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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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# 0.624.16:
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- Increased chances to randomly encounter events such as big space stations and moonlets by just traversing the rings.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 0.624.15:
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- Adjusted astrogation settings. Your astrogator will now try to get you closer to your destination and make efforts not to fly straight into it when you enter the ring plane again.
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- Increased frequency of log writes. As logs are now flushed to the disc faster, in case of a catastrophic software failure (aka crash to desktop), there is a much higher chance of them containing relevant information.
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... | ... | @@ -69,1250 +74,4 @@ Feedback Focus: Still looking for feedback on new settings of NDPT-4205 Point De |
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Feedback Focus: NDPT-4205 Point Defence Turret. The new safety protocol tweaks should prevent it from damaging your ship (assuming you have the safety protocol on), even on unusual configurations like Elon Interstellar Model E with a moving excavator. The turret should now take your variable ship configuration into account and refuse to fire if it would hit your equipment.
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# 0.622.0:
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- Additional interactions with the Ganymedean base.
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- When performing actions on your crew using the dialogue system, crew occupation will be listed next to their name.
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- Updated translations.
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Feedback Focus: Interactions with Ganymedeans, new crew dialogue decorators.
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# 0.621.1:
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- Conclusion to the first act of the "find the sister" crew quest, including two new story events and a quest-unique pilotable ship variant.
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- Improved performance of HUD rendering.
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- Updated translations.
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Feedback Focus: Conclusion of the first act of said quest and the new ship variant.
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# 0.620.3:
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- When two stations were less than 10km from each other, one could message you about relocating, but the other would move away.
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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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# 0.620.1:
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- Railguns can no longer be installed on docking bays and drone hardpoints. You can refund the railgun purchase if you have a save with such an illegal configuration.
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- Re-balanced some weapon repair costs and times. Weapons that are, according to the game lore, established on the market and have easy access to replacement parts will now be much cheaper to repair - but the repairs will take longer to represent the time required to adjust to subtle differences in available aftermarket replacement parts.
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- Railgun based massdrivers are now less accurate than coilgun-based ones.
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- Railguns and salvage manipulators will wear out less now.
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- NDCI firing solution projection will now take into account the projectile spread of damaged massdrivers.
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- Improved performance of projectile rendering.
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- Fixed a leak that caused projectiles that don't hit anything to be simulated indefinitely, possibly degrading performance over time if your playstyle included missing a lot.
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- Equipment which is not part of the pre-flight inspection will not be marked as "failing" or "passing" inspection on the repair screen.
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- Updated translations.
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Feedback Focus: Still looking for feedback on massdriver damage balance and combat balance.
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# 0.619.0:
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- Ships now remember the crew you assigned to them and will switch to your preferred crew when you pick them, if available.
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- Texts displayed on the information billboard in your docks will no longer jump around when preparing to play video.
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- Enceladus News Network broadcasts are now rarer.
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- Eagle Prospector HUD (both imperial and metric) will not hide part of the last equipment line outside the screen when OLED screen saving is active.
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- New in-universe advertisement available on the Enceladus docking information billboard.
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- Updated translations and unified unit presentation in ship and equipment specification tabs.
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Feedback Focus: Still looking for feedback on mass driver damage balance and combat balance.
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# 0.618.0:
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- Mass drivers can be damaged now.
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- You can install railguns on low-stress hardpoints.
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- Updated translations.
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Feedback Focus: Mass driver damage will introduce a heavy shift in the combat gameplay. While maintenance of mass drivers is pretty cheap, the ability to damage all the weapons all your opponents wield, combined with the capability of taking similar damage yourself, will probably put the combat balance in a completely different spot. I'm interested in hearing how all that works out for y'all.
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# 0.616.4:
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- Adjusted the hull penetration colliders for K37 and all its variants to prevent ore from being stuck in the rear of the ship and stopping astrogation.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 0.616.3:
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- Improved performance of the Enceladus station screen.
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- Fixed slow or stalled Dealer and Fleet menu loading when using a high physics framerate option on a CPU that can't consistently keep that framerate.
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Feedback Focus: Dealer and Fleet menu glitches, if any.
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# 0.616.2:
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- Fixed wide angle lens on all reconnaissance craft, which ended up being much too wide than designed.
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- Pilots of the Tsukuyomi-class frigates are now better at handling their ships, especially during docking manoeuvres.
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- Pilots of CERF Search and Rescue ships got extra training on picking up derelict ships and will perform their work better.
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- Docking clamps on CERF Search and Rescue ships were welded shut by mistake.
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Feedback Focus: Release candidate/hotfix. Please report anything working worse than in the current stable branch.
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# 0.615.2:
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- Launching the game on a system with a default language that was already partially translated but not approved for release will no longer result in the game using that partial (unselectable) translation.
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- Big Bad Wolf could appear twice on some rare occasions.
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- Clicking quickly on the "buy ship" button will no longer allow you to buy two copies of the same ship.
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- Updated translations.
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Feedback Focus: Release candidate/hotfix. Please report anything working worse than in the current stable branch.
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# 0.615.0:
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- Obonto USV-R reconnaissance craft now has a wide-angle lens, capable of zooming out 20% further.
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Feedback Focus: Still looking mainly for feedback on weapon damage, wear, maintenance and repair.
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# 0.614.2:
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- Both static and turreted microwave emitters can wear out and be damaged now. Microwaves are pretty durable equipment by nature - but the dishes are prone to be warped and damaged. As a result, peaceful runs without combat or accidents should see relatively minor wear, but if you manage to mishandle your microwave, it will exhibit all kinds of problems.
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- All lasers are now more resilient to kinetic impacts. It will take significantly more bumps to bend them out of alignment.
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- Updated translations.
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Feedback Focus: Weapon damage, wear, maintenance and repair. For a complete picture, please include the hardware you were using and the tuning options. Do note that hit-performance hardware pushed to absolute limits is supposed to wear out quicker. I'm also looking for feedback on how the new Repair and maintenance system works.
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# 0.613.4:
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- Booking a hotel room on the pre-flight inspection screen will now book it for the correct time.
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- Time required for ship maintenance is now listed in the Repair menu.
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Feedback Focus: Still looking for feedback on laser damage, wear, maintenance and repair. For a complete picture, please include the hardware you were using and the tuning options. Do note that hit-performance hardware pushed to absolute limits is supposed to wear out quicker. I'm also looking for feedback on how the new Repair and maintenance system works out.
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# 0.613.2:
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- When your ship fails pre-flight inspection due to pending maintenance, you will now have the option to book that time at the most affordable capsule hotel on the station from the inspection menu directly.
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Feedback Focus: Still looking for feedback on laser damage, wear, maintenance and repair. For a complete picture, please include the hardware you were using and the tuning options. Do note that hit-performance hardware pushed to absolute limits is supposed to wear out quicker. I'm also looking for feedback on how the new Repair and maintenance system works out.
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# 0.613.1:
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- Changed how repairs and replacement work. Instead of automatically skipping time ahead, any ship you perform maintenance upon will have work performed by the Enceladus repair crew while you are free to peruse other activities. You can wait for the ship to be repaired in station hotels or take another ship for a dive.
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- Time required to finish maintenance will now be displayed on the dock information billboard.
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- Maintenance crews fixing your ship are now visible on the Enceladus Prime main menu screen.
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- You can now stay in the affordable capsule hotel even if it would put you in debt.
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- Replacing your ship's hardware in the Equipment menu, which would result in changing used or damaged items for brand new ones, will now incur identical maintenance downtime for your ship as replacing these items in the Repair menu.
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- Made the lasers wear less under normal usage conditions.
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- Ship logs will not show how much time has passed on instant events. They used to show one or two seconds per event, which was confusing.
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- Soundtrack DLC expanded to include all the in-game music tracks.
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Feedback Focus: Still looking for feedback on laser damage, wear, maintenance and repair. For a complete picture, please include the hardware you were using and the tuning options. Do note that hit-performance hardware pushed to absolute limits is supposed to wear out quicker. I'm also looking for feedback on how the new Repair and maintenance system works out.
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# 0.612.4:
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- Having damaged weapons or manipulators will no longer stop you from launching from Enceladus.
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- Fixed missing repair price for ACL-200P.
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- The dive target selection screen will always show Hohmann transfer when you enter that menu.
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- Updated translations.
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Feedback Focus: Still looking for feedback on laser damage, wear, maintenance and repair. For a complete picture, please include the hardware you were using and the tuning options. Do note that hit-performance hardware pushed to absolute limits is supposed to wear out quicker.
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# 0.612.3:
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- Adjusted wear curve for tuned lasers. Overclocking your laser will now make it wear out much quicker.
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- Old used ships can now have damaged or worn lasers installed. This also reduces the purchase price accordingly.
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- Expanded description for laser tuning.
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- Updated translations.
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Feedback Focus: Laser damage, wear, maintenance and repair.
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# 0.612.0:
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- Lasers can get damaged and wear out now - both yours and those used by NPCs.
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Feedback Focus: Laser damage, wear, maintenance and repair.
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# 0.611.0:
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- New dialogue options when approaching a derelict ship that is about to be salvaged by a licenced S&R craft.
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- Re-balanced AR1500 damage and repair cost. It is now cheaper to repair and more resistant to kinetic impacts, but it will wear out quicker and is easier to overheat.
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- All side cradles will behave the same way when being powered down. Left cradles used to fold into another spot than the right ones.
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- AR1500 Salvage Manipulator will load up your ship more reliably when it catches an item next to your excavator opening.
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- Fixed excavator on EIME.
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Feedback Focus: AR1500 Salvage Manipulator damage and maintenance. The current re-balance aims to ensure no one dominating damage afflicting your hardware, and it should fail in different ways during normal usage.
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# 0.610.0:
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- You can now toggle automatic autopilot configuration when plotting the astrogation course.
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- Excavator will not get displaced on ship builds with powerful thrust during hot burns.
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- Improved thread safety for the background loader.
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- Fixed missing fonts on HAL HUD - it will now use the correct font and display information in all the supported languages.
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- Fixed scaling of some displays on OCP-209 HUD - they will now show complete information in all supported languages.
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Feedback Focus: The biggest change in this release is the adjustment of the excavator physics. Please report anything weird happening with your excavators.
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# 0.609.1:
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- New crash reporter, which should give me more information to fix any crash-to-desktop problems.
