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This page features all the experimental branch releases. Our experimental branch are usually updated multiple times a day and typically are perfectly safe to play, but you might want to back up your saves just in case we introduce a feature that will be changed during testing.
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This page features all the experimental branch releases. Our experimental branch are usually updated multiple times a day and typically are perfectly safe to play, but you might want to back up your saves just in case we introduce a feature that will be changed during testing. Here are the changes since the last stable release:
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# 1.35.5:
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- Improved the layout of the dive summary screen. Ores will now be spaced out equally, with unusual finds closer to the center of the screen.
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- Optimized dive summary screen, so it won't be bogged down - or crash - if you bring hundreds of chunks of raw ore back.
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Feedback Focus: The dive summary screen.
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# 1.35.4:
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# 1.35.4:
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... | @@ -31,1097 +38,4 @@ Feedback Focus: Docking to ships and stations. |
... | @@ -31,1097 +38,4 @@ Feedback Focus: Docking to ships and stations. |
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Feedback Focus: Impact absorbers, performance.
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Feedback Focus: Impact absorbers, performance.
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# 1.34.9:
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- Fixed trade-in value recorded to the ship logs, which will now correctly show how much the ship you were selling was worth.
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- If you bought a ship without any nanodrones, installed a nanodrone-based system but no storage, and saved your game, upon loading it back, the installed nanodrone storage option would show as an empty space, instead of spelling out "empty".
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.34.7:
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- Lowered difficulty of the hunting party you get on your tail for big transgressions against the major factions.
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- Time spent flying the break-bulk cargo version of AT-K225 ship will count towards the piloting achievements. This change is retroactive and will account for all the time you spent flying this ship in the past automatically.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# **1.34.6**:
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- Christmas decorations at the Enceladus Prime station are not shining so brightly anymore.
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- You could un-pause the game with a Settings menu still open if you opened and closed your Steam Overlay.
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- Cothon-211 "Chonker" excavator now has stronger motors to compensate for the larger size of its excavator.
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Feedback Focus: Cothon-211.
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# 1.34.5:
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- Changed the way collision impact velocity is computed to address some edge cases, like attached equipment causing kinetic damage when wedged against your ship.
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- Re-added missing purple fusion spike for EI-ZAP torch.
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Feedback Focus: Kinetic damage. While there should be no visible changes except for some edge cases, the entire velocity computation was overhauled, and that is a significant portion of the kinetic energy equation. Please look out for any weird kinetic damage effects, both from ships being shot at and hit with asteroids, as well as asteroids getting fractured with your kinetic weapons.
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# 1.34.4:
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- Sometimes, distant ship thruster flares would not be viable on your astrogation map if you picked the Enceladus station as your destination, but showed normally for all other astrogation targets.
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- The color of distant flares was not consistent between the telescope view and the drone view.
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Feedback Focus: Distant flares.
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# 1.34.1:
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This upgrade features save-related changes, and while I don't anticipate any problems, it's always wise to back-up your saves before trying out changes like that.
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- The asteroid depletion map is now expanded to hold 800% more data. While the previous setup for asteroid depletion worked as intended, in some playstyles, the map could overflow in as few as 1.5 hours in-game. This meant that players sporting some playstyles could never feel the effect of their favorite mining spots being depleted. The new setting will ensure about 12h in-game before the asteroids drift back to a depleted area.
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- As a direct consequence, save games can now take up to 8MB. Saves should still be completed in under a second, even on low-end machines.
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- Automatic compaction of the save games. For some playstyles, saves contained depletion maps that were mostly zeroes, which were meaningless but inflated the save size artificially. You will now see these zeroes stripped automatically. This also further increases the retention period for the depletion map.
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Feedback Focus: Asteroid depletion. With the new changes implemented, strip mining will incur depletion in the rings that persists much longer than previously, giving you the incentive to look for another profitable spot once you deplete a vein. I'm looking for feedback on how the new setting feels. Since this update also includes save format changes, please report any save or load-related issues.
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# 1.33.2:
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- Fixed glitches in some plume shapes.
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- Improved performance of rocket plumes. These will be most noticeable on integrated GPUs, with the game running with higher "lights" settings.
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- Fixed the wrong name for recovered mass driver rounds displayed on the dive summary screen.
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- Added partial community-driven support for the Thai language.
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- Updated translations.
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Feedback Focus: Rocket plumes. There are subtle changes in the shape of the plumes to correct for some glitches that were present in some torch/RCS combinations. I suspect you won't notice anything, but if anything looks odd to you, please attach a screenshot to your report.
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# 1.32.2:
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- New mining companion-related event you can encounter in the rings.
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- Updated translations.
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Feedback Focus: The new event.
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# 1.31.4:
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- Fixed plasma throwers are not registering right on the Kitsune, causing them to accumulate damage that could not be fixed but disappeared when you re-loaded your save.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.31.2:
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- Fixed a bug that caused ships sometimes to try to scan the space between worlds during stage transitions or some equipment purchases. The eldritch abominations inhibiting that non-space did not like that and caused the game to crash when the ship glimpsed between realities.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.31.0:
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- Adds a warning in the Settings menu if you configure the game in a way that might cause your performance to be really bad.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.30.6:
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- Microwave emitters will now be less prone to misaligning, and when the dish is damaged, it will not bend so much. This prevents visual quirks, which sometimes led to the dish appearing as if it was completely detached from a ship.
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- Fixed internals of the "asteroid shower" event, which misclassified some of the ore chunks, leading to possible unusual spawn behavior later in the same spot.
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- In some cases, messages about aborting communication would be repeated multiple times in the game logs.
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- Updated translations.
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Feedback Focus: Microwave emitters, both stationary and point-defense variants.
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# 1.30.0:
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- NPC ships will not try to shoot through objects that they know are indestructible anymore.
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- AI now has a better concept of line of sight. It will attempt to position itself for a good shot when fighting and dodge behind objects when running away.
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Feedback Focus: AI behavior, especially in combat.
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# 1.29.3:
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- Cothon-211 "Chonker" had a slightly off-balance excavator, which caused strange physics interactions when the time resolution was raised due to adrenal boost or using the OMS menu while the excavator was open. It will behave more consistently now and will also open up a bit more.
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- Updated translations.
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- Updated translation credits.
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Feedback Focus: Release candidate. Please report anything working worse than the current Stable branch.
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# 1.29.1:
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- Changed the way NPC impatience works in dialogues. NPC can now become more impatient when talking to you during the conversation if you attempt to astrogate away. This makes quest dialogues flow more naturally if you decide to astrogate during them.
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- Sometimes, you could end up in a situation where you had a channel open to a ship, but it was done talking to you. This prevented further contact with other ships and returning to Enceladus until that ship left the simulation area.
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- NPC ships will now close the comms channel to you immediately when they have nothing more to say to you.
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- Racing path prediction was missing one vertex.
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- When ships tell you that they leave for repairs, they will actually leave instead of reverting to the default NPC state.
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- Profiler is now available in the Virtual Flight Service.
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- Kitsune's spinal low-stress hardpoint is now described as such. Equipment that can be mounted on a spinal hardpoint is also marked appropriately.
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- Updated translations.
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Feedback Focus: Comms & astrogation. While the changes are subtle and should not make much of a difference most of the time, there are edge cases where they will make dialogues flow much more naturally, and possibly some edge cases I did not anticipate. Please report anything weird that happens when you talk to ships or astrogate around.
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# 1.28.20:
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- Changed the way firing solutions are attached to the ship, making them appear to move smoothly even if you are moving at a significant velocity.
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- Racing overlay will now still be using high-precision acceleration sensors.
