Warning: Parts May be Disconnected from Old Ships and will need to be reconnected. Known Issue: Hardpoint Placement: If you can’t get a hardpoint to accept its position, enter freeform mode (tab) and adjust it to be able to fit, then click “Connect Part to Ship”
AI can now warp and turn off drag to while travelling or when closing distance with a hostile target. This should be quite noticeable to players compared to the constant slow-boating they used to do.
Shipyard - Added the ability to place modules singly or mirrored, flip the mirrored modules as needed
Damage readouts in Sector. Icon will appear when a system has reached 75% health, with the color transitioning to red when it reaches 25% health. A tool tip has been added to give exact percentage of health.
AI ships can now make use of attack drones.
Jump drives: The jump drive subsystems are now functional. Instead of only being able to jump to sectors within your current star system, a jump drive allows you to make jumps based only on distance. The star map now displays how far a sector is from your current position in light years, and how far you can jump using your ship’s currently equipped jump drive. If you don’t have one, you’re stuck with jumping to same-system sectors and jump gates.
Ships now retain their damage upon return to shipyard. The new repair window allows the player to recover hull damage and repair subsystems for a cost. If the player lacks funds, their balance will go into the negative, representing debt. While in debt, repairs can still be purchased, but the player is unable to spend money in any other way. This is a temporary implementation pending further development passes.
Paint Styles are now available (beyond Color Profiles) - to add textures to colors on the ships.
Module counter in the lower left corner of the shipyard displays how many modules are on the ship as well as the ship module count classification (low/medium/high/extreme). As players add more components, a warning will pop up showing when performance may begin to be impacted by module #’s
Shipyard UI has been overhauled. The top bar is now controls: Reset, Save,Load,Workshop,Info,Store,Inventory,Repair Window,and all ship stats divide by classification.
The new right hand slide out controls Modules (Cockpits,Hulls,Engines,Misc), Weapons both hardpoint/weapon mount placement and assigning weapons to mounts, Drones placement of Hanger/DCM and hangar management. And last but not least is the customization of colors and styles.
The new left side slide out Shipyard Tools, Gizmo Controls, Mirror Placement, and Mirror Tools.
Modules are now placed on a grid system in Shipyard rather than a node system. Pressing Tab will still enable freeform mode.
Significantly decreased spread of all kinetic weapons
Doubled damage rating of all kinetic weapons
Reduced the mass of all ammunition
Reduced the volume of all ammunition, it should now be viable to stock your ships with it.
The AI aggro mechanic has been fleshed out a bit. Enemy ships smaller than you may run instead of fight, and larger ships may not see you as worth their time. Proximity is also taken into account, and distant ships may not bother with you.
Asteroids will now be of random scale.
Faction standings are now reciprocal. It is not longer possible for faction A to love faction B, while faction B hates faction A.
Drone collision avoidance has been updated
Warp effects modified
Fixed a bug that occured when holding a directional input while opening the map.
Fixed bugs affecting some particle effect scales.
Fixed a performance issue while warping that was introduced in D11.
Fixed a bug where auto warp would move the player away from their intended destination if they tried to warp to a large object while inside that object’s safety perimeter.
MOONS? MOOOOOOOOOONS! Moons. (Moons have been added back into the scene)
Last night we launched the May development build, if you are interested in checking out the latest features, please check it out under steams beta build system. You can get information on how to access it from this thread.
A legion of twisted abominations await your command in Nekro. Revel in the slaughter of the King's corrupted lackeys as you uncover the sinister history of your creation. Manipulate the flesh and souls of those who have passed beyond the veil. Use the sins of the fallen to unlock new summons and customize their skills in an ongoing battle of supremacy between the Undying Legions and The Order. Further tailor your experience by equipping various Powersets unlocking powerful new Nekro abilities with which to conquer foes.
Invite your friends to lay waste beside you over internet or LAN. Play as a powerful support character, The Evil and wield devastating psionic attacks. As your chosen ally progresses along side you they will unlock new abilities gaining both power and utility!
3+ Upgradable Nekromancers: Choose between powerful Nekro specializations!
13+ Unlockable Summons: Customize minions and create the perfect demonic army!
40+ Unlockable Skills: Harvest corpses to strengthen your unholy followers!
20+ Game-Changing Trinkets: Strike down your foes and take from them everything they ever possessed!
8+ Levels to Explore and Dominate:Watch as limbs snap, blood permanently stains the battlefield and bodies explode with Nekro's unique Chaos System!
3 Factions to conquer or enslave:Turn the environment against your enemy by manipulating mundane objects into your twisted necrotic creations!
Steam Enabled: Unlockable Achievements, Steam Trading Cards, Emoticons, and Rewards!
Original Soundtrack: Over 12 blood-pumping music tracks!
New Galaxy Required All Weapon Modules have been removed from all ships and will need to be re-installed Added
Starter ship: In new Career Mode galaxy, the player gets a list of pre-built ships to start with instead of a random set of parts. Starter ships are determined by which ship files are present within SaveFiles/Starter. Ships in this folder are loaded on first run, but are never saved over.
8 new hardpoint/weapon mounts added. These are animated and require an activation time when engaging an enemy. They deactivate on their own after a certain amount of time without a target.
