BETA 15 Released
Author: indiefoldcreator
Date:
Mon, 09 Sep 2024
Game: Space Impossible
Genre:
Action, Adventure, Indie, Early Access
Developer: Happy Polygon
Release Date: Tue, 01 Mar 2016
Developer: Happy Polygon
Release Date: Tue, 01 Mar 2016
Space Impossible BETA 15 has landed. It's a pretty big one. New music system (with additional music) & sounds, new region types, new stuff in regions, new ships, new components, wormholes, new system to system transition, huge rework of existing transition, tons of bug fixes, and a bunch of quality-of-life features.
You can discuss BETA 15 and let us know your thoughts on Discord or as usual on the Steam Discussion Topic
New regions are in: Comets, Trade Blockades and a number of anomalies (Plasma Wrecks, Energy Storm, Spatial Rifts, Mining Wrecks, Bone Wrecks, Old Shipwrecks, Graviton Distortions) and the chance for ambushes. These offer some new encounters, new resources, new objects to fight or trade with, and new unique visuals to see. You can encounter these in nearly any kind of region, from the new comet, to distress calls or even the fixed asteroid and station regions. Keep your eyes peeled!
There's new vessels to be seen, fought against or acquire. They have been added for the new regions and encounters. New lawless and trader ships to scrapper ships, we've fleshed out a number of weaker spots in ship areas. There's also new space stations to encounter. Fleets are more "fleet" like now, with ships actually escorting each other, better AI idle behavior as well as behavior focused on player interaction.
A number of new components have been added. Some can be manufactured, others are uniquely available from the new ships and encounters.
Audio content has been updated. The new music system features music better fade in/fade out, situational music (you getting targeted by something is going to play different music than a chill, quiet area) with new Space Impossible appropriate music tracks. Many game sounds have been redone to clean up quality issues or just replaced because we like the new ones better. Audio balance has also been adjusted.
Warp travel has finally received its long due re-balancing. We have altered the warp rating->speed calculations, adjusted the rating of individual engines and made it actually pretty great. Different engines do different things, and it's quite possible to go quite fast (or slow if that's what you build for) as you build/acquire more elaborate ships.
Wormholes have been (re)added. These have been reworked and now offer faster, larger leaps to move about the universe. Please note: they will only appear in new universes. On a related note, universe updating/loading is now more tolerant if a mod goes missing or disabled after universe creation.
It's been a long time coming, but star system to star system movement now has a nice visual effect. Other visual effects have been added or improved, making things more congruent with the game's artstyle.
A significant amount of reworking the technical way transitions (going to warp, exiting warp, moving between systems) has occurred. We discovered a number of the remaining duplication/lost object bugs were related to the previous implementation, especially if the game was exited or crashed during these transitions.
A number of quality-of-life (QoL) features were added. Things ranging from a subtle camera pan depending on player action, to Traders hinting or referencing things they'd like to buy, to replacement of the white flash from warp. Those and more. On the technical side we've added better handling for game launching errors that should no longer leave you staring at the loading screen if something fails to happen correctly. We've also added more options for error log handling, with the ability to keep more logs if so desired.
Including the issues related with transitions, over 100 bugs were squashed (list is so big we couldnt fit it
all here)
NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community!
For the rest of the fixes please see the discussion post as I couldn't fit them all here
📡Removed flashing white effect during warp transitions
We've got a few more content things to do and we're going to be looking for bugs of course, but we're done adding major systems to the game. With that in mind, we're beginning to think about getting the game ready to leave Early Access, which means balance and content from here on out.
You can discuss BETA 15 and let us know your thoughts on Discord or as usual on the Steam Discussion Topic
Update Notes
Content Content Content
New regions are in: Comets, Trade Blockades and a number of anomalies (Plasma Wrecks, Energy Storm, Spatial Rifts, Mining Wrecks, Bone Wrecks, Old Shipwrecks, Graviton Distortions) and the chance for ambushes. These offer some new encounters, new resources, new objects to fight or trade with, and new unique visuals to see. You can encounter these in nearly any kind of region, from the new comet, to distress calls or even the fixed asteroid and station regions. Keep your eyes peeled!
