Space Pirates and Zombies 2

Space Pirates and Zombies 2

View Stats:
 This topic has been pinned, so it's probably important
Blorf  [developer] May 18, 2016 @ 12:42pm
HotFix Roundup
v1.1 The Proving Grounds Update!
https://steamcommunity.com/app/252470/discussions/0/1480982971182414251/

v1.001 Simplified/Traditional Chinese Added

v1.0 RELEASE YAHOO!!!

v0.9.912
  • German, French, and Russian text updates.
  • Fixed bug with Zombie Generation number not being reset for rebounding zombies in sandbox mode.

v0.9.910
  • VR now numbers save games as SAVEGAME_1...SAVEGAME_50 to allow more player chosen persistent saves. AutoSaves, QuickSaves and StorySaves are also still active. This will allow you to place more progress bookmarks as desired. It will also fill any spaces as save games are deleted, using those older indexes. You can also click on a save game name to overwrite if you want to keep the save count down.
  • Turned off Early Access tag for save games. All save games will work in final version so no tag needed.
  • Fix for the Starmap Catalog to ensure search criteria is persistent between loading the game, but also checks to ensure that the criteria is valid if starting a new game. So no buttons get locked out, but also no buttons get reset that shouldn't be.
  • Fixed issue where Transports could become invincible in battle when their starbase was destroyed.

v0.9.909
  • Fixed Cloud Missiles main warhead updating too slowly, leading to them spiraling instead of intercepting targets properly.
  • Increased Ion Shotgun damage by 25%
  • Fix for pressing Reload (R) when using small and medium strike craft. Caused some weapons to get locked out.
  • Added Reformist and Viktoria as new Captains. So now 202 AI captains in the Galaxy. Keep an eye out :) They did their own vocals as well.
  • Allied AI captains recognize accidental friendly fire better and get less angry.
  • Russian French and German translations updated to final.
  • Ramming a ship to death now causes instant reactor breach and you can fly right through the wreckage. Cool, but watch out for the big boom. It will hurt.
  • Fixed non progression bug where attacking a Bandit Hive while a zombie took over the territory causes the hive to disperse before the fight, leaving an empty combat instance.
  • Fix for locked out starmap catalog buttons between different games when game not shut down.
  • Fixed perk values showing up as 0% bonus when Perk Value Multiplier set very low in Sanbox Options.

v0.9.908 (Achievements Online +31)
Note: No new version required, but worth mentioning they are now active.

v0.9.908
  • Mac Beta active! (please see associated forums) tested on OSX 10.8.5
  • Linux Beta active! (please see associated forums) tested on Ubuntu 16.04 LTS
  • RangeBeam + 50 units, now 400 units.
  • Chainsaw Beam + 100 units, now 250 units.
  • Fixed for bug where there was a part chipper in the battle loot screen, causing dupable broken parts.
  • Toned down AI/Zombie damage bonuses on Insane to make it less ultra unfair. About 40% less damage bonus. Note, it is still really unfair.
  • Added 7 new Arena ships, using the new weapons from 0.8.0
  • Lowered the AI experience inherited from player on Normal and Novice. With the bigger map, the AI has more time to level on its own.
  • Various spelling fixes

Known Issues:
The new arenas ships still need their German, French, Russian translations.


v0.9.907
  • Changed Goblin Arena ship to a new version that is more fun to fly and hits harder.
  • Fixed issue with plasma dischargers/other long fire time weapons that caused them to mis-aim their last few projectiles while in battlewagon mode if the ship had to reload the reactor as a result of that firing.
  • Fixed clickstack names sometimes overflowing off the button
  • Fixed issue where the Zombie alpha portrait was not showing up in sandbox mode.

v0.9.906
  • Fixed a "sh*t" that we missed bleeping from the voice acting. Whoops.

v0.9.905
  • Fixed issue where the pips on the captain ships on the starmap were not properly updating when a starbase was created/lost.

v0.9.904
  • Fixed issue with particle hoses and plasma dispensers not aiming properly. Fix works for all guns that don't fire a single shot and reload.

