In devlog 100 video, I discuss the new addition of drone grouping, drone hotkeys, and the addition of ammo to the station garage panel. I have also added the ability to refine special items for a chance of recovering an upgrade document. This new document spec will allow the fabricator to produce valuable special items.
A handful of bug fixes and minor tweaks have also been address in 131. Build 0.0131 - Fixed buy to station storage from market available space calculation bug. - Fixed storage inventory bug forcing module stack to bottom of the list when installing modules from storage. - Fixed garage bug when swapping module order with module slot 1 when dragging higher slot id onto it. - Fixed sandbox gate link generation bug causing duplicate gates and overflowing the max gate parameter. - Fixed bug when selling ship and leftover cargo items are transferred to station storage. Bad locker ID fixed. - Fixed bug with raider loot items popping up in cargo bay after clicking transfer all. - Fixed audio bug with station ambience not connected properly to sound_fx audio channel. - Fixed audio bug causing 3d stereo sounds to be reversed. - Fixed bug that allows spawned salvage and event resources to show up in station when docked. - Fixed mission panel toggle state bug not keeping the mission panel open on reload. Save extra options to reset parameter. - Fixed typo on merc panel when joining pilot due to high loyalty. - Fixed description of power generator to reflect actual range parameter of structure. - Fixed alignment issue with pilot fleet panel buttons for Retire, Activate and De-activating a merc. - Adjusted NPC ship load to resize cargo max limit if cargo assigned to ship exceeds the cargo bay capacity on load. - Adjusted player load code to prevent bad skill ids from sandbox from being added to player data. - Adjusted ship skills for mass reduction, thrust and afterburners. Reduced bonus per level. - Adjusted module mouseover panel to slide with mouse x position, and slide when module bar is exposed. - Adjusted and expanded the rotational limitation of the modules in the garage. from 120 degrees to 360. - Adjusted station tab code to remember last viewed station when switching tabs in the journal. - Added new station bot created to replace old station bot. Improved texture and model for better performance. - Added new UI layout panel for map editor. - Added new system for map editor to move and save sector item locations on the galaxy map. - Added new map editor system now uses live map data instead of preloaded map file info. - Added new ability to cycle and load ammo when docked at the garage. - Added new ui icons to show loaded ammo for each module in garage. - Added ability to view all bookmarks on the pilot journal panel. - Added ability to edit and delete bookmarks from the pilot journal panel. - Added ability to set GPS location to any bookmark from the pilot journal. - Added Drone grouping controls to the drone panel. - Added 6 Drone groups that can be selected by clicking group ID - Added ability to assign drones to a group by first selecting the desired drones, and CTRL+Clicking the group ID. - Added Drone group hotkeys to the options panel. Existing saves must manually add drone group parameters to player_options.txt file. - Added ability to fabricate special items using the fabricator and upgrade documents. - Added 18 new upgrade documents to the specs database file. Allowing upgrade of Active guns, lasers, beams, launchers, miners and salvagers. - Added chance to recover upgrade specs when refining special items at the refinery. Base 4% chance. - Added Fabricator Engineer skill and Refinery Mechanics skill bonuses to apply for max of 9% when recovering upgrade specs.
Build 129: Sandbox in your eye.
[previewyoutube="DS7gxw-n7dw;full"]
Devlog 99 covers the new sandbox changes. This new system uses a grid matrix to determine placement and linkage between sectors. This also allows for better distribution of sector security and environment. Factions are now clustered together on all layouts except the spiral layout.
Build 129 has an improved ui when dealing with object selection on the main screen, tactical panel, and raw object clicks. prior to this build, all of these were providing different functionality. Now their functionality is consistent and not as confusing.
The ship orbit system has been adjusted to incorporate some of the suggestions from the discord channel. You can now adjust the max range much higher, and there is now an option to include usable objects in the orbit calculations.
Build 0.0129 - Fixed overlapping text on lounge event list when event title names are long. - Fixed ring prop artifacts on spiral texture. - Fixed bug with remote refinery and fabricator speed not properly calculating timer cycle. - Fixed bug with mouse wheel scrolling on unavailable mission items in the station. - Fixed bug causing error when clicking reload with garage open, and mousing over modules installed before reload. - Fixed skybox color and cloud layer bug preventing proper color change when warp fx is disabled. - Fixed bug with journal notes title text note showing overflow when ui is scaled about 1.0. - Fixed bug with beam weapon ammo not terminating after fail collision with untagged object. - Fixed bug when docking at structures and saving and quitting. Then game not properly processing dock with structure on game reload. - Fixed warp drive bug causing instant station dock upon arrival when gps is set to station and warp drive is activated. - Fixed pilot skill list inventory filter for skills in 'Training'. - Fixed university skill list filter. - Fixed fabricator bug not removing all empty cargo items with 0 qty when cycle is complete. - Fixed bug allow you to warp at gates, or dock with stations or structures when game is paused. - Fixed left over missile bug when warping away from combat. - Fixed tractor beam fx animation not connecting properly to the module turret. - Fixed tractor beam collider size for better connection to incoming missiles, which pops them. - Fixed duplication bug storage bug caused by bad locker id checks. - Fixe bug where modules would continue to process internal timers while game is paused. - Fixed move all cargo to storage from ship storage panel causing ghosted items. - Fixed market price bug not updating price display after buying or selling item to the market. - Fixed bug when item at station has no price modifier, and is purchased as a demand item, dropping price mod to 25 percent. - Fixed target hud item text blocking clicks to objects behind the text. - Adjusted mission cargo space requirements to allow accepting cargo based missions as long as your ship can carry the load. - Adjusted station journal data to update when docking at station, in addition to docking. - Adjusted station journal data to update live on all market transactions. - Adjusted mission spawn collision check to reduce mission item chance of spawning inside another object. - Adjusted a number of the ui sound fx to remove any high pitch frequency to soften the sound a little. - Adjusted mission generator to prevent all mission types from generating in wormhole sectors. - Adjusted ship orbiting system to allow for range from 300 - 10000 when toggled on. - Adjusted ship default approach distance to 300m when orbit toggle is disabled. - Adjusted npc miners to better detect when they can no longer mine a resource or salvage due to full cargo. - Adjusted item and skill mouseover tooltip position out from under the mouse cursor. - Adjusted refinery and fabricator max space calculations. Each now linked to half of total storage space. - Adjusted university, storage and market sorting to prevent shuffle when parameters match. - Adjusted Tractor beam module to no longer pull on an upgrading structure. The structure must complete it's updrade