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This page features all the experimental branch releases. Our experimental branch are usually updated multiple times a day and typically are perfectly safe to play, but you might want to back up your saves just in case we introduce a feature that will be changed during testing.
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This page features all the experimental branch releases. Our experimental branch are usually updated multiple times a day and typically are perfectly safe to play, but you might want to back up your saves just in case we introduce a feature that will be changed during testing.
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# 1.0.31:
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- Re-balanced jerk-based damage and made it independent of time flow. Jerk is the change in acceleration, which you will experience if you hit a big rock or with similar lithobraking maneuvers. Previously, the jerk damage was affected by the rate at which time moved, making the damage much worse when the adrenaline kicked in. This release removes that time dependency and slightly adjusts the damage to compensate for the change.
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- Adjusted ship acceleration computation to be more accurate.
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- Fixed Doppler Lidar velocity readouts being affected by the rate of time flow. This made the majority of the Doppler Lidar turn white when your adrenaline kicked in and also made the Lidar screens available in the OMS menu show mostly white dots. Now they both will show the correct colours for items getting closer and moving away.
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- New minerals being detected or lost in the cargo bay could cause the big cargo bay scanner available in the OMS Geologist tab to reset.
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- Big Bad Wolf will talk to you even if you engage in conversation with other members of Vilcy nearby before approaching it.
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- Updated translations.
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Feedback Focus: Lithobraking and system damage. This version mostly affects acceleration-related damage, both from having an insanely high thrust-to-mass ratio and from hitting things with your ship. This affects mostly reactor rod jam damage. The new damage balance should be consistent and a bit lower than it used to be but not negligible. Hitting a big rock at 50m/s (in other words - stopping from 50m/s to 0 immediately) should cause about 70% damage to the rods on most of the ships. I performed a large number of synthetic and in-game simulations to verify the values, so I'm pretty sure that calculation is correct, so I'm mostly looking for feedback on how it actually feels when you are flying the ships.
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# 1.0.29:
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# 1.0.29:
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- Altering the time flow rate will not change the energy of impacts anymore. Previously, slowing down time with adrenal response would make some damages lower and others higher, making them inconsistent with a normal time-flow rate.
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- Altering the time flow rate will not change the energy of impacts anymore. Previously, slowing down time with adrenal response would make some damages lower and others higher, making them inconsistent with a normal time-flow rate.
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