v0.9.903 The Almost There Update!
https://steamcommunity.com/app/252470/discussions/0/1474222499230325333/


v0.9.902
  • Fixed bug where targeting a non ship entity at long range would prevent battlewagon firing at close range targets.
  • Deutsche to Deutsch in language picker.
  • VR - mouse movement will temporarily release the cursor lock
  • VR - fixed xbox trigger waking up touch controllers
  • VR - fixed HUD indicator drawing under VR options menu sometimes

v0.9.901
  • Enabled missing sound options to activate old Text To Speech voices for nostalgia
  • Added VR option to turn off mirrored desktop render window to gain performance
  • Fixed some Russian text overflow

v 0.9.9 Voice Acting!
https://steamcommunity.com/app/252470/discussions/0/1471967615840708034/


v 0.9.8 The Dark Cycle Update
https://steamcommunity.com/app/252470/discussions/0/2333276539590214563/


v 0.9.7
  • Fixed case where AI captains (TERRY) would hang out at a starbase leveling up doing arenas because they couldn't find a junk part that would fit in their ship design
  • In larger galaxies need more provinces to generate higher star parts.
  • Zombies have starred parts less often now (mainly in easy and normal mode).
  • Lowered infector bomb damage 22%
  • Fixed strike craft out of control spawning in final mission
  • Missiles/Warheads/Torpedoes all report their range properly now
  • Battlewagon now fires all missiles against shields
  • Lowered large strike craft health tanking due to critical damage repair (up to 20% health that can be repaired, was being repaired too quickly)
  • Little known fact. If you paint the enemy ship with the reticle while shooting missiles (also works in battle wagon) The missiles will try to hit that point (else center mass) So you can actually use missiles to knock off parts if you aim them as a specific spot. Works well when trying to take apart starbases.
  • NOTE: zombies will only rebuild themselves with the less starred parts when they die, so you may have some really dangerous ones still roaming around for a while.


v 0.9.6
  • Added clear big red warning to insane mode that it is not fair and should never be used.
  • Fixed deadspace starbases appearing when factions not even
  • Fixed deadspace sometimes causing a faction member overflow
  • Insane Mode: Player damage 0.500 -> 0.667 multiplier
  • Insane Mode: Enemy damage 2.0 -> 1.6 multiplier
  • Insane Mode: Zombie damage 2.0 -> 1.6 multiplier


v 0.9.5 Deadspace Territory Update
https://steamcommunity.com/app/252470/discussions/0/1327844097133936399/


v 0.9.4
- Initial AI captain faction joining is much better distributed for large galaxies.
- Zombies spread faster at higher difficulties
- Zombies spread better on larger maps and when not connected to faction territory
- Zombie Alpha control limited to a max number of zombie thralls to prevent totally emptying out galaxy. 25% easy, 40% medium, 65% hard, 100% insane.
- Added a vertical position clamp to crates to prevent them drifting out of receivables area


v 0.9.3
- Another possible fix for double click issue locking out starmap
- Fixed broken root core swap case
- Fixed starmap camera being position being off center when switching map sizes.


v 0.9.2
- Possible Fix: Loss of control on starmap when returning from battle. See bug: https://steamcommunity.com/app/252470/discussions/2/135512931346831905/
- Possible Fix: Save game loop out of memory. See bug: https://steamcommunity.com/app/252470/discussions/2/135512931346765110/
- Fix for Scavenging and Trade with high perk mults going past 100%. No you should not pay me to buy from your store. See Bug: https://steamcommunity.com/app/252470/discussions/2/135512924434430782/


v 0.9.1
- The Super Sandbox Upgrade!
https://steamcommunity.com/app/252470/discussions/0/135512625256299018/


v 0.9.0
- The Merging is Complete (Engine Upgrade)
https://steamcommunity.com/app/252470/discussions/0/135510393197926754/


v 0.8.8
- Removed inactive multiplayer button from main menu. See:
https://steamcommunity.com/app/252470/discussions/0/135509124606128352/


v 0.8.7
- Added Defender Pair for small parts
- Fixed point defense not firing on reload
- Fixed close button on catalog being locked out when delivery was impossible
- Fixed type-0 for texture slider causing it to always say "low" settings
- Fixed a bunch of other minor type-0s


v 0.8.6 The New Year Update
- https://steamcommunity.com/app/252470/discussions/0/144513248277471482/


v 0.8.4 The Brain Surgery Update... Lobotomies for everyone!
- https://steamcommunity.com/app/252470/discussions/1/144513248277869167/


v 0.8.3
- Particle hose damage up 42% (needed a little more of a nudge)
- Particle hose power consume up 67%