25 new weapons have been added as subsystems for new hardpoint system. Each weapon has unique stats and behaviour. This is an ongoing effort and will be updated as development continues for gameplay/balance.
Anti Missile System (AMS) Subsystem - Attaches to hardpoint/weapon mount, tracks and destroys incoming missiles. Cannot be manually controlled or assigned to weapon groups.
UPPER LEFT: In sector, added a Selected Object Information Panel with the following info:
Faction Hostility towards player
Image of Object
UPPER RIGHT CORNER: Target Lock Indicator(s) with the following info:
Faction Hostility towards player
Weapon Groups Assigned
Tooltip text is available on hover.
Locking onto targets now has a delay based on Sensor Speed. “Acquiring Target Lock” displays until lock is complete, and the blue selection bracket will fade over to the red locked bracket.
Selected Locked Target now has an animation to indicate which target is selected.
Maximum lock targets is now based off the Sensor stats.
Warp Gate System: Use warp gates (designated in specific sectors) to travel to other star systems. Each has a specific destination within each star system. The Warp Gate Icon is always visible, regardless of your distance from it. Approach the Warp Gate, enter the gate and a menu will appear on the right, giving you the choice to warp to the Sector listed. If the gate has multiple destinations, you can use the drop down menu (click the Sector name) to select which Sector to travel to. This is currently the only way to move between Star Systems. The Sector warping on the map will only work for Sectors in your current Star System.
When warping to another sector or star system there is now an actual effect instead of just loading the new sector. When using a warp gate, the ship will enter being warping once the player uses the warp menu to initiate it. When warping to another sector from the map, the map will close and the ship will align to face the destination sector before entering warp. This alignment phase is identical to using the align or warp to function, and as with those cases, user input will interrupt the process and return control to the player.
New AI behavior: Small ships can now turn off their drag and face another direction while shooting.
Ship names may now have spaces or underscores_ in them.
Changed Engine Subsystems so that the Engine Module can only hold a single Engine Subsystem, but still can hold multiple Boosters.
Removed old weapon models. Note: All stock ships have been updated for the new weapon systems
Weapon Manager has been updated. Weapons will default to Weapon Group 1 and Manual, as well as their default weapon type. Left clicking on weapon name will highlight that weapon blue and set the camera’s pivot point to the weapon, right clicking on the weapon name will open the Subsystem Manager for that module. Hovering over the weapon name will display weapon stats in a tooltip if the weapon has a Subsystem applied to it.
Added a toggle for animated weapons in the shipyard manager, this will toggle all weapons with an activation/deactivation animation. Weapons will reset upon closing the Weapon Manager
Moved the Hanger Manager Window to the right side of the screen and stacked the window. The ship will be more visible without the manger window over top giving a better view of which hangar bay you have selected.
Upon creating a new game, the game will start the player in a non-hostile sector, not just the first sector it finds with a station.
When choosing which ship to spawn, the AI will prefer ships closer in size to the player’s ship. Larger ships may still spawn, but this will hopefully provide a reasonable difficulty curve in campaign mode. Ships with an extreme module count will be penalized in the spawn chance calculation and spawn more rarely.
Ships that spawn upon loading into a sector will typically belong to the faction that owns the Sector. Loading in to find a group of hostile ships should only happen in hostile Sectors (but will be more likely than before if you are in a hostile sector).
The Station Docking prompt is now a slide out menu (like the new warp prompt.)
The Planetary Warning has been repositioned the lower left corner of the screen (rather than centered)
When selecting an object out in space the icon will now move to the lower right hand side of the selection/target bracket so that the object is visible.
The right click menu on the map now always appears centered, instead of over the mouse position when you clicked.
The map’s right click menu has been changed. When you click on a sector in the list, instead of immediately warping, a new menu element appears to the right to display information about warping to that sector. If the player can warp there, the big red button will initiate warp. If the player is already in that Sector, or the Sector is in another star System, the button will be grayed out and text below the button will explain why it is disabled. The information panel in the upper left displays what warp connections, if any, that sector has.
We have updated our GUI middleware to its latest version. This will hopefully resolve some minor bugs (such as render depth issues). GUI assets, especially text, should be noticeably improved in appearance.
Armor plating is now more effective at preventing engine damage.
Kinetic Ammo - Reduced the cost and increased the quantity purchased.
Shipyard will no longer set ship names to all lower case when you load into the scene. If you have ships that have been renamed to lower case, rename them once with the desired capitalization and it should stick now.
Bug where Laser beam sounds would cut out after a while.
Bug where Target Out of Range would stay on locked target after target was clearly in range.
Bug where Out of Ammo turrets were able to attempt to fire causing performance issues.
Enemies the player attacks with manual fire will now become hostile to the player. Ships will use a 3 strikes policy before attacking.
Issue where weapon fire spread was not calculated correctly when in manual fire.
Issue where the align functionality would do nothing if the target to align to was exactly behind the ship.
Bug where Tab and Z would not cycle to the correct target.
Bug that would allow the sun to shine through planets.
Bug where the Drone Management button would be visible when the ship did not have any drone capacity.