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- Fine-tuned jittering settings of the engine. This should result in much smoother gameplay, especially if something unexpected happens that uses a lot of computer resources.
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- Fine-tuned memory settings for a smoother background loading experience.
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- Videos on the Enceladus billboard now utilize lazy loading, and they should load just before they are displayed. This should fix some video playback problems as well as a race condition experienced on some Linux systems, which caused the game to freeze when you load a save immediately after the main menu is displayed.
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Feedback Focus: The most visible change in this release is the new jittering setting. Jittering is an artefact there. The game runs at a steady rate at an average (i.e. in one second), but frame-to-frame, some sections run a bit faster and others a bit slower. This results in an "uneven" or "jittered" movement of objects, especially if they float around without any external input. For reports on uneven performance in this version, please include a profiler screenshot (F11).
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# 0.609.0:
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- Fly-by-wire autopilots will now use another computation method for the desired velocity, ignoring the overshot limits of autopilots. This will increase angular velocity you can apply with a fly-by-wire autopilot, as it is not concerned about being able to stop within 90 degrees if you release the control anymore.
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- Mineral processing units capable of processing huge asteroids will now apply damage based on the exposed area of the rock they process. This considerably speeds up the processing speed of Rusatom-Antonoff MPU applied to larger asteroids in your cargo hold - but also increases the power requirements to process.
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- Improved performance of asteroid spawning.
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- Anomalies and points of interest will now appear further away from your ship, giving you more time to react and preventing some astrogation accidents - but making them harder to find.
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- If your ship suffered kinetic damage during cutscenes when you have no control over it - it would be prevented, but some of it could carry out and get applied just a few seconds after the cutscene ended.
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- Impact with thruster gas will not cause the same kind of kinetic damage as being hit by rocks.
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- Fine-tune tooltip appearance speed. They will appear sooner now.
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Feedback Focus: POI and anomaly encounters. This version ships with changed logic of object spawn, and I'd like to hear how your encounters with both known and new entities play out.
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# 0.608.3:
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- Improved performance of the Dealer and Fleet screens on Enceladus station.
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- Increased accuracy of kinetic impact damage tracking for ships (both yours and NPC).
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- Fixed unresolved physics for Runasimi KR37 cargo baffles, which could induce an unexpected torque on your ship, causing it to spin up without visible interactions.
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Feedback Focus: Kinetic impacts, physics.
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# 0.608.0:
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- The Z-Axial Pinch fusion torch now has an ignition cooldown. It can only draw enough power to attempt an ignition sequence five times per second. While this makes a worn-out drive behave more erratic, it also severely lowers the power requirements, which are now 1375% lower.
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- When starting a dive on the first few kilometres into the rings, you could end up with a trajectory outside the ring area, triggering immediate return. This didn't affect neither Hohmann transfers nor deeper dives.
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- Picking a target on the Dive Selection screen from your known locations will now always result in the best trajectory you could take towards it. This also prevents the interlunar propellant usage from jumping up or down significantly in subsequent selections of the same target, as rings rotate in relation to Enceladus.
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- The inclination of your initial trajectory is now visible on the dive target selection screen.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 0.607.3:
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- When departing through an astrogation jump, under specific circumstances, the game could move all the rocks around the area you were departing from a few kilometres in the opposite direction. This could result in relatively empty patches of space next to dense areas. The effect was most noticeable in extremely dense regions and propeller formations.
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- Fixed astrogation selection with gamepad or keyboard alone.
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- Easier selection of dive targets on gamepads.
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- EIME HUD temperature warning levels are now adjusted to represent dangerous fusion reactor temperatures on Elon Interstellar Model E.
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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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# 0.607.0:
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- Enhanced astrogation: both the visual effects/camera movement of astrogation and the ice generation during cutscenes were reworked. The result is a visible departure/arrival during the astrogation cutscene, and you no longer arrive in a mostly empty area around your destination. Your astrogator should still pick an approach vector that is clear of obstacles.
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- Better accuracy of depletion tracking for moving asteroids.
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- Cosmetic enhancements to dive target selection screen.
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Feedback Focus: Astrogation.
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# 0.606.8:
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- The astrogation transfers within rings between specific locations could cause a big hole to be burned on the departure spot. This was dependent on both the starting location and your destination.
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- Re-set the asteroid depletion map to remove holes created by the in-ring transfer bug.
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- The game will now remember all the extra rocks you create when excavating a dense ice field. If you create a cloud of small debris, you will find it when you return to the same spot. This excludes ore chunks, which move fast enough to be lost.
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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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# 0.606.5:
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- Fixed a bug that caused disproportional resource depletion when mining in dense, rich areas. Destroying asteroids created by shattering bigger rocks counted towards depletion of the field, while it should not have. While the effect was mostly negligible in sparse areas, in deep veins and propellers it could cause more rocks to disappear on subsequent visits than they should.
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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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# 0.606.3:
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- Reworked the launch dive screen. It now fits better in small resolutions.
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- You can now pick a known astrogation location as your dive entry target on the station.
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- Videos on the Enceladus billboards now load just before they are played and are freed as soon as they are over. This should fix the codec issues some players were experiencing.
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- Additional in-universe ad.
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Feedback Focus: The new Start Dive screen.
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# 0.606.1:
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- On some machines, with specific settings, you could click multiple times on the "Launch Dive" button before the launch animation triggered, which incurred multiple launch fees.
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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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# 0.606.0:
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- New tuning option: Customize NDCI collision warning.
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- Disengaging your autopilot with the G key when you have a moving target selected will now apply the correct velocity to your craft.
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- Updated translations.
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Feedback Focus: The new tuning options.
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# 0.605.0:
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- New tuning option: disable/enable audio feedback for LIDAR contacts.
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- New tuning option: disable/enable autopilot assist for variable geometry crafts.
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- Fixed a race condition that could crash the game whenever a HUD was despawned. This could cause crashes when transitioning between Enceladus and the Rings or adjusting equipment or tuning options showing your HUD.
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Feedback Focus: The new tuning options.
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# 0.604.0:
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- Updated translations. We switched to dedicated translation software, which allowed us to catch many tiny (and big) translation errors. There are hundreds of translation fixes across all the languages (including English), and more are to come.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch. Specific areas that need attention are, of course, the translations.
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# 0.603.9:
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- Tuning options for HUD equipment will now appear in the tuning menu immediately after you purchase such a device.
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- Some new ships - K37, Prospectors and EIMEs - came without HUD pre-installed. It got installed automatically for free when you first launched into the rings or opened the tuning menu, but prior to that, the equipment screen would show either void or the HUD system installed on your previous ship.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch. Specific areas that need attention: events you fly to using astrogation, ship repairs and sales.
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# 0.603.8:
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- Keeping a piece of an event, such as flying with a derelict attached to your ship, salvaged cargo container and similar, would prevent other location-based events of the same class from appearing in the game. This led to some unexpected side effects. Moving away from the original event location will prevent that now.
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- Parts of the HUD-related tuning options, such as the microseismic scanner focus, were missing from the Tuning menu.
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- Improved performance of the Tuning menu.
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- Fixed a race condition in the Tuning menu which could crash your game if you moved between the tuning menu and other menus quickly enough.
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- When tuning autopilot marker opacity, you will now actually see the preview of what you are tuning on the simulation subwindow.
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- Fixed lag spikes on the dive summary screen that occurred when you brought in a lot of ore and sold them.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch. Specific areas that need attention: events you fly to using astrogation, ship repairs and sales.
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# 0.603.7:
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- Improved performance of the lidar tactical markers.
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- Moved the cargo bay estimated value on OCP-209 HUD to the top, so it won't be obscured by the MPU scan on the ship it was designed for.
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Feedback Focus: General.
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# 0.603.3:
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- Pirates have IFF markers on your LIDAR now.
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- Fixed a rare race condition that could cause the game to crash when you returned to the Enceladus station.
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- Ores and asteroids will not disappear from the screen while you still can see them during the return burn to Enceladus.
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Feedback Focus: Due to fixing a CTD bug, this is a release candidate. Please report anything working worse than in the stable branch, especially LIDAR.
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# 0.603.2:
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- Reworked the way your Astrogator interacts with your LIDAR display. Instead of highlighting nearby contacts in their Tactical Awareness range, your Astrogator will now expose the Tactical Markers they put on ships on your LIDAR. Tactical Markers need to be entered into your on-board computer by your Astrogator and will appear only within their Tactical Awareness range - they, however, do rely on tightbeam radar rather than LIDAR, so they are not obfuscated by loss of line of sight, are not affected by the LIDAR refresh rate and will present a location of a ship for much longer. The markers will remain on the edge of the screen for ships exiting the displayed range of LIDAR.
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Feedback Focus: New LIDAR markers. This change might disturb the balance of anomaly discovery, especially hostile ships and other anomalies which are usually marked on-screen by your Astrogator. Subsequent releases might see changes in this mechanic based on your feedback.
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# 0.602.9:
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- Computer kinetic damage (faulty sensors) resistance depended on the time scale. While not apparent during normal gameplay, kinetic impacts during extreme slowdowns, such as with the OMS screen open, could cause up to 10x more damage than they should. In some edge cases, this could cause your computer rapidly receive damage as soon as you open up the OMS menu.
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Feedback Focus: Faulty connection on-board computer damage.
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# 0.602.7:
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- Tapping "disengage autopilot lock" (G by default) when no target is selected will disable your autopilot.
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- Tapping "engage the target in front" (F by default) will engage the autopilot immediately, even if there is no target in front of your ship.
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- EIAA-1337 and NPC now understand that if an ore chunk is touching their excavator and moving with a very similar velocity to your ship, the thing to do is open the excavator and speed up. This prevents NPC and EIAA-1337-equipped ships from pushing the ore around with closed excavators.
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Feedback Focus: EIAA-1337 mining, new autopilot controls.
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# 0.602.4:
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- Fixed a bug that could cause a game to crash whenever a ship with a physical HUD display (HAL, OCP209) was despawning - such as when changing from the Enceladus station to the Rings or when purchasing new equipment.
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- Support for new OCP-209 achievements.
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- Updated credits.
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[u]Feedback Focus:[/u] Release candidate. Please report anything working worse than in the current stable branch.
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# 0.602.1:
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- Dials on OCP-209 HUD now have an anti-glare coating.
