Many of the subsystems and module stats have been tweaked. Make sure to double check your ship designs for viable builds.
New Microwarp Effect.
Added Trade Goods to inventory/trade system. Currently available is only
Materials and Water.
New sector nebule effects
Ability to access Inventory levels while in Sector (galaxy) mode
Tooltips during Sector (galaxy) mode for icons on the screen + drone management window.
A check for power requirements for ships when launching from Shipyard has been implemented.
WARNING! This only applies to player ships being launched from the shipyard. If you build a massive ship that does not meet the power requirements the AI can still use said ship. So if you want the game to have a balance to it make sure all ships meet the power requirements.
A check for Kinetic Field Generator is a requirement to launch ships from shipyard.
The map now renders lines that represent Star System links. In the future, these will be the jump gate routes used to navigate between star systems.
Added a “You Are Here” marker (node) to the map above the Sector the player is currently in.
Inventory/Store in the Shipyard is accessible in Creative Mode.
Drones now return to the rally point after exceeding their Comm Range.
Drones rally point has be moved to outside the hangar bay that they launch from.
The scaling curves for subsystems have undergone a major change. Values in general will not get so ludicrously high, and larger ships will now be inherently slower than smaller ones, instead of vice versa.
Adjusted many subsystem attributes to bring inline with new scaling curves.
Reduced weapon damages to reflect new Module and Subsystem attribute calculations. may still be too high.
Shields are no longer lowered upon toggling the Newtonian flight mode.
When resetting a ship subsystems will now be dumped into station inventory instead of being destroyed.
Decreased KFG Strength.
Changed all forward thrust values to coincide with the changes to scaling.
Increased durability ratings for all subsystems.
Increased the size of planets by a factor of 5
Updated the all stock ships to fit inline with the changes to stats and intended combat capability.
Fixed issue with shield hit effect not fading properly.
Fixed the Galaxy Map Button to actually open the Galaxy Map.
Fixed a serious save system bug: If the player made a new galaxy, and then exited without launching a ship, the sector would fail to load when they did try launch later on.
Fixed a bug where users where unable to launch drones.
Fixed a bug where mining drones lasers would not disappear.
Fixed the pink skybox issue when environmental detail was under Very High.
Fixed a problem with calculating extremely high damage values.
Fixed a crash bug when creating new sectors with 10 factions and 10 systems.
Fixed an inventory reference bug when in Shipyard in creative mode.
Turret traverse speeds are based on the size of the turret, these values were all reversed so large turrets were much faster than small turrets. This has been resolved.
Fixed issue with camera rendering distance and planets.
A long standing memory leak in Shipyard and Sector has been resolved.
A performance issue related to colliders on turrets has been resolved. This should increase performance when shields are down (as that’s the only time individual hull colliders are active).