first. - Adjusted Tractor Drones to no longer pull on an upgrading structure. The structure must complete it's updrade first. - Adjusted GPS pathfinding system for better performance. (Thanks Amphos for all your help!) - Adjusted single click and double click autopilot options. - Adjusted missile launcher sequence to space out rapid launch to span 75% of the cycle rate. - Adjusted missile target warhead activation pull on target. - Adjusted all missile damage modifiers. - Adjusted market supply and demand table to show proper number formats for all range of prices. - Adjusted double click of object outside of it's target hud display to only autopilot IF double click autopilot is turned on. - Adjusted double click of object outside of it's target hud will no longer force autopilot to target when autopilot to target is off. - Adjusted tactical hud overlay buttons to function the same as objects and target hud buttons. (only clicking the hud icon with single click will activate autopilot to target). - Added Refinery and Fabricator space readout text to the station storage panel overview. - Added small dot icons for tactical view on unscanned resources when tactical override is active. - Added in-between selection on all inventory panels when using shift click. - Added ctrl + a click to select all items in an inventory panel. - Added new ship orbit system to detect warpgate, stations, crates and structures, and ignore orbit distance settings and default to 300m. - Added orbit toggle and orbit override for usable objects now shows notification popup when toggled. - Added ability to edit orbit distance manually by typing in an integer from 300 to 10000. - Added all orbit data to new player saves, loading, and save functions. (Old pilot saves will require orbit_data line to be manually added.) - Added new ship trail material to prevent trail slicing when camera is directly behind the ship. - Added auto targeting for all non parent function drones. Repair and defense drones ignore targets and stay with parent ship. - Added new sandbox layout modes. - Added sector faction blob for all sandbox games, creating pockets of faction types. - Added sector security blob for all sandbox generated games, central sectors are secure. - Added sector life support environment blob for all sandbox generated games, central sectors are safe. - Added the ability to load and save seeds to the sandbox generator. - Added player_options.txt parameter for OPTIONS_camlock_cinematic to prevent black bars when in pilot or camlock mode. - Added mouse left click steering for camlock mode.
BUILD 128 : Sandbox in your undies
[previewyoutube="3bK5kKaS-ng;full"]
Build 128 introduces the ability to save and load presets in the sandbox.You can now save the settings you wanted to try, and if you need to make changes, you are not forced to remember what you selected previously. I have also added a (Default) preset, in case you make some changes and want to reset the sandbox without having to load the title screen.
I also made some changes to improve the marketplace. These changes now make the player interaction with the markets feel more alive. When supplying goods that are in demand, the qty of items will remain in the station market. Over time these items will slow deplete based on the sector's economic rating, and how long it has been since your last visit to that market. In build 128, NPC traders will seek out those large profit margins just like you. If you are too greedy, you may find they supplied the station before you did, thus undercutting you and taking the small profit margin for themselves. When this happen, the 'out of stock item' will become 'stocked' and the price will begin to fall, as the demand is fulfilled. Only when the item runs out, will the price begin to rise again. This prevents 'gaming' a lucky sandbox galaxy where one station supplies the demand for the other station, which happens to be very close.
I have also adjusted all combat ammunition to freeze in space when the game is paused, preventing that last shot from killing you while paused.
Build 0.0128b * Fixed mining merc bug caused by new cluster resource nesting objects for map editing. * Fixed bomber drones not able to carry bombs due to small cargo size. * Fixed tactical turret overlay not showing while in tactical sensors mode. * Adjusted ship resistance calculations in ship takeDamage function. * Adjusted sandbox extra options tab scrollview. * Fixed memory Leak on sandbox textures when scrolling through faces, factions and professions. * Fixed hidden player ship options. - Fixed bug with drone range ship bonuses not being applied to drone range stat. - Fixed bug allowing you to use duplicate pilot name in sandbox, causing error. - Fixed a few small spelling errors, item descriptions. - Fixed items names of life support items levels 5-10. - Fixed merc command list panel Toggle Tactical Stance button. - Fixed garage mouse wheel scrolling bug that allows camera zoom when mousing over other ui panels. - Fixed missing image for ecm-demi npc carrier. - Fixed bug causing bad modules from npc ships to throw error. - Fixed all npc ships and removed unwanted old modules and database id links to special items. - Fixed bug causing cargo inventory to duplicate strange items after inventory error caused by crates with bad item ids. - Fixed texture flicker bug causing small cluster rocks to ignore triplanular shader offsets. - Fixed resource mining event asteroids from ignoring gamespeed when orbiting center of sector. - Fixed npc miners without salvage modules trying to harvest salvage with mining lasers. - Fixed overlapping bug caused on market by multidrag selling while buy order details open causing overlap. - Fixed bug on university readout not showing the correct number of skill points available after training a skill. - Fixed bug showing leftover tactical rings on map while warping with tactical sensors on. - Fixed bug where merc is left in station panel when assigning to service. - Fixed a bunch grammatical errors on the sandbox options descriptions. - Fixed bug with power cable connection distance not properly set to ring range in tactical. - Fixed short distance bug preventing transport mercs from grabbing ore from silos depending on angle of approach. - Fixed bug with merc getting confused with transport and mining mercs when structure is super close to station. - Adjusted a few los res textures for higher level resources. - Adjusted torpedo modules in items_database for range and number of torps fired per cycle. - Adjusted mining merc to look for the closest silo with free space available. - Adjusted all sandbox coloration setting for generation of skybox colors and props. - Adjusted missile damage for all missile ammunition in the item_database.txt. - Adjusted torpedo damage for all torpedo ammunition in the item_database.txt. - Adjusted skybox bubble size. Increased to twice the size to prevent prop overlap. - Adjusted all combat ammo for combat module to stop mid flight when pausing the game. - Added planet generation into the sandbox generation routine. - Added market function that will allow NPCs to fill demand orders for profit when markup gets too high. - Added all new props and distribution calculations for all props in sandbox generator. - Added new sandbox panel for sandbox settings to the sandbox menu bar. - Added new ability to cancel a warpgate request while the warpgate is charging. - Added cancel warp button to targeting panel target display box when gate is charging. - Added lifetime variable to torpedo ammunition. Is now set from items_database. - Added new sandbox feature allowing you to save the current settings you have selected into a presets file. - Added feature allowing you to load previously saved settings into the sandbox generator. - Added mousewheel scrolling to garage ship details overview panel.
