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This page features all the experimental branch releases. Our experimental branch are usually updated multiple times a day and typically are perfectly safe to play, but you might want to back up your saves just in case we introduce a feature that will be changed during testing. Here are the changes since the last stable release:
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This page features all the experimental branch releases. Our experimental branch are usually updated multiple times a day and typically are perfectly safe to play, but you might want to back up your saves just in case we introduce a feature that will be changed during testing. Here are the changes since the last stable release:
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# 1.76.1:
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- Updated translations.
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Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
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# 1.76.0:
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- NPC AI is now more careful when flying damaged ships and not in life-or-death situation. This also applies to your damaged drones and derelict ships you attempt to salvage.
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- Fixed some inconsistencies in punctuation marks in dialogues.
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- Updated translations.
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Feedback Focus: NPC behaviour.
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# 1.75.0:
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- Maintenance Drones now work on friendly ships and drones. Using them this way is a friendly action. You can adjust vehicles they work on with your usual IFF controls.
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Feedback Focus: Maintenance drones. This release changes balance of multiple game areas, from salvage through combat to companion mining. The downside is that you will use much more quite expensive nanodrone parts if you decide to use them not just on your vehicle.
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# 1.74.27:
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- Reverted the gradual time slowdown to be at the previous pace.
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- Ensured that it applies to all the cutscenes.
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Feedback Focus: Initial ring-diving cutscene. Specifically, if you had problems with cradled equipment misaligning while you fast-forwarded through the initial cutscene, this version should fix that. Since it changes the way we handle time in the game, please be on a lookout for any time-related quirks.
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# 1.74.26:
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- All the time-rate transitions were slowed down to reduce numerical imprecisions in the physics simulation, which could lead into unresolved states in the physics system and things glitching out or exploding when the game changed the rate of time flow. Time will now slow down and speed up more gradually. This impacts both time being speed up during cutscenes, as well as time being slowed down during adrenal boosts or viewing OMS.
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- Updated translations.
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Feedback Focus: Impact of changed timerates on gameplay.
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# 1.74.23:
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- Fixes native tooltips sometimes showing up with `-` where they should not have.
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Feedback Focus: Release candidate. Please report anything working worse than the current stable branch.
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# 1.74.22:
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- Additional workarounds for OSX OpenGL bugs that caused the game to crash if you used windowed display mode and resized the game window by moving it to an edge of the screen.
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- Updated translations.
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Feedback Focus: Particle effects and OSX stability. The driver bug that was causing the crashes was directly connected to GPU-rendered particle effects of the game and many of them were adjusted and their handlers changed in order to install the workaround. On non-OSX systems this should have no effect. On OSX systems you will notice that all the particle effect disappear as soon as your mouse leaves the active window area. GPU particles trigger a race condition in the OSX bundled OpenGL driver which causes a crash, so they need to be disabled whenever game suspects you might use system facilities to resize its window.
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# 1.74.21:
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- More physically accurate electrical model for cradle arms and salvage manipulators.
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- Salvage manipulators and cradle arms now have power limits in accordance to listed specs.
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- Jammed cradle will not draw 500+MW of power now in stall current. This could shut down most ships on a docking accident, until you powered down the cradle in question.
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- Updated translations.
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Feedback Focus: Arms and Cradled equipment. The newly introduced power limit will mean that they can lose grip strength in extreme conditions. The updated electrical model mean that the power draw will be different - smaller when you are manipulating objects moving with similar velocities, but might be bigger when you attempt a high-speed intercept. I'm interested in feedback on both salvaging operations, cradled equipment usage (cargo containers, mining companions, claim beacons) as well as general assistance with mining using manipulators.
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# 1.74.20:
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- The hardware cursor will now always be visible if the game is not in focus.
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- Updated translations.
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Feedback Focus: Hardware mouse cursor
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---
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---
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[earlier changelogs](changelog-experimental-0.622.0) |
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[earlier changelogs](changelog-experimental-0.622.0) |
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