0.7.0.00 Groovy Sandwich

Posted On 17 Feb, 2018

Sorry it took so long. Had a short internet outage this morning. Lets get all them patch notes listed in no real order.

General changes

 

  • fixed the end of the pirate’s cove entry conversation dialogue which was missing a step
  • Lightshaft reimplementation in progress, many sectors have had lightshafts re-added
  • re-enabled lightshaft settings toggle
  • Fixed conduit connectors on a T 2.5 large reactor which wasn’t really meant to be in the game but people are using it inside flotillas
  • optimized interior rendering slightly
  • the survival arena no longer allows docking or EVA (EVA = instant death) because the architecture doesn’t 100% support it and it defeats the purpose of that game mode
  • the above also technically fixes a bug where the game could get into an invalid state if you boarded an enemy ship in survival arena mode
  • revised the design of most prefabs
  • changed which prefabs spawn in the orange zone to save the really irritating and difficult ones for other zones
  • added a warp gate into the middle of pirates’ cove
  • added turrets to warp gates
  • buffed mass drivers so that they are hopefully worth actually using
  • added an animation to current credits value when earning credits
  • fixed a source of potential data duplication inside the pirate faction when reloadloading a save mid-game
  • exotic matter now only drops from ships which aren’t the player’s faction
  • added a new drop (biomatter) from crew who die in space which increases station capacity when collected
  • made the collection of exotic matter and biomatter instantly apply to your currency tab instead of going to the ship’s hold
  • designed a framework to allow portions of the world to be nondestructively regenerated so that new updates can modify the world inside an existing save instead of forcing you to create a new one
  • made pirate’s cove more cozy feeling
  • AI ships no longer get pushed away from ships that have their airlocks open for docking
  • added a framework which allows modules to have particle effects associated with the exterior of the ship. We will extend this framework in the future with some fun cosmetic modules that will allow you to add cosmetic particle effects to your custom ships
  • optimized interior scene transitions to reduce visual chaos when moving between ships
  • friendly pirates in pirate’s cove will now forgive you if you shoot them
  • reduced the density of asteroids in all of the red zones
  • the interior screen shot functionality was improved so that it doesn’t crash on big ships anymore, we might even make it an official function instead of a debugging function
  • fixed a bug where AI could try and issue commands to their ship 1 frame after dying causing a crash
  • NPC trade ships are now constrained by their own budget when purchasing cargo so they won’t always be able to fill their entire hold with valuable cargo. This makes piracy less of a lottery.
  • added undo function (ctrl-Z) to ship design. currently it has a limited number of undo steps (like 100)
  • trade ships which are docked at stations now have their computers secured by top secret trade station cryptographic bullshit or something like that and can no longer be hacked until they undock
  • coded up the logic that will allow attack drones to work
  • added logic to drone bays which will allow multi-drone drone bays which are activated from a single module
  • made some loot tables slightly less irritating
  • added code for a crazy awesome spinal weapon that’s not in the story yet
  • added assets for a number of new ships
  • added assets for a number of new modules
  • rewrote save game logic entirely so that games can save and load from files in addition to simply continuing from the currently “open” save file. This allows you to control when and where you save/load, and it makes save file management much easier since compression is used to allow much easier sharing of save files
  • optimized autosave to be much less laggy when docking to a station
  • added light emission data for a lot of existing modules
  • added a lot of T3 modules which will be used in future content
  • added a number of station interior art assets which will be used in a future overhaul of many station interiors
  • added a new turret type with a fancy unique effect for use on a special ship
  • added a framework that allows a loading animation to be displayed on the screen by any code which will take a long time to execute. Being a super mega-genius as I am I managed to write it so that it can be called in-line by any code without leaving context so we now use it for things that in the past would simply hang the game (like loading a save)
  • the survival arena no longer keeps track of cargo drops to prevent clutter
  • increased some magazine sizes for slower firing projectile weapons
  • added an an attack drone bay active module
  • fixed a bug with the research some stuff quest that prevented the tooltip from updating after loading a save until you researched something
  • added a suggestion to the tutorial that the player press F1
  • added a new story quest in the beginning of the game that shows the player trading and rewards an entry level cargo hauler blueprint
  • added a new story quest in the beginning of the game that introduces the player to combat and rewards an entry level combat ship blueprint
  • added a check for invalid or corrupt flotilla data to prevent a crash when loading invalid flotillas
  • upgraded the station energy capacity research dialogue to explain to the player that station capacity can be expanded through combat
  • reversed the order of home base airlock use when spawning ships
  • moved the player spawn point inside the home station
  • the game will now suppress single-key keybinds when a keybind of the same key + a modifier is being pressed
  • stations will no longer force dead ships to undock if the player is currently boarding them
  • fixed a potential invalid mouse position calculation in the map screen when the mouse is outside the game window
  • it is now impossible for any bar to contain duplicates of the same NPC
  • quests now need to cause errors twice in a row before they will be removed to prevent a crash
  • the game now checks if it was paused after removing a bad quest
  • upgraded the crystal finding breadcrumb quest to alert the player that they should go get the crystals since they will be valuable
  • fixed a bug with the crystal finding breadcrumb quest which could have caused the quest to break if you left the session while it was doing its thing
  • the crystal finding quest is now easier to spot and spotting it is guaranteed if you are in the same sector
  • made the first cloning vat research quest idiot proof
  • assasination quest agents are now slightly more common, no longer require SSC shipyard mission completion, and now they always offer a quest
  • fixed a bug that could lead to a crash when trying to repair a module that was configured improperly due to a ship being broken
  • improved the rendering of rocket trails
  • corridor conduits now glow differently depending on energy transfer
  • fixed a bug where the bar screen GUI was interactive during a dialogue
  • improved the rendering of drones and missiles
  • added proper artwork and missile trail fx to rockets
  • fixed a dialogue in the tutorial that was obviously broken and NOBODY MENTIONED FOR LIKE 5 MAJOR CONTENT UPDATES
  • added SSC communication relay sattelites to worldgen
  • added a quest to kill SSC communication sattelites in exchange for credits

