The curse is over! Thanks to your help the hellish gates have disappeared and all those nasty eyeballs, skulls and whatever else have been banished back into the Wicked Dimension. For the moment.
The solar system is blooming again and humanity can recover, with visible impact: The unification of portrait styles is making progress and although the process may still take a while, we look into optimistic faces. Ben is getting closer to become a master shield builder (for which he could still use your help) and shiny credits and valuable goods are stocking up at the top corners of your screen.
Some QoL enhancements
Custom map markers
Where was that grind trader again? What was the password for that wreck terminal? Found some mysterious diary entries or a hidden quest location? Hit 'M' to place your map markers anywhere and never get lost in the void again!
Permanent HUD infos
You now have the possibility to get useful statistics โ like player credits, ship cargo or the date โ permanently displayed on the screen!
New portraits
New female player portrait
Atlantic random male
J-12 random male
Read more about the current portrait development below!
New sidequests
Ben wants to continue his shield crafting. Can you help him with his new designs? More incoming!
Character polishing
(Click for a before-after GIF)
The characters were the focus of the graphic work for this update, with the main goal to find a way to unify the different styles that have sneaked into the character pool over the years. So instead of simply drowning them in even more effects, a daily drawing routine confronted the portraits with their essential structure of lighting and anatomy, often resulting in a complete redrawing of faces. Of course, this was not done for all portraits (100 to 200+ if you count the variations) at once and will take more time, but the direction is clearer and the process gets faster. As a nice side effect, many interesting sketches and in-progress pieces were created, which hopefully will soon bring a greater variety!
General
Hide ships and stations that are not in radar range
Map Mode: Show enemy ships in red color (like the Radar HUD)
Show the basic cargo price difference visually
Many controller improvements
Options menu: Add a "Pause on map attack" setting
Cooldown HUD: Do not fully fade out (allow a mouse hover to restore it - so we can open it before selecting a weapon target)
Basic support for healing weapons
Shields initialize 6 times faster on landables (and regen faster)
Another run of portrait reassignments
Ferrara: Some visual improvements
Map mode camera info moved to bottom
Nanobots FX improvement
Auxi tutorial can break when talking to Shiro
Unknown mission target icon is not drawn anymore
Savegame upgrade for Devi dead (older saves)
Mission HUD: The last selected mission is not re-selected again if the mission percentage changes
Some custom controller buttons are never saved
Missing template log warning: data and template name can be incorrect
This is terrible. The gates have opened once again and dreadful creatures from the wicked dimension have taken over the solar system. But even worse: Restless souls have also risen from the realm of the undead, and we all know who will have to clean up this giant mess... Count Ixua is waiting next to Pluto for further instructions.
๐ Happy Halloween! ๐
As always, unlocked Halloween content will be saved with your character and still be available after the event.
The Osyluth
A terrifying sight. The Bonelord has used this vessel to sneak into the world of the living โ and is now terrorizing the people. Defeat him to get the blueprint and some devastating out-of-this-world weapons!
Cthulhu's Eye
You cannot hide from this evil creature โ neither can your enemies once you've tamed it! Is it really from the realm of the undead or the chunky world of another video game?
Mr. Deadhead
Haunted weapon and ruthless enemy โ this bony fella is both!
