Version 11.3.0-beta3
Hello commanders!
Today, November 9, at 14:00 CET we will update PTS with the newest version.
Changelog (final):
- Fixed the Empire View not considering lifeform resource production bonuses for the displayed resource production values.
- Fixed lifeform resource bonus researches not being added or removed correctly when the required amount of population was lost or gained.
- Fixed activity not being gained on all planets and moons when leaving vacation mode.
- Fixed an issue that caused espionage missions to get stuck in some cases.
- Fixed the construction info page of Solar Satellites not considering lifeform energy bonuses to the displayed amount of energy production.
- Fixed the collector class perks that were displaying outdated information
- It's not possible to move an account from Graveyard to an non-LF round if you are coming from an LF round
- Fixed a defender's fleet not getting hit by an attack fleet with a higher ID arriving at the same time.
- Fixed a multialarm issue when an account was transferred to a different player's lobby.
- Fixed construction times resetting when an account gets transferred to another game round.
- Fixed the construction info not opening correctly for storage buildings under some conditions.
- Fixed combat reports from deleted players containing a fatal error.
- Several fixes and improvements in the back end that might lead to front end issues which can be fixed with a hard reload (For Chrome use Ctrl+Shift+R (clearing the browser cache) - For Firefox, Internet Explorer and Opera GX use Ctrl+F5 - For Opera use Ctrl+Shift+Del).
⚠️The live rounds update for now is planned to November 16 - subject to adjustment and depending on PTS feedback and tests - the exact schedule for it will follow early next week.
We would also like to leave a few words regarding the Fleet events.
The fleet events are processed ordered by Time AND EventId.
That means that if syncing an attack within the same second the lower EventId is resolved always first. An attack synced with the same second as a returning fleet might not happen if the EventId for the attack is higher than the returning fleet EventId.
How the EventId work?
- any fleet dispatch gets a new EventId;
- any changes on the fleet mission (searching for expeditions, and returning after hitting the target for transports/espionage/attacks) gets a new EventId;
- any recall/returns for any mission type gets a new EventId;
- Adding fleets to a ACS doesn't change the initial EventId, only removing the fleet with the lowest FleetId/EventId will change the initial EventId to the 2nd lowest EventId (which is now the ACS owner) of the ACS' impact.
In resume: to not risk any combat not happening it is strongly advised to send the attack fleets to arrive at least 1 second later.
The OGame Team