0.6.0.00 is live

Posted On 5 May, 2017

See notes inside

Notes are more or less in the order they were worked on…This has been in development for so long many of them may be out of order. Good luck reading it all!

  • added on-hit logic to the Status Effect framework so that ship status modifiers can react to impacts by bullets, pulse beams, and missiles
  • added a new type of nano aura with a defensive on-hit effect
  • added on-character visuals for all armor types
  • the mass of your ship, thus the acceleration and drag now updates in real time so that taking damage can change the performance of your ship.
  • cargo inside cargo bays now adds mass to your ship
  • crew now add mass to your ship. yes you can make your ship faster by tossing Marv out the airlock (if you can convince him to go)
  • open tiles inside a ship (i.e. tiles which do not block the movement of air) now contribute less mass to the ship. This means empty rooms weigh less than solid modules and will contribute less to drag, mass, and moment of inertia. This also means large ships can drastically reduce their structural and inertial burden by filling themselves with empty space instead of modules
  • added a dialogue to explain gates
  • fixed a bug where the center of mass was not being calculated correctly is most situations due to rounding errors
  • updated design screen to display the correct inertia stats
  • slightly optimized terrain collision memory use and garbage generation
  • fixed a bug with ship rotation where the ship would always overshoot the requested direction slightly causing it to wobble back and forth around the target heading
  • added a new fast travel mechanic which can be unlocked via exploration. It will require using the ship designer to add a new module
  • added a new module type which allows said fast travel mechanic
  • added a new category to the design screen for engine enhancement modules
  • fixed a bug where the player could use a gate while inside a gate thereby moving the gate. Gates can now only be used by ships
  • using a gate now undocks your ship
  • fixed a sector biome declaration which had the wrong asteroid types
  • removed one of the placeholder agents to replace it with a real NPC
  • added a new hand-mapped sector that is part of a scripted event
  • added a new scripted event with a ship, a new crew member, a new module, a new location, many new dialogues, and some new terrain assets
  • ships that are the same faction as the player will now appear gold on the mini-map
  • ship designs from past games are now tied to hulls which must still be unlocked in the current game. Once you unlock the hull in the current game you will be able to access designs that you have made for that hull in previous games. If you enter debug mode the old functionality is still there for cheaters.
  • ships defending asteroid dungeons in the orange sectors now have a 90% capture chance (up from 0%)
  • the hacking screen no longer allows you to attempt hacking of ships if you have 0% chance of success from the start
  • being shot no longer causes the player’s crew to modify their aggro tables so they can’t hold a grudge against neutral factions after the player picks a fight
  • your crew will no longer try to fly your ship unless you order them to. Before they would take over ships just because nobody else was flying them. This applies to any ship you have control of.
  • fixed a bug where crew would attempt to repair tiles that were not connected to any other tile causing the repaired tile to instantly break off the ship
  • the generic context sensitive order crew button will no longer perform console assignments, only repair and fire extinguishing actions. To assign consoles you must now select the crew you want to use the console first
  • the crew order queue now cleans up jobs which have already been finished to prevent a lot of duplicate orders that made crew act stupid
  • loot placement in stations now as a general rule will try to avoid placing loot inside cargo bays which are almost full or cargo bays which are tiny. This will reduce the chance that the interesting loot gets found inside some obscure corner of a station or ship that the player isn’t likely to check
  • further tuned speed and drag values to be reasonable for a wider range of ship sizes. There were some ships which could hardly move, and some which were way too fast.
  • added a new active module which is specific to a ship hull and provides a special ability
  • added 3 new active defensive modules which are not specific to any ship hulls and can be unlocked in single player
  • buffed the output of all nano repair auras
  • added a new type of nano repair aura which restores shields
  • added descriptions to many ship design types which will be sold in blueprint form as part of phase 3
  • added a missile magazine type which is also a walkway so that missile magazines need not block off an entire quadrant of your ship
  • mapped the interiors of many new ships and stations
  • added a new faction which is a sub-faction of pirates
  • mapped many new areas inside the pirate zone world gen
  • 620mm auto cannons now fire from both barrels at once but with a bigger delay between shots
  • fixed a bug where volley fire mode did not respect increases in ship fire rate
  • fixed a bug where new status effects were creating unnecessary exception lag
  • the duration of the buff applied by flurry now scales with the attack delay on the turret which applies the buff and with the total number of turrets on the ship such that ships with very few turrets, or ships with slow firing turrets now gain a significant benefit from the talent and ships with many fast firing turrets no longer break the game
  • the attack speed bonus of flurry was made additive instead of multiplicative
  • the attack speed bonus of one flurry stack was increased to 10%
  • fixed a bug where mastery talents didn’t apply to your character after loading a game
  • fixed a bug with the TOBI device where it was causing and catching an exception creating a little lag when activated
  • added a UI system for target locking and target information gathering which is tied to sensor strength
  • target lead indicators now show only for your active target
  • fixed a bug with the ogre module which was causing lag on activation
  • added a visualization to interdictor fields to indicate when your warp drive will be disabled due to proximity
  • significantly increased the drop rate of shield emitter research from SSC cruisers in phase 2
  • added a UI indication to show what your crew is attacking
  • your crew no longer return fire automatically on any ship that has shot you, instead you will need to use the “order crew” keybind to designate what they are and are not allowed to attack
  • removed instances of the word “turret” from descriptions of weapons that can be attached to turrets in order to prevent confusion
  • slightly optimized internal rendering
  • added a fancy new module animation to go with a module that is part of a scripted event
  • fixed a bug where conduit visuals were drawing on top of crew
  • made conduit visuals light up their surroundings
  • collisions with terrain now cause drastically less damage. Of course this still won’t matter if you are flying fast enough, so keep trying!