BUILD 127: Planetoids are here.
[previewyoutube="-XVSeUGD_O0;full"]
I will be focusing on the galaxy map and sandbox over these next few weeks. If you have any issues with the new planet stuff, be sure to leave feedback on the forums so I can fix em.
Build 0.0127 - Fixed LS calculation for buffs on individual ls skills. - Fixed skill point rewards for structure npc based missions. - Fixed raider loot drop bug preventing special items from raider loot drops. - Fixed salvage harvest id items for levels 5-10 salvage resources. - Fixed bug causing active scanner error when scanning resources and stations. - Fixed bug in shipyard not showing correct sell pricing on both ship button and mouse over. - Fixed shipyard sell ship bug not refreshing highlight bar position onto ship dock button. - Fixed shipyard buy ship bug not refreshing highlight bar position onto ship dock button. - Fixed bug showing pilot widescreen bars when in galaxy map. - Fixed bug allowing for y axis camera control by triggering keyboard steering and left click hold. - Fixed bug with module swapping causing 2 sound fx to play at once. - Fixed bug preventing you from module swapping if you didnt have space available in cargo. - Fixed bug preventing non item related missions from displaying in station missions panel. - Fixed bug preventing bad station data from loading improperly causing index error. - Fixed and reworked the way that recover mission crates are generated. - Fixed and reworked the way that kill recover mission crates are generated. - Fixed bug causing damage effect particle system to remain attached to the ship after expiration. - Fixed bad scripting link in hideout structure. - Fixed bug with auto transport mercs getting confused with autotask transports when silo is super close to station. - Fixed mission complete status for recovery crate missions, crate will repawn only remaining mission contents. The objective is completed when last required item is removed from crate. Mission is complete when all items are gather and returned to mission destination. - Fixed kill recovery missions. Once pilot is killed, crate will respawn until remaining mission contents cleared. The objective is complete once the last required item is taken from crate. Mission is complete when all items are gather and returned to mission destination. - Removed END key binding for debug panel. (Numberlock minus will open debug). - Fixed bookmark keylock bug, locking ship steering if opening bookmark while steering manually. - Adjusted market sell baserate margin for better chance of profit selling. - Adjusted shipyard base sell rate for used ships. - Adjusted station service robot AI for ship repairs animation. - Adjusted raider loot table for better drop chances. - Adjusted npc ship modules to remove and replace bad ids left from new database build in 126. - Adjusted npc ship cargo to remove and replace bad ids left from new database build in 126. - Adjusted ship damage fx worldspace and duration time for particle system fx. - Adjusted all merc modules and cargo. - Adjusted merc levels, payroll costs, and faction requirements. - Adjusted basic intro tutorial text. - Adjusted basic combat tutorial text. - Added new procedural planetoid objects that are generated and loaded for data seed. A few test planets have been placed on a number of campaign sectors. These are just props atm, and have no functionality, yet. - Added a number of test planets to central sectors around the campaign map for testing. - Added new planet shader to allow animated textures for planetoid surface and atmosphere. (what is being tested) - Added new animated rings option to planetoid object. - Added terrain base textures, masks, secondary terrain textures and normal maps. - Added cloud textures and normal maps for planetoid atmosphere. - Added ring textures and normal maps. - Added cluster sphere object to parent all cluster resources for map editing. - Added 3d widget tool for map editing object movement and placement using drag and drop. - Added life support recharge script to medical facility structure script.
Build 126 : Warps, Markets and more...
[previewyoutube="s1TjOlPSMP8;full"]
This is a big update that deals with the item database, the tech spec documents, refining and fabrication of items. I also made some major changes to the way the UI scales, as well as a few layouts on a number of panels.
It is highly recommended that you play a new save... even if you just create a new save game and import your old pilot into that save. This will help to eliminate bug reports caused by bad migration data. If you have any prolems or questions about this, hit me up on the forums or discord and I will give you and hand.
Lots of small bug fixes and tweaks. I have also made some additional changes to the raider loot tables, as well as the station economy tables.
The markets and economy have had a few tweaks as well. These changes should balance out most of the profit issues with trying to profit from supply items being sold to other stations.
All of the modules have tweaked, renamed, adjusted and balanced based on their level. All campaign markets have also been adjusted.