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- Updated translations.
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Feedback Focus: Still looking for feedback on the autopilot overlay. With a fixed refresh rate, it behaves more like how it should actually work in reality - but it does make most autopilot functions (firing solutions, path predictions, autopilot overlay) look a bit different. I'm interested in how you feel about that change.
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# 1.28.18:
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- Fixed regression in the Kitsune cargo bay light, which didn't show up at all.
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- The autopilot overlay refresh rate is now limited and on par with the refresh rates of the rest of the onboard computers. This improves immersion and performance, but the computer output looks different, and I'm looking for feedback on it.
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- Powered off autopilot won't issue collision alarms anymore.
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- Updated translations.
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Feedback Focus: Autopilot overlay. With a fixed refresh rate, it behaves more like how it should actually work in reality - but it does make most autopilot functions (firing solutions, path predictions, autopilot overlay) look a bit different. I'm interested in how you feel about that change.
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# 1.28.16:
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- Ship mass calculation will now show correct mass and delta-v values for ships with variable geometry, accounting for moving parts and extra equipment, like radiators.
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- Kitsune cargo bay light will not shine when the ship is not powered up.
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- Kitsune will not flash with a blue light when spawning.
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- You could take a specific astrogation path between multiple moonlets that could cause you to arrive in a twin moonlet formation that should not be there.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.28.15:
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- Fine-tuned settings for departing habitats to prevent more edge-cases.
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- Fixed a graphical glitch that caused a powered-down Kitsune to be displayed with a green square all over it on OSX M1 systems. This mostly affected the Fleet and Dealer views.
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Feedback Focus: Hotpatch candidate. Please report anything working worse than in the current stable branch.
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# 1.28.13:
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- The crew level-up notification during the return trip to the station will trigger earlier in the cutscene, so it won't be cut short by changing the stage to Enceladus station.
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- When changing from a ship with a consumable (nanodrones, kinetic ammunition) installed back to one without it, the number of consumables displayed on the launch dive screen would not update to zero, showing phantom cargo.
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- Habitats that change locations will now tell you this only once, even if you un-dock and re-dock again during the same encounter. Previously, re-docking could invalidate the coordinates of another habitat if it happened to be less than 5km away from you.
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- Particle effects that are currently not visible will not play now, improving performance. This also prevents some particle effects from playing partway through and out-of-sequence if you move your camera rapidly.
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- Fixed stone jet particle effects that will again be ejected from asteroids hit with high-powered kinetic impacts.
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- Audio effects for adrenaline surge and the UI beeps will now respect the "SFX volume" slider setting.
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- Setting shadow levels to low, but not zero, setting previously could flood the game logs with warnings. Now, a proper minimum value will be enforced for all the lights.
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- The HAL9000 HUD OMS display could overflow the physical monitor it was on when you installed thrusters with long names on certain ships. Now, it will cut off too-long thruster labels instead.
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- Kistune will not advertise that it uses a K37 reactor anymore.
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- Updated translations.
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Feedback Focus: Hotpatch candidate. Please report anything working worse than in the current stable branch. The areas that need the most attention are the particle effects, the game sounds, and the OMS - both displayed on the main HUD, as well as those within their dedicated menus.
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# 1.28.8:
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- Fixed jury-rigging and repairing Kitsune-mounted weapon systems.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.28.7:
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- Changed physical transition between static and fully simulated models. This prevents some physics glitches at the Enceladus station, like ships drifting away from the dock, and improves performance.
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- Sensor displays, like lidars and radars, will now refresh at a rate consistent with all the other indicators on your HUD. This improves performance, especially visible on low-end systems.
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- Improved performance of the proximity alert detection for the autopilot comfort mode.
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- Added a cargo bay light for the Kitsune, which makes a clear visual indicator when the cargo bay doors are opened.
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- Adjusted position of the incoming comms on the Kitsune HUD.
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- Fixed "Dead or Alive" achievement, which was not granted when it should be.
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- The "docking clamps locked on the ship" sound will not play anymore when you change the loadout of your ship or switch to another ship in your fleet.
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- Older models of the ND-LIS Kitsune are now available on the second-hand market. This makes it feasible to switch immediately to the Kitsune upon starting a new save, as the older ships are usually cheaper.
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- Updated translations.
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Feedback Focus: Still looking for feedback on ND-LIS Kitsune. Due to changes in the physics handling, please be on the lookout for any physics-related glitches, especially during the Enceladus undocking sequence.
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# 1.28.5:
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- Primary and secondary sensor displays on the Kitsune HUD are now consistent. Both will show the correct refreshing ratio and show the current drone feed zone compared to their range.
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- Sensor fading is now visible on big LIDAR displays in the OMS menu, making it easier to spot outdated data and the current sweep angle.
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- Kitsune will now register its cargo bay door as an excavator. Previously, this prevented AI and autonomous autopilots from opening the cargo bay doors.
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- Kitsune radiators will glow again.
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Feedback Focus: Still looking for feedback on ND-LIS Kitsune.
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# 1.28.3:
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- Fixes font rendering for Chinese Simplified language.
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- Adds support for Kitsune-specific achievements.
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- Updated translations.
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Feedback Focus: I'm looking for feedback on correct font rendering in Chinese Simplified, Chinese Traditional, Japanese and Korean languages.
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# 1.28.0:
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- Additional "mystery" soundtrack.
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- Kitsune and EIME HUD display of microseismic scanners will now show the hulls of the ships they scan.
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- Adjustments to fix graphical glitches for Kitsune microseismic scanner on AMD Radeon cards.
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Feedback Focus: Still looking for feedback on ND-LIS Kitsune.
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# 1.27.4:
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- Following the "Spacegate" scandal that revealed that many spaceship manufacturers advertised false cargo bay sizes, new regulations for spaceship specification require manufacturers to advertise only usable space of a cargo bay in a spaceworthy configurations. Some companies, who at this time opted to remain anonymous, announced that they will seek justice in the Martian courts, as the new regulations disproportionally affect their products. New product specifications should be available at the ship dealerships across the system this week, matching closely to sizes reported by specialized cargo bay scanners.
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- Visual Feed monitors on the Kitsune HUD will now respect the brightness settings set in the Tuning menu.
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- Kitsune HUD will not expose an (useless) tuning knob from software package they licenced from Elon Interstellar.
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- Updated translations.
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Feedback Focus: Still looking for feedback on ND-LIS Kitsune.
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# 1.27.0:
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- You can now buy Nakamura Dynamics Light Interlunar Shuttle "Kitsune" at the dealer.
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- Re-balanced the Kitsune. It now sports 18,000kg combined mineral storage and its habitat can house 3 crew comfortably.
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- New equipment: ND-LIS Heads-Up Display is now available for purchase and retrofit.
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- Fixed a bug that caused some of the dealer showcase animations to show up wrong.
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- Updated translations.
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Feedback Focus: Kitsune.
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# 1.26.3:
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- A new ship - Nakamura Dynamics Light Interlunar Shuttle "Kitsune" is now available in closed beta testing.
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- Number of fixes related to thruster placement and physics glitches of ND-LIS Kitsune.
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- Free space estimation in microseismic scanners of some ships was inaccurate, especially for ships with variable geometry.
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- Updated translations.
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Feedback Focus: ND-LIS Kitsune, if you participate in the beta tests.
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# 1.25.14:
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- Optimized proximity sensors for astrogation.
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- The "Driving Stick" achievement will not be granted if you just float in place or spin around a habitat.
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- Updated translations.
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Feedback Focus: Astrogation performance.
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# 1.25.11:
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- The remaining propellant icon will now display again on the Eagle Prospector HUD.