  • brought back tiny shards flying off of ships due to damage
  • changed the distribution of asteroids across all orange zones to make travel easier by grouping asteroids into denser clumps
  • fixed a small bug with armor damage calculations
  • nerfed unibody design’s damage threshold a little more than it already was
  • re-added simple abandoned stations to the map which are not full dynamic dungeons but which do have some minimal loot and challenges. They are fairly common.
  • extended the tutorial with another quest that sends the player on their first space dungeon exploration
  • improved flow fields such that AI crew and monsters will walk inside walls a bit less often
  • added some behind the scenes tech to better track quest progress which will be used by future quests and scripted events
  • added a system that can display long form text data to the user such as log entries on abandoned ships to help better tell the story of Zero Falls through writing
  • added a PDA system which allows you to bring up past log entries at any time from your inventory screen
  • crew inventory is now a little better at merging stacks of items
  • fixed a bug where items were disappearing when you right clicked on them in inventory if you had a storage container open
  • prefabs are given a default radius of 10k in order to protect against situations where for some reason the radius never gets loaded
  • upgraded an early quest to be smarter about recognizing research unlocks
  • fixed a bug which allowed prefabs to spawn on top of eachother because they weren’t checking for overlaps at all
  • with prefab placement now working as intended, I upgraded the algorithm to have a better fail state for extremely dense sectors that overlaps prefabs as little as possible even when there isn’t enough space for everything in the sector
  • the price of research is now red if you don’t have enough credits to start research
  • A trade hub is now guaranteed to spawn in a sector near the start sector which should make early game progression a lot less painful
  • the quest that tells you to go check out a local trade hub now puts a waypoint on your map towards the nearest trade hub
  • removed the held item icon slot from the inventory screen as it was misleading. It looked like an actual slot but merely referenced another slot.
  • ships will no longer play more than one instance of the same sound in a single animation frame. Engines were guilty of this and it caused lag as well as uneven loudness.
  • tool tips for mission waypoints in the map screen will no longer overlap station information readouts
  • slightly improved the ability of dungeons to clean up their mess after they spawn dynamic content
  • significantly nerfed handguns. This will initially seem like a nerf to the player, but the first quest now gives a real weapon and all early enemy crew use handguns which actually makes this a reduction to early game boarding difficulty
  • ships which are in the process of taking structure damage now remember the state of the structure damage they are taking when they leave the sector or the game saves
  • added a function that allows game scripts to apply random structural damage to any ship
  • drastically increased the base value of all commodities making trade runs more risky and piracy more profitable.
  • a quest where you are reminded to get a cloning vat has been made smarter and will now have different dialogue if you are already on the quest
  • fixed a bug with one of the dialogues in the tutorial quest. I was less good at writing dialogue code back then.