Build 0.0126 * NEW SAVEGAME RECOMMENDED (Import old pilot to new save). - Fixed bug where cargo mouse over would show even when cargo item is no longer visible. - Fixed audio bug preventing correct volume for sound fx from loading on game load. - Fixed bug allowing you to drag installed module onto itself, uninstalling and reinstalling the same module. - Fixed tactical turret over in tactical sensors mode not properly representing mobility values. - Fixed overlapping text bug on passive modules in the station garage. - Fixed bad item ID causing error when loading missions with old database ID numbers. - Fixed UI scaling value bug not being saved propely in sandbox game generator. - Fixed market search function bug when page displayed is higher than search count. - Adjusted mission item display layout on station missions panel. - Adjusted the station lounge ui sound fx for main buttons. - Adjusted market buy and sell order text and colors on confirmation button. - Adjusted afterburner button from stats panel to the module underbar slide up panel. - Adjusted the special item generation chance, linked special chance drop to raider loot table. - Adjusted the save station log for the Journal panel to include new supply and demand system. - Adjusted percentage placements on main module mouse over panel. - Adjusted skill item layout for pilot panel and university panel. - Adjusted skill training completion code. No longer will univeristy refresh list when skill training is complete. - Adjusted life support system drain. Now drains when ship hull has damage. All other options still apply. - Adjusted and modified all projectile weapons stats. - Adjusted and modified all launcher weapons stats. - Adjusted sandbox to use new specs filat data for bp generations in station markets. - Adjusted mouse steering to only activate when you are in pilot view. - Adjusted items database to remove all technical spec documents into new specs_database.txt file. - Added new missile flight time var to the items_database.txt file under specials column. - Added New droploot mechanics to provide better variety of item drops. - Added New raider_loot.txt file format. no longer references individual items, now uses type, class, and subclass. - Added New market economy display. Now shows all text in column format with addition info. - Added New text scrollwindow object that parses data for aligned column format. - Added New vertical and horizontal scrolling for market economy details for station market. - Added New market economy system replaces old station_economy.txt file, no longer references individual items, now uses type, class, and subclass. - Added New market log system on the station market panel. - Added New station market panel layout. Better logs and cleaner layout. - Added New filter system to market panel. drop down menus for filter and sorting. - Added New market supply and demand code for better economic price fluxuations based on user interaction with station market. - Added New station refinery panel layout. Larger cargo bay and expanded refinery log. - Added New station lounge panel layout. less cluttered and easier to read. - Added New station fabricator panel layout. Larger cargo bay and expanded fabricator log. - Added New station shipyard panel layout. Better display of ships, and overview data. - Added New station garage panel layout. Adjusted button placement and mouse over layouts. - Added New station missions panel. Better logs and cleaner layout. - Added New station storage panel layout. Better logs and cleaner layout. - Added New UI icons for slideout panels. - Added New Life Support and ship overview panels. Wider and expandable. - Added New warp gate charging system requires gate charging before warp. Faction and security determine wait time. - Added New options added to the player_options.txt file for WORLD_OPTIONS_gate_charge_modifier and WORLD_OPTIONS_drive_charge_modifier. - Added New options added to the player_options.txt file for WORLD_OPTIONS_warp_wait_time_max and WORLD_OPTIONS_warp_charge_time_max. - Added New warpgate fx for gate activation and deactivation. - Added New log display system for the Journal logs panel. - Added New layout for the Ship Details panel. - Added new camera to ships details panel. - Added New layout for ship stats on the Garage panel. Now shows all info and matches layout for Ship details panel. - Added new text display for log types on the Journal panel. - Added new filter system to shipyard panel. drop down menus for filter. - Added ability to shipyard panel to filter docked, and remote ships as well. - Added logging for shipyard when remote ship is moved to the station you are doced at. - Added new filter system to storage panel. drop down menus for filter and sorting. - Added new filter system to missions panel. drop down menus for filter and sorting. - Added new warp sequence and animation between sector gates. - Added ability to alter gps route while in warp between sectors. - Added WORLD_OPTIONS_gate_warptime_modifier and WORLD_OPTIONS_drive_warptime_modifier to player_options.txt file. - Added new warp sequence and animation to the warp drive passive module. - Added skybox nebula cloud , fog and lighting crossfade when warping. - Added game time speed option to the warp sequence, to allow pausing and turbo during warp. - Added warp timer to show remaining time on system nav panel when warping. - Added tactical turret mobility lines to station garage, allowing you to see the rotation of the module on the ship. - Added new refining system now refines items based on level. Easier to mod and deconstruct. - Added new refining system balanced with output item value with base prices of all refinable items. - Added new refining of system salvagable items, breakdown of salvage is based on item level and value. - Added new Combat drones, Small, Medium, Improved, Large, Heavy and Titan class. - Added new Defense drones, Small, Medium, Improved, Large, Heavy and Titan class. - Added new Repair drones, Small, Medium, Improved, Large, Heavy and Titan class. - Added new Salvage drones, Small, Medium, Improved, Large, Heavy and Titan class. - Added new Ammo classes and levels. - Added debug script to allow for rebalancing generation of all technical spec documents in the game. - Added new spec_database file to hold all blueprint technical specs for crafting. - Added new image icons for all tech spec document items in game. - Added extra option in game options to disable warp fx animations. WORLD_OPTIONS_warp_fx - Added new market data to all stations in campaign mode.
Build 125 : Tactical Sensors
[previewyoutube="JGRc7JfCAjU;full"]
I finally got around to working on the tactical sensors. I have revamped the tactical materials for all the objects in space. This includes the props, which prior to 125, would go invisible when swapping to tactical sensors. Now these props will turn transparent allowing you to see the background objects, without blocking the view of important sector objects.
You can now adjust the color of your tactical sensors in the graphics tab of your options panel. You will need to scroll to the bottom of the window to access the R G B colors. The alpha channel will control the color saturation.
I have made a few additions to the skybox editor, allowing for an addition 6 nebula background clouds.
I have also added 3 new mission npc to various structures. The office structure will serve Raider Bounty missions. The Storage structure will serve mining missions. The habitat structures will serve crate recovery missions.
I added a number of color variables to the stats panel of the structure editor. This will allow you to control the interior color, the interior glow emission, and the interior window color. I also remapped a few variable to the proper toggle switch instead of the string values.
