v0.5017, October 22, 2013 -------------------------- After a one-day delay, SG2 goes up to version v0.5017 and bringing with it several new types of Freelance missions, some changes and additions to the GUI (this is for starters since more changes and additions will be made in the following updates). Naturally, some bug fixes are also in the mix. You'll also be able to notice bridge officer voice alerts. This is only the first portion of the alerts and we plan to introduce VO for other situations. A quick heads-up for what is coming next... The next update will be larger and should encompass more gameplay elements, skills, voice-overs and GUI improvements, but that also means it will take more time to make it all fit well. Our plan is to release the next update in about two weeks time. Of course if anything out-of-the-ordinary comes up, we'll address the issue as soon as possible with a quickfix. Hope you like how SG2 is progressing. We're looking forward to hearing your thoughts and suggestions :). [b]LIST OF CHANGES[/b] [list] [*]FIXED: A bug where a [i]Remote mining facility[/i] in Directorate territory wasn't activated properly [*]FIXED: Removed a particle that was left "hanging" on one of the satellite models [*]FIXED: [i]Masada[/i] station now has visible shields [*]FIXED: Ships no longer have a fixed amount of Troopers. The new starting trooper count for AI ships can no longer go beyond the ship's maximum trooper capacity. [*]FIXED: A bug that caused a crash when the player bought all items in the [i]Systems[/i] tab of the [i]Drydock[/i] panel [*]FIXED: Several region definition errors that could cause a memory leak and game crash [*]FIXED: Several scripting errors that could cause a memory leak and game crash [*]FIXED: One of the satellite's [i]OnActivate[/i] and [i]OnDeactivate[/i] scripts [*]FIXED: Test side mission can no longer be started [*]FIXED: A game crash bug that occurred when a ship exploded before heavy weapon projectiles actually reached the target [*]FIXED: The Starchart no longer opens up when selecting "Demolish" option on a captured ship's Context menu [*]ADDED: New OnDestroy visual effects for different asteroids. These will be further refined and updated in future patches. [*]ADDED: Planet Corrion background image and save screenshot [*]ADDED: [i]Destroy[/i] button for commodities [*]ADDED: [i]Repair[/i] visual effect. More work remains on it, but this is the basic "model" [*]ADDED: [i]Maintenance[/i] Freelance missions with accompanying structure activation and deactivation scripts [*]ADDED: [i]Ferry[/i] Freelance mission with accompanying quest items [*]ADDED: [i]Taxi[/i] Freelance mission with accompanying quest items [*]ADDED: [i]Rescue[/i] Freelance mission [*]ADDED: [i]Waypoints[/i] can now be targeted to view distance and use GoTo command from the Context menu [*]ADDED: [i]Aethera nebula[/i] as proof of concept and used for testing [*]ADDED: Asteroids can be fired upon and destroyed by heavy weapons [*]ADDED: Bridge officer voice alerts and infos. Only first batch as proof of concept and used for testing(!) [*]ADDED: New sound effects (scanning, repairing, level up, Mission complete, Mission failed) [*]ADDED: Level-up visual effect and accompanying notification panel [*]ADDED: Skill modifier tooltip to show the exact bonus of the current and next level [*]UPDATED: You can now view your Trooper count on the [i]Ship section[/i] of the [i]Fleet panel[/i] [*]UPDATED: New targeting reticle design [*]UPDATED: New [i]object marker[/i], [i]quest marker[/i] and [i]Starchart quest marker[/i] design [*]UPDATED: New Freelance mission [i]Log icons[/i] [*]UPDATED: [i]Quest items[/i] panel is now unlocked (only when a quest item is actually in your inventory, otherwise it's still "greyed out") [*]UPDATED: Skills for the Gunner class (only class available at the moment) are partially functional. For [i]all[/i] skill modifiers to work properly, more game features are required. [/list]