Other
Collectable bone item
Custom inventory icons for all new Halloween gimmicks
New weapons coming with custom sounds and VFX
Basic muzzle effect for default projectiles
Travel group path finding is more precise
FTA missions: Reward based on how dangerous/complicated the route is (beta)
Added animated lights to old skull turrets
Added over a dozens new blueprints/blueprint drop chances and craftable ships to Rajid
Undocking: Instantly undock if the distance to the target point increases
Comrade Cannon energy usage increased, inaccuracy of basic level increased, min fire interval increased, weapon upgrades improved (basic weapon was way too strong after the latest weapon patch)
Inventory: Drop button should be greyed-out when it can't be used (like Inspect)
Mercia speed and acceleration increased, classifies now as Battleship
Own faction (with logo) for the BG5K sidequest
Memory usage: Do not cache landable location images
Pumpkin Shredder hit / non-hit sounds swapped, reduced volume
General performance improvements
Update the player selection animation even when paused
Ice Cubes (Flowers) are being pushed away from positions
Ice Cubes (Flowers) disappear on second savegame load (spawned setting is not retained)
Cargoneer and Express prices were missing
Rocket trails are sometimes not drawn
Cargo selected item amount is not refreshed correctly sometimes
Ships can be endlessly in landing mode when the target is destroyed or save upgrade removed
"Lion's Heart" and "Ansatsusha no Gusoku" shields should not be spawned
BG5000 astronaut spawners were not deleted
Inventory: Ships stats only show the turn rate accel, not max
Ganymede Log Node does not repeat the quest stage for Xiao's sidequest
Guard Numi switches dialog block after Caduceus has been defeated
Erased a possibility, in which a certain dialog/event route could let Lt. Devi stay on Caduceus HQ
Lucca now switches his dialog if the player fails to stop his transport from entering Caduceus Station
Pirate bounty targets at Tate Tobin can now be destroyed from long range without them respawning afterwards
It took a little time, but the ending after the Caduceus boss battle has been reworked and improved, so that later additions will be easier and the end of chapter 1 gets a better feeling all around. New transporters are available and the desired alternative control schemes have been implemented for a first test flight. Thanks for all the great feedback and bug reports, more content is already on the way.
Movement Layouts
We know a lot of people have been waiting for it. To switch your control scheme, simply use the drop-down menu on the Controls tab, et voilรก โ no more dizziness for those who don't like to navigate their ship upside down! Also, the A/D rotation option has been added here in the form of a 'Tank' template.
Rotated (default):
The ship automatically points at the cursor, with the A and D allowing us to strafe.
Unrotated (new):
The ship directly moves towards the key direction while the rotation is still controlled by the cursor.
Tank Controls
The 'classic' solution: At the cost of the ability to strafe, A and D rotate the ship ignoring the cursor.
New Ships
'Albion' โ You will no longer be laughed at when you show up at a battle with a transporter.
'Kujirame' โ This high-tech transporter of the Sphere is the choice for heavy duties. Simply the biggest transporter in the game so far!
New Music
A lot of epic new music by Miguel Johnson. This guy's output is incredible: While we were still busy implementing it, he already released his next full album Expedition Artemis, which we think is nothing less but a masterpiece. You should definitely listen to it on bandcamp and support him!
4 new songs for the final Caduceus story events (Rise of the Caduceus, Alien Planet, The Web, Sorrow of Gaia)
2 new ambient tracks (Citizen of the Stars, City Planet)
Autopilot Evasion
Support medium range detection
New Achievement
"Slayer of the Snake"
Story
During the course of chapter 1, patients are now vanishing from the Distribution Hall on Caduceus Station. Where are they going, what is happening to them?
Cybille Croft is now leaving the station after you've helped her and has new dialog
The epilog of chapter 1 has been reworked, dialogs improved and you can now explore what Caduceus have left on their station.
Dynamic cargo graphics
This has been on the list for a long time โ FTA and CoC transporters (that were actually designed for this concept) now dynamically change their appearance depending on the amount of stored freight.
General
Show a quest notification for finished/failed quests
Near avoidance sensor range is based on ship speed and acceleration
Show a message box when a very old graphics driver was detected
Alternative Caduceus Distribution Hall 'takeover' image
Nanobot emitters cover the whole ship
Removed another auto pause after the Shiro dialog in the end sequence
Lt. Devi and Kalypso are not reappearing anymore if they shouldn't
Fixed one of Atlas dialog options after the ending, that could stop the scene after the boss battle from playing out correctly for some players
Allow NPC ships to pos target respawning (non-targetable) stations
Increase render staged buffer amount to 4 (might fix flickering)
Glowing engine linked particle animation on ships (Peacekeeper / Yoddha / Invader) sometimes play from a random start pos
Long Range Scan emitter is played only for the first time
Trade tooltip compares equipped weapon with itself
Trade HUD: Shortcut U opens amount popup for preselected item stacks
Do not try to endlessly play a missing music file (remove it from the active tracks)
Use the correct fade_in setting when music is enabled ingame
Mechanic Work Clothes inconsistent item type / icon
Thanks for all the great feedback and support (this time we even got a new weapon by a user :D). We're still working on some additions for the Caduceus arc epilog (and some other minor stuff), improvements for the autopilot and further development of FTA missions. In the meantime, enjoy this patch full of little and big changes, including new ships and weapons. All ships have been divided into different classes, giving their stats and slot setups more sense and balance. Some item weights have been reduced for a better trading and crafting experience.