Pirate mercs will now collect credits from raider loot crates. The amount that is returned to you is based solely on their current loyalty rating. The higher their loyalty, the more money you will receive.
Many of the life support items have been adjusted, as well as a few sector skyboxes and background lighting.
0.0125 - Fixed shipyard faction modifier display values to show correct faction ship bonuses when purchasing a new ship. - Fixed issue allowing character movement in structure while journal notes are being edited. - Fixed torpedo module material default to match other modules texture and color. - Fixed spelling errors on professions and factions database. - Fixed bug allowing fabricator to overfill with remote manufacturing. - Fixed structure editor panel data save function to allow edits to raw values. - Fixed bug in structure editor panel that was removing structure ID data from structure data file. - Fixed bug allowing module targets to be visible when docked at a station or structure. - Adjusted torpedo module size and scale. - Adjusted the ship shader for metallic specular gloss. - Adjusted the npc ship shader for metallic specular gloss. - Adjusted ship garage custom colors to apply values to metallic specular gloss. - Adjusted ship module shader to adopt material setting for ship shader when loading ship. - Adjusted ship shader use metallic alpha instead of albedo alpha for specular gloss. - Adjusted shipyard display shader to use metallic specular gloss. - Adjusted market logs prices to be aligned to the right for better readability. - Adjusted basic debris props to reduce meshes and material counts. - Adjusted market remove count for buy and sell orders when clear event is called. - Adjusted life support bonuses for all life support items in the items_database.txt. - Adjusted a number sector files across various faction territories. - Adjusted skybox material pallet from 14 to 20. - Adjusted merc AI crate collection code autotask routine. - Adjusted all materials for tactical sensors for better contrast with new monochromatic coloration. - Adjusted a number of sector prop placements for better flight paths between gates. - Added pirate mercs ability to collect credits from raider loot crate spawns. - Added pirate merc loyalty to adjust the crate credits collection amount. - Added all debris props to swap materials when in tactical mode. - Added all derelict props to swap materials when in tactical mode. - Added all mountain background props to swap materials when in tactical mode. - Added all Rock formation props to swap materials when in tactical mode. - Added all Rock cloud props to swap materials when in tactical mode. - Added ESC key to close message box if open and active open. - Added monochromatic color to tactical sensors to reduce visual background noise. - Added monochromatic background to galaxy map to match with tactical sensors. - Added new sensors coloring variable to player options file. --(manually add OPTIONS_ui_color_sensors;1.0;1.0;1.0;1.0 to player_options.txt for existing saves) - Added option for adjusting color of tactical sensors in graphics panel. - Added new high contrast checkmark for all toggle options on options panel. - Added replacement icons for tactical sensors ships for better visibility. (DragonSlayer) - Added ability to activate fabricator document with single left click when located in the fabricator inventory. - Added auto selection of next available document in fabricator if installed doc is removed from inventory. - Added sound FX to installation of fabricator documents. - Added auto-sorting to the fabricator so that documents are always available at the top of the inventory list. - Added 6 new skybox default nebula could materials to the skybox material array. - Added 3 new mission dialog scripts to the npc_structure_missions.txt. - Added new structure interior for Office structures. - Added new structure interior for habitat structures. - Added new structure interior for storage structures. - Added bounty script dialog for raider bounty missions to the office structures. - Added bounty script dialog for crate recovery missions to habitat structures. - Added bounty script dialog for mining missions to storage structures. - Added new color vars to structure edit panel for interior color, emission color, and window color. - Added new toggle inputs on structure edit panel to replace old text field inputs on boolean values.
0.0124a - Fixed render layer bug for engine trails rendering behind billboard images. - Fixed devlog display bug. - Fixed bug causing ship file to not load properly when drone shipyard faction bonus is applied as decimal.
0.0124 - Fixed collection mission bug generating missions for 0 qty of items when item size is large. - Fixed mis-spellings on the name generator's npc title code database. - Fixed bonuses for shipyard faction buffs. - Fixed text display over-run on structure filename list box. - Changed the max speed bonus for shipyard factions from Max Speed to Max Drones. - Adjusted sandbox lighting coloration values in the sandbox generator to use new lighting system. - Adjusted size and scaling of a number of the background skybox props to reduce clipping. - Adjusted structure editor material emission colors to match those defined in the structure file. - Adjusted selection hitbox areas on all light objects in the structure editor. - Adjusted campaign map lighting in most sectors, and adjusted sectors prop placement. - Adjusted lighting, skybox and prop textures on the new campaign intro scene. - Adjusted engine trail fx layering to render behind engine thrust. - Added new prop object models to replace many of the place holder models. - Added new Asteroid Statue prop models for Alpha and Temple factions. - Added new background skybox asteroid fields to replace the flat billboard ones. - Added new background skybox debris fields to replace the flat ones. - Added new ship debris models and textures to replace the sandbox and campaign ship debris. - Added new 2k res textures to all prop object models. - Added new 2k res textures to all skybox background models. - Added new 2k Textures to all Debris props and models. - Added animated hologram shader effect to all of the tactical sensor objects. - Added station restock event when docking. Change of restock is based on sector economy rating. - Added random option to the structure lockboxes. Loot table is used for random item generation. - Added new interior for small energy generator structure.
Build 123: Circle Mercs and Radial perks.
[previewyoutube="fMx2NgbUH08;full"]
Build 123 has the new addition of the right click radial that add new functionality to all ships and resources. This right click menu is accessible on the main view while undocked, and the tactical sensors mode. You right click must start and end on the same object to prevent accidental mis-clicks when rotating the camera.
Player Ship will open up an Afterburner, GPS, and Autopilot toggle. MERC Ships will provide quick links for targeting, returning, docking, camera focus and any autotask mode that merc has. NPC ships will allow you to target, and un-target, as well as focusing the camera. Resources will provide Un-target, focus camera, and Harvest target. The harvest option will set your ship's autopilot to the target resource, and force all active modules to that target.