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- Increased brightness and time of a HUD readout which caused a ship-wide alarm to fire flashes to make it easier to spot what your ship complains about.
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- Fine-tuned OCP-209 HUD warning levels so it doesn't complain about the stock configuration of OCP-209.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 0.602.0:
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- Added dials on OCP-209 HUD.
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- Cargo containers caught in the OCP-209 cargo bay were visible as if they were floating above your ship.
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- Raised the speed you need to exceed in order to trigger the daredevil mood and soundtrack by 25m/s.
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- When you turned off a point defence turret or a nanodrone system while it had a lock on a target, it kept the lock, preventing other systems communicating over sanbus from acting upon that target. This caused the AR1500 manipulator to ignore targets sometimes.
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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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# 0.601.7:
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- Fixed a bug that caused kinetic energy from physics simulation not to be applied as damage to asteroids.
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Feedback Focus: Still looking for OCP-209 and it's HUD.
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# 0.601.6:
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- Updated graphics for the OCP-209 HUD. It now features two square screens, better suited for text display.
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- Returning to Enceladus will not cause a giant hole to be burned in the rings where you are starting from anymore.
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Feedback Focus: Still looking for OCP-209 and its HUD.
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# 0.601.4:
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- Fixes a race condition that caused the geologist panel to be empty for some ship configurations.
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Feedback Focus: OCP-209 and it's HUD. I am specifically looking for feedback on balance. Is the OCP-209 priced right? Does it deliver a plausible experience of a re-purposed construction platform? Does it overshadow any other ship?
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# 0.601.3
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- Removed the lag spike that appeared when launching from Enceladus as your computer booted up for the first time.
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- Pirates will no longer be setting up traps for you on the Peaceful mode.
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- Remote scanner will not appear in the Equipment menu when you are not looking at the recon craft related to it.
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- Fixed weapons and hardpoints being underside the OCP-209.
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- Fixed radiators on OCP-209 not glowing.
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- Updated translations and descriptions.
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Feedback Focus: OCP-209 and its HUD.
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# 0.601.2:
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- Fixes a crash to desktop when you rapidly bought new equipment while having the OCP-209 HUD installed on your ship.
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- The ship bracing will again be visible above your cargo bay.
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- Parts of OCP-209 HUD will not obscure dialogues.
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- Improved performance of installing new hardware on Enceladus.
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- Relative crew stats on the hiring screen will now update automatically when you hire someone.
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- Updated some equipment descriptions.
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Feedback Focus: OCP-209 and its HUD.
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# 0.601.1:
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- New OCP-209 HUD you can buy.
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- Physical HUDs are now more resilient to thermal and electromagnetic damage.
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- Keyboard targeting beam (F) will now respect OCP-209 travel mode.
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- Fly-By-Wire will now work correctly with OCP-209.
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Feedback Focus: OCP-209 and its HUD.
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# 0.600.12:
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- OCP-209 now works well with FBW autopilots.
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- Autopilot overlay will show the correct direction when you open the cargo bay on OCP-209.
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- Drones and ships you grab into the OCP-209 cargo bay will now appear inside it instead of on top.
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- Updated translations and descriptions.
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Feedback Focus: OCP-209.
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# 0.600.11:
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- A new ship: The Obonto Construction Platform 209 - which you can buy. The ship does not have a dedicated HUD yet, which should become available in a couple of days.
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Please back up your save before trying to purchase OCP-209. While it's unlikely that anything would break, the ship itself can be further balanced, so you could lose or gain money or miss out on stock equipment.
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Feedback Focus: OCP-209.
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# 0.600.4:
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- Work on a new ship: OCP-209 - currently in closed beta.
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- Fixed incorrect cargo scanner size on HUDs
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- Fixed cradled equipment (containers, beacons) not flying above the ring plane when performing a hot burn back to Enceladus. They could collide with asteroids and ships and pull your ship with them.
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- Improved performance of cradles.
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- Removed double spaces in some ship names.
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Feedback Focus: Any quirks. As I work on a new ship and adjust some in-game systems to make it work, sometimes unexpected behaviour would emerge. Please report anything weird.
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# 0.599.1:
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- Additional soundtrack and "daredevil" mood.
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- Further adjusted visual feed simulation.
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Feedback Focus: Still looking for feedback on visual feed readability, quirks, and the new music included in this release.
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# 0.598.0:
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- New visual feed simulation, reflecting better how an actual telescope would gather light. The visualization now uses long exposure, which makes thruster flares much easier to spot - and they don't flash so rapidly. Changes make the ring features a bit harder to read, but the thruster flares warning you about nearby ships should be much harder to miss.
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Feedback Focus: Visual feed readability and quirks. When providing feedback on the visual feed, please include a screenshot.
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# 0.597.0:
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- Damage model for the AR1500 Salvage Manipulator. The manipulator can now wear out or be damaged in different ways.
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Feedback Focus: The manipulator damage model balance and operation costs. Introducing wear and damage for the manipulator should tip the balance a bit and cause it not to be the best universal choice for your high-stress hardpoint. If you use it for salvage and ore retrieval, the wear should accumulate and incur maintenance costs and increased challenge for subsequent derelict recovery. A brand-new manipulator should feel like it felt before; it is supposed to be more problematic after extended use or after some accidents. Please report how the new balance feels and how it balances out with the ore and salvage you bring back.
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# 0.596.7:
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- When deploying a B8 claim beacon on the rim of the rings (less than 10km), it will still contact you automatically.
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- When you cancel your B8 claim and move the beacon to a new location, you will now establish a new claim in a new place when deploying. A recent regression caused B8 beacons to use the site of the initial contact as the final claim location, which made moving established claims impossible.
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- Changed the pirate dialogue tree, which could sometimes get pirates to cancel the truce talks prematurely.
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Feedback Focus: Claim beacons, pirate truce talks.
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# 0.596.6:
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- Adjusted MA-337 autopilot overlay to work well with new, increased range of LIDARs.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 0.596.5:
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- Increased the Lidar beam sweep range. The range was previously limited to the displayed range on your ship's HUD, which was inadequate for the bigger Lidar displays situated on your OMS.
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- High albedo contacts will now flash on your OMS Lidar screens just like they would on your main Lidar display.
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- OMS Lidar display range will not be limited anymore by screen resolution and HUD size settings.
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- Adjusted the ice generation routines to prevent ice spawning in close proximity to your ship.
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- New AT-K225 siren blends the familiar K37 warning with the voiced warning signal.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 0.596.1:
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- Increased distance in which you can encounter anomalies. When approaching an anomaly location, it will attempt to appear further away from you, giving you more time to react in case of hostilities.
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Feedback Focus: Still looking for feedback on the new ice density generation function. Please be on the lookout for strange glitches and any big, empty patches that sound like don't belong there.
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# 0.596.0:
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- Increased resolution of the ice depletion map by 300%. While the previous resolution worked well, it introduced unexpected, emergent artefacts in ore densities, causing, in some cases, the ice to appear in waves. While this effect is welcome - as it mirrors our latest findings about the composition of the rings - the scale was off. With the new resolution, the waves - while still present - will be 300% smaller, which improves both the gameplay and visual aspects. The storage space for the ore depletion map was risen by 800% to compensate bigger memory and disk requirements of the new resolution. The net effect on your save files will be about 320kb extra save size in late-game saves, which should not be noticeable.
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- Some crew-based discoveries could set up contacts containing already discovered but not yet visited habitats. Checking out such contacts would give an impression of a habitat rapidly changing its location.
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- Additional debugging tool to visualize ice depletion and generation zones available on F4, with debug console enabled. Beware: it will break immersion, expose the game's internal workings, and tank your performance while running. Use only when attempting to debug ore densities.
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Feedback Focus: New ice density generation function. Please be on the lookout for strange glitches and any big, empty patches that sound like they don't belong there.
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# 0.595.1:
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- Reverted the changed plumes of 0.595.0; while when a new way of rendering plumes was more efficient, plumes looked much worse and 0.595.0 came with other performance enhancements. With two enhancements introduced at the same time, it was challenging to determine if the improved performance some people reported was caused by changed exhaust plumes or other changes. You can still have even more performant exhaust stimulation by lowering details in the settings.
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- Fixed the "venting excess remass" particle effect of your MPU, which sometimes was experiencing graphical lighting glitches.
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Feedback Focus: Performance. For reports, it would be most useful to attach a screenshot to your feedback with an in-game profiler screenshot. You can enable the in-game profiler by pressing F11 - it gathers data in the background, so you don't have to keep it running; enable it for the feedback screenshot. F11 F12 F11 sequence should quickly save a screenshot with the profiler enabled.
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# 0.595.0:
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- Improved background particle rendering performance.
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- Improved exhaust plume rendering performance. Unfortunately, with this, the plume looks a bit different than it used to, and I'd like to poll your feedback on both aesthetics and performance, do judge if we have a significant enough performance gain from this to justify different aesthetics. This change might get rolled back.
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- The in-game profiler will now use the screen estate better and will not cut off parts of the report when used on smaller monitors.
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- Additional monitoring scatter graphs on the in-game profiler allow me to spot additional performance-related problems.
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Feedback Focus: Performance and plume aesthetics. Attaching a screenshot to your feedback would be most useful for both of them so everyone is on the same page regarding what you are reporting. You can enable the in-game profiler by pressing F11 - it gathers data in the background, so you don't have to keep it running; enable it for the feedback screenshot. F11/F12/F11 sequence should quickly save a screenshot with the profiler enabled.
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# 0.594.6:
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- Fixed a bug that caused some particle effects not to respect settings.
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- Additional interaction options with a specific asteroid-based station in case the party running it is terrified of you.
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- Point Defence Turrets installed on ships and stations that want actively avoid you will not attempt to shoot down your ship.
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- Enemies shooting you down with kinetic weapons will stand down faster now.
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- When your hardware has more than one input registered as a single analogue stick, such as a touchpad and a physical analogue stick on the Steam Deck, the window scrolling system could get confused and stop scrolling in some events.
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Feedback Focus: Steam deck controls and interactions with hostile asteroid-based stations.
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# 0.594.2:
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- New normal maps and lighting for all character faces.
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- Adjusted lighting of crew faces on Enecaldus and on the dives.
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- Fixed a bug that caused the morale icon on Enceladus not to update immediately.