v 0.8.2
- Strike Craft with shields have a shield bar on their HUD icon.
- Particle hose, 40% damage boost.
- Plasma Dispenser 25% damage reduction
- Fixed hangar screen scan viewer damage bonus numbers 117% damage = 17% bonus.
- Lowered damage bonus for strike craft per star by 50% (was crazy high, oops)
- Strike craft health % per star from 35% to 20%. So low end still strong, but high end is not crazy.
- Large strike craft base health down 10%
- Large strike craft base armor down 25%
- Strike craft armor per star 25%->20%
- Medium strike craft shields up 40%
- 15% bonus to synergy weapon damage
- 3 way synergy bonus from 40% to 50% (also causes increase in weapon damage indirectly)
- Flak cannon explosions do not shake the camera
- Fewer rogue miners in the mining op. (v0.8 made the strike craft a lot stronger)
- Spread out the strike craft warp in formation slightly
- Lowered friendly fire damage from strike craft
- Fixed boost distribution on custom medium and large parts.
- Type-0s and text adjustments.
- Added synergy and damage boost to the scan view icon legend.


v 0.8.1
- Fixed broken weapon config menu.


v 0.8.0
- Huge update. (Say Hello To My Little Friends)
Here is info: https://steamcommunity.com/app/252470/discussions/0/224446945208393404/


v 0.7.2
- Fixed frame rate limited to 60 when vsync turned off.
- Fixed issue where AI captains disinfecting their ships at starbases would get stuck there
- Fixed issue where dying but being on the winning team lead to too much XP reward


v 0.7.1
-Fix for starbase battle warmups showing up in the click stack as DEFINE ME! No no, we don't want to define you... Stop that.


v 0.7.0
-Better Bombers, Funky Fighters, and Realistic Ramming! v0.7.0
https://steamcommunity.com/app/252470/discussions/0/350542145710239860/
-Fighters now have limited range to prevent boring ultra long range kiting over long periods of time to take down almost any target. Instead, we want you to now fly near max weapon range and be in some danger while using the fighters, in return, fighters can now do much damage, much more in tune with other large size weapons.
-Bombers and Ion Bombers shoot twice as fast and their bombs do 4x as much damage. They have to reload more often now. Bombers now complete fast/heavy strikes, and then return to the hangar to reload.
-Bomber and Ion Bomber hangars now support 6 fighters instead of 4.
-Shooter Fighters now have 8 per hangar instead of 6.
-Shooter Fighters can now shoot 20 times before reloading (vs 10 before)
-Zapper Fighters can now shoot 25 times before reloading (vs 16 before)
-Shooters now do 3x more damage
-Zappers now do 2.5x more damage
-Decreased fighter build time from 10 seconds to 6 seconds
-Fighters much more careful about damaging parent ship.
-Fighter incidental friendly fire vs allied ships greatly reduced.
-Fighters much better at docking on fast moving ships.
-Bandit hives have 1 fewer strike craft defenders to offset the stronger fighters they now have.
-Fighters don't launch in ship building level
-Fighter bay controls don't clutter ship building level tac pan
-Ramming damages Station cores and Bandit Hives armor AND health now.
-Ramming damage lowered.
-Ramming with high armor parts now does much more damage vs low armor parts
-Ramming damage now reflected back on the rammer as well, but at a lower rate
For most effective ramming, outfit a high armor nose and hit at high speed on low armor parts like engines or wings.
-Fixed round off issue in surrender cargo menu
-Fix for a goon rounding case where it seems you have enough goons but are an arm and a nose short and thus your ship takes slight damage over time.
-If player's current faction destroyed, player now starts their own faction with their existing starbases.
-Zombie respawn pods travel 50% faster
-Fixed respawn pods moving at top speed when game loaded.
-Turned off part size rarity as a rarity factor in trading prices. (was pointless + confusing)
-Fixed fleet training mission if had broken strike craft.
-Missiles prevented from firing in ship building level
-Fixed bug where number of bounties on a captain was dictating the number of chasers.
-Max bounty chasers at any given time is 1 for easy, 2 for normal, 3 for expert.
-Added 15 second safety time after winning a battle where you wont get ganked.
-When not defending their territory, Very large ships won't bother with much smaller ships anymore.
-Removed tactics panel buttons for Fighters/Krule. Not needed anymore with fighter changes and need room for future strike craft updates.
-Save game name length limited to 30 characters to prevent loading failures.
-Captain's friends will not steal from their resource nodes
-Captain's faction members will not steal from their resource nodes.
-Resource nodes become attractive for ransack at variable richness now, not just at 50% full.
-Battles will block any resource nodes underneath them so AI captains can't swipe the contents while you are battling to protect them.
-When the player defeats a captain, they will be afraid of the player for a while so they won't just respawn and come running right back after the player anymore. They take time to build up a bit first.
-Dropping junk parts into space does not create a junk field anymore since they have no value.
-Zombie ships don't take infector ball damage anymore. They are already infected :)
-AI captains, including wingmen, know how to evade area hazards now. Infection clouds, toxic clouds, ion clouds, mass bomb gravity wells.
-Zombies can level up like other captains to keep them competitive.
-AI Captains with positive relations with the player won't run from the player anymore.
-Increased Minigun damage
-Fixed current/reserve strike craft meter on the hud, was misreporting in some cases.
-Fixed rogue menu sometimes appearing when a courier made a delivery.
-7 Star part icon added for the lottery winners
-New battle ring icon for battles involving starbases to better differentiate them. Also visible from high zoom to find trouble spots more quickly.
-Fixed broken off parts being lost forever in all Bandit Hive attacks, including “The Signal.”
-Fixed player strike craft being invincible in the final story mission
-Scavenging bonus defaults to 10% of node total now from 0% so very large nodes don't take forever to scavenge if no one has the scavenging boosting perk.
-Texture optimizations (less memory use)
-Less button lock delay on Faction Members menu (allows faster switching between screens)
-Faster, more subtle menu sweep effect.
-Adjusted game complete text to be more generic, in case you are already playing a sandbox game.
-Added toggle for automatic map target focus in gameplay options.
-Super interesting spelling fixes.
-Custom portrait system for your mothership. Here's how it works.