I have also added a new version of the Skybox Editor tool. This tool is accessible from the debug panel by typing skybox. This tool now utilizes the new lighting system for the sectors, and also allow for full control of the starlight and it's attributes. I will be revamping the sector lighting and skybox textures soon.
The shipyards now take into account your current faction rating for that station when determining what special ship mods that faction provides will be applied to the ships purchased there. This means, as your rating level improves with a given faction, the ship they sell you will have greater bonuses.
Build 0.0123 - Fixed bug preventing command given to merc via overview panel when drones view is active. - Fixed drone dock command bug on 'select and dock all'. no long will ignore if already docked. - Fixed bug when quitting to title while in galaxy view. no longer reloads with galaxy view visible. - Fixed bug when quitting to title while in tactical view. no longer reloads with tactical objects visible. - Fixed ammo display label on module mouse over for non energy based weapons. - Fixed spelling error on the warp drive fuel warning message box. - Fixed toggle transfer panel bug when no target object is present, or has been destroyed. - Fixed merc autoscan task bug allowing for targeting of your main ship. - Fixed bug that plays sound fx for doors when loading structure into game or editor. - Fixed text error in restock event title and description. - Fixed bug causing merc to move too slowly when adjusting fromation settings. - Fixed merc bug with crate collection causing loop when full. - Fixed cargo item bug showing 0 qty when transferring items from npc ship with full ship cargo. - Fixed bug showing incorrect number of items in cargo panel when cargo is full and items are dragged onto the panel. - Fixed runaway merc bug causing merc to run to the edge of the map when formation data was null. - Fixed bug causing from very small inventory items to be requested at ridiculous quantities via collect missions. - Adjusted star coloring layer and glare layer code. (New game required for map adjustments.) - Adjusted wallpaper slide show to scroll backwards in modtools. - Adjusted drone dock AI code. - Adjusted module mouse over panel to only show bonus values where bonuses have been applied. - Adjusted drone lighting and the coloring of the active halo. - Adjusted drone Idle AI code, as well as it's persistent target lock. - Adjusted the mouse control on selected part of structure editor. ALT key will lock / unlock mouse. - Adjusted turret tactical lines to show only when module is active. - Adjusted star color load function to allow more control over star color layers. - Adjusted Dynex material and texture for improved resolution and less pixelation. - Adjusted main scripting function to allow mission processing for npcs inside of structures. - Adjusted general drone AI and some of the targeting AI. - Adjusted the sector lighting setup variables used in the sector files. - Adjusted star lighting and skybox colors on a number of sector maps. - Adjusted raycast layer for all ship engine parts to prevent rightclick blocking on ships. - Adjusted merc AI for better formation pathfinding distance control. - Adjusted descriptions of all structure skills and market prices of skillbooks in the items database. - Adjusted merc patrol pathfinder code to prevent mercs from exploring outside of the sector bubble. - Added new skybox editor that now allows for manipulation of the star particle systems. - Added Spoony's updated wormhole tutorial to replace the old tutorial_wormholes.txt file in scripting. - Added new color picker widget for the in-game skybox editor. - Added chat timer functionality to structure npc triggers. - Added structure material coloring to the in game structure interior, and the editor stats panel. - Added new Recon structure interior layout. - Added Recon structure scripting file. - Added new volumetric light shader to all existing light objects. - Added Beam color, intensity, range, fog, length and fill parameters to all structure light objects. - Added Clone Part by holding C key when clicking to place part in FPS mode of structure editor. - Added notification when autotask merc completes scanning all available targets. - Added new engine thrust particle effect for each engine part. - Added new engine afterburner effect for each engine part. - Added new Raider Hideout structure interior layout. - Added new ship hangar modifiers for all station shipyards. - Added bonus to max scan targets and to energy recharge of all Alpha, Science, and Civil Shipyard ships. - Added bonus to cargo and to thrust of all Trade, Finance, and Commerce Shipyard ships. - Added bonus to shield and to speed of all Pirate, Outlaw, and Sovereign Shipyard ships. - Added bonus to energy and to mass reduction of all Temple, Missionary, and Orthodox Shipyard ships. - Added bonus to passive slot to all Labor, Contractor, and Extractors Shipyard ships. - Added display to ship mouse over in shipyard market for faction stat bonus info. - Added new right click radial menu to player ship when undocked allowing for quick access to some commands. - Added right click radial menu to mercs, allowing for quick access to cargo, autotasks, and more. - Added right click radial menu to npc ships, attack target will reset all active modules to the target. - Added right click radial menu to resource objects, allowing for focus, harvest, and unlock. - Added new icon for all modules to target command for player ship. - Added npc ability to take partial contents of crate when cargo space is limited. - Added ship bonus stat percentages to the main module mouseover tooltip panel. - Added ability to turn in a Transport, Delivery or Collect missions with partial cargo in both ship and storage. - Added ability to turn in a Harvest, Recover and Kill Recover missions with partial cargo in both ship and storage.
Build 122: New Characters and Lockboxes
[previewyoutube="ONSi08mcqfE;full"]
Devlog 93 covers the new additions and adjustments to the structure editor. I have added a number of new 3d character models, and animations that will help bring the structure interiors to life. These NPC characters will be mainly what I used to tell the story for the game. Each NPC can be linked to a new or existing scripting file, that will provide you the dialog box and all the current commands are accessible.
I have also added a new feature that allows you to find, and store items inside the structures wherever you find a lockbox. Not all lockboxes will be locked, and the keys for these are nothing more than passkeys that can be acquire in a number of ways, scripting being the easiest. The lockboxes currently have a max capacity. I may be adding item slot limits to them as well.
When you dock at a structure for the first time, a unique structure file is created for your save game, and this file will be stored in the structures folder of your save. This will prevent anything you do inside the structure from effecting other saves, as well as other structures.