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- Fixed particle effect/lighting glitches on mineral processing units ore vent animation.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 0.593.6:
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- More aggressive draw call batching settings should limit the number of API calls and improve performance on systems bottlenecked by OpenGL API calls.
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- The game now uses a faster version of API calls to render sprites and particles, which should improve rendering performance on low-end or integrated GPUs. Please be on the lookout for any graphical glitches, such as things flashing in and out of existence.
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Feedback Focus: Performance, graphics quirks.
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# 0.593.2:
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- When you fail to salvage a ship with ore inside, you will not get that ore when returning to the station.
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- Fixed racing autopilot overlay not always displaying the entire path.
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- Reversed the direction of movement for the racing autopilot path prediction movement.
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- Fixed exhaust impulse being 200% too strong. This affects both the physical interaction with plumes and their appearance.
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- The mechanic menu on your OMS will not be scrollable with your analogue sticks; it follows the d-pad movement instead.
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- UI Scrolling speed with analogue sticks was affected by the time being slowed down in OMS, making the scrolling much slower than it should be when playing with a gamepad.
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- Notification animation was affected by time dilation, making notifications displayed on OMS play slowly.
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Feedback Focus: Still looking for feedback on services. Is the Jameson Insurance offer balanced enough?
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# 0.593.1:
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- Jameson's Insurance service.
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- Obonto Habitats service.
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- The Miner's Guild service.
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Feedback Focus: The new Services, especially Jameson's Insurance.
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# 0.592.5:
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- Adjusted exhaust simulation gas exhaust to better match the thrust listed by your rocket. This makes the physical plumes longer and more likely to both push objects away, as well as improving the physics performance.
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- Improved fleet menu. Ship changes, repairs and new equipment installed will now be immediately reflected in your fleet.
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- The dealer now understands that the ships he has listed can get more broken due to ageing when you stay on the Enceladus for a few weeks.
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- Fixed memory leaks in fizzling rockets.
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Feedback Focus: The Fleet menu and the Dealer. Please be on the lookout for missing ships (empty spaces in the menus) - I hope I patched all these up, but it was a recurring problem in this release.
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# 0.592.1:
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- Fleet menu on Enceladus Prime, where you can view your owned ships separately from the Dealer.
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- Ability to view your current ship in the Fleet menu.
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Feedback Focus: The Fleet menu. Since I changed how the ship dealer works, please be on the lookout for any ship-trading glitches.
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# 0.591.1:
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- New ship-wide alarm sound for AT-K225.
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- Fixed a bug that could cause the game to crash when you were performing ship repairs after selling a ship.
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- Improved performance of exhaust gas physics simulation.
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- Improved performance of the racing autopilot. The race prediction now has a bit less resolution, the same range, and is about 200% faster.
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- Improved performance of LIDAR simulation by 200%.
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- NPC ships will not perform detailed area scans with their LIDARs. They didn't use the results anyway.
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Feedback Focus: Performance.
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# 0.590.2:
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- Blindable strafe controls for autopilot. These are not bound to keys by default; you need to configure ones that would work for you.
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Feedback Focus: Autopilot controls.
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# 0.590.1:
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- AI and autonomous autopilots now use SanBus to lock their targets from other systems on your ship. This means that other systems using the ship area network, such as manipulators and drone systems, won't interfere with autonomous ore acquisition protocols, making your EIAA-1337 autopilot more predictable when flying with such systems.
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- The AR1500 Salvage Manipulator will fold itself when powered down.
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- All AI, including NPC, Mining Companions, and EIAA-1337 equipped ships, will know that turning or changing velocity with the excavator open is not a very bright idea.
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- The EIAA-1337 autopilot can now interface with the Guiding drone, following the excavation queue - if the first item in the queue is marked for autonomous excavation.
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- Renamed the "recon drone" to "reconnaissance craft" to avoid confusion when discussing nanodrone reconnaissance systems.
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- Changed the naming of the reconnaissance craft category to list the manufacturer's name rather than the function to improve immersion.
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Feedback Focus: AI behaviour - including wingmen, NPCs, mining companions and autonomous autopilots.
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# 0.589.5:
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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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# 0.589.2:
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- The OLED-friendly mode will not cause the HUD elements to blur anymore.
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- NPC ships and EIAA-1337 autopilot will now avoid trying to slowly push massive objects, like giant asteroids and moonlets, even if the maneuverer would not cause any damage.
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- Adjusted wording of the Local Vilcy Branch description.
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Feedback Focus: Still looking for feedback on ringscape changes with ore exploitation and services balance.
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# 0.589.0:
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- The ring exploitation is now persistent. If you continue to mine in the same places, you will eventually run out of ore. While the rings will replenish in time, with all the random collisions going on, this process takes in-universe time.
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- OLED-friendly mode for all HUDs. The HUD display will shift slightly over time, preventing a burn-in effect on long dives.
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- Fixed the brightness of portraits in the Crew menu.
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Feedback Focus: Ringscape changes with ore exploitation and services balance.
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# 0.588.1:
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- Rebalanced services. Some services can now have a cooldown period, as it doesn't make sense to dine at an "all you can eat" buffet for two weeks straight. Morale bonuses for all the services were re-balanced to make all of them useful in their own right.
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- When staying at the hotel, the crew won't care how crappy or luxurious their ship is, but instead care about the quality of the hotel you are staying in.
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- The floating billboard on the Enceladus station now uses mipmaps, so it will look smoother and should have fewer artefacts.
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- When your crew was on an EVA mission that failed, and another ship was near a derelict, the visual of returning from EVA could show them going to the wrong ship.
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Feedback Focus: Services.
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# 0.587.1:
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- Local Vilcy Branch now available in services.
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Feedback Focus: Still looking for feedback on crew management and wingmen behaviour.
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# 0.586.1:
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- Hired wingmen and friendly crew now know how to fly in formations and will do a better job at not getting in your way.
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- Expanded the crew management menu.
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Feedback Focus: Crew management and wingmen behaviour.
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# 0.585.5:
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- When you hire Vilcy as wingman, they won't tell you they will share ores with you anymore.
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- Ganymedean Anarchy station has a new position for docking arms, making docking easier with big ships. Refurbished arm actuators are now able to stop your ship effectively when docking.
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Feedback Focus: General.
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# 0.585.4:
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- Adjusting the "Rocket Plumes" detail slider can now completely turn off plumes.
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- Improved performance of pulsed thrust reaction control systems and torches.
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- Improved performance of exhaust rendering.
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- You can now take multiple jobs from pirates simultaneously.
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- Fixed some typos in the name generator that caused some of the characters not to be able to be called by their last name during dialogues.
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Feedback Focus: Performance and rocket plume appearance.
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# 0.585.2:
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- Updated engine binary for Linux and Steam Deck to Godot Engine 3.5.1.
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- Adjusted BVH margin for the physics collision testing. While the previous value showed promising results in synthetic tests, real-live performance was underwhelming.
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Feedback Focus: Any cargo-related incidents, performance, visuals, ring generation quirks.
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# 0.585.1:
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- Optimized the ring background particle system. Now, despite being capable of displaying much more particles, it uses fewer CPU resources. This will both improve performance on systems that were bound by CPU-GPU communication, as well as make some areas of the rings covered with a thick haze of small rocks. You can adjust the background particle details to fine-tune that.
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- Passing multiple days during transit, on station or during repair would count only as a single day for education performance. Now you will benefit from all the days, which should increase the rate at which your crew educate themselves.
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- The profiler view (F11) now contains a version string.
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- Physics throttling will be a bit less aggressive now. Previous settings, on builds that sported multiple drones or mining companions, could end up in a deadlock where no ice was generated. With new settings, the ice spawn radius is adjusted to always be within the despawn radius, so you should never end up in an empty ring. As a drawback, this will decrease the performance (which would be better in an empty ring scenario) - this is a design choice. You can improve your performance using detail sliders in settings instead.
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- Mineral chunks physics optimization. Immobile ore chunks can now be put to sleep, decreasing performance requirements for strip-mining ship builds.
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- Physics simulation throttling will now work based on gameplay area, not the radius around the ship. This makes applied changes more subtle.
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- NT Mining Companions are now more short-sighted, which will reduce their effectiveness in unguided mining a bit, but improves their performance by over 400%.
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- Adjusted Pelican Prospector internal cargo bay shape to make the optionally installed cargo baffles more effective.
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- You can completely turn off all the lights, including the Sun, with the lowest settings of details, which will improve performance on low-end machines. For roleplay purposes, you can assume that you are mining in the shadow of Saturn.
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- Certain anomalies could despawn much quicker than they were supposed to.
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- The game default settings will now include full-screen mode, 60 fps frame limit, and vertical synchronization turned off. I found that these settings offer the best out-of-the-box performance whilst avoiding problems with variable refresh rate monitors.
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- When your processed storage compartment on your ship becomes full, your ship will sound a brief alert now.
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- Updated translations.
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Feedback Focus: Any cargo-related incidents, performance, visuals, or ring generation quirks.
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# 0.584.9:
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- Fixed a bug in the new cargo handling that could cause an item to not register as cargo, remaining a valid target for AR1500 manipulator, having persistent geologist marker in the cargo hold and registering on the proximity lidar, preventing thus astrogation.
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- Fixed a bug that could cause your game to crash when your ship crashed into an asteroid.
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- Decreased dampening of the cargo bay impact absorbers of EIME. The beak will now open faster and should not depend on physics framerate settings anymore.
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Feedback Focus: Still looking for feedback on cargo handling across ships. This version changes when the game considers something yours, and while I don't anticipate problems from that, there might be problems I did not anticipate. If you got something inside your ship and it acts weird, please report it. Screenshots might be helpful in this case. Changes introduced today should be most visible when flying EIME.
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# 0.584.7:
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- Added a grace period before an item is registered as proper cargo. This should prevent numerical imprecisions from ore hitting the side of your ship from registering as cargo.
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- Adjusted AT-K225 physical shape to take advantage of the new cargo handling.
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Feedback Focus: Cargo handling across ships. This version changes when the game considers something yours, and while I don't anticipate problems from that, there might be problems I did not anticipate. If you got something inside your ship and it acts weird, please report it. Screenshots might be helpful in this case.
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# 0.584.5:
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- If your lidar saw a ship, your astrogator put a tactical marker on it and then you went into a shadow for over 60 seconds; the ship would disappear from your pilot tab ship list, even if it was visible on-screen and still had a tactical marker. Should your lidar sweep over its hull again, it re-appeared, but without a name.
