0.5.1.00 patch notes

Posted On 24 Dec, 2016

inside are all of the changes for the 0.5.1.00 patch

General

  • you can no longer activate a blueprint by equipping it to your hands and pressing fire
  • the held item slot is no longer a real slot, it is now a reference type slot
  • using the quickslot keys no longer moves your items around unless you attempt to quickslot an armor or a nano aura
  • minor changes to world code which makes explored sectors of the map drop out of memory a little slower and preload a little quicker
  • the team aggro list now clears when you die which should slightly help the problem of crew members attacking things. A better fix is planned for the future.
  • significantly remapped the home station interior
  • increased the range of allowed destinations for trade aborts when searching for a better buyer of the existing goods
  • cut in half the number of attempts trade ships will make at finding a new trade job before giving up and taking the best one they have found so far. This should significantly reduce the amount of time they spend docked at stations looking for their next job.
  • made trade job logic more robust. traders which reach their destination and fail to trade will eventually get frustrated and look for another place to unload their cargo, if they fail to find another place to trade their cargo they will grow even more frustrated and simply destroy their cargo so they can pick up a new job. failing at that will result in the council of elders judging the trade ship captain and its crew very harshly and they may be despawned entirely.
  • built a new system for factions to broadcast their aggro tables which should help resolve some issues where faction aggro tables doesn’t retain the correct values
  • seriously nerfed the value of crew weapons and crew armor relative to trade goods
  • neutralino shards were disabled and no longer place farm plots
  • farm plots are still in the game but all means of creating them have been removed because they are officially deprecated
  • built a system which allows for the highly abstracted passage of time inside the interiors of things which aren’t currently in memory
  • fixed a bug that could rarely cause ships to despawn too fast if they lost their crew without ever having their mass calculated
  • the game will no longer pop up the “dock now” dialogue in instances where you can’t dock because the airlock is occupied
  • fixed a bug where shards could be rarely created from ships in a way that caused them to never despawn
  • dead ships no longer despawn immediately when you leave the sector
  • dead ships leaving the sector will now despawn only if their despawn timers have less than 30 seconds remaining
  • upgraded many data formats for many things to be more future proof and to store some new fields
  • ships outside of the current sector now store their despawn timer and check periodically if they should despawn
  • sectors now perform a check for missing icons every time they load their terrain allowing them to add icons for things which didn’t previously have icons due to being an old save
  • freelancer faction upgraded to support turrets around their economy stations
  • neutral peace keeping turrets have been added around most economy stations. They respond to local acts of violence and defend against pirates
  • added a new map mechanic: interdiction fields, which creates an area where travel drive can’t be used
  • added interdiction fields to the SSC shipyard zone
  • removed interdiction missile fighters from the SSC shipyard prefab
  • cruisers in the SSC shipyard prefab were given weapons that they are worse at aiming. This is meant to be a chase, not a slaughter
  • significantly reduced the frequency of interdiction fighter attacks on the player while they attempt to escape the SSC station
  • optimized threat sharing between members of the same faction to trigger less redundant aggro calls when you shoot enemies in a group
  • added a flag which will prevent ships from getting pissed off at things not in their aggro table
  • used the above feature to prevent some helpful badguys from attacking the player during a key quest
  • the character is now mostly invincible during the respawning screen in case you decided to do something silly like use debugging commands to spawn monsters inside your home station
  • fixed a bug where walls prevented player movement even when the walls were 100% destroyed
  • you can now place a waypoint for yourself anywhere, not just at economic stations
  • fixed a bug where ship profiles with invalid or deprecated weapon types equipped would crash the ship editor
  • overhauled how ship acceleration and top speed works. Ships now have drag based on their mass and acceleration based on their power to weight ratio. There is no longer an arbitrary limit on top speed aside from the fact that drag increases with speed. The goal of this change is to make the flight model easier and more intuitive to control, and to make the relationship between ship size and engine output more intuitive for ship designers
  • added a bit of code to make the AI a little better at avoiding asteroid collisions…I only said a little though, this is like placing a bandaid onto a cup of spilled milk…wait no better than that slightly
  • increased the quantity of loot in space dungeon stations slightly
  • added shader support for flickering lights inside ship interiors
  • tied flickering lights shader to screen shake on impact
  • added shader support for interior explosions
  • added a method which allows crew to be outfitted with gear depending on how difficult of a challenge they are meant to be
  • improved the gear equipped by SSC mercenaries. They are trained fighters and should not be naked and unarmed in their warships.
  • added a new method for spawning ships which allows them to spawn when you enter a sector thus allowing faction AI freedom to make more dynamic content
  • a mastery talent which once increased top speed has been modified to change acceleration instead since top speed now depends only on acceleration

Farming

  • farms are currently not useful. Harvesting them gives a currency which does nothing. The currency will be relevant in a future patch.
  • farms now exist inside the same rendering space as the player ship interior
  • removed the farm screen entirely
  • mining laser is used to monitor growth of crystals and harvest them
  • spores reworked to drop crystals inside ship interiors
  • new crystals grow based off of their genome, a fractally arranged grid of genes with each gene having a simple function
  • crystal genes are once again put into loot tables, but are no longer research based
  • added a slot to player inventory screen for modifying the player’s crystal genome
  • farm crystals can grow on dirt
  • farm crystals grow even when the player is not inside the ship/station with them

Space Dungeons

  • replace existing random stations on the map
  • have data nodes built in to allow scripted events controlled by AI factions
  • more space combat involved with exploring abandoned stations now
  • ability for abandoned station facilities to re-populate after being explored and looted by the player
  • ability for abandoned station facilities to have other types of events in the future
  • ability for abandoned station facilities to be used in story progression elements of gameplay
  • difficulty of abandoned stations can now scale with the story advancement so they remain relevant

Warp Gates

  • placed across many sectors
  • need to be discovered
  • defended by goons
  • explore inside their data centers to power them up
  • once powered up they allow instant travel between other activated gates