Update v0.8000 - Blueprints and optimizations
Author: danijel,
published 10 years ago,
Crossing into the 0.8 range this time. Getting closer and closer to release ;). I apologize in advance if I've noted anything that was introduced in one of the recent smaller updates.
OK. There's a lot of new stuff going on. I'll mention only the nebula optimizations (more will be done) and blueprints. How blueprints work is explained below in the change-list :).
The second, but perhaps even more important thing is the MODDING RELATED ISSUE. Here's the [url=http://steamcommunity.com/app/236150/discussions/0/34094415718337384/]link[/url] where we explain the problem.
PLEASE CHECK IT OUT. Especially if you've modded the game yourself or if you're using mods.
CHANGE LIST
[list]
[*]FIXED: Several errors in weapon range calculations
[*]FIXED: An error where names of nebulas were not shown on the Starchart
[*]FIXED: NPCs start firing weapons at more appropriate distances and not from miles away
[*]FIXED: Your own SETH platforms will not shoot each other
[*]FIXED: Beam weapons now work in [i]Fire at will[/i] mode as intended
[*]FIXED: NPCs no longer have [i]impossible[/i] weapon range when using beam weapons
[*]FIXED: An issue where the planetary screen gets overlapped with the station interface overlay
[*]FIXED: [i]Material editor->Ship editor[/i] now saves trail parameters as intended
[*]FIXED: Station color-coding (friendly, hostile, neutral) is now equivalent in the main viewport and on the Starchart
[*]FIXED: An error related to [i]Weapons energy refill[/i] and [i]Weapons downtime[/i], where the two could get swapped in-game
[*]FIXED: Equipment modifiers are now nullified on loading as intended
[*]FIXED: An error that would manifest in an NPC ship powering up [i]Power to Engines[/i], but remaining in the same position
[*]FIXED: Damage effects are now properly removed from the ship on repair
[*]FIXED: An error that could crash the game when clicking on a mission icon in the starchart
[*]FIXED: An issue with mission completion notification being displayed wrongly
[*]FIXED: A bug related to [i]Steam Workshop integration[/i] and updating mods that could cause the game to crash
[*]FIXED: Grappling a captured ship no longer turns every neutral or allied ship against you
[*]ADDED: [b]Blueprints[/b]
[list]
[*]You can collect blueprints pieces from various sources (more will be added over time)
[*]Once you collect enough pieces, a complete blueprint will be assembled in your Items list automatically
[*]After that, simply dock on any station or planet, and you will find that something new is available for purchase (depending on the blueprint)
[*]Blueprints are used up in the process
[*]Blueprints available: light weapons, heavy weapons, enhancements for all primary systems, an officer, fighter crafts
[/list]
[*]ADDED: [i]Energy redistribution[/i] shortcuts to [i]Options->Controls[/i]. They are NOT set by default. Set them manually!
[*]ADDED: NPCs can now drop Orpheus mines. Frequency greatly depends on player level and difficulty setting.
[*]ADDED: Explosion shockwaves can now impact asteroids and junk pieces
[*]ADDED: Sporadic lightning flashes inside nebulas
[*]ADDED: Profession parameter is now shown on the Quick scan
[*]ADDED: Several skill modifiers changed/added
[list]
[*]Sensor jam
[*]Virus (Chance to drop target's shields on hit)
[*]Life support sabotage (Reduce target's troop effectiveness)
[*]Mainframe shutdown (Chance to completely shut-down target on hit)
[*]Disabling shockwave (Range set to 600)
[*]Energy drain => Power drain
[*]Scramble now states [i]Chance to disable weapons on successful hit[/i]
[*]Disabling hit now states [i]Drain target's battery energy (% per second)[/i]
[*]Disabling hit
[*]Tracer round
[*]Razor
[/list]
[*]ADDED: Additional Perks are now fully functional
[list]
[*]Hawkeye
[*]Collector
[*]Space wolf
[*]Torrent surfer
[*]Large vessels
[/list]
[*]ADDED: Officers that used the same bonuses as the above Perks are now also fully functional
[*]ADDED: Another difficulty level added. This is mostly ground work for future use.
[*]ADDED: Several game version checks to comply with latest Steam API
[*]ADDED: Several notifications (entering hostile territory) received a [i]boost[/i] to be more noticeable
[*]ADDED: Ship is automatically decloaked when anchoring on stations/planets
[*]UPDATED: Grappling a friendly/allied ship is now treated the same as if you were boarding it
[*]UPDATED: Accuracy mechanic. Increased weapons fire spread on longer distances.
[*]UPDATED: Game log records more data to catch potential problems.
[*]UPDATED: Repairing your ship on a station or planet now removes the effects of Radiation and EMP damage.
[*]UPDATED: NPCs accuracy improved
[*]UPDATED: [i]Bounties[/i] improved weapons (enhancements)
[*]UPDATED: Jumping away from a captured ship makes it highly possible for that ship to regain control and flee
[*]UPDATED: NPCs now carry less Equipment
[*]UPDATED: Strong gravitational pull is now only possible if influenced by a wormhole
[*]UPDATED: SETH platform now has limited duration before it self destructs. This is to prevent a potential mem-leak
[*]UPDATED: Nebulas are now limited to 120 particle patches at a time to improve performance
[*]UPDATED: Nebula particles orientation
[*]UPDATED: Several nebulas modified specifically to improve performance (Gulf)
[*]UPDATED: Tweaked experience gain with trading
[*]UPDATED: NPC random encounter spawning system now takes into account more variables and relies more on player level, but also on difficulty settings
[*]UPDATED: ([i]Permanent[/i]) Quick Target Scan is now active by default
[*]UPDATED: When stations react to nearby trouble (someone starting a high-tech space cannon brawl), instead of reaching out to the faction in control of the region, they simply call their own reinforcements.
[/list]