0.6.3.00 Patch notes

Posted On 2 Sep, 2017

patch notes reside inside

  • the player mastery screen should now hopefully not crash when it is opened from outside of a single player game
  • fixed a bug which may have been ruining some ship’s save data in rare instances
  • added a new type of module: engineering rooms, which allow you to reroute power in your ship
  • added a new screen: the engineering screen, associated with engineering rooms
  • added a new interface element to ship navigation: routes. These allow you to activate power routes you have created inside the engineering screen while piloting your ship.
  • expanded ship data structures to handle storing designed power routes
  • the game allows you to save a power route as the default so there is no need to configure a ship every time you spawn it. This will work on a per-design basis using pure magic.
  • the game now remembers the most recent turrets you have applied to any specific ship design in singleplayer and spawns that setup by default
  • when you modify a ship design in single player stored power route and turret setup data for the overwritten design will be lost even if you only change one tile
  • fixed the tool tip for a missile magazine
  • upgraded animations to allow different types of missiles to be visually loaded into magazines and tubes
  • upgraded missiles to allow different size categories of ordinance
  • added a much larger missile factory
  • added a much larger missile magazine
  • added a much larger missile launcher
  • added stats to all bedrooms
  • massive overhaul to session logic to support seamless transitions between sectors. The world should feel like one big continuous universe now
  • multiple sessions can now be active at once and sessions that the player isn’t currently in are simulated to a lesser degree
  • improved the accuracy of the algorithm that constructs a map of boardable locarions on a ship to require that those locations be somewhere a player might actually be able to stand
  • completely rewrote the algorithm which places a crew member inside a ship when they are rudely inserted into the ship interior via outside forces such as EVA entry or debug teleportation. The algorithm is now much more fault tolerant for situations where the chosen position is not valid
  • tool tips now clamp to the bottom and right side of the screen better
  • increased the number of blueprints offered in SSC blueprint shops to slightly increase the chance of finding the one you want and ease the burden of the grind
  • added better inventory debugging. now instead of giving you a random item it will offer you a selection of random items to choose from.
  • upgraded backdrop rendering extensions code to have access to more render targets
  • added a series of new procedural backdrops designed by jan to make your eyeballs explode. They interact very nicely with seamless session boundaries.
  • added a chance for random NPC agents to show up in bars and ask the player for a ride
  • procedural NPC taxi missions allow you to get credits and blueprints from transporting npc agents between neutral stations
  • NPC agents that don’t have portrait artwork will now load the default art missing artwork
  • added some new portraits for generic NPC agents
  • did a lot of work on the UI back-end code to enable future UI enhancements
  • added a standard way for quests to give items as rewards
  • extended the functionality of storage containers to include proper access permissions
  • settings screen now displays the name of the graphics adaptor currently being used to render the game
  • added a new type of mission: assassination. Available from shady dealers who sometimes show up in bars at random stations.
  • light shafts have been disabled and removed from the settings screen
  • optimized terrain collision processing of beam weapons
  • optimized terrain collision processing while in travel drive
  • optimized terrain collision processing of bullets
  • optimized world async update grid unloading quite significantly. It should no longer slow down as more of the universe is explored
  • leaving the ship navigation screen no longer unlocks the current target
  • mastery talent architecture made less stupid to allow some bugs to be fixed and other features to be made
  • fixed a bug where talents from single player games would persist into other game modes
  • terrain avoidance for AI slightly tuned down to account for their lower accel rates
  • targeting UI completely overhauled and revised
  • AI now assess their ship immediately on entering it instead of after 60 seconds, this prevents them from sitting around for a minute after spawning
  • tweaked how AI react to terrain
  • combat AI of small ships with fixed weapons was made 60% less stupid in one of many categories of their stupidity
  • added a new game mode which was actually pretty easy thanks to enhancements to other game engine improvements, in this new game mode you can fight waves of enemies that grow stronger with each wave to see how long your ship can survive
  • many small visual improvements made
  • added camera smoothing to unlocked camera mode
  • small pieces of ships now despawn slightly faster (5 min instead of 10)
  • fixed a bug where ship mass wouldn’t ever be recalculated in some circumstances
  • fixed a bug where map waypoint indicators from singleplayer were showing up in the test arena
  • fixed a bug where docking to ships that are docked to something else allowed 2 ships to have authority over the position of the same ship
  • fixed a bug that should have caused the game to crash 100% of the time when saving a game but didn’t so…dunno why that happened
  • added a keybind for targeting ships
  • engine output can be boosted by engineering rooms up to double output
  • shield emitters now store a lot more shield energy. Their recharge is the same so they won’t be any more powerful under sustained fire but they should be able to quickly patch holes created by burst damage now
  • everett’s coherence quest should now behave better when you find the ship before the clues
  • completely overhauled main menu UI
  • completely overhauled settings screen UI
  • changed the behavior of alt+enter
  • enabled true full screen mode
  • fixed a crash caused by players who use debugging commands to swap ships while the singleplayer game is trying to open a dialogue
  • added a quality selector for backdrop extensions
  • you can now select backdrop rendering quality from the settings menu
  • your entry fee for pirates cove now considers crystals that are in your player inventory in addition to your ship’s cargo
  • you may no longer trigger the pirates’ cove entry event if you are flying over the zone in travel drive
  • fixed a bug where particles were being updated while the game was paused
  • added some more conditions to prevent sustained targeting of items that no longer exist
  • different types of missiles now cost different amounts to produce from factories
  • your crew now always leave their airlocks open for you when flying a ship
  • added missile mastery in all of its full glory. Feel free to check out an entirely new tree added to the mastery page. Numbers and values were made in a hurry and should not be considered final.
  • lots of work was done on windowed mode, borderless mode, and fullscreen mode to make switching resolutions a little less terrible
  • added a new music track to the orange zone