Ship Classes
More than the average rebalancing: All ships have been sorted into different classes, pre-defining their setups such as stats and weapon mounts. Note that this strongly affects global ship balancing (all is listed in detail here), so the specs for your ship may have changed โ but definitely for the better!
Sell Ships
Sell them at any ship garage.
New Ships
Atlantis-II
Yoddha
Cessy
New Weapons
Mini Seekers & Hunter Seekers We're happy to introduce the first weapons made by a community member โ check out these awesome new missile weapons by Ashkin (thank you)! They're a part of the Sphere arsenal now.
Shock Turret Your regular shock weapon is now available as a turret!
Balancing
According to some of your feedback as well as our own ideas โ and along with the ship classifications, most ships have been improved in handling and equipment.
Welcome back to another small update! We have completed some first tasks for the planned improvements of the FTA trade missions (there will be a lot more to come!), improved some ship stats, increased the chances to find energy cells and much more! As a nice gimmick the trading cards have finally been approved and released, so have fun collecting and sharing them :)
Safe space travels!
FTA Missions
Show the credits reward and distance before accepting
Pay at delivery instead when returning
Reduce the time limited reward only if the remaining time is below 50%
Increase your reward the more missions you have completed
Add a separate quest description
New Encounters
Leen Kova now has a third mission: Destroy the pirate drone factory!
Mecha-Bot can now craft energy cells if you got the materials for them
Professor Paragas is now a producer of energy cells, which makes them cheaper at his shop
The Vasquez Factory โ where all the happy little pirate drones come from!
New Ship: The Invader
...but first you got to clear those drones โ ALL of them ;)
More
ISA Rasta portrait (Prof Paragas)
The 'Friendly Neighbor' achievement can finally be unlocked!
Trading Cards, Badges, backgrounds and emojis are now available!
Ship Balancing
According to some of your feedback as well as our own ideas, some ships have been improved in handling and equipment.
Peacekeeper:
reduced cargo
reduced view range and radar range
Potemkin:
turn_rate_accel and _max increased
speed_max and _accel increased
cargo slightly increased
now has 5 turret slots
slots rearranged
Shield slot overlap fixed
Ferox:
increased turn_rate_accel and _max
increased speed_max and _accel
reduced view and radar range slightly
increased cargo slightly
Guardian:
turn_rate_accel and _max increased
speed_max and _accel increased
cargo increased
radar range slightly reduced
Aries:
turn_rate_accel and _max increased
speed_max and _accel increased
cargo slightly increased
Javelot
turn_rate_accel and _max increased
speed_max and accel increased
cargo increased
radar range slightly increased
General
"Greedy Pirates" now mainly drop gold loot
Barnabas now hands out the Testament a second time if asked, dialog improved
Funkman dialog improved
Improved Zopa colony dialog
CoC barkeeper portrait minor improvements
Pirate Kemler now has a better spawn position so you don't miss out on meeting him after Leen Kova's 2nd mission
Added some descriptions
Zopa "mission check" during the "colonists leaving" event has been fixed
Xentron Revealed: Atlas moved too slowly
Xentron Revealed: Waechter explosion was too extreme
Pgt. Decimus switches now his dialog correctly, so if you choose to shoot Dr. Nadir he will pay you out like promised now.