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- Previously, some people would confuse you for a genocidal maniac even if you did not commit any genocides recently.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.25.9:
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- Added a workaround for a driver bug that caused the game to crash on Intel-based OSX systems.
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- Fixed animated icons on the Eagle Prospector HUD not displaying if the HUD did not boot on-screen.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.25.6:
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- If you install a smaller drone, ammunition, or propellant container and your ship currently has supplies that exceed its capacity, you will get a refund on the excess consumables as soon as you launch your dive.
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- AI will now treat ships or drones docked to other vessels and stations differently. This will most noticeably cause friendly ships to not attempt to communicate with each of your containers if you run a ship with containers leaving your vicinity much sooner.
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- The racing team will take a clue that you are not interested in racing when you tell them so and will leave you alone, even if they really like you.
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Feedback Focus: Docking interactions. Due to changes in how the AI perceives docked ships, there might be unexpected (and some expected) quirks, as in how they react near ships and equipment that is docked at another ship or station.
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# 1.25.4:
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- A bug in NDPT-4205 software caused the turret to enter a power-saving mode if all the targets the targeting computer could detect were ineligible by either being obscured by other objects or excluded by the safety protocol of the turret for long enough for the actuator to reach the resting position. Such a turret would only wake up from the power-saving mode when a new object entered its detection range.
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- Improved performance and accuracy of collision detection and spawning of all moonlets.
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Feedback Focus: Point defense turret behavior.
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# 1.25.3:
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- Fixed tuning not working properly if you had multiple copies of the same hardware installed on different hardpoints.
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- Fixed Doppler readouts not being taken at all by Doppler-capable sensors.
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- Fixed astrogation proximity warning using wrong ship orientation to detect possible collisions, making astrogation in the proximity of any asteroids difficult.
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Feedback Focus: Still interested in how you feel about the ship sensors. As with any new upgrade category, there might be some unexpected quirks. Please report anything off.
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# 1.25.1:
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- You can tune the brightness of HUDs with virtual displays now.
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- Tuning options for autopilots and head-up displays will now have separate sections in the tuning menu.
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- Lidar response pings are now smaller and will not obfuscate the sensor view so much.
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- Additional dialogue path for the "find missing child" quest, should you decide to act instead of talk in the ultimate encounter.
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- Fixed a bug that caused all the sensors to show deviation in their directional output. For some, that was less than 1 degree angular, but some others, like phased arrays, showed complete noise.
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- Updated translations.
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Feedback Focus: Still interested in how you feel about the ship sensors. As with any new upgrade category, there might be some unexpected quirks. Please report anything off.
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# 1.24.4:
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- The MLF long-wave radar will now show faint water signatures of surrounding ringroids.
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- Adjusted descriptions of new equipment for better scientific accuracy.
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- The type of sensor you have installed will now display on your HUD.
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- Updated translations.
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Feedback Focus: Still interested in how you feel about the ship sensors. As with any new upgrade category, there might be some unexpected quirks. Please report anything off.
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# 1.24.0:
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- Sensor upgrades. You can now replace your ship's LIDAR with another one. There are multiple options to choose from. Some of them come with their very own tuning options.
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Feedback Focus: As far as the game balance goes, I'm interested in what you feel about the ship sensors. As with any new upgrade category, there might be some unexpected quirks. Please report anything off.
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# 1.23.3:
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- Lidar sweep patterns now have a slight jitter and will not present a consistent geometric pattern.
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- Lidar sweep now respects your ship rotation, which will be especially apparent if you tune the Lidar for slower, more precise scans.
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Feedback Focus: Still looking for feedback on Lidars and their tuning options.
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# 1.23.2:
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- Visualization of Lidar tuning.
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- Updated translations.
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Feedback Focus: Still looking for feedback on Lidars and their tuning options.
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# 1.22.2:
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- Re-calibrated the Doppler sensor for more accurate relative velocity measurements.
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- Lidar will no longer detect background cosmic radiation as moving towards you at the speed of light from an infinite distance.
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- Fixed lidar-based proximity sensor controlling your ship's comfort and performance mode.
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- Updated translations.
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Feedback Focus: Lidars.
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# 1.22.0:
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- Lidar sweep time and resolution tuning. You can now opt for a faster response or a higher resolution.
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- Changed astrogation proximity detector bubble to respect new Lidar tuning. This required some graphical changes, as the sweep shape might not cover 360 degrees anymore.
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- Lidar sweep can now be subtly observed on all lidar displays, making detecting the direction of a ping much easier.
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Feedback Focus: Lidars.
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# 1.21.0
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- An additional encounter. There are more things to discover in the rings.
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- Cleaned up the shader code, improving performance a bit on machines with integrated GPUs.
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Feedback Focus: Graphical quirks. Changes to shaders can always introduce weird quirks, and while I did not detect any, such things surprised us in the past. If you spot anything strange, make sure you grab a screenshot!
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# 1.20.3:
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- You can now turn off your main torch in the Minding Virtual Flight Service.
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- You will not get achievements for tasks performed during simulated flight anymore.
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- Your crew will not gain experience for flying the MVFS simulation.
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- Added dark bars on the top and bottom of the initial dive cutscene to make the texts displayed there, including the transit tips, easier to read.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.20.1:
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- Improved stability on M1/OSX systems. The modern OSX system depreciated OpenGL support, which the game uses, which means that driver bugs that are currently present in the system are never going to be addressed and fixed by Apple. Godot Engine 3.x, on the other hand, uses exclusively OpenGL for rendering. This leaves us in a state where known bugs in the system driver were causing the game to crash. This release includes a number of workarounds in the game code meant to address that and call the function methods in a different way in the hope of working around all the existing driver bugs in the system driver. The stability is greatly improved, but the workarounds impose a much longer time required to change the display mode (fullscreen/borderless window/windowed).
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- Updated translations.
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Feedback Focus: Stability on M1/OSX systems.
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# 1.19.1:
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- New in-game extension manager allows you to pick which installed extensions and DLC you want to use. It will present itself automatically when it detects a new extension being installed and allows you to pick if you want to use it for your game. You can access the manager at any time from the title menu.
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Feedback Focus: The Extension manager. Note that if you don't get images associated with your DLC, your DLC itself needs to be updated. This will happen automatically as you update your client.
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# 1.18.1:
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- Fixes audio looping issues introduced in 1.18.0.
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Feedback Focus: General. I don't expect the game to behave differently, but each engine upgrade can cause a number of unexpected quirks. Please report anything working not as expected.
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# 1.18.0:
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- Godot Engine updated to 3.5.3, with all the new performance and stability improvements coming with this version.
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Feedback Focus: General. I don't expect the game to behave differently, but each engine upgrade can cause a number of unexpected quirks. Please report anything working not as expected.
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# 1.17.8:
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- LIDAR audio feedback now counts as an ambient sound, and its volume can be adjusted via the "ambient sound" slider.
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- The demo version will now occasionally pop up a barely visible "ΔV: Rings of Saturn demo" watermark, so we can spot streams and videos recorded using the Demo version and can send out proper review keys. I designed it to be as unobtrusive as possible, and it should not affect normal gameplay.
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- Exiting the demo version will now show you up a relevant store page for your platform.
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- Updated translations.
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Feedback Focus: Still looking for feedback on Minding Virtual Flight Service and any visual quirks you encounter. Please include screenshots for any glitches spotted.
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# 1.17.6:
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- The MPU power indicator on your HUD is now brighter, making it easier to spot when it is processing ore.
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- Adjusted Minding Virtual Flight Service scale shader, removing excessive flickering and making it more consistent.