There's new vessels to be seen, fought against or acquire. They have been added for the new regions and encounters. New lawless and trader ships to scrapper ships, we've fleshed out a number of weaker spots in ship areas. There's also new space stations to encounter. Fleets are more "fleet" like now, with ships actually escorting each other, better AI idle behavior as well as behavior focused on player interaction.
A number of new components have been added. Some can be manufactured, others are uniquely available from the new ships and encounters.
Audio & Dynamic Music
Audio content has been updated. The new music system features music better fade in/fade out, situational music (you getting targeted by something is going to play different music than a chill, quiet area) with new Space Impossible appropriate music tracks. Many game sounds have been redone to clean up quality issues or just replaced because we like the new ones better. Audio balance has also been adjusted.
Warp & Engine Rebalance
Warp travel has finally received its long due re-balancing. We have altered the warp rating->speed calculations, adjusted the rating of individual engines and made it actually pretty great. Different engines do different things, and it's quite possible to go quite fast (or slow if that's what you build for) as you build/acquire more elaborate ships.
Wormholes are Back!
Wormholes have been (re)added. These have been reworked and now offer faster, larger leaps to move about the universe. Please note: they will only appear in new universes. On a related note, universe updating/loading is now more tolerant if a mod goes missing or disabled after universe creation.
Transition Improvements
It's been a long time coming, but star system to star system movement now has a nice visual effect. Other visual effects have been added or improved, making things more congruent with the game's artstyle.
A significant amount of reworking the technical way transitions (going to warp, exiting warp, moving between systems) has occurred. We discovered a number of the remaining duplication/lost object bugs were related to the previous implementation, especially if the game was exited or crashed during these transitions.
Quality of Life & Bugs Squashed
A number of quality-of-life (QoL) features were added. Things ranging from a subtle camera pan depending on player action, to Traders hinting or referencing things they'd like to buy, to replacement of the white flash from warp. Those and more. On the technical side we've added better handling for game launching errors that should no longer leave you staring at the loading screen if something fails to happen correctly. We've also added more options for error log handling, with the ability to keep more logs if so desired.
Including the issues related with transitions, over 100 bugs were squashed (list is so big we couldnt fit it
all here)
Details
NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community!
Additions
- Added wormholes. These natural phenomena connect distant part of the galaxy together.
- Added ability for projectiles to apply enhancements to things they hit
- Added new region event trigger - OnPostRegionGenerated - this gets called once after a region has generated its objects.
- Added Comet Region
- Added Leviathan Region
- Added Trade Blockade Region - Can spawn on trade lanes if a system's disorder is high enough
- Added Plasma Wreck, Energy Storm, Spatial Rift, Mining Wrecks, Bone Wrecks, Old Shipwrecks, Graviton Distortions, Ambush Set Pieces
- Added the Pirate Log - This special log item can reveal the location of distinct pirate treasure somewhere in the same system.
- Added capability for region AI to have their speed and acceleration set from their spawn rules.
- Added a giant rock asteroid variant
- Added a EMP mine and mine launcher for the Druminence faction
- 📡Added a new popup for Template Loading when grid is occupied to give you the option of merging the objects together (similar to copy/paste)
- Added random chance roll to star system generation template picking
- Added some checks to system generation so in situations where something like a planet is removed, any child moons are ensured to be removed too.
- Added Wornout Mining Drill components & better alternatives
- Added "Shielded" planet & moon type
- Added Nanoswarm Launcher
- Added chance for Research Stations in wilderness systems
- Added Large Rock Asteroids with farm attachments for Agricultural regions
- Added custom ambient sound based on region types
- Added Acid Sprayer weapon
- Added Gastric Suppressor weapon
- Added Ejector Seat Bridge
- 📡Added toolbox to Construction UI. Toolbox has toggles/buttons for fill, picker, cut, copy and paste
- Added tooltip for cooldowns when hovering over them in the UI
- 📡Added an adjustment to the UI to make it more tolerant of very small mouse movements when clicking.
- 📡Added black splash screen at start up to help eliminate "flash bang" effect
- 📡Added ability (w/ button) to save any inspected object as template to your current client universe folder. This button is found under the inspection panel.
- 📡Added a quick stack button that will only move items between vessels cargos if the item is already present in the destination cargo bay. It will check all cargo bays on the destination vessel.