  • slightly reduced the amount of credits the player starts with since new missions will reward the player with early game assets instead
  • added a new type of dynamic event that can spawn inside existing dungeons
  • space dungeons now know what biome they are in and will have different types of events in different biomes
  • created many new prefabs that will spawn in the red zone
  • created new dungeon logic for prefabs and stations spawning in the red zone
  • updated the graphics for space dust with a fancy new warp effect
  • interior explosions now have animations
  • improved logic for how turrets interact with status effects
  • added a nano aura which increases ship acceleration
  • EVA suits now have unique tool tip text so it is more obvious when a piece of body armor will allow you to survive outside of your ship
  • slightly increased monster health. bullet sponges are used to make hard hitting weapons not suck and it is a hard thing to get perfect
  • missiles now fire at your current target instead of whatever is under your mouse when you fire
  • optimized target lead position to be a more accurate suggestion based on better intercept math
  • made insignificant improvements to target lead rendering code optimization
  • reduced the chance that the game will spawn difficult enemies the first time you encounter a space dungeon
  • reduced the wait before receiving your first mastery point
  • added a quest to reward the player for progress in phase 2
  • optimized space dust and fixed a bug where space dust was creating waves when you transitioned between sectors
  • extended the loading screen functionality to loading games and quicksaves (was only generating new games before)
  • moved the SSC shipyard closer to the home base again
  • made some general quality of life improvements to the phase 1 SSC shipyard raid quest and associated dialogues
  • repair drones will no longer spend an eternity looking for the last damaged pixel on a ship
  • repair drones will now return home if their target is fully repaired
  • drone launchers on stations now spawn with their drones intact
  • added a tool that lets us guarantee the same prefab won’t spawn twice in a sector, regardless of spawn chance for that prefab
  • map icons are no longer globally visible by default
  • you can no longer see other ships on the universe map from infinite distance
  • slightly smoothed out monster rotations by adding a nonlinear interpolation to their rotation when following flow fields
  • fixed a bug where the quest tip that reminds you to come chat with One in the bar was going away before you went to the bar
  • fixed a bug where unresearched ships were unlocking just because you had found the blueprint
  • changed the SSC shipyard mission to indicate that you really should be preparing yourself before heading over there
  • fixed a bug where economy node tooltips still showed up for economy nodes you had not yet discovered
  • added an internal event to some module activations so they can interact with quests
  • added a new script that will reveal a random nearby economy node on the map every time the player uses a cartography room in a new station
  • revised one of the asteroid station interiors to add a cartography room
  • invented a mathematical formula which should allow me to estimate the cost of researching a ship hull based on its modules so I don’t have to set the price of everything manually
  • added some randomness to monster walking animations, they are monsters not synchronized dancers, they should look more natural now
  • your ship now maintains its speed in travel drive, no more need to hold W while travelling
  • drag is now applied equally to all ships, even empty ones
  • crew members on your team will no longer attempt to repair ships that they don’t own unless they are ordered to
  • fixed a bug where ghost crew could prevent recruiting a new crew member when there appears to be an open crew slot
  • fixed a bug where crew would sometimes teleport instantly to their destinations
  • added better debugging feedback to sector terrain generation extensions so that mod makers can get feedback about missing texture assets
  • added a cursor animation when giving crew orders
  • added a particle effect animation for crew shield impacts
  • crew are now capable of rendering as corpses
  • updated crew rendering to draw corpses under other crew
  • top secret combat tweaks to make space combat less extremely difficult for new players
  • crystals have new artwork
  • crystals now have movement collision
  • crystals now only block bullets if they are a certain size
  • added a system for displaying text notifications to the player
  • added notifications to many events which really probably needed notifications
  • the loading screen is now used to load initial game content instead of simply having the game stall while it loads assets
  • manually placed prefabs now respect the rotations I choose
  • significantly reduced the spawn rate of monster spawners
  • fixed a bug where the top layer of a ship was not protecting the bottom layer of the ship during asteroid collisions
  • added interior screen shake when your ship is hitting terrain
  • fixed an extremely rare bug with monster pathing that caused invalid monster positions
  • made monsters a little slower
  • rewrote the system that handles player death to have new options
  • the player can now jump into the body of a crew team member after dying, killing the team member but allowing the player to respawn where that team member is
  • the player can now revive in their ship without killing a team member if they have a working medbay and a living crew member on the ship
  • updated the artwork for target leads
  • fixed many module tooltips which didn’t display some stats properly
  • fixed a bug where changing items from your inventory wasn’t updating your hotbar properly
  • fixed an inventory crash when triggering skill activation on an empty inventory slot
  • ships that spawn to attack the player are now more spread out when they spawn in big groups
  • the ships that fight at the end of phase 1 now have a goal aside from murder and will return home once they are finished fighting
  • added a general solution to one type of crash that could be caused by bad quest code
  • crystal glowing now scales with crystal size
  • all crew status info bars and crew status GUI reworked
  • upgraded the bar UI to actually change in response to crew assignments
  • fixed a bug that prevented you from dismissing crew if you had multiple crew slots
  • cleaned up some code in the ship-breaking section which might have lead to unexpected behavior. Will test and see if this resolves some long-standing issues with broken ships
  • cleaned up crew movement animations and pathing when you have multiple crew so that flow fields will not make them overlap and they will look reasonably good most of the time
  • SSC fighters no longer have interdiction missiles
  • fixed a significant bug caused by some jerk who can’t program properly where sectors that are preloaded by moving AI ships would never have faction items generated in them
  • SSC ambushes will now return home to their shipyard after doing their thing
  • in general, AI ships that are trying to attack something will now go idle if the thing they are trying to attack dies or stops existing
  • added an alert to warn the player that they have pissed off the SSC at the beginning of phase 2
  • fixed a bug where ships could get an invalid id value causing them not to work properly
  • making an interior render no longer crashes the game if the interior is too big to render
  • singleplayer design screen now should correctly allow the placement of shield tiles if you have any shield tech unlocked
  • singleplayer design screen no longer has armor tiles listed in 2 different locations
  • fixed a bug where asteroid collision damage was calculating wrong
  • fixed a bug where prefabs were not properly calculating their exclusion radius leading to small prefabs having large areas open around them and large prefabs overlapping local terrain
  • removed interdiction fields from orange zone dungeon prefabs
  • reduced the time for shop inventory to refresh by half
  • fixed yet another bug that could cause things to overlap inside prefabs
  • crew will once again attack intruders on their ship, and not only people who forcefully board their ship without permission. This was disabled because marv was being a jerk in stations.