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Feedback Focus: Still looking for feedback on Minding Virtual Flight Service and any visual quirks you encounter. Please include screenshots for any glitches spotted.
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# 1.17.4:
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- Dive Summary screen resolution will not be degraded if your HUD size is raised.
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- Improved performance of the Minding Virtual Flight Service. This will be most noticeable on integrated GPU cards.
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- Firing a lot of ammunition for prolonged periods will not slow down MVFS anymore.
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Feedback Focus: Still looking for feedback on Minding Virtual Flight Service and any visual quirks you encounter. Please include screenshots for any glitches spotted.
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# 1.17.3:
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- When using the Minding Virtual Flight Service, your geologists would identify ores that were part of another simulation.
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- Fixed mouse alignment for MVFS, which will now work on all HUD Sizes and all Resolution Scales.
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- Some of the windows, like the dive summary screen, could use a lower resolution than they should if your HUD Scale was raised.
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Feedback Focus: Still looking for feedback on Minding Virtual Flight Service. Since this update also includes changes to subwindow displays, please be on the lookout for any subwindow graphical glitches. Subwindows include the dive summary screen, simulation and tuning previews, and some windows on your ship HUD, like microseismic scanners or visual feeds. Please include screenshots for any glitches spotted.
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# 1.17.1:
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- Cured AI-wide depression introduced with 1.16.11, which caused captains of ships big and small to lose interest in everything except gathering loose ore chunks.
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- AT-K225 HUD displays are not so bright anymore. Multiple pilots complained about high-intensity displays blinding them during prolonged missions.
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- New regulations require limiting the maximum brightness of the ship spotlight reflectors. Previously, some ships - most notably the popular K37 - were often equipped with spotlights so bright they pierced a few meters of ice with ease, sometimes even revealing structures inside moonlets.
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- Minding Virtual Flight Service is now compatible with molten iron throwers.
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- Added subpixel shader for MVFS.
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- Added virtualization scale for MVFS.
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- You can now disable hardpoints in MVFS.
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Feedback Focus: Still looking for feedback on Minding Virtual Flight Service.
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# 1.17.0:
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|
- Minding LF just unveiled a revolutionary ship virtualization technology capable of accurately simulating a spacecraft in a controlled environment. A free version of the Virtual Flight Service is now available for every registered ship in the Enceladus Prime station, across Tuning Bays, Hardware Shops, and even the Enceladian Ship Dealership, allowing its customers to take ships on virtual test drives - free of charge.
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Feedback Focus: Minding Virtual Flight Service.
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# 1.16.11:
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- Some overtly curious Mining Companions abused the shipwide sanbus communication system to prevent other hardware from targetting objects they were curious about. This could lead to other hardware, such as salvage manipulators or point defence systems, to not target items that the companion was curious about, until it satisfied its curiosity.
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Feedback Focus: Mining Companion behaviour.
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# 1.16.10:
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- Fixed vector math during the spawn detection, which could cause some objects, most notably big moonlets, to spawn over your ship in some cases.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable.
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# 1.16.9:
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- Hitting molten iron with a tungsten projectile will no longer cause the game to crash.
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- Using the keyboard autopilot target key on Linux-based sometimes triggered a race condition that could cause the game to crash.
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Feedback Focus: Release candidate. Due to CTD fixes, this patch is on a fast track to a stable branch. Please report anything working worse than in the current stable.
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# 1.16.7:
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- Big moonlets are reflecting more light now.
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- Spinning moonlets will now preserve their angular momentum. You won't find a moonlet spinning in the opposite direction on your subsequent visits.
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- When NANI used all its internal uranium salt tank, it would still emit light.
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Feedback Focus: General.
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# 1.16.6:
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- Fixed a memory leak in the debug subsystem that could cause the game performance to degrade if you run the game with the `--debug-console` command line options. Non-debug runs were not affected.
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- The pirates will now avoid attacks on the very rim of the rings.
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Feedback Focus: General.
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# 1.16.2:
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- Adjusted the random event distribution. Some very rare events are not so rare anymore, and some pretty common ones will be less common.
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- Updated translations.
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Feedback Focus: Astrogation around big objects.
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# 1.16.1:
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- New moonlet class recently discovered in the Rings by the Enceladian Astrology Division.
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- Astrogators will now be more careful when plotting a course towards big objects, ensuring the entry vector will not collide with their destination.
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- Improved physics performance of the engine around moonlets of all shapes and sizes.
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- 4k textures DLC expanded to cover new types of encounters.
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Feedback Focus: Astrogation around big objects.
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# 1.15.0:
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- Antonoff-Titan K225-BB break-bulk cargo carrier now approved for sale on Enceladus Prime station. A popular second-hand modification designed for carrying cargo that cannot be easily processed into standardized containers sacrifices some of its docking bays to extend the raw cargo capacity of its cargo hold.
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Feedback Focus: AT-K225-BB.
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# 1.14.6:
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- Tetsuo HMX-2000I's radiators will glow if you fire it for a prolonged time.
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- Projectiles that transfer heat to a target will lose that heat, preserving the conservation of energy.
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Feedback Focus: Still looking for feedback on Tetsuo HMX-2000I.
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# 1.14.4:
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|
- A number of fixes for Tetsuo HMX-2000I Heavy Mass Driver, for various edge cases, such as having no power, underpowered reactor, badly damaged mass-driver, reactor turned off, and probably others.
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Feedback Focus: The big focus of this release is the introduction of the Tetsuo HMX-2000I Heavy Mass Driver, and I'd love to hear how that performs for you. Miscellaneous changes to look out for are the plume shape of your rocket plumes, any unusual thruster behavior in general, and damage inflicted by kinetic weapons.
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# 1.14.2:
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- Tetsuo HMX-2000I Heavy Mass Driver is now available for purchase in the dealership near you.
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|
- Hot kinetic ammunition will now cause thermal damage. Depending on the systems used, this can mean from 5% to 30% more damage from kinetic weapons.
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- Thruster look will not depend on the physics framerate anymore.
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Feedback Focus: The big focus of this release is the introduction of the Tetsuo HMX-2000I Heavy Mass Driver, and I'd love to hear how that performs for you. Miscellaneous changes to look out for are the plume shape of your rocket plumes, any unusual thruster behavior in general, and damage inflicted by kinetic weapons.
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# 1.13.3:
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- Obonto Habitats announces the discovery and swift resolution of a fraudulent scheme involving certain mineral pump operators who colluded with a number of spaceship captains to return ore already purchased by our habitats to the ship's home station. Habitats will not send the ore they purchase from you to Enceladus, even if they really like you.
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Feedback Focus: Still looking for feedback on yields at the mineral veins. You will notice that the veins are much more pronounced and consistent in this version. This, combined with the improved accuracy of your microseismic scanners, will make tracing the veins a more viable strategy.
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# 1.13.2:
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|
- Unusual ore distribution patterns discovered by leading station geologists exposed unusually rich beryllium fields, which were quickly depleted by resourceful captains. The pronounced veins introduced in 1.13.0 resulted in beryllium being much more common than it should be, and the vein distribution map exhibited unusual density artifacts. The veins were corrected to look natural now.
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|
- The music mixer could mix between three tracks, rather than the two it was supposed to, which led to some unexpected music mixes.
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Feedback Focus: Still looking for feedback on yields at the mineral veins. You will notice that the veins are much more pronounced and consistent in this version. This, combined with the improved accuracy of your microseismic scanners, will make tracing the veins a more viable strategy.
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|
# 1.13.1:
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|
- Found some other ghosts in the machine that needed exorcising. In some encounters, a derelict ship could get angry at you for firing at it, denying you salvage opportunities. It won't do that anymore.
