Hello everyone! As is probably visible from the below list, we've focused more on fixes this time, rather than new features, but there are some of those too. The most visible is physics. You can now bump into objects. Let me emphasize that this is only the first version and it will be upgraded and tweaked quite a bit.
The other thing worthy of mentioning is Subscribe. Subscribing to mods via the browser or the Steam Client now works. You'll be able to see download progress in the Steam Client and once a mod is downloaded, the game transfers the file into the game Mods folder. Then simply Install and activate the mod in-game via the Mods section. Restart the game for all mods to completely activate.
Once you subscribe to a mod, let the Steam Client download the mod (a standard progress bar will appear on Steam Client)
Once download is complete, restart the game so the mod appears in the mods list in-game.
Install and activate the mod via the Mods section in-game
Restart the game for all the changes to take effect!
This whole system regarding downloading, installing and activating mods will be further upgraded to make most of these steps unnecessary.
Next in line regarding Workshop is upgrading the Mod Manager so modders can properly update their mods and not create duplicates. Unless something goes freakishly wrong, it will be available in the next update.
LIST OF CHANGES
FIXED: An error where a grappled ship would become friendly when crossing into a new sector
FIXED: A problem that would occur when you pass through a wormhole, while on an Assassination Freelance mission
FIXED: Two Ferry missions that have the same station/planet as the destination can now both be completed
FIXED: A bug where particle damage effects would remain hanging in space when you store a damaged ship into your garage (this issue could also potentially crash the game)
FIXED: When switching to another ship (either by transfer or by purchase), the new ship will no longer be cloaked if your last ship was cloaked when anchoring
FIXED: An error where beam weapon effects were left hanging in mid-space if the ship firing them was destroyed or captured
FIXED: All random encounter ships should now drop loot as intended
FIXED: Faction description texts are no longer doubled on Captain Info -> Reputation panel
FIXED: Weapon shots and beam effects no longer vanish into thin air on crossing into a new sector
FIXED: Zero-quantity loot drops no longer appear
FIXED: Space dust particles no longer continue moving after anchoring on stations while PTE is active
FIXED: Equipment and Ship systems tabs on the Loot panel are now accessible as intended
FIXED: Knocking out structures now yields collectible loot as intended
FIXED: A temporary Rank notation was removed from main character name on the Captain Info panel
FIXED: Scrolling the mouse-wheel while the mouse is hovering over a panel opened up in the center of the screen no longer shuts down PTE
FIXED: Time/day/month counter no longer resets on loading or starting a new game
FIXED: There is a chance scavengers will attack you, as intended, to claim a derelict when you come near it
FIXED: An error with some light weapons where their assigned bonuses could go into negative
FIXED: A problem where a captured ship could become invisible, and could no longer be targeted or interacted with in any form
FIXED: Shanghai ship system HP is now reduced to proper values
FIXED: Several errors where text would break and overflow into the next line
FIXED: Hack skill no longer sends the affected ship into limbo preventing anything from happening to it
FIXED: An error where the Freelance mission info/accept panel could go into loop where it could not be closed anymore
FIXED: An error where some structures didn't get deactivated after reducing its Hull to 0
FIXED: Several instances where the T-Gate selection panel would remain in the main viewport
FIXED: Wormhole links are now properly displayed/not displayed depending on how the linked toggle is set
FIXED: Passing through wormholes now provide negative effects as intended (kills Troopers and damages ship)
FIXED: The above mentioned negative aspects of passing through wormholes is now displayed on-screen as intended
FIXED: Several errors regarding particle effects that could in some situations render them invisible
FIXED: Heroes should no longer attempt to scan player for contraband, especially not in someone else's name
FIXED: If within range of 3000 of a station and attack a ship that is the same faction as the station by using heavy weapons, the station will send security ships to assist their member
ADDED: Object-to-object collision
You can now collide with objects.
Damage to objects in collision is NOT yet calculated.
This is the first iteration and the whole physics system will be upgraded
Physics should by default be turned on, but it can be turned off in the General tab of the Options menu
ADDED: Subscribing to mods via Workshop (in browser or Steam Client) now works, BUT(!) you need to restart the game for the mods to show on the mods list in-game.
ADDED: Derelicts left after a ships explode have an updated effect. This is strictly a WORK IN PROGRESS and will be further improved!
ADDED: When stations send security ships to assist their faction members against you, you will be notified
ADDED: Knocking out A.M.P. structures can now trigger a global event
ADDED: Knocking out Prison structures can now trigger a global event
ADDED: Knocking out Outlaw structures results in increasing Reputation
ADDED: Drydock panel now shows actual Resistances (when bonuses are applied)
ADDED: Energy distribution panel now has several snap positions for quicker manipulation
UPDATED: Improved visual effects of Equipment. More new Equipment is on the way and should be available in the next update.
UPDATED: Capturing a ship that is the target of an Assassination Freelance mission now also counts as completing the mission
UPDATED: Capturing a Hero ship will now count as completing the bounty (same as if you destroyed him/her)
UPDATED: Dynamically created derelicts (after ship death) can also now be claimed by roaming scavengers
UPDATED: Maximum wing number is now displayed in the comparison panel
UPDATED: Freya carrier now has 2 hangar slots and proper hangar stats. Although it is a carrier, it also has Cloaking capability, hence the 2 hangar slots.
UPDATED: Optimized some VFX textures to make the game less demanding on graphics card memory.
MODDING: Improved Material Editor stability so it doesn't crash on model import
MODDING: Added several script functions (Please check the modding website for details)
MODDING: Added a couple of pages to the modding website (Please check the modding website for details)
MODDING: Fixed some errors with buttons being displayed wrongly in the Material editor (Save, Load, Save compressed ambient...)
MODDING: ShowWarningsEx function updated to accept proper parameter types (int, float...)
MODDING: Mod picture can now be larger than those in the example mods. The images will rescale as needed.