- Added several missing language entries
- 📡Added new ownership type "PlayerAbandoned" to address issues with Scrappers scrapping stuff. This type gets applied when pieces fall off your current ship or if you have purchased a vessel but not yet controlled it. Forces most access to be open except for control and component.
- Added new bridge component and enhancement that increases inspection range.
- Added new independent trader & lawless trade ships
- Added more variety to and fixed some position issues with Traders Drift stations
- Added trader spawns along trade lanes
- Added a warning when about to reach the edge of a star system
- Added some variation to star system cloud colors
- Added some extra color variants to several planet types
- Added light corrosion as a tile possibility for all lawless and independent trader vessels
- Added tile death sounds for all tile types
- Added new collision sounds for crystal, ore and glass tiles
- Added random chance for AI to spawn, fly around then leave an asteroid region while a player is present
- Added behavior for AI fighters should now actually escort larger ships in fleets
- Added dynamic music. Music will now change depending on perceived threat in the region.
- Added several new music tracks.
- Added new engine sounds for Plasma drive and Slip drive engines
- 📡Added a nav arrow for a discovered jumpgate and wormhole when in a star system
- Added a lower level Madd's Marauder ship to fill in situations for when it is needed.
- Added a dynamic camera mode that adjusts based on vessel speed, direction and actions (weapon aiming, inspection, hailing, etc). This can be disabled in options.
- Added 12 new independent trader and lawless ships
- Added possibility to buy trade vessels at Trader's Drift stations.
- Added possibility to find mining, trading and "capital" vessels to purchase from Scrapper Yards.
- Traders will now give you hints about what kind of items they will purchase at better values
- 📡Added support for multiple backup logs. Instead of being simply renamed ".prev" logs will now be named "errorlog_yyyymmddhhmmss.txt" with the timestamp being the time when the game process was started. The parameter for the amount of logs stored is found in programsettings.cfg under the "maxbackuplogscount". Default is 2.
- 📡If the Regionserver takes longer than 60 seconds to connect, the game will now throw an error and return you to the menu.
- Added a max frame cap to the regionserver. Default is 120. Can be changed in rs config. This should reduce the regionserver needlessly occupying CPU time. -1 is unlimited. 120 is recommended. 60 is lowest reasonable performance in our tests. Higher may increase performance in theoretical high load situations, but average game session should be fine.
Changes
- 📡CHANGE: Engine warp calculations and rebalance. Modified how warp speed is calculated from warp rating.
- 📡CHANGE: Tips bar on construction UI now changes depending on the mode for better hints
- CHANGE: Construction now includes a button to toggle auto-place mount function
- CHANGE: Dynamic regions can now spawn anywhere along a trade lane if it makes sense.
- CHANGE: Improved region template spawning capabilities
- 📡CHANGE: Changed it so you can no longer hand in the rescued personnel to Scrappers during the Solar Upheaval System Problem
- CHANGE: Improved performance when making many tile changes at once in the Construction screen
- CHANGE: Improved performance on object bounds updates, should only update once per frame instead of potentially multiple times.
- CHANGE: Adjusted nearly all audio sources ingame for better balance
- CHANGE: Command input auto complete is now sorted alphabetically except when an exact match is available
- CHANGE: Updated some region templates to utilize new template options
- CHANGE: Added some restrictions to star system generation for lawless and sixiser to prevent them from possessing areas they do not have suitable content for
- CHANGE: Modified loot generation for wrecks to better reflect the wreck 1) no longer generate loot for objects when they have no cargo bays 2) "glob on" wrecks with cargo bays can now contain loot.
- CHANGE: Projectiles that pull on objects (like the Attractor mine) now have a cubic range fall off
- CHANGE: Right clicking on a fleet to "engage" will now follow the fleet until the range is close enough, then enter
- CHANGE: Improved the quality of the ships Scrappers will sell.
- CHANGE: Projectiles are now better networked so the client knows immediately the projectile's TTL and any collision state for the projectile.
- CHANGE: EVA suits can now have an initial velocity on spawn.
- 📡CHANGE: Scrapper AI will no longer target ships they are selling.
- CHANGE: Scrapyards should no longer spawn wrecks of their own faction
- CHANGE: Scrapper wrecks found elsewhere should now be using scrapper ships instead of lawless ships
- CHANGE: Tweaked faction - faction opinions so that Scrappers don't qualify as traders or neutral fleets
- CHANGE: Reduced the UI collider on Construction Info label, making it less likely to get in the way of actually construction.
