NOTE THAT ERROR MESSAGES WILL NOW SHOW UP IF THE GAME CRASHES (copy the message and post in bug reports). - Z79 turret broken. - Turrets not adding mass to the ship. - Asteroid powerups not adding armour (with alblative armour upgrade). - Cannon and dual-cannon turrets using twice as much ammunition as they should. - Previously stored engines not being upgradable. - Alien engine not being attachable to fighters. - Some stored modules duplicating. - Cruiser fuel gauges giving false readings after quick-loading the game. - Hardpoint placements on some cruisers. - Several derelict menu bugs (graphical glitches when attaching engines, rare crashes when selecting modules, wrong batteries attaching, etc). - Graphical glitches for some engine trails. - Various text inaccuracies and typos.
**CHANGES**
- Added "disruption" active ability that focuses on inhibiting enemy ships in range. - Added drone bay and arc cannon modules (cruiser weapons) on alien derelicts. - Missile launchers and flamers can be attached to cruiser weapon slots for huge buffs (as you can with LASERs). - Button added to toggle servos on / off (once purchased) on applicable modules. - Warp engine manual warp upgrade now allows you to warp to a specific position on the screen (hold warp key to slow time then click with mouse). - Cruiser operations is automatically installed on all cruisers (previously found as a passive ability on alien derelicts). - When no missile type is selected / no missiles are remaining, basics missiles with no upgrades can still be fired for free. - Cruisers can lock targets in any direction, not just the forward arc, and have half time to lock. - All basic and detonated missiles can be guided and there is no limit on guidance time. - Ballistics suite removed (obsolete). - New controls added for all cruiser weapons (no longer share controls with missile launcher, flamer and LASER). - Titanium and AP bullets only spawn on human derelicts, neutron bullets only spawn on alien derelicts.
**BALANCING**
- Reduced battery consumption of "warp engine". - Reduced cost of "warp engine" upgrades. - Buffed "leviator" panic button (half charge time) and added visual/sound indicators when charged. - Added a small battery drain when objects are refracted with "refraction". - Significantly reduced the heat generated / power consumed by LASERs. - Increased battery drain per hit for "shield". - Increased battery drain per second for "phantom". - "Phantom" and "refraction" can now be powered by "Bypass". - Reduced the number of bullets of all types that spawn on derelicts. - Missiles now much cheaper (4 missiles loaded instead of 1 for each click). - Missile mass reduced. - Bombs and mines are much cheaper (more loaded per click). - Bomb and mine mass reduced.
Drift 4000 update 1.12
- Added an undo option to the derelict: press 'ctrl +z' to undo up to 50 actions on the derelict.
- Initial derelict spawns with fixed items instead of random ones.
- Coolant tanks can now be acquired from overwatch and radiant conductor abilties.
- Fixed 'threat detection' on sensors.
Drift 4000 update 1.11
- Reduced cost of special ammunition (titanium = 3, AP and neutron = 5).
- Reduced cost of armour (now 2 score to repair each point instead of 3).
- Increased power drain on refraction and shield abilities.
- Removed auto-deactivation on phantom ability.
- Fixed a bug that would crash the game while viewing the "Ballistics" upgrade on missile launcher turrets.
Drift 4000 update 1.1
- Added a checkpoint when you dock to the derelict. Clicking "CONTINUE" from the main menu will load the game at the point when you last docked to a derelict so you can try different loadouts on the same wave. Quick loading will load the game at the last save (i.e. when you last undocked from a derelict) so you don't have to rebuild your ship every time you die.
- Fuel tanks now automatically jettison when they completely run out of fuel (you will still need to manually jettison them to prevent engine sputtering when they get low).