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Feedback Focus: General.
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# 0.584.4:
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- Fixed a bug that caused particle systems that were not supposed to for a vortex to form one and made those that were supposed to do that to not.
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- Optimized explosion performance.
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- A nearby pirate in hiding, or a dormant pirate trap, will not prevent you from sending your crew to a derelict ship if you don't know about them yet.
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- Optimized performance of derelict ships - they will no longer use the same resources as an active ship.
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- Disabled nanodrone systems will now use fewer resources.
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- Resolution scale setting will now work in full-screen mode immediately.
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- Carbon Anomaly will despawn when you move away from it, releasing resources and stopping its mood from affecting the music.
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- Vulture Prospector can now have custom paint jobs.
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- Adjusted the physical shape of AT-K225 again to prevent ores hitting it at odd angles from briefly registering as cargo.
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- When you query a ship for a trade opportunity, the exposed location will now be related to the origin of the conversation and not your current position, preventing an exploit that could grant you a deep insertion point by hailing a ship and astrogating away.
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- Fine-tuned the astrogation jump abort conditions. Increasing the velocity beyond the trajectory-mandated one will not abort the jump, making avoiding collisions while matching the trajectory easier.
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- The relative crew skills on the crew hiring menu will update immediately if you change your active crew.
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- Tactical markers of ships that exploded will now disappear immediately.
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- The storyteller is now more aware of performance limitations and will avoid piling up events that could cause your game to slow down too much.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 0.583.2:
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- Moonlets could appear so close to each other that the game assumed it was the same entity.
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- Explosions of the nuclear reactor will now respect the explosion particle settings.
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- Search and Rescue ships will not ask if you saw a derelict ship when they see it themselves.
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- Fixed a race condition between the tuning subsystem and certain HUDs which could make either setting not appear, or even crash the game when entering the Tuning menu in an unlucky coincidence.
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- When remapping the key in the Settings menu, the "I'm waiting for keypress" button flash will now be visible when you have the Bloom turned off.
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- Crew salvaging a derelict will refuel it after they reach it, not when they launch from your ship. This prevents the ship from booting up and taking independent, possibly hostile action in case its reactor was heated up by other means before the boarding.
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- Fixed one path of the salvage dialogue which could end up with a successful salvage without any propellant transfer.
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- Derelict ships that your crew plainly refuses to board due to heavy damage will now exhibit that heavy damage if salvaged by other means.
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Feedback Focus: Still looking for feedback on the new explosion visuals and performance, but also on how the derelict boarding works out now.
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# 0.583.1:
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- New ship reactor explosion visual, with ship parts flying all around.
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- Ship explosion shaders are now cached, preventing lag spike when a ship explodes for the very first time.
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- Optimized explosion shader performance.
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Feedback Focus: New explosion visuals and performance.
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# 0.583.0:
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- Inactive AI entities, such as cradled containers, captured ships or drones or similar, will not use up resources of the physics engine. This should improve performance in some playstyles (especially titandrift builds) significantly and prevent the throttling system introduced in 0.582.0 from cutting down the density of the rings in the event that you capture multiple drones.
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- Adjusted internal hull shape for AT-K225 ship. This should prevent ore that manages to pierce your hull from stopping astrogation.
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Feedback Focus: Performance, especially for AT-K225 drifting builds and AI quirks. As additional parts of AI now shut down when not needed, there are possible unwanted side effects. Please be on the lookout for glitches like ships, drones or lifepods not contacting you when you feel they should. When reporting performance, please include a profiler (F11) screenshot aside from logs - it contains up to 16500% more resolution than the logs.
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# 0.582.0:
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- More aggressive physics throttling system. Physics throttling is a system that, in presence of multiple simultaneous physical interactions in the simulation range will favour those that happen in the direct vicinity of your vehicle, simplifying or simply forgetting things that happen far away in that case. If you are in a frenzy of combat with hundreds of debris flying all around you, it's not really all that important what is happening to that lone undisturbed iceroid 12km back. This should vastly improve performance for some playstyles.
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- Additional chart on the in-game profiler (F11) that shows the amount of throttling implemented by the game in real time.
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- The ship logs on the Enceladus Prime station will now start filling up with the most recent one, giving you instant access to all the recent changes, while preserving the performance improvement of progressive loading.
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- Big ships equipped with their own docking systems will now dock you at a longer range, allowing docking of larger ships without (much) damage, as well as docking a ship with cargo in its AR1500 Salvage Manipulator.
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- Docking arms will now accept ships docking backwards and not try to rotate them when they do so.
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- Tooltips will not slide all around the screen anymore and will appear after a bit longer delay.
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- Fixed a possible null pointer exception that could crash the game if a point defence system examined a ship that was undocking in the very same instant.
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Feedback Focus: Much has changed that might affect many different playstyles. Please be on the lookout for performance changes and ring distribution changes. These are the effects of the new physics throttling system, and I hope the effect will be "better performance, no other changes noted". Should any concerns arise there, please include a screenshot with your profiler (F11) enabled. If you frequent bounty hunting, I'd love to hear about interactions with the mentioned ship. I'm also looking for feedback about docking big ships with stations of all sorts.
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# 0.580.8:
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- Removed gameplay and story segregation for crewed derelict salvage missions. When the dialogue will tell you that the ship was damaged, it will actually be damaged, instead of simply being rigged to explode. If you manage to recover such a ship with other means, you'll find it actually damaged in your garage. This prevents both the confusion as to why ships recovered in this fashion tend to explode when you try to fly them - even after repairs - and also enhances the derelict recovery by a more varied outcome.
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- Fixed dialogue tree for derelict recovery when you did not have enough propellant to perform the operation - in 66% of cases the relevant dialogue would not trigger.
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- Fixed dialogue tree for a fleeing pirate pleading for a truce. In some conditions, it could end prematurely.
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- Extended "ignore minor collision" tuning range setting for EIAA-1337 autopilot by 200%
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- Enhanced key prompt display on the tutorial for actions that can be produced with multiple inputs to make clear that the controls listed are alternatives.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 0.580.3:
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- Pre-baked depth of field effect on the Enceladus Dock Billboard improves it readability without sacrificing any performance.
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- Adjusted light effects of the billboard.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 0.580.1:
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- Enceladus News Network is now available on the station.
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- Updated translations.
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- Updated game credits.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 0.579.8:
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- When ingesting a THI Cargo Container into the main cargo bay, its contents will still be claimed upon returning to the station.
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Feedback Focus: Still looking for feedback on popsicle harvesting, music, claim beacons and OSX stability.
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# 0.579.7:
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- Point defence systems for certain ships and stations, when faced with a ship carrying cradled equipment which they don't like, would try to snipe it out of the cradle. Due to the inherent inaccuracy of their reckless crew, that often resulted in an escalation of conflict.
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- Some of the claim beacons could boot up during the establishing cutscene and try to use their thrusters. This could lead to some extra thrust, but most of the time ended up as thermal damage to your craft.
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- Changed the collision algorithm for carbon popsicles away from raycasts. While the raycasts offer superior accuracy during high-speed collisions, multiple raycasted objects interacting with each other in confined space can cause some of them to phase outside their confinement.
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- Adjusted the physical collider shape of the AT-K225 hull to better match the visuals.
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- The music system will now limit mixing tracks to two tracks at once.
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- Added additional delays when switching from fullscreen to windowed or borderless mode on OSX to prevent the game from crashing if the system delayed the execution of the mode change command.
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- Updated translations.
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Feedback Focus: Popsicle harvesting, music, claim beacons, OSX stability.
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# 0.579.5:
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- Ship logs will not cause lag spikes, as they display gradually rather than trying to show all the entries at once.
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- Dead bodies that you don't collect can de-spawn now when you are far away, preventing persistent spooky music from playing continuously should you encounter some.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 0.578.7:
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- Interlunar propellant consumption computation on the Launch screen showed the wrong value for a fraction of a second just after you pressed the "Launch Dive" button.
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- Enhanced one of the dialogue trees so you can't inquire about information that was not yet presented to you.
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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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# 0.578.5:
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- Patched full-screen settings causing crashes on some OSX M1 systems when entering settings.
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- Grinders of a mining companion registered as a body on your lidar even if the companion was enclosed inside your ship cargo preventing astrogation jumps.
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Feedback Focus: Stability on OSX systems.
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# 0.578.4:
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- Destination labels on your Astrogation tab will disappear now if their validity period expires while you are in the rings.
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- Updated physical collider shape of AT-K225 to prevent ore from getting stuck inside docking bays.
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- Wingmen hired for mining will now transfer both raw and processed ore for you.
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- Wingmen that run out of propellant will still transfer the ore they owe you back on the station.
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- Hiring a wingman will now improve his disposition towards you.
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Feedback Focus: Wingmen behaviour.
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# 0.578.3:
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- Completion percentage for a given translation is now displayed in incomplete translations.
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- The camera on the Enceladus Prime station will now move when you open up menus, so you don't miss critical information displayed on a billboard near your ship.
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- Adjusted parameters of the performance feedback loop of the asteroids. If you manage to create a lot of debris, the detailed simulation range will now drop more aggressively to prevent framerate drops. The effect of this change should be most visible on strip-mining builds.
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- Updated translations.
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Feedback Focus: Performance.
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# 0.578.0:
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- You can now toggle your main torch with a hotkey.
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- NPC ships now understand how the Haul Nanodrone system works and will use them to their full potential.
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- Friendly AI ships, such as wingmen and mining companions, have now more incentive to stay in the general area of your ship and will not get lost kilometres away when hunting for expensive ore chunks.
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- NPC ships are now aware of your craft at a longer range since they can also observe your thruster flashes on their visual feeds.
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- Expanded the ship detection range for your Mining Companion, since they have a constant radio uplink with your ship.
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- B8 Claim Beacons installed on a Pelican Prospector will not damage your ship anymore.
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- Racing HUD will not show the overheat glitch shader when it is not overheating.
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Feedback Focus: Friendly NPC and Mining Companion behaviour.
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# 0.577.6:
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- Updated geologist filter. When having the "unmarked" option turned on, the affected systems will be allowed to act upon matching ore, even when it's not apprised yet. Disabling the "unmarked" option will enforce stricter checking, and ore that is not apprised yet will not be counted as a valid target. This changes the behaviour of drone systems and the AR1500 manipulator. If you want your systems to work on the ore that is still being apprised, turn on the "unmarked" option for them.