- CHANGE: Changed Load Template menu to display choices based on when the template was saved, not when the template was last accessed.
- CHANGE: Components drop chance for player vessels is now determined on player ownership rather than control. This should decrease or potentially eliminate losing components on vessels not currently controlled.
- CHANGE: Changed the projectile launcher sound
- CHANGE: Map pop up should happen much less now when flying near the edge of a star system
- CHANGE: Players will now point in an "ideal" direction depending on transition type (away from a region when going to warp, in towards the star when entering a new star system)
- 📡CHANGE: Rebalanced cargo bay component mass. Larger cargo bays don't have as much mass, bulkys are lighter but still significantly heavier.
- CHANGE: Icy planets and moons should spawn more often.
- CHANGE: Turrets should no longer hail you when you enter a region
- CHANGE: Lawless should throw less Ventures at you now and more varied possibilities, especially at higher levels, should exist
- CHANGE: AI will now be able to react immediately after spawning
- CHANGE: Trader ships at stations may now come and go over time
- CHANGE: All ships in a fleet should now be more responsive and less sedentary
- CHANGE: Universes now, when updated, should be more tolerant of version and mod changes
- CHANGE: Modified warp stars & streaks to be crisper
- CHANGE: Object initial spawn velocity is now correctly networked and respected by client and server
- CHANGE: Objects that pass through jumpgates or wormholes should now exit on the opposite side (e.g. enter on left, exit on right). Also receive a small velocity push on exit.
- CHANGE: Warp in/out effect for tractored objects will now follow the direction of movement of the tractoring vessel, not the facing of the individual tractored object
- CHANGE: Adjusted audio falloff curves for nearly all sound effects
- CHANGE: Universe loading should better reflect mod changes with the ability for the player to choose whether or not to continue.
- CHANGE: Changed volume slider equation to closer match Unity's internal audio mixer. May require some volume adjustments from players.
- CHANGE: Sound effects for beams should be better heard now, especially when at the receiving end
- CHANGE: Your current player controlled vessel will now always be top audio priority and volume over other objects to ensure you will always hear your own ship even if lots of stuff is going on.
- 📡CHANGE: Changed Scrapper buff dialogue option to always show, whether or not you can afford it
- CHANGE: Universe loading is now done asynchronously of the main game thread. The screen should no longer freeze or become unresponsive during this step.
- CHANGE: Adjusted audio of reactor explosions
- 📡CHANGE: Adjusted the "choose your destination" section of the universe map when entering jumpgates
- CHANGE: Audio listeners are now attached your ship, and not the camera. This will diminish and potentially eliminate all audio distortion due to camera shake.
- CHANGE: Any aggressive action will now nullify any AI target delays. Any grace periods granted by the AI (for instance from a bribe) will now be immediately discarded if you attack.
- CHANGE: Suits will now be respected during grace periods
- CHANGE: Gate Bosses will react immediately based on dialogue actions (or inactions) instead of waiting out any grace periods.
- CHANGE: AI will now respect new grace periods even if they were previously attacking you. For instance turning in vessels or pirate personnel in to pirates will result in the pirates (temporarily) not attacking you.
- CHANGE: Rescuing a ship in distress will now grant enough temporary local region faction points to pull all but the most hated player into neutral (or better) temporary standings. This means if you save a trader, even if the faction hates you, the trader will in most cases be willing to trade with you while in the current region.
- CHANGE: Adjusted the suit's life support failure notification to scale by percentage instead of a fixed time.
- CHANGE: Improved audio quality of the torpedo movement sound
- 📡CHANGE: A number of UI elements will now continue to update after the game window loses focus
- 📡CHANGE: Star system movement and transitions will continue when focus is lost
- CHANGE: Music crossfading improved to be truly linear
- CHANGE: Made enterable regions UI colliders slightly larger to make them easier to click on
- 📡CHANGE: Most UI buttons will now consider a mouse press release as a UI button click regardless of how long the mouse press was held as long as the release is over the UI button.