I have added doors, animations, and sound fx for 2 separate door systems. Doors can be locked, and function the same way that lockboxes do by using the passkeys the player has acquired.
I have replaced the welcome center and standard dock structures. I will be replacing all of the remaining structures in build 123 before I begin adding new ones. These will be designed to better fit the game description, and I hope to have a handful of new props to place inside.
Build 0.0122 * Updated Unity project to 2021.1.15f1 - Fixed bug with structure editor part selection not retaining all obj info. - Fixed null reference error in STATION update function. - Fixed preloaded ammo bug when loading save inside station, requiring reselection of energy ammo. - Fixed construction skill bug preventing building of structures when skill reduces material requirements to 0. - Fixed bug with transfer cargo item update code not refreshing new inventory properly. - Fixed textfield entry on structure editor part data panel. no longer rotates or flips part when editing. - Fixed resources from spawning inside of structure interiors. - Fixed drag_cargo_script bug causing NullReferenceException error. - Adjusted the NPC info panel to remove unused display data. - Adjusted and aligned a number of main panels for consistency. - Adjusted star lighting , particles and lens flares. - Adjusted interior light cones to assume tint color of parent light object. - Adjusted all old interior parts to fit new model format suring transition to new structures. - Adjusted pilot skill first load code to prevent lag when loading many skills. - Adjusted fps view code controlling movement and item interaction. - Adjusted structure scaling and ability to view ships outside of structure windows. - Adjusted interior structure post stack processing effects. - Adjusted interior dialog box to adjust background window to size with text for improved readability. - Adjusted Journal panel scrollbars and viewports to fix alignment issues. - Added new structure editor part system with 8 variable data slots per part. - Added new scripting triggers to the structure editor. - Added 3 trigger sizes to the parts array for the structure editor. - Added new scripting trigger to new NPC character models. - Added 7 new NPC character models for the interior structures. - Added 2 NPC character Imperium uniform textures. - Added structure editor ability to modify scripting trigger of NPC characters. - Added ability to set the NPC character base animation routine via structure editor. - Added ability to modify color of NPC character body skin and hair - Added ability to modify color of NPC character uniform and shoes. - Added start position variable to parts data in structure editor and structure file vars. - Added new structure video system to allow for modding of videos and 3d players. - Added new video folder to the MOD folder. - Added new video player props to the structure editor parts database. - Added new video player effects for old video player kiosk. - Added new animated doors props to the structures parts database. - Added trigger to the new animated doors for auto open and close. - Added structure part variables to doors to allow for plot trigger locks and access. - Added sound fx for opening and closing of doors inside of structures. - Added sound fx for failing to open locked doors in structures. - Added creation of unique save specific structure file when docking at a structure for the first time. - Added toggle functionality to the office button. It will now open and close the office panel. - Added ability to move thru locked doors in structure editor when in first person view. - Added new LOCKBOX structure prop item that will allow you to store inventory in the LOCKBOX. - Added highlight material when mousing over a lockbox inside a structure. - Added Move all to Ship Cargo button to the structure LOCKBOX inventory panel. - Added new hologram animated material to the selection of parts in the structure editor. - Removed old tutorial videos from the resource folder. - Removed CC3 Assets folder along with old unused npc models that will be replaces with the new models.
0.0121 - Fixed bug with module ammo colliding with null referenced gameobjects. - Fixed bug with module missiles and torps colliding with null referenced gameobject. - Fixed bug with module lasers and beams colliding with null referenced gameobject. - Fixed Battlecruiser tactical sensors icon. - Fixed mission bug that allow for spawning locations to be inside other larger objects. - Fixed mission payment breakdown display not showing correct skill bonus. - Fixed torpedo flight AI code and explosive effect. - Fixed item mis-labeling of Protoype Shield Booster (id 1554). - Fixed bug with special item generator allowing special items without any special bonuses. - Adjusted mission base pay max when calculating mission payments. - Adjusted UI and Layout of Options / Graphics. - Adjusted UI and Layout of Options / Audio. - Adjusted UI and Layout of Options / Hotkeys. - Adjusted UI and Layout of Options / Extras. - Adjusted merc payroll data to reflect skills and sandbox settings on Fleet panel and Pilot panel. - Adjusted a few small UI text displays on the fleet panel to display in integer format. - Adjusted raider group spawn distance from ship based on security level of sector. - Adjusted raider individual position in the spawn group to prevent stacking and overlap. - Adjusted max mission payment from 1.5 mil to 2 mil credits. - Adjusted Torpedo flight path AI and base speed and range. - Added descriptions to the ingame options panels. - Added new Torpedo damage system, now delivers aoe dmg to all objects in blast radius. - Added new Torpedo damage subsystem that will destroy all in flight ammo within blast radius.
Build 120 : Structure Editor (Alpha)
[previewyoutube="kOeNfvjeb_Q;full"]
Devlog Video 92 covers the new functionality of the tractor beams and the tractor drones. These will now move objects at a fixed rate based on the level of the beam. No longer will the mass of the tow object be used to calculate the amount of force applied.
I have also made a number of changes and tweaks to the structures when being towed by tractor beams. The structures will remain where you tow them, however, future versions will require that you own the structure before attempting to move it. The power cables will also remain connected as the structure is towed, as long as you remain in range of the power generator.
I have added a new feature into the passive scanner. You now have the ability to toggle the 'Rescanning' of saved objects in your target panel. This will allow you to better control how targets are added to the targeting panel when using the passive scanner.
I have also added a new toggle to the bottom slide in module panel. This option will allow you to force all modules to remain locked on whatever the ship's target object is. This can be helpful for those who don't care to micro-manage their module targets.
