Added keybind GUI for the Drone Management Window in the options menu.
Added keyboard button bindings for camera rotation under Controls>Flight. By default, these are unbound.
Drone AI improvements:
Drones will now actively try to avoid running into ships. They will not always succeed. Take caution when launching and recovering drones.
Drones will now aim much more effectively. They should now be quite useful in combat.
Mining Drones automatically dock once inventory is full.
Mining Drones will only be able to mine asteroids, not able to attack other ships.
Attack Drones will only be able to attack other ships and not mine asteroids.
Improved lighting in sector space.
Drone ejection from ship has been reduced in speed.
The Warp To functionality in Sector now takes the bounding box of the destination object into consideration. This means that if an object is extremely large, like a space station, the size of the space station will add to the buffer that Warp uses, so the player won’t exit warp colliding with the station. Improved visual effect for kinetic weapons
All projectiles have doubled velocity
Damage values of all weapons have been tweaked.
Armor plate durability has been tweaked.
Resistances are now active, percentage based with diminishing returns.
Kinetic weapons are still the only weapon type in game for now.
Kinetic Field Generator strength have been tweaked.
Larger tier weapons now have increased firing range.
Galaxy Generation changes
Your current galaxies are not compatible and should be deleted.
Previously, Each sector represented an entire solar system. This has been changed so that each sector is a part of a solar system that will contain areas of interest. Generation is capped to 50 solar systems, but each solar system will have multiple sectors, so the maximum allowed number of sectors is about the same as before. This change should allow us to make each sector more dense with content.
The Galaxy map has been completely revamped. WASD or dragging with left click will pan the map. Scroll wheel will zoom and holding right click will rotate. Right click on a star system to a list of its sectors. Click on one of the sectors in the list to warp there. Note that the game is paused while the map is open. This is only a first pass and the map will change greatly over the next few patches.
Star system names are randomly chosen from a txt file in the Streaming Assets folder.
Changed all sizes of Engine Trails and other visual attributes of Engine Trails
Fixed a bug that caused collision damage to pass through shields.
Fixed a bug with turret aiming that caused turrets to not fire when calculated lead point was too far from the target. Beware, AI should be far more deadly.
Patch D9 will begin development today and will begin being available for our Beta Test Group once we have made changes. If you're interested in joining our Beta Test Group, check out the Beta Notes sub forum. If you run into errors, graphic glitches etc, please post them to our Live Build D8 Bug Reports Thread.
Fixed an accidentally left drone launch/dock rates in testing mode, have adjusted so that to have same speed the hangar bay will need to have subsystems add to lower the rate. (Drones will deploy more slowly now)
Fixed the Drones launching rally point so that it will always be outside of the bounds of the largest ships. Rally point is still hard set to the front right of the ship so for best placement of hangar bays avoid the left side of your ship. Otherwise your drones may explode.
Fixed an issue with shipyard modify tool that caused a part to be spawned even if the original was not removed. Note that a remove action will fail if removing the part would reduce the available subsystem space lower than the volume currently taken up by subsystems placed in the hull.
The first time you load into the game (shipyard) you’ll see a window that’s called “Game Guide” , you can choose to make it not start up by clicking a checkmark in the upper left corner that says “Do not show” ,to get back to the game guide menu, you can get back to it by pressing escape and going through the main menu. It may be accessed from the shipyard or the sector.
Located in lower left corner only if you have bays placed on the ship (if no bay units are placed, you won’t see it)
Used to place drones inside the hangar (i.e. make them stored on the ship)
Drone Management Window in gameplay
Located on the left side of the screen
Default Keybinding is Left Shift+G (not changeable at this point) to open the window.
Controls launching and recall of all drones
Click on a drone to select the drone.
Selected drones will appear yellow, inactive drones are normal icons
Drone Control Window
Located on the right hand side of the screen, consists of 3 icons:
Selected drones will appear in yellow (You must click them to make them selected)
Window will not appear until a drone is launched (from Drone Manager)
Shields implemented -When shields are depleted, damage is applied to the hull until the shield has a chance to regenerate. When toggling drag/Kinetic Field off (default key is T) shields will be lowered and can not regenerate until drag is toggled back on. If shields are down, the ship cannot activate the Micro Warp Drive.
Greatly increased Rate of Fire and Projectile velocity on all Kinetic weapons.
Kinetic Projectiles now have a new visual effect
Subsystems- All ship modules of the Hull category now share a pooled volume equal to the sum of their individual volumes. When you open the subsystem space for a Hull in the shipyard through the right click menu, the window will display the subsystems already placed in any Hull as well as all available empty space. We hope this change removes some tedium from the shipbuilding process. Note that any other category of ship module; Engine, Cockpit, the new Hangar modules, etc still work exactly as before. Subsystems must be placed in them individually. This change should not invalidate existing ship files as the save format itself has not changed, but a simple conversion process will be run on them the first time they are loaded with this patch to move the Hull subsystems into the shared inventory. It may be wise to backup your current ships before loading them.
Damage model changes- Ship parts are no longer destroyed, only subsystems and the overall hull health pool take damage. Subsystems in modules such as engines, cockpits, and hangars take individual damage if the collider of the module is hit. If a module is hit with the Hull classification, any subsystem in the shared hull subsystem space has a chance to be damaged. This chance increases as hull health decreases.
Changed Graphic Manager Resolution list to only display higher than 800x600 resolutions (no more 640x480 resolution issues)
Subsystem inventory icon changes: The quantity field has been moved to the lower left instead of the upper left. The size field in the upper right has been changed to display the volume the subsystem takes up within the block it is placed in instead of the size classification (Size 1, Size 2, etc).