v 0.6.1
- Expanded Synergies
- https://steamcommunity.com/app/252470/discussions/0/361798516942728783/
- Rewrote the ship engine sound effects system to finally kill the sound freeze forever and ever and always. If you get a freeze after v0.6.1, please report it to us. We really want to know. We will cry, but we want to know.
- Added a strike craft readout to the hud. Active/Reserve
- Fixed set bounty side objective happening before you can boutny
- Level 1 bandits get fewer strike craft so less overwhelming early on
- Mining Ops are richer in Rez rocks. More/Bigger rocks with more in em.
- Added the Hive Level to the mouse over info on the starmap
- Boosted 3 way synergy 30->40%
- Boosted 4 way synergy 60->100%
- +/- in trade screen no longer reversed
- speleen -> spleen
- Strike craft counts now show up yellow on the map if not in your faction since they are bad things
- Tutorial text and image updates
- Assign starbase menu shows distance in light years from captain to base.
- Fixed brake/reverse hint in into when in screen relative control mode
- Province name shown on scan viewer for starbase comms screen and mouse over.
- The usual spelling fix-o-rama
- Pushing "Back" in controller mode won't change the camera in addition to displaying the icon legend while in the tactical menu.


v 0.6.0
- Huge Bandit system overhaul.
- Synergy System added
- See: https://steamcommunity.com/app/252470/discussions/0/360672137531781459/


v 0.5.0
- Starmap Cloaking Added
- Cheats Added (Alt-F7)
- See: https://steamcommunity.com/app/252470/discussions/1/360672383118260158/


v 0.4.3
- Fix for sound freeze. THE sound freeze. Yeah that one. THAT ONE! (at least 1 case anyhow, but give this to us, we are very happy)


v 0.4.2
- Fix for Mining Op when alert level could go down from mining.


v 0.4.1
- Fix for strike craft flying off out of level when they shouldn't be


v 0.4.0
- Rogue Mining Op Added
- Side Objective System Added
- See: https://steamcommunity.com/app/252470/discussions/0/366298942103909258/
- Fix for neutral player being able to extort neutral captains
- Battle loot tutorial will trigger during the flow properly now.
- Intro flow building tutorial has new object bound tutorial popup to help you build your first ship
- New video tutorial for the alternate ship building mode.
- Dialog window rework to maximize space
- Spelling fixes


v 0.3.2
- Probable fix for rare rendering sort order case where threat level would be hidden.
- Civilian Large wing made to fit into tight spaces better using new building system.
- Fix for case where snapping in parts could assign them to the same point in the grid.