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Feedback Focus: Still looking for feedback on yields at the mineral veins. You will notice that the veins are much more pronounced and consistent in this version. This, combined with the improved accuracy of your microseismic scanners, will make tracing the veins a more viable strategy.
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|
# 1.13.0:
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|
|
- Mineral veins are now more pronounced. This is an experimental change and will likely be fine-tuned.
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|
|
- Obonto USV-D Microseismic Series Reconnaissance Craft sensors are now 200% more accurate.
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|
|
- New Uranium purification methods drove the price of raw uranium ore up by 400%.
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Feedback Focus: Yields at the mineral veins. You will notice that the veins are much more pronounced and consistent in this version. This, combined with the improved accuracy of your microseismic scanners, will make tracing the veins a more viable strategy.
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|
# 1.12.6:
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|
- Fixes Steam integration on OSX and Linux systems. Due to library version mismatch, some Steam functions were unavailable on these systems, like the game automatically pausing when Steam Overlay was turned on. This version publishes the same library version for all the platforms, including an updated Windows version.
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Feedback Focus: Release candidate. Report anything working worse than in the current stable branch.
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# 1.12.5:
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|
- The Xaser team at Enceladus was found slacking off and not burning a correct entry path for you, even if you paid the full fee, on the initial dive into the rings, causing some accidents as some ships collided with iceroids that were supposed to be cleared. Disciplinary action was taken.
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- Mines laid out by your friends will not follow you when you are astrogating away.
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Feedback Focus: Release candidate. Report anything working worse than in the current stable branch.
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# 1.12.3:
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|
|
- Tuning autopilot rotational velocity limit will not affect your ship's fly-by-wire rotational speed.
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|
|
- NPC will now have to be aware of you in order to change their opinions about you based on your actions. Undetected sins will go unpunished.
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|
- Derelicts refused to boot up or even start the derelict salvage event if they saw you blow up another derelict. The ghost of the machine was angry. It was pacified.
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|
|
- Fixed mineral marker animation. It was flickering if your geologist was not very experienced.
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Feedback Focus: Still seeking feedback on Mining Companions, Cargo Containers, and Wingmen.
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# 1.12.2:
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|
- Fixed camera mode.
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|
- You can't talk with Big Bad Wolf about acquiring Ganymedean flight logs repeatedly.
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|
- Removed the white flash when you start the dive.
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|
- Polished up military ship class descriptions for kinetic ammunition magazines to align with the military classification of ships.
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|
|
- Updated translations.
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Feedback Focus: Still looking for feedback on Mining Companions, Cargo Containers, and Wingmen.
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# 1.12.1:
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- After reviewing hundreds of hours of combined flight records, engineers from Titan Heavy Industries isolated multiple instances of ship captains performing maneuvers that put THI Cargo Containers and other unmanned craft sharing its chassis stress levels exceeding operational parameters, causing heavy damage to the reactor core itself and presenting a risk of premature catastrophic failure. A recall has been issued for all leased craft, and a more robust reactor design has been implemented.
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- Enceladus Flight Control will now notify owners of all unmanned crafts if they spot a critical reactor failure on the long-range polar telescope array, or then such ship clears the ring area and enters the interlunar return trajectory.
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- After numerous complaints of ore not being delivered, the Mining Guild of Enceladus now offers mediation services for all Wingman contracts, ensuring that all ore mined under the contract is transferred to the employer.
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- Nakamura Dynamics released a new patch for the NT Mining Companion piloting protocols. The companions will now perform astrogation jumps with the host ship, provided they have sufficient reaction mass.
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- Improved resolution of the geologist vein coverage map.
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- Improved performance on systems with older GPU cards.
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- Updated translations.
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Feedback Focus: Mining Companions, Cargo Containers and Wingmen.
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# 1.11.10:
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- Fixed a bug that caused your astrogator to more easily identify ships away from you than those close. While the overall tactical awareness distance stays the same, this change will make it seem shorter, as ships that are far away will now take significantly more time to identify.
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- Fixed animation of the tactical/IFF marker on your autopilot overlay.
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- Updated translations
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.11.9:
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- Fixed line-of-sight shader settings. The previous shader settings caused some graphical glitches inside caverns and around moonlets that have caverns. New settings don't have these problems and use fewer resources, improving game performance.
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Feedback Focus: Line of sight.
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# 1.11.8:
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- Vertical hull cut line was sometimes still visible on K44 when examined in the Fleet menu.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.11.7:
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- Re-balanced astrogator and geologist identification times to make bringing multiple crew of the same role more impactful. Astrogators will now take much more time to spot a ship on the very edge of their range.
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- Improved music mixing.
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- Lifepods will now have tactical markers.
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- Fixed baked-in radiator glow on AT-K225 not reaching the entire ship's hull.
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- Mass drivers will not break the conservation of energy anymore. This change only affects tuned mass drivers.
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- Fixed a bug that could cause you not to find a POI if you dived directly to it from Enceladus. This only affected a subset of astrogation targets.
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Feedback Focus: Still looking for feedback on the new multi-crew mechanics: geologists, mechanics, and astrogators, especially with the new re-balance. With the mass driver fix, you'll notice that tuned mass drivers will have different muzzle velocities. While the difference is not significant, I'd like to hear your opinion on that, too.
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# 1.11.6:
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- Fixed a bug that caused the game to slow down and flood the game logs with messages when you undocked and re-docked to a space station that had nothing more to say to you.
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Feedback Focus: Still looking for feedback on the new multi-crew mechanics: geologists, mechanics, and astrogators.
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# 1.11.5:
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- When you accessed the ship logs for the second time, they would not scroll all the way to the end.
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- Ship logs sometimes did not get focus on the last line of the logs.
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- Fixed a vertical line visible on K44 if you examined the ship in your fleet.
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- Icons for "ship being maintained" and "ship not passing inspection" can now appear both on the ship icon when you are fixing your ship, but not enough to pass the inspection when done.
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- Added support for physical scancodes for hardpoint toggles to fix issues on unusual keyboard layouts, which require two keypresses for a number.
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- The "pick your dive target" screen will now present a zoom level consistent with the zoom slider position when you first enter it.
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- Updated translations.
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Feedback Focus: Still looking for feedback on the new multi-crew mechanics: geologists, mechanics, and astrogators.
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# 1.11.2:
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- Multiple mechanics will not speed up the rate of replacing your hardware with new ones anymore.
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- Repair times shorter than one hour will now be displayed correctly.
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- "Not passing inspection" and "in maintenance" markers on your Fleet menu will not overlap now.
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- "Not passing inspection" marker on used ships in the dealer and fleet menus will now be consistent with actual inspection results. They used to show only on badly damaged ships.
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- Fine-tuned fleet display for non-Latin languages.
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Feedback Focus: Ship maintenance.
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# 1.11.0:
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- Hiring multiple mechanics will shorten the time required to perform maintenance. Not having any mechanics in your company will extend that time.
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- You can't sell ships that are undergoing maintenance.
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- Unusually high traffic at the edge of the rings will now die out slowly over the course of the game time.
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- Updated translations.
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Feedback Focus: Ship maintenance.
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# 1.10.0:
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- Ships that undergo maintenance are now marked as such in your Fleet menu.
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- Ships appeared upside-down in some areas of the Fleet and Dealer menus.
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- Mars Power Industries were caught red-handed, lying in the specification of muzzle velocity of their railgun. An errata has been issued.
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- Updated translations.
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Feedback Focus: The new Fleet and Dealer aesthetic and functionality.