  • removed many instanced of debugging text as the alert system now does that job instead
  • removed some research items from the early game shop inventory that the player has unlocked by default
  • updated a T1 ship design which had the wrong type of hallway conduits
  • loot drop logic has been made self aware and can now prevent itself from spawning the same item multiple times
  • fixed a bug where the logistics screen could select an invalid hull for spawning if the first unlocked hull is an invalid one when the screen opens
  • added a function that verifies my own code to make sure I don’t add invalid research blueprints that can crash the game
  • restricted use of “transfer all” button in some cases where it should not have been used
  • improved the tile shader for ship interior damage visuals
  • remapped the home station interior to include a new logistics room
  • added a prefab for the pirate home system in the red zone
  • added pirate shops and pirate npcs
  • added many red zone story quests with dialogue and scripted events to advance to the next phase of the story
  • added a secret quest that you will just have to find yourself
  • added a massive region of SSC activity that is part of the story
  • added lots of new loot tables added with new stuff in the red zones
  • added medbays to shop loot tables
  • standard missiles now deal much more damage
  • standard missiles are now much slower initially, and gain much more of their speed from acceleration
  • the turn rate of standard missiles has been drastically reduced
  • missiles have been made smarter about accelerating and they won’t accelerate if they are flying the wrong direction
  • in general it now requires more strategy and planning to effectively land missile attacks, but is more rewarding when they do land
  • missiles now have a radius that determines how easy they are to hit with bullets
  • it is now slightly easier to shoot down standard missiles
  • spawning a ship no longer orders your crew to go to that ship
  • emergency displacement orb now has its cost listed in the tooltip so you can quit bugging me about it already
  • fixed a bug where clicking on an airlock to order your crew into another ship would also repeat the order on the ground as a general crew order to that tile
  • added a feature which would be the equivalent to floating combat text in our universe – dynamic text which pops up from ships in response to what is happening inside the ship.
  • i’ve made an attempt at fixing an issue where crew who follow the player can get into positions where they can’t use regular pathfinding by allowing them to teleport to an adjacent valid pathing node if they notice that they are on top of an invalid node when they start calculating a path to their destination
  • made very significant balancing changes to the output of all engine types to account for size, tech level, output, energy use, construction cost, energy storage, and energy transfer rate properly compared to modules of the same category
  • made very significant balancing changes to the output of all thruster types to account for size, tech level, output, energy use, construction cost, energy storage, and energy transfer rate properly compared to modules of the same category
  • made very significant balancing changes to the speed and range of missiles and bullets
  • In summary I have reduced the range and speed of weapons, as well as the speed and maneuverability of ships. The net result is that space combat takes place over shorter distances, turret rotation rate and missile release trajectory matters more, ship positioning and facing matters more, and you spend more time aiming at what you want to hit on the enemy instead of trying to hit the enemy at all. Combat feels overall slower and more tactical, ships feel bigger and more powerful, weapon variety feels more meaningful, and combat takes place at zoom levels where you can actually see what is happening.
  • travel drive has been made into a greater percentage of max move speed so that the overall rate of movement through the universe is not affected by the speed of combat
  • created extremely fancy shaders to procedurally render rocks, caves, and dirt inside asteroids in a way that looks much better than what the tile data would normally allow
  • fixed a bug that was causing AI to not properly react to terrain
  • fixed a bug that was causing turret gunner AI to waste ammo
  • crew now prefer to use turrets when flying a ship with many weapon modes, but will use beams if no turrets are connected to their console
  • fixed a bug where using the slow down key during travel drive caused your ship to slow down to the minimum speed
  • added some new icons for the universe map
  • added some new NPC portraits
  • added a new story NPC