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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 introduced 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 introduced a feature that will be changed during testing.
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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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# 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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- 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 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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