v 0.3.1
- Catalog only searches known provinces
- Having starbases in multiple factions bug is fixed
- Spelling fixes
- Junkyard no longer clears junk parts when cleanup level pressed


v 0.3.0 (Ship Building Upgrade)
- Most of the work went into the ship building update, see: https://steamcommunity.com/app/252470/discussions/0/358415206101063352/
- Level 0 of each arena even describes the arena ship in greater detail.
- Sped up part disconnect time.
- New perk picker menu that shows current perk progression.
- When assigning a base to a governor, you can now see their traits in a tooltip.
- The starbase comms menu will show all connected features in a sub window.
- Option for always on HUD numbers in options menu.
- Option to suppress page turning in dialog screens.
- Wingman tutorial hooked up.
- Six star parts get a proper bonus icon in the inventory level.
- Battle loot tutorial added (not hooked to flow yet, but in tutorial viewer)
- Descriptions for armor and scavenging perks.
- Main font reduced to 23pt from 24pt.
- Spelling fixes and misc tutorial text adjustments.


v 0.2.4
- Fixed raids not rewarding any XP


v 0.2.3
- Fixed zombie bases having a view trade inventory button
- Fixed wrong prices in catalog. Now things will report the proper starbase price
- Experimental fix changed the short looping sounds to non compressed 5 second loops to hopefully bypass the rare audio freeze. Fingers crossed.


v 0.2.2
- Fixed starbase shield piercing, so players can break the arms off again. oops.


v 0.2.1
- Fixed controller mode in catalog not allowing deliver option
- Reworked catalog layout a bit to make search button part of search pane
- Fixed broken search criteria for some weapons
- Searches now reset to ALL instead of None.


v 0.2.0 (Shopping Update)
- Fixed demands coming from factions without provinces causing empty trade menu
- Cap info page now shows perk levels properly for the infinite perks
- AI no more bounties on members of your own faction , even if you hate em
- Fix for skirmishes not transferring their owner when their owner is zombified
- Raid reward callout on starmap
- Bandit Hive reward callout on starmap
- Fixed tractored parts hitting player ship sometimes breaking
- Added a province under attack warning callout
- Fixed damage sometimes piercing shields
- Fixed spamming continue on death spawning multiple wreckage nodes.
- Fixed Projectile Pool bug that has been hiding for 3 years. Fixes projectiles being reset mid flight. No more warping pulsars,
- Pile of spelling fixes
- Bandits won't interrupt a hive attack unless they can win
- Can now quit the Arena while a ship is in the process of exploding.
- Added tip to levelup and return later when player fails the Arena
- Fix for when pay reparations the relations setting goes to 0 if already positive.
- Standardized starbase threat levels for base expansions.
- If part breaks off a ship, missile should de-lock that part and go after new current ship lock instead
- Fix for odd “Is Helping you” case when AI is actually attacking you.
- In campaign mode, Zombie faction respects the player faction's ability to get a start (3 provinces) Zombies get same benefit so it is fair. In sandbox, no story safety net.
- Zombies will never cheat to win sim battles vs player faction when getting first few zombie converts.
- No “chronological inevitability warnings,” when the zombies are turned off in sandbox
- Bounties on bandit hives will now reward properly and clear.
- Bandit hives take twice as long to regenerate themselves after destruction
- Can sort and view captains by threat level in faction viewer menu
- 3rd person and sniper camera invert option in Options/Gameplay
- AI captains and zombies will not intercept wingman. It is annoying. Wingman is considered part of player fleet.
- Friendly (Green) captains will not steal from friend's resource nodes or wrecks.
- Bounties much more damaging to relations, especially on starbases
- Bounties on allies extra extra bad.
- Faction leader gets angry is any bounty is placed on any base in their faction.
- Faction leader much less likely to take over the player base if they lose their capital and player is a member of their faction.
- Added captain info button to the hud, players sometimes missed clicking on their own ship to get access to this menu.
- Save/Load game menu now shows the date and time for the save games.


v 0.1.20
- Lots of exception handling for rare failure to save game cases.
- Guarding against loading empty save files caused by above.


v 0.1.19
- fixed broken load menu when using enter key to proceed.


v 0.1.18
- EXPERIMENTAL double core mode disabled. It didn't get enough testing and breaks a lot of the starmap tuning. It will also generate invalid bugs and we cannot have that while trying to get the game ship shape. We will come up with a better solution for sandbox that instead extends the perk tree, likely to 21 cores.