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- Fixed a bug in the tutorial, which would sometimes skip ahead without player input if the previous action took much longer than anticipated.
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- A tutorial step that requires you to target an ice asteroid or ore chunk will now spawn a relevant item nearby if there is none near.
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- The tooltip for control settings for the excavator will now explicitly mention that double-tap causes it to stay open.
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Feedback Focus: Drone system behaviour, geologist filtering, tutorial.
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# 0.577.1:
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- The language selection menu will now show both the native language name as well as an English version of it.
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- Changed the geologist filter behaviour for filters of minimum chunk value. Since the composition and value estimations were not happening simultaneously, hardware configured to interact with unidentified chunks and chunks above specified value had a time window in which the ore was identified for content, but not yet appraised. This caused your AR1500 manipulator to briefly release chunks while they were apprised, as well as the new ore marker filter to toggle the labels in and out as the ore was being appraised.
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything that feels worse than in the current stable branch.
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# 0.576.1:
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- You can filter the mineral markers displayed on your HUD now. The settings are available on the Geologist tab and should be familiar to anyone who used nanodrone systems.
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- Fixed a bug that caused the EIME HUD always display as damaged.
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Feedback Focus: Release candidate. Please report anything that feels worse than in the current stable branch.
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# 0.575.1:
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- Fixed the screen brightness spike when you adjusted the gamma slider precisely in the middle.
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- Expanded Eagle prospector and variants hull coverage area. Bullets stuck into the hull should not prevent you from astrogating anymore.
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Feedback Focus: Eagle Prospector. The geometry change affects which items are considered to be inside the ship. Please report both things piercing the ship not being detected as inside (preventing astrogation), as well as things outside which would be accounted as cargo (playing the "cargo acquired" sound when they should not). In both cases, please provide a screenshot - it will help much in isolating and fixing any issues.
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# 0.574.2:
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- NPC pilots will now notice damage to their ships in seconds, rather than in microseconds. This dramatically decreases CPU load and performance when multiple other ships are around you at a cost of the reaction time of the NPC. Reaction time should be still in-line with typical human reaction time.
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- Fixed a bug that caused mood indicator updates to still not update immediately after a morale-boosting service visit.
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- Fixed Steam Leaderboards to update immediately, which prevents timeout errors and your score not being uploaded in some cases.
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- The hearing-impaired music change visual cue shader (coloured edges of the screen) will be disabled completely when it shows no cue, improving performance on integrated or low-end GPU cards.
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Feedback Focus: Performance and NPC behaviour. The change in damage assessment from once-per-frame to a more sparse one should dramatically improve performance, but it means that AI is not immediately aware of the damage inflicted on the ship. I decided that this compromise is desirable, as it both improves performance and mimics human reaction time, but there can be an unexpected side-effect of such a fundamental change. Please be on the lookout for any ship-damage and NPC-behaviour related quirks. Your own ship readouts should not be affected, as you have your own human-level reaction time that needs not be simulated by the game. If you have an inhuman-level reaction time, please report to the nearest AI safety specialist.
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# 0.574.0:
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- Complete Hungarian translation.
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- Greek translation.
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- Fixed a bug that caused the camera to not zoom on Enceladus when you enabled Direct or Smoothed camera modes.
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Feedback Focus: Release candidate. Please report anything working worse than in our stable branch.
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# 0.573.0:
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- On popular request, the Smoothed and Direct camera modes won't do automatic zoom based on objects moving around your ship. To enable the automatic zoom factor, switch to the Smart camera mode.
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- New "dirty lens" shader for your reconnaissance drones to further improve immersion.
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- Disabling post-processing will now disable more shaders, including the "damaged computer" shader and the new "dirty lens shader". This improves performance on systems with integrated GPUs.
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- When using the default gamma setting and having colourblind mode disabled, the colour correction shader will be now completely disabled, improving performance on integrated GPUs.
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Feedback Focus: New visual effect, integrated GPU performance.
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# 0.572.0:
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- More in-universe ads at Enceladus.
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Feedback Focus: General.
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# 0.571.1:
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- Make pirates laying in traps more patient.
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- The upgrade category will not close automatically anymore when you purchase hardware.
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|
- Fixed tooltips not showing up in the Settings menu when in rings.
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|
- Fixed double tooltips in the Hardware menu.
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- Tooltips for missing electrical or thermal power will now display when playing with a gamepad.
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- Tooltips for the autopilot and manual controls category in the Settings menu will now display when playing with a keyboard alone.
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Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
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# 0.570.2:
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- Fixed some upgrades not being immediately available when you switched ships without visiting the Hardware menu first.
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- Updated translations.
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Feedback Focus: Still looking for feedback on performance and the impact of new performance options. As the exhaust/gas simulation was changed, please also report any weird quirks about the exhaust sim. Note: with plumes disabled the exhaust will not push objects away now, this is a feature introduced with this release.
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# 0.570.0:
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- Morale indicators on the Enceladus menu now update each hour, displaying the morale boost as soon as you enter The Twins.
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|
- Collision precision is now dynamically adjusted based on physics framerate. Higher framerate can work with lower collision precision due to higher resolution, while lower ones require more strict checking in order to prevent bodies from phasing through cargo hulls. This should have a positive impact on performance across the board, except for fringe cases when the framerate is low and a lot of collisions occur. The game now will favour dropping the framerate a bit in order to prevent objects from intersecting.
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- Plume detail slider used to control only the visual aspect of the plumes, but now controls the resolution of exhaust simulation as well. This will improve the performance a lot when you lower the slider but will affect how the game reacts to exhausts. Performance enhancements will be most notable when there are multiple thrusters simulated (i.e. with multiple ships).
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- Improved performance of exhaust display.
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- Increased the number of steps of the detail sliders, so you can fine-tune details-to-performance to suit your preferences best.
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|
- Updated translations.
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Feedback Focus: Performance, the impact of new performance options. As the exhaust/gas simulation was changed, please also report any weird quirks about the exhaust sim. Note: with plumes disabled the exhaust will not push objects away now, this is a feature introduced with this release.
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# 0.569.6:
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|
|
- Switched to older video codec for all in-game cinematics. While it has a bigger download size, it uses far fewer resources and ensures proper video playback on all platforms.
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- You can now enable the in-game profiler using the F11 key.
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- Racing will now trace the racing drone for longer, and will be able to fly faster to catch up with you, should the race be in an empty region. This prevents you from outrunning the racer far enough that the game thinks the race didn't start yet and will prevent you from being declared as a cheater. Attacking or causing the racing ship to blow up will still count as a false start and will not yield rewards.
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- Updated translations - complete Spanish translation.
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Feedback Focus: Video playback - both the intro animation and the in-universe ads displayed on the big billboard on the Enceladus station should now play consistently across all platforms. If you experienced trouble with ring races, I'd also like to hear if that improved for you.
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# 0.569.3:
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- Fixed a bug that caused the availability of upgrades for ships to not update when you switched ships, constantly displaying hardware available for the ship you docked with or loaded your save with. This could result in a corrupted save if you bought an upgrade that exceeds the limits of your current ship. You can restore your save to a valid state by installing a valid upgrade manually. Funds invested into illegal upgrades will be returned.
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- Unified display format is now also visible in ship logs.
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Feedback Focus: New big ship hardware. I'm especially interested in how it balances out financially over a long dive, comparing your income to both the upgrade and consumables cost.
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# 0.569.1:
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- The game is now aware of different number separators used in different languages and should adapt automatically.
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- Unified display format for most numbers. Numbers displayed in ship logs are not yet supported.
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Feedback Focus: Number formatting. When reporting problems with this, please make sure to include the language you are using!
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# 0.568.0:
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- Ships can now limit which upgrades can be mounted on them. Some ships are just too small to fit big propellant tanks or ammo storages.
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- Bigger propellant tanks, kinetic ammunition storage and nanodrone component storage modules are now available for Cothon and AT-K225 ships.
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Feedback Focus: New equipment options for big ships.
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# 0.567.6:
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- Fixed a bug that caused the game to crash if you uninstalled your HUD and tried to use astrogation, pilot or geologist tabs.
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- When you pulled up settings in the game (not the main menu nor Enceladus) and looked at the gamepad bindings, the dynamic lights of the gamepad were missing.
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Feedback Focus: Release candidate. Since this version includes a patch that caused crashes, it will be published as a hotfix soon. Please report anything working worse than in the current stable branch.
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# 0.567.4:
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- Fixed graphical glitch (horizontal line) on the Elon Interstellar Model E right excavator door.
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- Fixed EIME HUD changing to a brighter mode when you re-booted your onboard computer.
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- Updated translations & credits - expanded Spanish translation.
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Feedback Focus: EIME glitches.
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# 0.567.1:
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- New ship: Colindo Cothon-217 "Bender".
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Feedback Focus: Cothon-217.
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# 0.566.0:
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- New ship: KTA-24, available used in your local dealer now.
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Feedback Focus: KTA-24
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# 0.565.0:
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- New ship: Pelican Prospector, available used in your local dealer now
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- Fixes a bug that caused damaged ships to appear as new in the Dealer.
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- Made the intro animation a bit quieter.
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- Updated translations.
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Feedback Focus: Pelican Prospector.
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# 0.564.3:
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- Re-balanced Superconducting Magnetic Energy Storage systems. Specific energy is now based on the latest estimations of graphene-based SMES capabilities, resulting in almost tripled capacity, and improved charge/discharge heuristic will ensure uninterrupted power delivery - as long as you don't exceed the maximum power supply limits of the device. As a side effect, more conservative charging and bigger capacity result in the device re-charging at a much slower rate.
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- Updated translations
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- Updated credits
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Feedback Focus: SMES.
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# 0.564.2:
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- Ability to skip the intro animation with a gamepad or keyboard.
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- Changes the full-screen mode on OSX to not show the system interface (dock, menu bar) when playing the game in fullscreen mode.
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Feedback Focus: Mac fullscreen support.
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# 0.564.0:
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- Intro animation when starting a new game.
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- New SMES charge/discharge behaviour. Now, instead of checking your ship power balance, it will check the state of charge of the internal ultracapacitor. This makes them much more compatible with high-draw low-frequency appliances.
