Fixed immediately retrying to load systems that failed to load due to an out-of-memory error, causing lag. The retry will now happen correctly 20 seconds after the last error
Fixed deleting of chunks, chunks past the 1000 chunk limit will be deleted correctly again
NOTES
Servers will need to be updated and restarted. No Rebuilds required.
If your preferred server has not updated yet, you can switch to the 'previous' branch until it has updated
Please report failed rifts or duplicated ships on our Discord or on the bug reporting subforum, and include at least the following details:
what server you were on
The name of your ship
The system you were rifting from
The system you were rifting to
Patch notes for Interstellar Rift 0.2.14.50
BUG FIXES
Fixed a desync in the order of listing nearby entities
NOTES
Servers will need to be updated and restarted. No Rebuilds required
If your preferred server has not updated yet, you can switch to the 'previous' branch until it has updated
Please report failed rifts or duplicated ships on our Discord or on the bug reporting subforum, and include at least the following details:
what server you were on
The name of your ship
The system you were rifting from
The system you were rifting to
Patch notes for Interstellar Rift 0.2.14.40
BUG FIXES
Fixed a crash on moving to a ship before it was destroyed
Fixed a bug where device affinities would be incorrect
Fixed a desync on removing solar sytem chunks
Fixed a crash when updating the mass of a ship
Fixed a crash when players with no personal state were killed
Fixed a server crash on requesting system data
NOTES
Servers will need to be updated and restarted. No Rebuilds required
If your preferred server has not updated yet, you can switch to the 'previous' branch until it has updated
Please report failed rifts or duplicated ships on our Discord or on the bug reporting subforum, and include at least the following details:
what server you were on
The name of your ship
The system you were rifting from
The system you were rifting to
Patch notes for Interstellar Rift 0.2.14.30
BUG FIXES
changed some code that is likely the cause of some desyncs that were introduced in 0.2.14.00.
NOTES
Servers need to be updated.
If your preferred server has not updated yet, you can switch to the 'previous' branch until it has updated
Please report failed rifts or duplicated ships on our Discord or on the bug reporting subforum, and include at least the following details:
what server you were on
The name of your ship
The system you were rifting from
The system you were rifting to
Patch notes for Interstellar Rift 0.2.14.20
BUG FIXES
Fixed desync issue where objects that were queued to be added to a solar system were not added in the same way on client and server on system load.
NOTES
Servers need to be updated.
If your preferred server has not updated yet, you can switch to the 'previous' branch until it has updated
Please report failed rifts or duplicated ships on our Discord or on the bug reporting subforum, and include at least the following details:
what server you were on
The name of your ship
The system you were rifting from
The system you were rifting to
Patch notes for Interstellar Rift 0.2.14.10
BUG FIXES
Fixed bug where game would crash when loading certain POI icons
Fixed server crash on solarsystem tick.
Improved accuracy of autoturrets and point defense drones on smaller targets
NOTES
Servers need to be updated.
If your preferred server has not updated yet, you can switch to the 'previous' branch until it has updated
Please report failed rifts or duplicated ships on our Discord or on the bug reporting subforum, and include at least the following details:
what server you were on
The name of your ship
The system you were rifting from
The system you were rifting to
Patch notes for Interstellar Rift 0.2.14.00
FEATURES
The game now preloads all textures and has a loading screen when it first boots.
Added two automated weapons to the game, an automated laser turret and automated auto cannons.
Can be found in the ship editor under Exterior Edit Mode > Weapons
Both use the same amount of CPU as their non-automatic counterparts, but have reduced fire rate and a mis chance.
Target the neares enemy object, and refocus once they lose track of the object.
They are Tier 1 devices.
Like other weapons, automatic weapons need to be in an active weapon group in order to work.
Automatically attacks Skrill, but only returns fire on other targets
Added line of sight check to the Point defense drones around stations, and the normal drones.
Upgraded the interface of the CPU terminal, now allows players to toggle line of sights check, add and remove weapons to a weapon group, and selection of weapon groups.
Local teleporters can now be used by anyone when the access of the ship/station they are on is hacked.