- CHANGE: "Manage Mods" button should now have click sounds
- CHANGE: Certain wrecks should now have less components available for plundering
- CHANGE: Adjusted star system UI from displaying certain elements when you are being towed via tractor
- 📡CHANGE: Modified how Ruin effects stations - Will now only ruin one station at a Ruin 6, an additional 4 at Ruin 8 and additional 6 at Ruin 10.
- CHANGE: Pirate station generation now prefers asteroid rings instead of planets and moons, was previously the other way around.
- 📡CHANGE: Changed Ruin generation to take into account level and star system cluster size. This is in an effort to reduce too much ruin too early in the game. This change also allows larger clusters (at higher levels) to have more ruin than previously. Higher than default levels of Ruin at Universe generation can result in very ruined universes, so be advised this can make the gameplay very difficult and is best for experienced players only.
- CHANGE: Scrapper and Miner AI will now wander instead of just chillin' when they have nothing to do.
- CHANGE: Tweaked AI local avoidance to better avoid collisions regardless of object mass.
- CHANGE: Changed the going to warp blur to a pixel dissolve to be more stylistically cohesive.
- CHANGE: Decreased warp in radius on fleets so you appear a little closer together
- 📡CHANGE: Nav radar lines now have a minimal size. Should appear less like glitches and make them a bit more visible
- CHANGE: Manufacturing Window will now close if the inspection of the fabricator's vessel is closed.
- CHANGE: Changed how tiles are saved, improving performance up to 4x, especially on larger objects
- CHANGE: Altered Trades Gone Awry Problem to have some AI delay for certain steps
- CHANGE: Reduced chances of & amounts of already present AI vessels in asteroid regions
- CHANGE: Reduced quantity of Pirate & Lawless vessels in their fleets at higher levels.
- CHANGE: Improved performance on the chunk split process. This is especially noticeable on larger objects.
- CHANGE: Altered projectile movement behavior for "mass weapons" that should better respect the objects that they collide with in terms of physics behavior.
- CHANGE: Star map will no longer lerp from previous map state when opening to warp destinations, it should now be instant
- CHANGE: Clicking a star system cluster on the universe map now zooms to the same level as when picking a system to system transition rather than the previous "more zoomed out" appearance.
- CHANGE: When conflicts are resolved, the updated Star System should no longer immediately possess ruined stations
- CHANGE: Traders will now stop flying when you hail them or are trading with them. They will resume normal behavior after a period of time or if assaulted.
- CHANGE: Tweaks to Drug Smuggler Problem to reduce frustration on the first step due to unlucky RNG spawning.
- 📡CHANGE: Seeker missiles are now more powerful with increased speed and damage
- 📡CHANGE: Giga Particle Cannons now do more damage and decreased charge time compared to previously
- 📡CHANGE: Increased damage of nearly every Giga weapon to make them appropriately competitive against Large weapons
- CHANGE: Improved performance for normal log prints on the standard game build
- 📡CHANGE: Increased engine thrust on nearly every engine, with earlier engines receiving a larger increase of thrust. This is based on player feedback.
- CHANGE: Problems per Star System Cluster is now available in UniverseDefaults instead of being hardcoded
- 📡CHANGE: Moved item pickup notification to the right side of the screen and made it a fixed width. This was done to help free up viewing space in the center of the screen and due to increasing amount of "stuff" to pickup later in the game causing massive visual clutter.
- CHANGE: Vessel paperdoll will now highlight available mounts based on both component size as well as type
- CHANGE: Updated Main Menu background for BETA 15 with new art
- CHANGE: Changed Seeker Missile behavior to chase their initial target and only switch to proximity mode if the previous target is lost.
- CHANGE: Temp. Enhancements now apply to any hangared objects when the enhancement is first received
- CHANGE: Adjusted the position of purchaseable ships from Trader's Drift stations to make it easier to move after purchase as well as decrease likeliness of AI needlessly ramming them.
- CHANGE: Changed shields so they restore to 50% of their max charge after a collapse instead of making them start at "1". This should make shields more useful in fights. Use /sv_shieldrestoreperc to alter the default recharge value
- 📡CHANGE: Projectiles are now effected by weapon damage enhancements.
- CHANGE: Projectiles fired by AI vessels are now affected by the AI scaler. This means by default AI projectiles do 50% damage that a player will.
