0.4.0.01 – 0.4.0.06 change notes

Posted On 14 Aug, 2016

We’ve been doing a lot of bug fixing lately. Here’s a roundup of everything we’ve changed since launch.

0.4.0.01

  • changed “nobs” to “knobs”
  • changed behavior of auto save, it now happens when docking to something other than the home station
  • allowed toggling of auto-saves from the settings menu
  • docking action now checks to see if the dock is already in use

 

0.4.0.02

  • ship interior screen given a safe mode rendering option as a fail safe in case interior rendering does something that’s not supported by a GPU
  • ship trading interface crashing behavior made more friendly, it will now simply close the screen and mention the error
  • errors inside ships now cause the ship to stop working instead of crashing the game
  • beams can no longer fire from destroyed emitters
  • matter furnaces now only return 50% of the value of the item
  • the station cargo storage areas are no longer full of junk when the game starts
  • NPC traders now search for jobs much faster so they will occupy docking ports for less time
  • NPC traders will now score job candidates based on how many other ships are taking the same (or a similar) job
  • fixed a bug that was making shops hold onto the same inventory for too long
  • the trade screen now displays the timer for new inventory to spawn
  • added a credits display to the trade screen
  • trade overlay now shows the name of the item type you are trading
  • trade overlay now shows an icon for the item type you are trading
  • fixed a bug with broken ship shard interiors where empty tiles were being given the properties of modules with holes in them and causing all sorts of strange behaviors
  • readded a matter furnace to the home station near the spawn
  • remapped a lot of the home station interior to be prettier
  • fixed some tiles in a large pirate ship which could not be changed via the ship designer
  • added a new 1 tile wide connector module for station halls
  • fixed a bug that could cause a crash as the result of a faction spawning a ship
  • made faction code generally more crash resistent
  • you can no longer use station airlocks to board ships you don’t own…this change is something I’m trying and if it sucks I’ll make a better system later
  • fixed a bug where crew weapons would lose their movement speed multiplier after a save and a reload
  • airlocks are fragile connections, they can now be destroyed if you apply too much physical stress to them
  • built a tool that allows me to modify global economic production and consumption rates
  • nerfed all economic production rates by 50% so that trade ships can keep up with supply and demand
  • repair drones can no longer repair shield tiles that are in the repair radius of damaged ship tiles
  • the ship weapon damage balance pass accidentally made repair drones way overpowered so we have returned them to normal effectiveness
  • changed how thread timing affects ship interior updating to lessen the effect that time dilation has on the simulation integrity
  • fixed a bug that prevented T1 civilian blueprints from being sold in stores
  • added a slightly bigger T1 ship blueprint to the research queue at the start of the game to help early progression
  • fixed a crash caused by trying to calculate the price of adding a gun that had no price, the price now defaults to zero
  • fixed a gun type that had a missing price

 

0.4.0.03

  • NPC ships won’t break their own airlocks anymore
  • ships that move while docked now only break their own airlock and not the airlock they were attached to
  • optimized air calculations to ignore all empty ship tiles
  • fixed a bug where air was transferring between the ship and empty tiles outside of the ship
  • fixed a bug where life support was giving air to the tiles outside the ship

 

0.4.0.04

  • added a new method for inserting items into storage which will replace an existing item if needed’
  • shop buyback tab now uses FIFO force-adding so that newly sold items aren’t lost once it fills up
  • fixed a crash caused by the game attempting to autosave while loading a new game

 

0.4.0.05

  • rewrote some loot rules
  • upgraded start credits to 3000
  • the remote brain transmitter no longer drops as loot or can be purchased because it is unlocked by default at the start of the game
  • station capacity upgrade prices reduced slightly
  • added T1 sensors to research list
  • rebalanced many research prices
  • added most T1 modules to the research queue at the start of the game
  • the station capacity upgrade dialogue now gives you a few extra small researches
  • fixed a bug where entering EVA was giving you the wrong initial position and velocity

0.4.0.06

  • reversed the change to how station airlocks work. Locking airlocks has too many side effects, I’ll have to protect innocent ships from the player some other way.