Reward at Chondros for "talked about Teal about this..." is now spawned one dialog stage later, so it doesn't spoil the outcome of the dialog
Ulyss Ore removed 'doubled' answer options
Funkman now accepts Painkiller
Removed leading person status of some persons that shouldn't have it
Removed the old, broken dialog at Neelix
Changed and fixed some grammar and spelling errors
Thanks for all the great feedback and support. Gaia Beyond is just getting started. We're preparing a slightly bigger patch in the next weeks, which will hopefully not only solve many of the remaining major issues but also add some small but nice stuff. We hope you're staying with us on this journey to the stars!
See you soon, space travelers!
Spoilers ahead:
Ship Crafting: Add option to only show ships where you have the blueprint
Blueprints are inspect-able now in the inventory
Show the distance when hacking the waechter
Link ship drops with the player level
Pathfinder now has a small shield slot and big turret slot
Improved Tate Tobin's sidequest dialog
Both alien ship types give a lot more xp when killed
Pirate fortresses now lose the respawn after their shield has been unlocked
Pirate fortresses now drop better rewards
Teal now has a new dialog after the colonists decide if they leave or stay on Pluto, there you can shop and complete McKenzie's Leg mission again.
Increase the effect of most skills
FTA rookie trade reward should be based on the distance
System dynamic pricing should always ignore the player cargo
Clear the quest reward_credits when accepting a non time limited FTA mission
Reduce the time limited FTA trade mission reward
McKenzie leg quest should still be finishable after the Convoy battle
Directional audio is too strong
Leaving a station with a a big ship (Aries, Javelot) should have a higher find free spot effort
FTA Trade missions show the talk icon when they should show trade
Add a ramming resistance to medium shields (20%) and big shields (50%)
Stations should not equip low range weapons like the mining tool
Removed the possibility for Assistant Lucca to die after he started his way back to Pluto -> this could cause a pretty devastating story loop that also could crash later main missions
Removed a wrong dialog block switch at Dr. Orish
Fixed the spawner and kill counter link at Agent Gendo and Agent Horace
Atlas now abandons his travel group so he's able to land for the debriefing at Atlas HQ
Removed a wrong dialog block switch at Dr. Orish
Missing Mechanic skill added (removed the duplicated hacking range skill and replaced it with the correct, third Mechanic skill)
Kamen and Kenrui shields now have more correct stats
Marcel Wallas can now be asked for his blood test after you've finished Profit!
Also restock credits of persons without restocking cargo
Player dropped items should spawn farther away from the ship
"Tortuga Turtle" should not be spawned
Reduce the weapon tooltip max precision for homing, accel, and speed
We're excited to see so many new explorers around and are thankful for all the constructive feedback.
1.0 has been released but development is far from over. Right now we're working hard to fix the bugs still present and to create additional content. Plans for 1.1 are already underway and here are some first steps we have taken on the weekend to improve the experience further.
We will regularly expand the game with additional story content covering the different factions in the form of new main arcs. At the moment you're able to play the first chapter and defeat its final boss, dive into dozens of side quests, become a trader or hunt down pirates. If you've reached the current endgame, you can try unlocking the pirate fortresses!
If you find bugs or got any other feedback on the current version, please let us know in the forum or on discord. Stay with us for incoming updates, it will be worth it!
Note: Spoilers ahead.
