A tester reported a “Next Turn” lockup bug and I tracked it down to a ship combat issue. Debugging this revealed some inefficiences in the ship combat code that I have fixed as well.
Download the 3.20 patch from here:
- Missile-only ships will track their limited-fire weapons (i.e. missiles) better and reconsider retreat if they run out. This was causing combat to end without retreat (since both sides were out of missiles and effectively unarmed) and triggering combat to retry. I’m not convinced that the logic is exactly correct yet, but the locking bug should be fixed.