- CHANGE: Increased time to arm on projectiles to decrease the likeliness of self damage. It is still possible, but we felt it was a little too common previously
- CHANGE: FactionOwned vessels with AI controllers will no longer give access at any standing (including Ally). These access categories are: Component, Construction (changing the vessel) and Inventory. Vessels owned by a faction but NOT controlled by AI will allow access as was previously allowed.
- CHANGE: Improved performance of a number of tile related operations on the regionserver. This brings it in line with changes done to the client a few updates ago.
- CHANGE: Gate Bosses that lose all their weapons will no longer flee. Instead they will attempt to blow up and take you with them.
- 📡CHANGE: Manufacturing batches now factor in number of corresponding fabricators that capable of that recipe. This means multiple fabricators will now reduce overall time when making large batches of recipes.
- 📡CHANGE: Fabricator batch sizes now scale with number of total items made in one order. Items per batch will double in count every 10th batch.
- CHANGE: Certain default region objects are now marked differently than before, in regards to ownership. This mainly affects things like the girders in the Trader's Drift. You should no longer be able to Disassemble or tamper with these objects unless you are ally with the faction owner.
- CHANGE: Improved performance across a number of underlying systems.
- CHANGE: Major reworking of transition code for region->system, system->region, system->system and region->region. The code should make the process more robust, with no failure of data loss, even if the player disconnects/shutdowns during this phase. We found transition failures was causing all remaining player dupe/player ship loss issues and required this rework.
- CHANGE: Player data should be saved at the start and the end of a transition
- CHANGE: Removed PlanetUrban from natural system gen. Colony and Entertainment systems can now switch planets to PlanetUrban.
Fixes
- 📡FIX: Some spelling fixes
- FIX: Fixed player nav arrows not working when player changes vessel or enter suit
- FIX: Fixed an issue with ship construction where tile data was being lost if other errors occurred on the local client
- 📡FIX: Reduced error spam in construction. For instance one error per tile for 50 tiles, it will now just display 1 error for those 50 tiles.
- FIX: Fixed trade lane tooltip taking precedent over other regions
- FIX: Improved template picking. Performance is better and fixed an issue in possible duplication
- FIX: Fixed dragfield from projectiles, was incorrectly using wrong physics layer mask
- FIX: Aoe projectile hits can now apply energy drain effects correctly.
- FIX: Fixed an issue where merging two objects together could result in an incorrectly trimmed result
- FIX: Fixed an issue in procedural name generator
- FIX: Fixed a few issues where transitioning between regions or star systems was generating unnecessary network data
- FIX: Fixed an issue with template selection in regards to non factioned but overridden values. Not really a common issue in current game, but was an oversight in initial implementation.
- FIX: Fixed an issue with the floodfill process when used during Construction on very large objects.
- FIX: Fixed docking display material incorrectly missing
- FIX: Adjusted docking background to be a bit easier to see.
- FIX: Fixed incorrect spread with certain spread using weapons
- FIX: Fixed template issue with rock & ice asteroids inside crystal regions to all be oriented the same way
- FIX: Fixed Center of Mass and Mass calculations not updating when Enhancements change
- FIX: Fixed object splitting to better pick "main chunk" when empty bridges are present
- FIX: Fixed spelling on "Girder" objects
- FIX: Fixed a bug with aiming where very specific 0 degree angle firing would produce a NaN error
- FIX: Fixed issue where an extra row/column of tile or paint were being removed when using area selection and deletion in Construction.
- FIX: Fixed an issue in Construction where the selection grid highlighting would not render correctly.
- FIX: Fixed a bounds check on the server that was causing issues including AI dropped item spawning and item pickup
- FIX: Miners should no longer attempt to shoot the things they are tractoring, which was causing them to get into a lock state.