v 0.1.17
- Flying in reverse is back! Hold X to Stop, Release, and Hold X again to reverse
- Added a non-throttle flight mode for ship relative controls (now default) can be changed in options/gameplay. So you have to hold W to move forward instead of just to throttle up.
- EXPERIMENTAL: Double core mode added to Sandbox setup (requires a beast of a computer)
- EXPERIMENTAL: Selecting starting level 0..20 for sandbox mode.
- Current captain action is now visible on mouse over. In Transit, Fighting etc...
- A live updating threat level is show if you mouse over mothership core in builder level
- Fix for the threat level 1 bandit bug.
- Raid and Bandit base now warn about being solo encounters
- Remove all parts button is now scary yellow!
- When a captain join's a new faction, their bounties on that faction's members are cleared
- Clarity work on the build starbase menu
- Follow renamed to Move To to help people identify that they are not in contact with a captain
- In builder level, junk parts are shown as junk on the scan viewer


v 0.1.16
- Replaced all cases of Random.insideUnitShpere from code. Just in case the freeze bug had friends.
- Fixed perma blocked resource nodes
- Fixed case that allowed faction to go to war with itself
- Fixed constant beams draining capacitor while game is paused
- Wingmen should no longer appear stuck
- More exciting spelling fixes.


v 0.1.15
- Fixed ultra rare freeze caused by Random.insideUnitSphere of all things. Gets its own hot fix because we have been searching for this bug for 3 years!


v 0.1.14
- Profile names no longer pulled from Steam.
- Profile and save games now allow spaces in the titles
- Fix for progression blocker when escaping out of the profile screen


v 0.1.13
- Spelling fixes (exciting I know!)
- Fixed other captains re-configuring their ships as you trade with them
- Can now boot the weakest enemy out of a starbase attack if it is your faction base and is a 3 on 1
- When a player faction base is attacked, the bounty is removed and there is a grace period before followup attacks can happen. No more war of attrition.
- Factions won't get overgrown in story mode and will leave a little bit of space for player to start up when it is time. All gloves are off in sandbox.


v 0.1.12
- Fixed attacking raids from your own faction
- Fixed clear player stash when starting a new game
- Fixed War/Peace alliance exploit. you guys!
- AI factions will give a starbase a 120s grace period when built before bounties fly
- Slowed down dead zombie pods so it takes longer for them to respawn
- Fixed lore page "timeline" lore so it doesn't exit to starmap
- Upped Rez and Goons in harvestable nodes so there is more in the world in general.
- Whoops forgot the most important one...
- If a captain is in your faction and a battle is full, you can replace them.


v 0.1.11
- Fixed rare crash in a player battle with an orphaned transport
- Fixed junk part pool bug causing them to be sometimes shared between ships.
- Fixed throttle not being set to 0 in cinematic camera in non relative control mode
- Lowered reparations cost to remove bounty
- Increased mission rewards for the Signal substantially
- Lowered shields a bit on level 2 bandit hives (the Signal)
- AI Captain bribes are much more reasonable now.


v 0.1.10
- Fix for phantom scrolling for people with extra peripherals
- Fixed progression blocker when kill enemy faction member in zombie space
- Fixed progression blocker when talking to captains in pods (many cases)
- Autosave after each arena win
- Raised rewards for completing strike craft tutorial, get into meat of game faster
- Infection spreads more slowly from part to part.
- Cost to disinfect ship with goons halved
- Infector bombs are slightly less shield damaging


v 0.1.9
- No fighting escape pods anymore. Fixed progression blocker
- Clicking on pods is ok in Faction explorer menu now.
- "Remove All" button in tactics panel in the inventory level. Is Awesome!
- Screen shake on/off in the graphics menu.
- Fixed bandit hive button always saying "rebuilding" from 0.1.8... get with it Blorf!


v 0.1.8
- Can join player owned base in a starmap battle
- Preventing Join/Kick a captain from faction if involved in a fight (lead to big trouble)
- No bounties on level 0 Bandit Hives
- Level 0 Bandit Hive will have Rebuilding instead of Fight text to be less confusing
- If someone is on call waiting and then attacks one of your assets, they cant join your faction while doing so. (leads to even more touble)


v 0.1.7
- Fixed rare crash in the Bandit Hive missions
- defaulted to non relative control scheme for new players
- brakes now brake and do not reverse. working on solution for reverse still.


v 0.1.6
- Controller config is now mappable in combat
- Mouse 0 is now mappable
- Fixed rare case where you could get locked into battles
- Added tip in main menu to try alternate control scheme if current one not working for you.