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Feedback Focus: Intro, SMES.
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# 0.563.0:
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- New soundtrack.
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- Fixed a bug in the instance reaper, which, once again, killed ships prematurely - and did not reap asteroids when it was supposed to. This leads to some interactions being broken short (like ringraces being declared as fall start) and performance is worse than it should be, as the dynamic adjustment of the detailed simulation range just did not work.
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Feedback Focus: Performance.
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# 0.562.8:
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- Gamepad dive selection controls re-worked. You can now choose the dive target with your right analogue stick, while the left can be used to quickly adjust the resupply sliders.
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- Fixed gamepad controls of IFF sliders on the Pilot OMS tab, which were difficult to adjust precisely.
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- Improved performance of UI.
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- Fixed a race condition that could cause the game to crash when starting.
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- Changed the way window re-scales on the OSX system to address crashes on some machines related to display size being quickly readjusted to different effective resolutions.
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Feedback Focus: Gamepad controls.
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# 0.562.7:
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- The pause menu will no longer be affected by the auto-exposure and bloom settings of the drone camera. This makes the gamma correction slider helper much more useful.
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- Preview of the nanodrone systems in the Equipment menu will now ignore any geologist filter settings.
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- NPC ships using nanodrone systems are now smarter with their drone usage.
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Feedback Focus: NPC nanodrone usage.
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# 0.562.6:
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- Enhanced OSX support: selecting fullscreen on OSX will now hide the menu and dock.
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- The game should not be crashing anymore when using fullscreen mode on M1 systems.
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Feedback Focus: Mac fullscreen support.
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# 0.562.4:
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- Updated the engine version for OSX builds.
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- Better support for multiple monitors on OSX systems.
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- Updated translation.
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Feedback Focus: OSX support.
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# 0.562.2:
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- Closing a screen with a tooltip displayed will now hide the tooltip.
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- Only one, the most recent, tooltip will be visible at a time.
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Feedback Focus: Gamepad / Steam Deck gameplay.
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# 0.562.1:
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- When entering the Enceladus menu, the gamepad/keyboard focus will immediately be set on the main menu.
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- New game parallel universe slider can now be adjusted quickly with the left analogue stick.
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- Tooltips now display when you navigate menus with a gamepad or keyboard.
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Feedback Focus: Gamepad / Steam Deck gameplay.
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# 0.561.1:
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- New action icons for gamepad and mouse controls were made to be more readable on handheld displays.
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Feedback Focus: Gamepad gameplay.
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# 0.560.0:
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- Points of interest should not respawn in front of you when you are flying away from them.
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- Fixed a bug that caused ore nuggets to not de-spawn, causing accumulating performance degradation.
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- 3 new achievements.
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- Complete Ukrainian translation.
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Feedback Focus: Spawning glitches.
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# 0.559.7:
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- Changed the way the instance reaper module works to ensure that no important objects despawn while they are still required for the game. This will prevent some stations or moonlets from re-spawn in front of you when you are flying away from them slowly.
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- Increased the range at which ships and anomalies despawn. You will be able to fly further away from an object before the track of it is lost, making it easier to perform search patterns.
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- Point Defence Systems with safety protocols will now use the attached weapon boresight data, taking account of both firing range and cone of fire angle. This should prevent hitting your own ship in edge cases, but will also prevent the weapons from firing if there is a chance of hitting an unintended ship while the safeties are on.
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- The option to ignore obscured targets of the point defence system is now much less likely to toggle between two targets erratically.
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- Improved performance of the asteroid physics simulation.
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- Adjusted cargo bay area of the Antonoff-Titan AT-K225 to not consider the ores outside the cargo bay, on the very edge of your excavator, to be inside the cargo bay.
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- Focus on the Pilot tab hail button will now always be selected correctly.
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- Autopilot lock on ore that was acquired by another vehicle will disengage now automatically.
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- Updated translations.
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Feedback Focus: Point defence systems, performance.
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# 0.559.1:
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- Since we are flying Antonov spaceships, it seems only fitting to support the Ukrainian language. You can take a sneak peek into the in-progress translation with this release. Do note that it is not finished yet, it will get expanded and any errors that could sneak up on us will be corrected.
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Feedback Focus: Ukrainian translation.
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# 0.558.4:
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- When playing single dive for over an hour, your gravimetric drone readout would roll over and immediately shift.
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- Changed the way the HUD buttons are highlighted when using a gamepad or keyboard control only, to make it more obvious which control has focus.
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- Phage-class stations are now classified as ships and will not de-spawn and re-spawn prematurely.
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Feedback Focus: Gamepad controls.
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# 0.558.2:
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- You will not get multiple different contacts for the same habitat anymore.
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- Improved performance of the dialogue system initialization. This removes lag spikes when a new ship spawns.
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- Improved the Dealer menu performance.
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- Improved simulation initialization performance in the Tuning and Hardware menus.
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- Fixed a bug that could cause crashes when new ships spawned in.
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Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
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# 0.558.0:
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- Engine upgrade. The game now runs Godot Engine 3.5.1, with all the latest fixes.
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Feedback Focus: Any quirks you encounter.
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# 0.557.6:
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- In-game profiler. This is a development tool useful mostly to me when adjusting the game for specific hardware, but might be also useful when reporting performance problems. Hit ctrl + ~ (the key next to 1, below ESC) at any time to display profiling information. A screenshot of what you see there will complement logs when reporting performance issues. The graphs displayed cover roughly 30 to 60 seconds (2048 subsequent frames), are gathered even if you are not displaying the profiler and have much higher resolution than what the logs report, so if you are in a particularly lagging event, turning the profiler on and grabbing a screenshot immediately would be an excellent addition to your feedback.
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- AI will not forget about ships they get near to, and then back away from. This enhances the range you can get away from the racing crew in the ringrace event and still get the reward.
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- AI will not be smarter now if your framerate exceeds 60 fps.
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- Dialogue initialization now runs in a separate thread, preventing a lag spike when a new ship approached you.
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Feedback Focus: Performance.
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# 0.556.14:
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- Moved parts of ship initializations to a separate thread. This prevents a lag spike when a new ship spawns into the detailed simulation.
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Feedback Focus: Performance.
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# 0.556.9:
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- Improved performance of the asteroid spawner/despawner. It runs in the physics thread, so this should improve performance on machines that were physics-bound, especially when traversing long distances in dense areas.
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- Increased the ship awareness area of the racing drone, so it will conclude the race correctly even if you manage to go up to 60km away from the racing team.
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- DTSS will not lower the physics FPS to the level that causes numerical instability and cargo phasing through the ship hulls.
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Feedback Focus: Performance.
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# 0.556.7:
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- Fixes a bug that caused some events that should not be discovered multiple times to appear multiple times, seemingly astrogating from one place to another.
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- Tuning maximum autopilot velocity now will also set maximum astrogation velocity.
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Feedback Focus: Event encounters. Some events that make no sense to be discovered in another place (immobile, unique things) should not move anymore. This only applies to new discoveries - if you have radar anomalies or big lidar contacts you didn't visit yet, they can still contain duplicate events.
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# 0.556.5:
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- Big Bad Wolf will now accept prisoners again.
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- Fixed the boot screen on ultra-wide monitors.
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- Quickly toggling the Tuning setting for nanodrone systems could cause crashes.
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Feedback Focus: Release candidate. It fixes a couple of things that snuck up in the recent stable release.
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# 0.556.2:
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- Race drones and lifepods will now communicate with you as soon as they enter your cargo pod. This makes the stories tied to them trigger more reliably.
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- New visuals for certain rare objects you can encounter in the rings.
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Feedback Focus: Release candidate. I want to push out new astrogation changes and ring density improvements to the stable branch. Since 0.555.0 the new astrogation protocols were adjusted to be more similar to what you have in the stable branch; this removes some of the challenges presented in 0.554.0 and later, but on the other hand, does not exclude cargo-heavy builds from working. The overarching aim of these changes is to remove the gameplay-story separation that was present in astrogation, justifying why it works the way it works in the presented universe - and at the same time, making it feel like an actual maneuverer, not just a fast travel button. Please focus your feedback on that.
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# 0.555.0:
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- Astrogation protocol enhancements: you can now pick the velocity of your astrogation jump, sacrificing travel time to make the jump easier to perform.
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- Astrogating to Enceladus will now always use indirect burn, requiring you to hold still rather than speeding up through the rings.
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- As part of balancing the astrogation, your jumps are now in general slower.
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- Fixed more graphics glitches on ultra-wide monitors.
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Feedback Focus: New astrogation features.
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# 0.554.5:
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- Some of the ships and drones used much more resources for their AI than they should, making them both slow down the game and be too smart. This included mining companions and cargo containers (using as many resources as 4 ships), and certain non-symmetrical encounters that could use up to as many resources as 10 ships at once.
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- Switching in and out of the Tuning menu quickly could lock it into a state where tuning options didn't show up.
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- There are fewer asteroids on the title screen now. The title density exploded with our new density implementation.
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- Fixed lighting glitches on ultra-wide monitors.
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- You could discover events that should not move in different locations if you gathered a bunch of lidar contacts, but did not explore them immediately.
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- Race drone AI will not have a face in dialogues anymore.
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- Updated translations.
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Feedback Focus: Performance, especially if you got mining companions on your build.
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# 0.554.4:
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- When a station in a dialogue checks if you are docked, it checks not only if you are docked at all, but specifically docked to it. This prevents weird dialogues when multiple stations are nearby.
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- Fusion will now ignite in low framerates. A bug prevented the fusion reactor from igniting when the physics tick rate was low, which both made your EIME not launch from the Enceladus station, and could leave you completely stranded in the rings.
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- The game now properly traces multiple cave locations and will track how many resources you acquired from each one.
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Feedback Focus: Still looking for feedback on the performance and appearance of the Rings.
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# 0.554.2:
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- Physics performance improvements. The game can now handle more asteroids using the same resources.
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- New asteroid distribution function makes the rocks you encounter in-game match more closely to what you see on the visual feed.
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- You are now able to completely exhaust asteroids in a region, making clear patches in the rings. Currently, the effect wears off after you finish the dive. This both gives you the incentive to move around more and makes it possible to clear an astrogation runway path in advance.
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- Kinetic weapons with a high rate of fire did not shoot at all if the physics tick rate was low enough.
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- Fixed dialogue with repeated names.