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# 1.9.0:
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- New visuals for the Fleet and Dive ship display.
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- The dive summary screen will not pop up if the only things you brought in your cargo bay were something you already owned, like your own mining companion. This also prevents a glitch that allows you to use the station menus when you had a completely empty summary screen displayed in the foreground.
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- The price assessment markers on the Dive Summary screen will now word-wrap the ship name to fit into the assessment square.
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- The intro animation will now play correctly on displays with different than 16:9 aspect ratios, adding black bars on the sides if required.
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- The emergency autopilot and automatic return when exiting the rings will not be disabled now if your astrogation velocity match is active.
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Feedback Focus: The new Fleet and Dealer aesthetic.
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# 1.8.2:
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- Hiring multiple geologists or astrogators will improve identification speed in their respective fields. This change is likely to be re-balanced before it hits the Stable branch based on your feedback - make your hiring decisions accordingly.
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- Improved game performance when there is a lot of identified ore floating around your ship.
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- Having a lot of raw ore in your cargo hold will not distract your geologists anymore. Geologists will not be distracted by ore they have already identified either.
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- Playing with a very low framerate will not cause your geologist to identify ores slower anymore.
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- If you had your Pilot tab selected and entered the OMS menu, the transponder and ship name labels would display much more slowly than they should.
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- Improved drone zone visualization in the Tuning menu and its performance. You will now be able to see the entire area covered by your drones.
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- Improved resolution of the ship preview simulation in the Tuning menu.
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- Ship simulation preview in the Tuning menu will not be cropped on vertical displays.
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- Fixed Enceladus background aspect ratio on vertical displays.
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- You won't be able to trigger the Enceladus menu buttons when your dive summary screen is active. Spamming the action key while the menu is appearing will not cause that either.
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- Updated translations.
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Feedback Focus: New geologist gameplay balance.
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# 1.7.0:
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- Engine update to Godot 3.5.2.
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- Updated translations.
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Feedback Focus: The main reason for the engine update is to eliminate a very rare bug that sometimes causes physical objects not to register when entering designated areas of space. This happens around once every 1000 hours, estimating on our own experiences, so there were no reports about this until we reached a higher number of players and the numbers accumulated. The effects of this bug could range from point defense systems not picking up targets, ore getting stuck in your reactor and preventing astrogation, performance degradation as some objects did not despawn even when they went far away from your ship, occasional crashes, and probably more. The frequency of these events would depend on individual computer speeds, so some users were much more susceptible to this than others. If you were affected by any of these symptoms, I'd like to know if this version improves your experience.
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As with any game engine upgrade, all sorts of things could be working slightly differently, so I'd be very interested in hearing about any bugs and quirks you experience in this version.
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# 1.6.12:
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- Fixed nanodrone propulsion laser audio.
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- Focus was lost when you sent the very last message in a conversation using either a gamepad or a keyboard. Focus will now be re-acquired by the station selected in your OMS menu.
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- Updated translations.
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Feedback Focus: Nanodrone audio, gamepad control.
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# 1.6.10:
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- The IFF control on your Pilot tab was always yellow on the "auto" setting, even if your onboard automatic IFF classified ships as hostile and friendly. It will now follow the automatic classification color scheme.
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- Ganymedean Anarchy station docking arms will no longer attempt to grab OCP-209 from below.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.6.8:
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- The comms window can be scrolled again.
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- Your crew will comment on finding dead bodies in space sooner.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.6.6:
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- When carrying an autonomous system in a cradle, other ships will now consider it an integral part of the ship. This prevents pirates from trying to shoot down unpowered claim beacons - even when you have a good standing with them. They will still attempt to disable them if you choose to deploy them near a site they frequent, as they don't enjoy the extra attention from Enceladian authorities.
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- Comms window will show the most recent dialogue option even if there is no reply for you to pick.
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- The printing sound of Voyager RSLS could play even when the ship was fully powered down and docked on Enceladus.
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- Updated translations.
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- Updated credits.
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Feedback Focus: Comms. I changed the way the window scroll to the bottom. It should be foolproof, but if you encounter a situation when it doesn't show what you expect, please report it with a screenshot, so we can be on the same page as to what is happening.
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# 1.6.2:
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- Voyager RSLS now has a standby mode and will not draw extra power when not printing anything.
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- Fixed audio issues on Voyager RSLS Fabrication Plant audible when printing nanodrones on Eagle Prospectors.
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- Manually paying outstanding salary through the Crew menu would cause the menu to close in 3 seconds unless you interacted with another button.
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- Updated translations.
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Feedback Focus: Voyager.
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# 1.6.0:
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- The Onboard Maintenance System screen will now remember the last station you accessed and show it again when you enter it.
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- Additional in-universe advertisement on the Enceladus Billboard.
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- When hailing an entity that has nothing to say, the hail button will now instantly change to "no response" without the need to call twice.
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- The racing team will not interrupt your conversation awkwardly when they suddenly realize that they hate you.
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- Not being hostile to the racing team and discussing the race with them will put them a bit at ease now.
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- Updated translations.
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Feedback Focus: Racing interactions.
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# 1.5.6:
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- Fixed the gravimetric augmented reality overlay, which was clipped on 32:9 aspect ratio displays on EIME and Bald Eagle Racing HUD.
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- Updated translations.
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Feedback Focus: Gravimetric overlay.
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# 1.5.0:
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- Separate "Accessibility" tab in the Settings menu.
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- Ability to turn the hearing-impaired music visual cues off. They are turned off by default now.
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- Updated translations.
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Feedback Focus: Accessibility options.
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# 1.4.11:
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- When participating in a race, if the drone runs out of propellant, the race will be declared a draw - unless you were just about to catch it.
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- Fixed flickering of ship astrogation markers on your main display.
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- Claim Beacon cradle arms can now catch tampered claim beacons. For some of them, this is still not a very good idea.
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- B8 Claim Beacons will call you automatically even if there are interesting or hostile ships around them unless they are less than 500m away.
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- Improved B8 Claim Beacon docking protocol. The beacon will now move slowly towards you if you order it to.
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- If you don't establish a claim after deploying a B8 Claim Beacon, it will automatically initiate a docking protocol with you.
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- Updated translations.
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Feedback Focus: Ringracing.
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# 1.4.9:
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- If you had an astrogator on board who marked a ship with a tactical marker and your LIDAR detected but then lost the line of sight to that ship for more than 60 seconds, the identify friend-or-foe settings for that ship would reset to the default "auto" setting without changing the slider position on the Pilot tab. The settings will be preserved for as long as the ship is tracked. If you don't have an astrogator and your LIDAR loses track of a ship for over 60 seconds, IFF settings will reset and change the appropriate slider accordingly.
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- Improved performance of IFF detection. This will lower CPU usage somewhat when many ships are surrounding you.
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- Updated translations.
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Feedback Focus: New IFF behaviour. The settings on the Pilot tab should now be consistent with what is happening in the game.
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# 1.4.8:
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- Fixed a bug that caused some of the temporary astrogation destinations to disappear if you lingered for a long time near them without actually visiting them.
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- Fixed engine, explosion, and laser flares on the edge of the visual feed.
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- The resupply data on the "launch dive" screen now has a fixed size, preventing the slider from jittering if you adjust the resupply amount with your mouse.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.4.7:
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- Updated translations - complete Italian translation.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.4.3:
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- Setting your IFF system to "hostile" or "friendly" will now completely override any judgment your onboard IFF computer makes.
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- Adjusted user manual for the Seal for Projectile Ammunition to say that nothing is installed with this option.