More trade item producers for better price fluctuations
Added money restocking to traders so that players can keep selling their stuff to NPCs
An additional sidequest to Leen Kova
Added an additional line to Leen Kova's Pirate Drone Quest that warns you of the difficulty
Added the Testament 1.43 to Fr. Dachs inventory
An opportunity to ask Ben about the joke for Erich after you've done the shield sidequest for Ben
A way to finish Creed of Corruption now with only The Vanished Transporter finished (there's more coming though and sorry for the mess-up on this one)
Increase the cargo space for static persons on a planet
Stop the autopilot with the "Reverse Velocity" key
Show a "Cargo full" notification when trying to collect drops without enough free space
Number keys can select unselectable dialog answers. Breaks Camerons dialog (and other dialogs that hat answers that were "greyed out")
Another FTA pilot mission can be accepted while you have one active
Missing Dr. Abeer dialog switch after you've finished the Vanished Transport
The "Requesting Funds" quest and broken dialog stage at Mr. Dachs
Professor Paragas wrong dialog
fixed the FTA Pilot mission trade partner dialogs
Bigger ships couldn't use normal passive devices
Increase the FTA trade mission randomized cargo amounts
FTA Trade missions do not check for free cargo space
O-Dog kills himself at beginning of "The Disposal"
Improve the auto suicider/pilot: Support testing all nearby sprites and pick the worst one
Rename the planets stat to celestial bodies
Rename Quest to Mission
Upgrading an equipped weapon shows the stats including skill changes
FTA hubs do not restock after loading
Weapon range is not compared
Restock trader money (to the initial value)
You can get a second Rajid thruster if you equip it yourself
Arakni Kkrik Blueprint should not be tradable
Analysis: Show the hull and shield points
Weapon upgrade can crash with the second upgrade if the slot is selected
Only allow talking when the person is nearby
Quest target setting for sprites can be removed if the linked quest removes it but there are still other quest that link to it
Mouse double click autopilot controls assignment is broken
Radar HUD: Do not draw waypoint dots
GUI renderer buffers are now completely separate and are uploaded only once per frame (GUI flickering)
Tardy Mechanic SOS perma noti is never removed
A wrongly swapped line in a Council Gun upgrade, that makes the L2 upgrade worse
An incorrect dps calculation in a tooltip
The pirate wave at Rajid can get the player stuck in the mainquest under certain circumstances
Some spelling mistakes
Improve the dialog at the FTA Info Nodes
A possible script crash with O-Dog
Removed a wrongly placed description line
Removed "free" Ferox from Rajid's crafting
Working On Known Issues
Epilog additions after the CAD endboss and fixes for the ending
Time limits for FTA Rookie missions are too easy
Pluto colony sidequests and Dr. Orish towel quest don't get cancelled
Some persons are showing up at locations / in certain moments when they shouldn't (Kalypso after the end and Dr. Orish during the Doctor is Out mission)
Welcome back, space traveler โ to our 1.0 release!
During some sleepless nights we did our best to fix a lot of bugs and put as much fine tuning as possible into this release. The Caduceus Arc is now finally complete and fully playable. The 1.0 release offers you an involving storyline, where your decisions matter and may lead to unforeseen consequences. Branching out is of course always an option! Explore the solar system in a distant future โ now more populated and polished than ever before. Equip countless weapons, shields and devices, discover mysterious artifacts, old wrecks and other secrets. Maybe you'll even spot an extraterrestrial...
As always, we welcome any feedback and ideas, while we're still working on some of the things we're asked to bring to the game. Have a blast flying and don't bump into asteroids... or pirates... or mad scientists.
Big thanks to Sergalicious and cdutson for some last-minute testing and of course to all of you who supported us during the early access time!
Missions
Reworked the Supreme Court sequence, a positive outcome is now more than possible
If Supreme Court is won, the Sphere will send a squad and one of their generals to help during the final battle
added two new BG5000 sidequests
added a new Nookrium mission (more to come)
Giant Shields for Pirate Fortresses
Unlock them with rare modulator keys and fight their leaders
World
Added dozens of NPCs, new items etc.
Added new locations to planets and stations
Obira Water has a system dynamic trade price
Congress Station is now landable
Added a new ISA Research Station (removed the old templates that were empty)
Added new wrecks with a lot of background story to check on and chests to loot
Added the ISA Collector ship for a later story arc
Turrets have a tiny hull regeneration
Trading Cards
All the cool kids have trading cards! Currently waiting for approval, you should be able to collect 10 fancy motives from this first set, craft your badges and get some wallpapers and chat emojis within the next couple of days!