 

Story content

 

  • added a new space dungeon complex in the red zone full of pretty tough enemies
  • added many new NPC characters to pirate’s cove
  • added new portraits for multiple story characters
  • added multiple quests that can be picked up in pirate’s cove, or in many cases simply completed without picking them up
  • wrote a ton of quest dialogue for the story of the red zone
  • wrote a ton of dialogue in general for various pirate’s cove characters and other red zone characters
  • new logic for loot unlocks in pirates’ cove added which requires you to advance the story before unlocking everything
  • the core red zone story arc is now fully complete and can be played up to the placeholder for the quest that will send you to the grey zone story arc

 

GUI improvements

 

  • Added a mission journal for tracking quests and displaying info for active quests
  • added the ability to control tracking of quest objectives via the quest journal
  • added a new screen overlay framework that will make a lot of GUI activities easier to program such as an ingame menu which doesn’t need to be a new screen entirely
  • added a fancy screen blur transition effect for use with the new overlay framework
  • redesigned the ingame menu from scratch as an overlay with modern UI design
  • added new GUI elements to the ingame menu and the main game menu for saving and loading named save files
  • arrows for objective tracking have new artwork and animation
  • replaced the settings screen entirely with Jan’s new modern settings screen
  • worked to improve minimize/maximize behavior and edge cases for setting resolutions which caused issues in the past
  • added new options to the settings screen which may actually allow you to reduce rendering quality for low end machines
  • added other GUI elements which we can’t even remember jeez you expect us to remember everything we add?
  • improved camera interpolation and smoothing effects, you won’t even notice how much you like it
  • added the ability to zoom out from your character from the ship interior screen
  • added a fancy damage overlay grid effect functionality to the repair device
  • improved interior lighting quality
  • optimized interior rendering even more
  • added a display of reactor heat levels to the ship interior mini-map
  • added special rendering for corridors in the ship interior mini-map
  • added icons and animations for active airlocks to the ship interior mini-map
  • added new icons for the existing elements of the ship interior mini-map
  • improved rendering of ship status effects
  • ship status icons now display remaining duration
  • redesigned dialogue GUI
  • added fancy text effects and sounds to dialogue GUI
  • quick slots are no longer selected with the mouse wheel