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- Updated translations and translation credits.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.4.2:
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- Disabling the "use autopilot" option during an astrogation jump sequence will now not change any autopilot settings at all, giving you an opportunity to perform the jump manually.
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- Ringracers will not agree to race in the very rim of the rings, where there is a risk of losing the racing drone.
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- Updated translations.
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Feedback Focus: Any astrogation-related quirks and new visuals.
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# 1.4.1:
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- Nuclear explosions and laser flares will now be visible on the visual feed from the Enceladian polar telescope array.
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- If you are in a quest-related dialogue, the game will prevent you from astrogating away to Enceladus and breaking that quest. The astrogation countdown will resume automatically once the dialogue clears.
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- A damaged onboard computer will now apply distortion effects to ore, ship, and autopilot markers.
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- Improved performance when you have a lot of raw ore on your ship.
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- You can't dismiss your crewmember on sick leave only to hire them healthy again.
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- Updated translations.
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Feedback Focus: Any astrogation-related quirks and new visuals.
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# 1.3.8:
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- Fixed mineral market labels - they will not be displayed above the tooltips anymore.
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Feedback Focus: Performance and graphical glitches. This patch changes how some UI elements are rendered, so please be on the lookout for any rendering glitches. The most affected elements would be the tooltips when hovering over any UI elements. When reporting performance, please include a profiler screenshot. You can enable the in-game profiler by pressing the F11 key.
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# 1.3.7:
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- Performance enhancements. You can expect improved GPU performance in both Dives and the Enceladus Prime stations. This makes the game run smoother, reduces battery usage on mobile systems, and lowers the temperature of GPUs.
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Feedback Focus: Performance and graphical glitches. This patch changes how some UI elements are rendered, so please be on the lookout for any rendering glitches. The most affected elements would be the tooltips when hovering over any UI elements. When reporting performance, please include a profiler screenshot. You can enable the in-game profiler by pressing the F11 key.
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# 1.3.5:
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* Captains of allied ships will not fall in love with you when you are performing war crimes. There is a limit now on how much they can adore you when you unload metric shitton of ammunition on a ship that was once threatening them. \
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\
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 1.3.4:
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- When arriving at a temporary astrogation target (the one that disappears from the list once you get there), any adjustment to astrogation velocity would display the destination, bearing, and travel time to the next astrogation target on that list. If the place you astrogated to were the last on the list, this would cause the game to crash.
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- Arriving near a destroyed space habitat could trigger a race condition that could sometimes cause the game to crash.
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- Enceladus station will be selected by default when entering the Astrogator tab on your OMS screen to aid inexperienced pilots.
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- Data from previously selected astrogation targets will not linger on the Astrogator tab on your OMS screen when you enter the menu after performing a jump.
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Feedback Focus: Release candidate. Due to the CTD fix, I'd like to push this to the stable branch ASAP. Please report anything working worse than in the current stable branch.
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# 1.3.3:
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- Fixed visual feed, astrogation maps, and dive target maps not always matching the area of the rings you ended up with. This depended on the launch's in-game time, which would sometimes cause a flickering of the mismatching map.
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- The area of the Rings beyond the Encke gap is visible again.
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- Fixed the shading on the Rings beyond the Encke gap, which were lit from a different direction previously.
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- Updated translations.
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Feedback Focus: Still looking for feedback on interactions with your crew and other NPCs.
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# 1.3.2:
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- Ship captains will not get starstruck when talking to you anymore. Sometimes the feelings of NPC ships towards you could exceed the expected range, locking them out of dialogue if they feared, liked, or hated you enough.
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- Added job titles to the lines you can pick for your crew when interacting with other ships or stations.
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- Flares on the visual feed on the very edge of the ring looked off, fading away at a different speed just beyond the edge of the Rings.
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- Updated translations.
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Feedback Focus: Still looking for feedback on interactions with your crew and other NPCs.
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# 1.3.0:
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- Mining Companions will no longer devour human bodies on their way to Enceladus.
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- Fixed a bug that caused your crew to talk to you less than they were supposed to.
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- When your crew talks to you, their job will display next to their name, making it easier to make employment decisions.
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- The noise of a fusion reactor and its start-up sound will now adjust accordingly to time dilation effects.
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Feedback Focus: Interactions with your crew.
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# 1.2.0:
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- Changed the astrogation abort protocol. Previously, your astrogation jump would abort automatically if you deviated from the course too much. Now, you must press the "disengage autopilot" key or enter the OMS menu again to abort astrogation. This change makes it much easier to perform a manual astrogation jump and is more forgiving if you need to evade rocks that are in your way.
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- Increased StarCAT acceleration resistance. It will now be a bit harder to damage your stellarator superconducting coils while consuming medium-sized rocks, and they will be able to withstand more serious damage before needing repairs.
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- You will not be able to flex that you have a famous singer on your crew if the station you are talking with already knows that.
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- Entities dealt massive damage with plasmathrowers and particle accelerators will now get angry at you much quicker.
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- Ships that see you attacking their allies will get angry at you much quicker. Previously, they could get apathetic enough not to do anything, even if they have seen their ally destroyed, and acted only on a second incident.
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- Pirates didn't care much if you fired on their allies.
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- Firing on some pirates could cause the miner guild to like you, even if there was no witness of the deed.
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- Firing at the Vilcy bounty hunter ships could cause the miner guild to fear you even if there were no witnesses of the deed.
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- Updated translations.
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Feedback Focus: The most complex change in this release is the adjustment to faction reactions to hostile actions. This should make the NPC act much less apathetic in combat.
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# 1.1.0:
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- When selecting a target in the Astrogation menu, you'll now see the bearing for it listed.
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- Asteroids and events will not spawn close to your own ship when you are departing through an astrogation sequence.
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- Fixed a loop in an Obonto Habitat dialogue, so you can't ask over and over for the same things anymore.
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- Updated translations.
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Feedback Focus: New astrogation data.
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# 1.0.50:
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- If you qualified for two stat-based achievements at once, like the "Squadron 303" and "And His Name Will Be Forty and Four" - you would only get the first one initially and the second one only if the relevant counter increased after you got it. This made some of the achievements difficult to obtain. This release not only fixes the initial unlock sequence but also features a compatibility tool to unlock achievements you previously qualified for.
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Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
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# 1.0.49:
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- Torbernite crystals will despawn correctly now. Previously, they would linger in the simulation space even if you left their area without either grabbing them nor destroying them, causing degraded performance and possibly duplicating them if you came back to the same site again.
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Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
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# 1.0.48:
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- Raised the minimum distance you need to be from a target to initiate astrogation from 3km to 15km. Astrogating from a closer distance didn't actually make in-universe sense and it caused all kinds of problems if the thing you were astrogating towards was already simulated in the physics engine (spawned), including but not limited to: astrogating into an object, ships you astrogated to exploding, a possibility that you actually passed through the point you wanted to astrogate to in an extended astrogation run-up, and other physics related glitches. The raised limit prevents all that.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
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# 1.0.47:
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- Pressing both "rotate left" and "rotate right" simultaneously on FBW-equipped craft will now net a zero rotation instead of rotating right.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
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# 1.0.45:
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- Fixed GOG achievements synchronization. At some point, there seemed to be a change in the achievement API that caused some of them not to be registered by Galaxy. This update adds a workaround and will automatically synchronize all your achievements that were not registered correctly the first time you launched the game.
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Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
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# 1.0.43:
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- Mining Companions, both rogue and well-behaved, sometimes entered an unholy union, with each of them entering simultaneously entering the cargo bay of the other. Attempting to astrogate with such an agglomerate in your cargo bay caused the reality to wrap up on itself and collapse your ship to singularity, crashing the game in the process.