Badges & Foil Badge
5 Wallpapers
10 Emojis
And while we're at it, hardcore fans can now use the Steam emojis as Telegram stickers! ;)
FTA trade missions
Show mission timer in MM:SS format
Trade partners use random portraits
Mission briefing text formatting
World
O-Dog spawns a ring of mines around his boss fight location
Some faction spawners reworked
Graphic reassignments
Don Gorgon Farms
Many random NPCs
Background nebulas to SMD Woodrow and Sperrholz Fortress
More background asteroid fields
More freight spawners to FTA stations
Improved and added a lot of descriptions to NPCs and locations
UI
Main menu background rework
Weapon upgrade HUD polishing
Various big font optimizations
Ace Pilot has a custom skill icon
Portraits
Some more polishing
More Atlantic males (and a new Samuel Isaac)
Bloodstained terminals
FTA pilot trade missions broken
Upgrading a weapon from the inventory list keeps the old one in a broken state
The Seraphim attackers during Fakir's mission can not call for help from other Seraphim ships
During the Bat-Mission, when O-Dog dies, he won't respawn close to Zion Station anymore and finish the mission
Autopilot evasion ignores stations sometimes
Waechter actual hacking range is bigger than visible one
One-Eyed Swanson spawns in plasma field and dies
Zion Farms don't have shields
Don't spawn Hokucho weapons
O-Dog battle peaceful route & Bat Trip music infinite loop
Background asteroid fields are drawn behind background wrecks
Nortnex(Event) hacking should show the default icon instead of the cargo icon
Inventory HUD: Dropping a part of a stack does not select the same list item again
Use the correct trade price adjustments in tootlips
Radar gets reactivated after savegame load
Tutorial gives too much XP
Passive self-repair skill is too strong
FTA Trade Node is broken after failing a timed quest
Punctual Mechanic becomes Cad Station leading person after O-Dog fight
Rebels & Tyrell randoms have no portraits
Lucca now switches dialog as planned when entering Pluto
Most of the Pluto missions are now canceled shortly before the "Leaving Event", if you haven't finished them by now
removed a broken quest for now (it will return very soon)
Find a way into Caduceus HQ quest marker now points to Caduceus Station, not Lashkar Gah
Destroyable mine damage can overflow
Link_Dialog_Handler_1_1() crashes
Update the person location tooltip instantly when it changes
Cargo limit is ignored for trading (rare)
Do not ignore the restocking cargo group max_amount
Erich stoltz dialog handler 1_1 can crash
Do not allow to quick travel with an active FTA pilot mission
fixed two barkeepers that got stuck after you asked them for drinks
If you get a "special drink" at Bartholdys you actually can keep it in your inventory now
Agent Gendo's generic kill quest should now be finishable
Atlas doesn't get stuck/looped in his dialog stage after the final battle
After leaving Pluto, Shiro - if destroyed - spawns now at his target location to stop him from wandering around endlessly
Limit the DPS hit count calculation to one second
Use (energy_regen / energy_usage) instead of fire_interval if it's lower for DPS
Ramming ships causes hull damage when the shield is still online
Radar HUD is not shown with some Tutorial_Skip() calls
Luke Razmus does not repair your ship
The XP needed to level up test should ignore the fraction
AI Ships should stop trying to reach a target that is dead
We hope y'all had a decent summer so far. Things are definitely heating up on our side as the 1.0 release is more than around the corner โ it is a WEEK away!
As you would expect from a last early access update, Apophysis goes many ways at once - focusing on details and filling gaps. It adds alternative paths and consequences to the main story, based on your decisions, and cleans up some things we've had in our backlog for a while. We did our very best to make the whole experience as smooth as possible โ hope you enjoy it!
From now until 1.0, small patches could come in with high frequency - allowing us to react to every little bit immediately, so please leave us your feedback in the forum or on discord.
Special thanks to cdutson and Kazarus for their many hours of streaming and tons of valuable feedback at the right time!
Main Story
Chondros has a fully developed arc now. Depending on your decisions, the outcome will change a lot
Kalypso has a fully developed arc now for the Caduceus main story - your choices can have fatal consequences!
'The Doctor is Out' has been reworked with additional events, tasks and a lot of new dialog
'Diversionary Tactic' has been reworked with an additional event
New and improved dialog pieces here and there
Shock Grenades!
