(Note, you will need to use this download link rather than the auto-update feature if you are on version 1.9.2, as 1.9.2 will not update to an unstable version, only the next stable version)
https://downloads.kronosaur.com/TranscendenceNext.zip
This version is mainly bugfixes for 2.0 Alpha 1. Patchnotes for 2.0 Alpha 1 can be found here: viewtopic.php?f=15&t=9167
Changes:
- Added special flavor text if kronosaurus destroys itself
- Default difficulty on a *new installation* of the game is now 'Normal' (2x damage dealt to enemies, 1/2x damage received from enemies). Previously it was 'Story' (10x damage dealt to enemies, 1/10x damage received from enemies). Previous installations will use whatever setting was last used.
- Projectiles would sometimes detonate away from their actual location. Detonation could also be extremely premature. Fixed a bug and also adjusted a default value to use the previously bugged behavior instead of the intended but very different behavior that takes into account target sprite size.
- Single fragments with tracking would be jittered away from their intended direction of travel. This nolonger happens.
- Single fragment with directional fragmentation would not respect the directional fragmentation settings
- Setting some values to "0" in XML that accept diceroll or range notation (ex, 1-10 or 2d6+4) result in defaults being inappropriately applied instead of being treated as "0"
- Removed an extra quotation mark from some mission text
- Fixed a comment in the unid compatibility library that specified replacement use of an obsolete unid with itself. It now specifies the correct up-to-date unid to use instead.
- There is a reference leak in the (map ...) tlisp function. This bug likely dates back to the introduction of (map ...) but was only just traced down last week. Fixed in 2.0 Alpha 3.
- Hitscan beam weapon (seen in VotG, TSB, and TBR) effects can appear to visually 'travel' by their normal length as if they were a long beam. This is a visual bug due to 60fps, they do not actually have that extended range.
- Some particle effects and explosions (seen primarily in VotG) can create unintentionally gigantic particle sprays over the entire screen. This is also a visual bug due to 60ffps, they do not actually have that extended range.