the last mission of campaign 1. 5. Added - Cargo description line to commerce jobs. 6. Added - A waypoint which you can set in the System Map window. Version 1.10: 1. Fixed - Terran carrier layout had armor slot putting armor on the wrong side. 2. Fixed - Stores would retain their items even after a Load. 3. Fixed - The Display Settings window would sometimes error if you moved the game from one machine to another. 4. Fixed - In Campaign 1, changed the description for mission General Haynes 2 to "Perform 3 Pirate Mercenary Guild missions." 5. Changed - Mines and collisions no longer cause ships to become angry. 6. Added - "Weapon Tonnage Structure" field to components data file. This is the amount of damage a torpedo or directed torpedo can take before being destroyed. 7. Added - Red arrow on the main screen which shows direction to target when reticle not visible. 8. Fixed - The next target function should not select ships which are exploding. 9. Fixed - If a button was pressed on the start menu while the gamma was ramping up, it would stay at that brightness level for the rest of the game. 10. Added - "Weapon Beam Duration" to components data file. This controls how long a beam lasts when it hits a target. The total damage is divided over the life of the beam. 11. Changed - Moved the "Credit Value Inc Pct Per Level" to each individual component record. 12. Changed - Moved the "Energy Consump Inc Per Level" to each individual component record. 13. Fixed - Store components were being created at levels less than 1. Version 1.09: 1. Fixed - Some machines would cause the game to crash with an "InvalidOp Floating Point Error" when you pressed play. 2. Fixed - Some ships were getting added damage resistance when they shouldn't. 3. Added - New fields to the Main_Enemies.txt file to allow for greater variation in the Resist All amounts. 4. Fixed - AI Response range in the enemies file will now be multipled by the campaign's weapon scaling factor. 5. Fixed - A ship's response range will be increased to it's maximum weapons range if it's higher. 6. Fixed - Enemy Ships were not always firing on targets within their maximum weapons range. 7. Fixed - Ships will now communicate out to their response range. 8. Fixed - Negative offset values for comp levels in stores.txt weren't working. 9. Fixed - Point Defense would fire on dying ships or fighters. 10. Fixed - The player's fighters would not cause targets to go hostile. 11. Fixed - The player would not receive experience for targets their fighters destroyed. 12. Fixed - You would cause terran ships to go hostile by hitting your own mines. 13. Fixed - Other weapons would not fire if marked as autofire. 14. Fixed - Directed Torpedoes should be working now. 15. Added - Directed Torpedo entries to the bitmap effects data file. 16. Added - Three new pulse weapon bitmaps. Version 1.08: 1. Note - Patch 1

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