I made a number of tweaks and adjustments to the residual skill point generator. The new tweaks will take into account a number of factors when determining your bonus factor. What you do in the 15 minute interval will effect the skill point bonus. Your life support drain rate setting will also provide you with an additional bonus. If you play with life support turned on, you will gain more skill points faster than someone who disabled life support.
I have also unlocked the alpha test version of the structure editor. There is still lots more to come, but I figured it was time to share the progress and let you guys fool around with what I have so far. You cannot currently save any changes in the editor, as I do not want to introduce any bugs into you save games until the editor is complete and tested in game with the new parts system.
Build 0.0120 - Fixed a few spelling errors in the items database. - Fixed sort by Price filter listing on station storage panel. - Fixed bug causing error with new player stations and mission generator. - Adjusted mission payment generator for better calculation of skill bonuses. - Adjusted passive scanner ping to ignore pre-scanned saved targets. - Adjusted mission pay jump count modifier. - Adjusted residual skill point timer from 10 min to 15 min. - Adjusted beam weapon modules base beam speeds. - Adjusted salvage modules base beam speeds. - Adjusted merc flight AI to reduce sideways flight based on target distance. - Adjusted position and ordering of fleet command buttons on fleet panel. - Adjusted tractor beam strength and tow calculations. - Adjusted tractor drones strength and tow calculations. - Adjusted drag and angular drag values of structures , gates and stations. - Adjusted power generators to distribute power cables to unpowered structures only. - Adjusted all structure file data to include new formatting for new structure parts. - Adjusted wallpaper screenshot slides to show from newest to oldest. (max 10) - Adjusted all damage resistance calculations to diminish returns as buffs are stacked. - Added new dynamic action calculation for residual skill point system (max 5). - Added bonus to residual skill point system based on life support drain rate (max 2.5). - Added new ship class icons for tactical sensors for improved mission coloring. - Added Run In Background option to game options / Extras - Added Run in Background option to new_player_options.txt file. - Added new passive scan filter option to toggle rescan. - Added modules option to lock module targeting to active ship target on bottom module bar. - Added Youtube and Twitch channel links to social media bar on title screen. - Added ability for structures to upright themselves when tilted. - Added ability for structures to disconnect and reconnect power cables when moving them. - Added max cap to ship damage type resistance. Caps at 99 percent. - Added Structure Editor alpha test version access from modtools menu.
Build 118: GPS to stations, Merc XP, Journal Panel
[previewyoutube="nioWTiHiHfU;full"]
In devlog 91, the new addition of GPS auto-targeting will allow you to see the GPS destination to a specific station. You can activate the GPS auto-target a few different ways. The first way is to click any of the station links found on the stations tab of the journal panel. You can also click any of the items or skills found when performing a search on the journal panel. Both of these methods will directly link you ship's GPS to the station you have selected.
Although the video states otherwise, I did manage to add the GPS auto-target functionality to the Map Filter. Any map search that returns a station, will set the GPS active, and the auto-targeting to the station you clicked.
I also spent some more time with the mercs. I have adjusted the xp gains that each merc receives when carrying out their duties. I have also added a new function that slowly adds xp to the merc based on their current state, and task. When a merc is active and in formation, they will receive 1xp per second. They will receive addition xp for having their autotask activated. They will receive even more xp when for the individual actions they perform, as before. This will help get those lower level mercs off the ground a bit faster.
I made some major changes and additions to the stations tab of the journal panel. You can new view the station economy without having to scroll. You can now view ships, missions and offices of the stations you have docked with.
At the end of this devlog, I show off some of the progress made with the upcoming structure editor. This new editor will allow me to create more unique, and physically usable structure interiors. It may take a few more builds before I can unlock this feature in modtools.... stay tuned.
Build 0.0118 - Fixed bug causing multiple mission structures to remain on map. - Fixed market exploit dealing with demand item pricing when purchasing demand items from station. - Fixed no ammo icon bug on beam weapons when energy ammo icon is clicked. - Fixed bad cycle icon for energy and battery cell ammo for lasers. - Fixed missing image for Light Destroyer in npc_ships folder triggering an error report. - Fixed parse bug with station journal logs when undocking from station causing black screen. - Fixed escort missions using bad ship image preventing escort spawn. - Fixed mass and engine burn stat colors on shipyard comparison. - Fixed bug allow you to deactivate and retire mission escorts from pilot panel. - Fixed station panel merc update when aborting escort mission. - Fixed station panel merc update when escort mission mission expires while docked. - Fixed journal bug causing bad gps error when clicking search result to wormhole. - Adjusted save sequence when undocking for the station journal data function. - Adjusted preload ammo for laser modules to not default to battery cells if in cargo. - Adjusted text for scan missions overview details and fixed small spelling error. - Adjusted raider spawn strength to allow for more flexibility against the raider table. - Adjusted merc xp gain for damage taken from raiders. - Adjusted mission level requirements to allow for more options for new pilots. - Adjusted merc xp bonus for mining based on harvest and resource level. - Adjusted merc xp bonus for salvaging based on harvest and resource level. - Adjusted mercs to prevent mining laser being fired at salvage. - Adjusted the jump bonus for mission pay with an increase of 5 percent. - Adjusted unexplored sector bonus to 30 percent of mission base pay. - Adjusted all base mission payments and level requirements for generation. - Added merc XP trickle that is adjusted per task for all active mercs in formation. - Added new mission text to TRANSPORT and DELIVERY missions indicating where to find goods. - Added demand market notice when purchasing demand items from a station that has qty. - Added notification for mercs when they gain a level. - Added new data export data to the station journal save funtion. - Added new journal layout and ui for the stations overview. - Added Shipyard data to station journal panel. - Added Offices data to station journal panel. - Added Missions data to station journal panel. - Added ability to GPS autotarget to a station via the journal stations tab. - Added ability to GPS autotarget to a station via the search in journal panel. - Added ability to GPS autotarget from inside current sector location. - Added ability to GPS autotarget to a station via map search results.