- 📡FIX: Fixed several typos in the final log entry texts
- FIX: Minor UI performance improvement with a few misc. optimizations
- FIX: Improved movement while at warp to reduce overshooting or unnecessary slow down when near target regions
- FIX: Fixed an issue in multiplayer where other players were grey while at warp
- FIX: Fixed a bug with AI that occurred when they switched faction or similar state switch, resulting in the AI becoming unresponsive
- FIX: Fixed some issues with flotsam regions and the whole "dropping stuff from tractor while at warp" situation
- FIX: Objects present with the player after a disconnect and present with the player at warp will now be auto tractored instead of just "near by" on restart/reconnect
- FIX: Fixed a few issues with tractoring data to better improve visuals on client
- FIX: Improved accuracy of tile collision sounds
- FIX: Fixed an issue where faction data was being received before the associated region
- FIX: Fixed an issue with wrong dialog being displayed on entering a pirate region
- FIX: Fixed an issue with tile damage being displayed underneath certain tile types instead of correctly being displayed on top
- FIX: Fixed brief tutorial overlay to always display on top until dismissed
- FIX: Fixed the "click to move" circle disappearing at times
- 📡FIX: Fixed an issue with phantom target alerts appearing after warp out
- FIX: Fixed several issues that could result in "phantom regions" being visible while at warp
- FIX: Reduced the amount of crackling that can occur during laser sounds
- FIX: Fixed an issue that prevented the home nav arrow from showing when not in the home region
- FIX: Tile damage should now appear correctly on the player vessel during warp
- FIX: Fixed an issue that was causing sounds to sometimes not play correctly
- FIX: Fixed an issue where certain objects weren't being correctly removed when no tiles were present.
- FIX: Fixed several issues with the tractor glitching during transitions like entering/exiting warp
- FIX: Fixed an issue where some objects would continue to spin even though they shouldn't
- FIX: Warp factor label in Construction is now rounded to 2 decimal places
- 📡FIX: Fixed Construction area UI notification showing up during a transition
- FIX: Fixed Rogue Scientist Problem using the incorrect log item
- FIX: Fixed several errors associated with being a client only (during multiplayer) regarding certain mod data and default data only required by the server.
- FIX: Fixed a rare issue where players at warp were appearing inside the sun instead of outside the region they had just left.
- FIX: Basic furniture should now appear in trade tables
- FIX: Hangar buttons should now appear correctly when at warp
- FIX: Player input should no longer move the player region during a system to system move
- FIX: Fixed an issue when opening a jumpgate was incorrectly contributing to the system's current Problem progress
- FIX: Fixed nav radar lines from showing up in system->region transitions (exiting warp)
- FIX: Fixed an issue where previously tractored AI vessels weren't correctly reloading the AI logic on subsequent universe loads.
- 📡FIX: Fixed "Cancel Trade" dialogue language key appearance
- FIX: Fixed an error where reactor explosions weren't working on multiple universe reloads without restarting the game program.
- FIX: Fixed an error with AI fleet regions not always being correctly loaded.
- FIX: Hangared objects should no longer appear visible when in warp
- FIX: UI will no longer allow toggle of tractor activation if no tractors are equipped
- FIX: Smoothed out the audio loading to reduce some hitching during game load
- FIX: Optimized effects loading and improved loading performance
- FIX: Fixed issue with weapons & engines being stuck on when starting Construction
- FIX: Fixed several UI overlay edges to be perfectly aligned with screen edge instead of almost perfectly aligned
- FIX: Fixed Enter Hangar button showing when player is in suit. You can still browse and undock stuff while in the suit.
- FIX: Fixed several offset issues with the map on odd resolutions
- FIX: Fixed an issue with dynamic region spawns where the intended time delay wasn't being observed correctly.
- FIX: Fixed fully wrecked objects not having their hangars removed when they should have been
- 📡FIX: Fixed an issue where vessels were still considered in the construction area after an Assembler was dropped or removed
- FIX: Fixed an issue with Construction cut/copy when a mount is missing its anchor tile (bottom left) but is occupying other tiles that are still valid
- FIX: Fixed it so all crew/personnel hails now using correct portrait instead of the default one in dialogue.
- FIX: Fixed an issue with hangared objects not being correctly fully removed from game when destroyed via command or hangar related damage.
- 📡FIX: Fixed a UI issue with ESC button having to be pressed more than once to open/close a menu
- 📡FIX: Fixed temp/placeholder text for Manufacturing error notifications
- 📡FIX: Fixed a number of language key entries
- 📡FIX: Fixed an issue with hacking tool failures due to incorrect position checking
For the rest of the fixes please see the discussion post as I couldn't fit them all here
Removals
📡Removed flashing white effect during warp transitions
COMING BETA 16
We've got a few more content things to do and we're going to be looking for bugs of course, but we're done adding major systems to the game. With that in mind, we're beginning to think about getting the game ready to leave Early Access, which means balance and content from here on out.
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