v 0.1.5
- fixed saving bug cause by unusual profile names with % / \ [ ] etc.
- Scan lines were turned way down
- Hammer Icon explained as armor.
Last edited by Blorf; Jan 30, 2018 @ 12:03pm
< >
Showing 1-15 of 418 comments
cdarklock May 18, 2016 @ 12:50pm 
1. You guys are awesome

2. This game is awesome

3. That's awesome

4. Awesome
Last edited by cdarklock; May 18, 2016 @ 12:50pm
ReaperV May 18, 2016 @ 12:59pm 
Great job! :)
Wild Qwerty May 18, 2016 @ 1:08pm 
Thanks guys, great to see you providing awesome support. Just remember to get some sleep too :)
Narlak  [developer] May 18, 2016 @ 1:17pm 
Sleep? What is that?
Last edited by Narlak; May 18, 2016 @ 1:17pm
Gower May 18, 2016 @ 1:21pm 
I tried to turn off the relative controls thing, but I really can't see the difference?

i don't understand what it's supposed to help with
Last edited by Gower; May 18, 2016 @ 1:22pm
NexAngelus *X* May 18, 2016 @ 1:25pm 
v 0.1.7
- Fixed rare crash in the Bandit Hive missions
- defaulted to non relative control scheme for new players
- brakes now brake and do not reverse. working on solution for reverse still.

.... lol i just had that happen, and see update. guess thats that. and the non relative default is probably in the best.
i dont know why, but i was actually starting to get use to the reverse system... why is it changeing now? tech u dont have "brakes" in space anwyay.
ReaperV May 18, 2016 @ 1:26pm 
Originally posted by Gower:
I tried to turn off the relative controls thing, but I really can't see the difference?

i don't understand what it's supposed to help with

The new default controls turn your ship in the direction you press, then you press forward to go in that direction, while the prior default made your ship turn AND go into that direction.
NexAngelus *X* May 18, 2016 @ 1:27pm 
Originally posted by Gower:
I tried to turn off the relative controls thing, but I really can't see the difference?

i don't understand what it's supposed to help with
for example when u are aiming down the scope in combat, with relative on ur bow will change to go to what u are aiming at. with it off, u can keep hitting forward without trying to do some fancy angle calculating to force move in a direction. aka u keep going in the direction u were going in before u went into scope mode. though u can still change ur direction, using the scope itself will not change ur direction.
Okarin May 18, 2016 @ 1:29pm 
For the lore file of the Dark Entity, it says it's older than the galaxy itself, but wouldn't it be better if it said it was older than the universe itself?
Sorry for being nit picky like, I'm just remebering stuff from the first SPAZ :spazwinky:
ReaperV May 18, 2016 @ 1:30pm 
Originally posted by NexAngelus *X*:
i dont know why, but i was actually starting to get use to the reverse system... why is it changeing now? tech u dont have "brakes" in space anwyay.

Pretend it's computers firing reverse thrusters to stop, then stabilizing your ship by applying any other thrusters so that the ship remains in one spot. Things fly through space faster in real life also, however some things are made to make the game playable... like not blowing past your target and being smeared across those nice pieces of loot you were looking for while going 55K miles per hour. ^_^
ReaperV May 18, 2016 @ 1:30pm 
Originally posted by Kyuind:
For the lore file of the Dark Entity, it says it's older than the galaxy itself, but wouldn't it be better if it said it was older than the universe itself?
Sorry for being nit picky like, I'm just remebering stuff from the first SPAZ :spazwinky:

All I know is that it's too old to date. :nonplussed_creep:
NexAngelus *X* May 18, 2016 @ 1:47pm 
hey i do fly past my loot at 55k :) u should see my engines lol. and that is not a fast process to stabalize, its more a percise one. this is like ooo ♥♥♥♥ missle fire the other thrusters. and far as i know our loot also only comes from after words :( so if u break off a kit kat bar of 4star goodness ur pro not gunna get it.
Rez May 18, 2016 @ 1:59pm 
I did notice that the break thing works in top down mode, just not in the third person ish mode thingie. I can reverse if I steer my ship kind of against my direction of motion to moonwalk a little.
Narlak  [developer] May 18, 2016 @ 2:01pm 
Haha, I use the moon walk all the time too :)
cdarklock May 18, 2016 @ 2:02pm 
Better the moon walk than the neutron dance, AMIRITE?!
< >
Showing 1-15 of 418 comments
Per page: 1530 50