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- Transponder codes of your mining companions, cargo containers, and beacons will not repeat themselves anymore.
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- Fixed the coolant leak animation on some reactors, which still glitched if you moved the camera near them rapidly.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
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# 1.0.41:
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- Nuclear reactor leak animation will stop when you can't see it, improving performance and preventing weird reactor leak glitches if you zoom the camera near a leaking reactor rapidly.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
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# 1.0.37:
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- Singularity Cores will not break causality anymore and will despawn when required, allowing the mystery music to fade away if you fly away from them. Their unusual physical effect stays the same.
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Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
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# 1.0.36:
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- Improved readability of the Dive Summary screen. Previously, text displayed on the ore summary screen individual chunk composition and price estimations was challenging to read in some resolution/HUD scale combinations.
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Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
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# 1.0.33:
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- Deorbiting moonlets will despawn correctly now.
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Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
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# 1.0.32:
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- Rotational acceleration will not depend on the rate of time flow anymore.
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Feedback Focus: Still looking for feedback on lithobraking and system damage - especially reactor rod jams - and the effect of rapid rotation on your ship.
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# 1.0.31:
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- Re-balanced jerk-based damage and made it independent of time flow. Jerk is the change in acceleration, which you will experience if you hit a big rock or with similar lithobraking maneuvers. Previously, the jerk damage was affected by the rate at which time moved, making the damage much worse when the adrenaline kicked in. This release removes that time dependency and slightly adjusts the damage to compensate for the change.
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- Adjusted ship acceleration computation to be more accurate.
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- Fixed Doppler Lidar velocity readouts being affected by the rate of time flow. This made the majority of the Doppler Lidar turn white when your adrenaline kicked in and also made the Lidar screens available in the OMS menu show mostly white dots. Now they both will show the correct colours for items getting closer and moving away.
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- New minerals being detected or lost in the cargo bay could cause the big cargo bay scanner available in the OMS Geologist tab to reset.
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- Big Bad Wolf will talk to you even if you engage in conversation with other members of Vilcy nearby before approaching it.
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- Updated translations.
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Feedback Focus: Lithobraking and system damage. This version mostly affects acceleration-related damage, both from having an insanely high thrust-to-mass ratio and from hitting things with your ship. This affects mostly reactor rod jam damage. The new damage balance should be consistent and a bit lower than it used to be but not negligible. Hitting a big rock at 50m/s (in other words - stopping from 50m/s to 0 immediately) should cause about 70% damage to the rods on most of the ships. I performed a large number of synthetic and in-game simulations to verify the values, so I'm pretty sure that calculation is correct, so I'm mostly looking for feedback on how it actually feels when you are flying the ships.
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# 1.0.29:
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- Altering the time flow rate will not change the energy of impacts anymore. Previously, slowing down time with adrenal response would make some damages lower and others higher, making them inconsistent with a normal time-flow rate.
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Feedback Focus: Lithobraking and system damage. While this change should not introduce different damage when the time is flowing at the default rate, please keep an eye out for excessive or insufficient damage when you are using adrenal boosters.
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# 1.0.28:
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- Adjusted Eagle Prospector default reactor settings to 3000K to match the operational parameters of its stock Yama SSR reactor core. You can still tune it up or down to any desired temperature.
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- Updated translations.
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Feedback Focus: Eagle Prospector on the stock settings. The new default tuning should give it more thermal and less electric power, but the change should not be too noticeable. There might be a bit more brownouts on power-demanding builds, and the reactor is harder to overheat and damage accidentally.
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# 1.0.27:
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- You can't tell a miner asking for advice that he is in a shallow region if you are not actually in a shallow ring region anymore.
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- Updated translations.
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Feedback Focus: Release Candidate. Please report anything working worse than in the current stable branch.
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# 1.0.26:
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- Adds the Mandala effect.
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- Updated translations.
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Feedback Focus: Release Candidate. Please report anything working worse than in the current stable branch.
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# 1.0.24:
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- Fixed a race condition that could cause you to buy or sell two copies of a ship when operating the Dealer or Fleet screens with a faulty mouse.
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Feedback Focus: Release Candidate. Please report anything working worse than in the current stable branch.
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# 1.0.23:
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- Fixed a bug that caused NPC you were conversing with sometimes not to change their feelings about you when you picked a dialogue option that was supposed to have such an effect.
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- Telling the racing team that you are in an area for excavation and not race will make them lose interest in you and leave even if you defended them from pirates before that encounter.
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- Updated translations.
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Feedback Focus: Release Candidate. Please report anything working worse than in the current stable branch.
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# 1.0.22:
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- Mandatory astrogation 101 training for all the ship captains now introduces 12-hour coordinate tracking time even if you don't hire an astrogator, which is sufficient to perform basic astrogation jumps during single dive.
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- As a direct consequence, your crew will not pretend not to notice a quest location they are just next to just because you did not hire an astrogator.
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Feedback Focus: Release Candidate. Please report anything working worse than in the current stable branch.
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# 1.0.21:
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- Fixed a tutorial bug that caused it to skip to the next step when the initial ore nugget you acquired flew all the way to the front of your cargo bay and bounced back inside.
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- Updated translations.
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- Updated credits.
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Feedback Focus: Release Candidate. Please report anything working worse than in the current stable branch.
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# 1.0.16:
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- You can now tune the Bald Eagle autopilot velocity limit up to its stock setting of 195m/s. Previously going into a tuning menu would limit this setting down to 100m/s.
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- Updated translations.
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Feedback Focus: Release Candidate. Please report anything working worse than in the current stable branch.
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# 1.0.13:
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- Fixed a race condition that could cause a level to be freed from memory at the same time it was instancing, causing a pretty rare and obscure, rare crash when switching between Enceladus station and the Rings.
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- Updated translations.
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Feedback Focus: Release Candidate. Please report anything working worse than in the current stable branch.
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# 1.0.11:
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- Hacking into the Ganymedean Anarchy station should not require the station inhabitants to trust you.
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Feedback Focus: Release Candidate. Please report anything working worse than in the current stable branch.
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# 1.0.9:
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- When your ring race was not very exciting, the racing drone could decide they are bored, low on fuel, and should return home to Enceladus instead of continuing to race.
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- The racing team's first approach to the drone was rather casual, turning up the full thrust only after they satisfied their initial curiosity. This could lead to a not-very-exciting race, making the drone bored.
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- Additional logging of the internal thought process of the NPC AI to help diagnose and fix AI-related quirks better.
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- The game now logs your CPU version in the game logs.
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Feedback Focus: Release Candidate. Please report anything working worse than in the current stable branch.
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# 1.0.8:
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- The ringracing team was not interested in catching the drone. They kept following it without trying to win the race, waiting for the player to wreck their ship. The judges found this to be unsportsmanlike behavior, and a warning has been issued.
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- The ringracing team will not get distracted from a race if you pass near habitats while racing.
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- Increased racing team and racing drone sensor range to 12 km.
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- The racing drone can now detect racing accidents; when they happen during a race, it can refund the ante.
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- Some ore could not be lit correctly on the dive summary screen when bringing back large hauls.
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- Updated translations.
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Feedback Focus: Release Candidate. Please report anything working worse than in the current stable branch.
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# 1.0.3:
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- Departing from one moonlet to another through astrogation could cause twin moonlets to appear at your destinations.
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- Updated translations.
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Feedback Focus: Release Candidate. Please report anything working worse than in the current stable branch.
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[earlier changelogs](changelog-experimental-0.622.0) |
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[earlier changelogs](changelog-experimental-0.622.0) |
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\ No newline at end of file |
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