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- Adjusted logo visibility on the title screen and in credits.
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Feedback Focus: Performance and appearance of the Rings.
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# 0.553.5:
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- Transponders would only show up on the first LIDAR screen that detected them. This would usually make transponders not visible on Pilot and Geologist tabs, but could also remove them from the main LIDAR display if they were spotted first in OMS, which would be confusing.
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Feedback Focus: Still looking for feedback on kinetic damage. This is the most significant change in recent patches.
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# 0.553.4:
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- Fixed a bug that caused the insurance counter to not be updated when the amount of the insurance changed, which made repairs look free.
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Feedback Focus: Still looking for feedback on kinetic damage.
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# 0.553.3:
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|
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- Updated Cothon-213 description to reflect the missing EMP shielding.
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- Multi-layered improvement of performance at Enceladus: menu rendering is faster now, simulations are stopped when not needed, having a lot of cradled equipment won't slow down the menu anymore, several controls were re-written to use fewer resources, docking arms on inactive ships won't try to adjust their equally immovable cargo wasting CPU time.
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- Decreased menu shadows on Enceladus.
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- Improved performance of hull damage rendering, which should improve framerate both on the station and in the rings, especially if multiple ships are present.
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- Turning off post-processing will now disable more effects, improving performance on low-end machines.
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- Angular velocity of your ship was not accounted for in collision with objects. It could result in both damages being too low when your ship was spinning, and items that spun with your ship (ie. rocks wedged behind cradled equipment) to inflict more damage than they should when you rotated your ship.
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- Fixed leaks that could cause a crash of the Enceladus menus if you toggled the Hardware and Tuning menu quickly.
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Feedback Focus: Performance, especially on low-end machines and kinetic damage - both the one your ship gets and the one it inflicts.
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# 0.553.1:
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- New astrogation protocol. Now, instead of having to stay still during the astrogation sequence, you need to match velocity to the trajectory that will get you out of the rings. On one hand, it makes astrogation more challenging in dense regions; but on the other, you retain the control of your ship during the sequence and if you are using astrogation to escape a tricky situation, you will not be sitting duck. You will also be able to control now which thrusters use for astrogation and rotation of your ship when arriving at your destination.
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- Your ship computer will now display the proximity alert area around your ship and which objects prevent your astrogation.
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- The shape of the proximity area was altered. It is tighter around the ship but extends further in the direction of your astrogation.
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Feedback Focus: The new astrogation protocol.
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# 0.552.9:
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|
|
- Fixed a memory leak that was triggered by storing a dive output. It caused performance degradation and corrupted ship initialization, causing ships with illegal equipment to be spawned.
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- Fixed race conditions that could cause the game to crash if you exited the Tuning or Hardware menu quickly after entering it.
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- Some entities could travel with you through astrogation when they were not supposed to.
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- Fixed a bug that could crash the game when loading a save. All affected saves will be automatically corrected.
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Feedback Focus: I would like to call this a release candidate, as it fixes a bug that affects certain playstyles badly, but I still need to gather feedback on performance and the general feel of the rings. Please also report any other quirks you come across.
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# 0.552.6:
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|
|
- You could hail some derelict ships and send your crew on an EVA mission while being far away.
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|
|
- Fixed a memory leak that caused memory consumption when spending time on Enceladus to increase each day you spent there.
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|
- Fixed a lag spike that happened on Enceladus when a day passed.
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|
- Improved memory management of the Hardware and Tuning menus.
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|
- After visiting the Tuning or Hardware menu once, the Dealer would start listing new ships much slower.
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Feedback Focus: There are fixes in Enceladus ship, time and crew management in this version. Please report any quirks you spot in these areas. If you were affected by performance degradation after staying on the Enceladus station, I'd like to know if this version fixes it for you.
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# 0.552.2:
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|
|
- Adjusted the event frequency of some very rare events to not be so rare.
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|
|
- Interlunar transit data in ship logs are now vertically aligned similar to all the other log data.
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|
|
- Fixed a race condition in the Dealer which could cause severe performance degradation on some systems during a time skip (repairs, services).
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|
- Improved performance of the Dealer.
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|
- Updated translations.
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Feedback Focus: The significant changes in this release are the changed dealer ship examination routines and the new event frequency tune. I added a visualization tool that simulated millions of dives to different areas of the rings and plotted the event density map from this; based on this data, I adjusted requirements for some events, which I found to have a one-in-a-million chance, which seemed much too rare for anyone to encounter. In effect, there are additional encounters that you can come across now, that were technically in the game already, but actually encountering them was very unlikely. On the Enceladus, the dealer has new ship initialization routines, which both improve performance and fixes a race condition that could, on some systems, severely degrade performance. Please be on the lookout for any glitches when trading and examining ships.
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# 0.552.0:
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|
|
- Revised asteroid generation code. Recent improvements in the physics simulation performance and AI performance made it feasible to extend some limits imposed on the physics engine.
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|
|
- Support for 120Hz monitors.
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Feedback Focus: Look of the Rings and performance. The revised asteroid generation code will make the local area you are in look different, with more asteroids available and visible in all directions. Besides a possible performance impact, this might have a lot of other undesired consequences, like making the anomalies harder to find in the noise, impacting the frequency of station encounters and other unforeseen things emerging from the different composition of the local simulation space. When reporting performance issues, please be sure to include logs, as they contain critical performance data.
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# 0.551.1:
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- On small screens, such as Steam Deck, the dive summary screen could lose focus, requiring you to use a touchscreen in order to sell your output.
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- Launch fees will now be listed in the ship logs.
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Feedback Focus: General.
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# 0.551.0:
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- The geologist panel now contains a LIDAR overlay with range markers, so you can position the detected veins easier.
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- Improved contrast of the nearby items on the LIDAR screen inside the OMS menu (Pilot and Geologist tabs)
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- Adjusted the scale of the Geologist Vein Map to match that of the LIDAR.
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- Pressing the Cancel button on the keyboard (Esc key) or gamepad will now collapse an open section of upgrades in the Hardware menu.
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- Installed hardware is now visible in the Hardware menu without opening the sections.
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Feedback Focus: New features.
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# 0.550.5:
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- If you visited a unique destination that hid inside a moonlet, astrogated away before discovering its secret, and then came back - the original moonlet mark could persist as your astrogation target, alongside the newly discovered secret.
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- When you had two crewmembers perusing the same quest and one of them left your ship during the conversation, his final farewell line was spoken by the second crewmember instead.
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- Going on sick leave will not confuse the quest system anymore.
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Feedback Focus:Crew quests.
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# 0.550.4:
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- Fixed a bug that caused some ore to not be accounted for in the per-ship rundown of the dive summary screen.
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Feedback Focus: Release candidate. Please report anything going worse than in the current stable branch.
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# 0.550.3:
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- Fixed a race condition that could cause game to crash if you brought back and tried to sell a lot of raw ores.
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Feedback Focus: Release candidate. Since this release introduces a bugfix for a save-persistent bug that could prevent people from progressing, I'd like to push it out to the default branch as soon as possible. This release changes how your output is evaluated and sold, so please be on the lookout for any glitches there.
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# 0.550.1:
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- NDCI autopilot will not warn about collisions with light objects, like ore nuggets.
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- Sometimes "Serene Ballad" achievement was granted before you met the requirements.
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- Fixed dialogue tree for a singer crew.
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Feedback Focus: Still looking for feedback on NPC behaviour and ore jams.
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# 0.550.0:
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- Ore nuggets now vary in size. This slight variance both makes the bare-bay excavation a bit more profitable and should help naturally resolve ore jams in Mineral Processing Units that have bottlenecks. Do note that some jams, just as in real-life equipment, are expected.
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- Approaching friendly ships will now take a course that would not result in a collision should their thrusters be damaged. This should probably be a common courtesy in the rings. No one wants 80 metric tons of spaceships with failed RCS ruining their cargo bay.
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Feedback Focus: NPC AI behaviour, MPU ore jams. In order to report meaningful feedback on ore jams, please record: your ship, MPU you are using, total time spent in the dive (can be looked up in your ship logs back on Enceladus) and the number of jams experienced. These values will let us determine if the steps taken move us in the right direction.
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# 0.549.5:
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- Fixed excessive bloom on HAL-9000 HUD and adjusted some controls to make it more readable.
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- Pilots will not freak out and trigger an adrenaline boost when flying with heavy attachments, claim beacons or cargo containers.
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Feedback Focus: HAL-9000 HUD.
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# 0.549.3:
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- AI now knows that bumping into ships at any velocity is not okay. This prevents mining companions from bumping into a host ship while collecting high-value ore.
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- Fixed main menu alignment on small screens.
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Feedback Focus: NT Mining companions behaviour.
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# 0.549.1:
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- Additional save game slot.
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- Roadmap link in the main menu.
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- 3 New Achievements.
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- Updated translations.
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Feedback Focus: Release candidate. As this release contains achievements for things you can already do in the Stable branch, I want to publish it for everyone as soon as possible. Please report anything that works worse than in the Stable branch.
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# 0.547.1:
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- Improved background particle performance.
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- Improved LIDAR rendering performance.
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- Additional performance logging data to reflect the recent disconnect of physics and rendering framerates.
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Feedback Focus: Performance, especially framerate stability. The aim of this patch is to address uneven performance.
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# 0.547.0:
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- Enhanced strategic layer of AI. NPC ships are now able to take additional risks if they perceive targets as worthy of them. This will prevent standoffs from persisting.
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- Personal reputation and faction disposition of NPC ships you encounter for the first time will now have some variation over the default faction standing.
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- Lasers now deal the correct amount of damage when you set the framerate limit to "unlimited".
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- NPC Miners will now retain some curiosity even on the rim and might talk to you if you get close enough.
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- Updated translations.
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Feedback Focus: NPC encounters.
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# 0.546.0:
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- Suppressed miner curiosity near the edge of the rings. You will still encounter a same number of ships on the rim, but they should be mostly minding their own business now.
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- Fixed the Enceladus menu display on very small monitors - the main menu will not cover the in-game time indicator anymore.
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- Previews of the HUDs in the Equipment menu will now display complete interfaces in all resolutions.
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- Fixed physics framerate selector resetting to 30 when picking values over 60.
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Feedback Focus: Performance, miner encounters. |
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\ No newline at end of file |
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[earlier changelogs](changelog-experimental-0.622.0] |