Brandnew technology from the ISA!
New missile turret with upgrades
That previous thing didn't look like it was able to carry missiles or even launch them... ;)
Show the solar system date
How many years did you venture around?
New Portraits
Sphere loyalists
5 new Sphere male variations
3 more ISA male variations
2 more CoC bouncer variations
New Sounds
Dialog hacking and repair
Shock explosion hit / non-hit
Plasma projectile fire and hit
Engine jamming / jam device trigger
Evil buzz (Waechter hacking)
Logo Shader
Gaia Beyond may now use up to 1% of your graphics card power!
Ships & Stations
Caduceus, Hokucho, CoC Station hi-res polishing
AI trading now ignores low affinity targets and checks every landable person for credits or cargo
Some ship slot rearrangements
World
Location image polishing:
Workshop
Supreme Court
Terminal / Bank location: added a more detailed interface, finally in 4K
Zopa's Greenhouse (+ version with collected plants)
ISA Outpost / Science Academy
More faction spawners added to small stations
FTA Hubs now have random traders, FTA Garages have mechanics
4th gas cloud type with Helium-3 added
Some background nebulas behind pirate fortresses and O-Dog battle
Added a lot of descriptions and sort keys to NPCs
A lot of proofreading
More tiny stuff
Weapons
The weapon tooltip shows a level progress bar
Added some non-homing missiles
Improved hit emitter scaling for lasers
Shields
All shields have been rebalanced and repriced
Added new shields
FTA Trading Missions
Added a lot more targets to the FTA Trading Missions
Added FTA Trading Missions with time limit for greater reward
Show the target name instead of the identifier
Improved the involving dialog
UI
Landable location/dialog/person window fades in
Quest log shows the quest giver and location
Hide the fire interval progress bar for burst weapons
Show a confirm question box when using a skill point
Portrait polishing
Nortnex, CoC portraits, J-12 males, ISA male 2, Cameron, Ben, Lume
Many reassignments
Auto pause from events/dialog should always show the input shortcut (and support controller)
AI: Fighting a landed ship should not fire weapons nor ram the station
Affinities can be duplicated (should be overwritten)
Plasma field and gas cloud icons should not be visible on the map until it was explored
Self-repair devices are broken
Fixed "The Vanished Transport" (talk to the questgiver again to restart the quest)
Device comparison: longer cooldown is displayed as better
Thruster tooltip: interruptable "false" is displayed as better
Passive devices tooltip should not show the cooldown lines
Tezla astronaut quest: timer is still visible (and counting) during and after the mission success dialog
Rockets are leading the target a little bit
Autopilot: Do not reduce the max ship speed for the player when near asteroids
Skill tooltip text is not centered when entering from the New Game Menu
0 weight items can't be collected
3-line quest descriptions are cut off with a large font
O-Dog doesn't proceed after first stop
Crashing into Kalypso with a thruster gives -10 affinity
Landable HUD: Quickbar is hidden after a player teleport
The in-space item collect noti can be displayed in a black box at bottom of the screen
Event_Shield_Equip_Invalidated() is not always called
Shock projectile hit sound wasn't played
Weapon max hit count is ignored for the DPS calculation
One line dialogs could be printed twice
Landable credits/items noti overlaps with location name
Mining laser hit emitter is drawn below asteroids
Extracted Gas (test item) shouldn't be spawned
'Alloy' items (icon & color) grouped to tech category (so you guys can stop trying to equip them ;))
Asteroid emitter are not z linked
O-Dog fight: background lightings had old position after location was moved
Player radar mode update could be delayed if a sprite spawns inside the range
Main Menu: Only move the mouse on init when the window has focus
Let Sleeping Docs Lie: Hacking is not unlocked
Erich Stoltz dialog improvements (doesn't exit automatically anymore after choosing certain answers)
Collision course has been validated. Calculated impact: 20 August, 2020. Another pre-1.0 update is pending. All measures will be taken โ yet your support is crucial. Relay this information to as many space pilots as possible.
Don't panic: Major content updates can be expected, even in the distant future! ๐