Added export to .csv file button to translation tool
Added automated weapons CPU values to server config file
BALANCE
Changed tier of Torpedo Launchers to tier 2, now use aluminium instead of steel.
Rebalanced the way in which user drones find resources, now more based on the abundancy of the resource in the system.
BUG FIXES
Cargo teleporter no longer resets using player ID when he leaves the ship
Reworked disposer so it doesn't freeze when it has no power anymore.
Fixed incorrect price of the disposable repair drone (was 10 times more expensive than intended)
Ship upgrades now also repair all devices on the ship at the cost of a fraction of the original cost based on the damage it had
The default state of an escape pod is now "On"
Ships with an active station shield now won't be considered for auto-storage anymore
Changed a lot of underlying systems to prevent too much memory from being allocated
Fixed bug where tradestats cartridge would not scan a system when it runs from an extension bay
Fixed issue where trade data cartridge would not display the correct data
Fixed bug where unreachable tile button would not be clickable
Fixed bug where unreachable tile validator would not work correctly
Unreachable tile validator now also takes local teleporters into account
Ship editor now shows stats based on server settings when upgrading
Fixed a desync when entities where queued to be added to the gamestate
Fixed a crash with the solar panels
Fixed a bug where components of entities with delayed spawning would be added twice
Fixed a crash in the POI ui
Reduced memory allocations for drones checking if they need fuel
Reduced memory allocations for active ships
Fixed material of the lights on the nuclear reactor
Fixed user drone warp speed
Weapon groups now disable when a ship is in destruction state
Ship upgrade now aggressively replaces the device state during upgrades to prevent resource duping
NOTES
Servers need to be updated.
If your preferred server has not updated yet, you can switch to the 'previous' branch until it has updated
Please report failed rifts or duplicated ships on our Discord or on the bug reporting subforum, and include at least the following details:
what server you were on
The name of your ship
The system you were rifting from
The system you were rifting to
Guns with brains - Interstellar Rift Development Update 161
It took some time but here they finally are, automatic weapons. Especially useful for those of you who build ships so large that you get lost on the way to the cockpit. While automatic weapons are the hot topic of this update, most of the work has gone on under the hood of the game.
We’ve been hard at work to reduce our memory footprint. While work on this is still ongoing, this patch does contain part of our effort. On larger servers a lot of the lag spikes encountered while the game saves is due to the amount of data we have to store. To reduce the amount of data we save, we’ve been optimizing various parts of the game, such as ships, drones and other entities that we’d need to package and write to disk.
As always with these patches we’ve also been working on fixing bugs, many of which are reported by people in the community, which we’d like to thank for doing so.
Now, automatic weapons. In the editor you can now find two types of automated weapons. The Light Automated Pulse Laser, and the Light Automated Auto Cannon. These devices are Tier I devices, as they require silicon in their construction recipes.
Automated weapons need to be in an active weapon group in order to work. Just like the normal weapons they need to be in a weapon group with a loaded ammo loader, and they need to be powered. They will automatically fire upon Skrill, but will only return fire on ships, drones and other defenses.
To enable automatic weapons, simply activate the weapon group they are in. We’ve updated the weapon CPU terminal, and you can now use it to toggle weapon groups on/off, move weapons between weapon groups, and to toggle line of sight detection. Line of sight detection, when active, will not fire when there are objects between the target and the weapons.
In case you missed our announcement from yesterday, here’s a link. As you might know if you did see it, the automatic weapons will be the last feature update for a while as we work on larger new features for the first release of Interstellar Rift. Of course we will still be releasing smaller patches to address any issues that might pop up, or to apply new stability and performance patches.
As always, thank you all for playing and we’ll see you starside!
As those of you who follow the game closely might have noticed, we have gone without updating the game for longer than usual. We released the automatic weapons update on the experimental branch a couple of weeks ago and haven’t pushed it to live yet. Why?
Well, Interstellar Rift has been in development for quite some time. And we have always been looking forward to getting a 1.0 version to the finish line. And in order to do that, we’re happy to announce that we’re partnering with Iceberg Interactive for our final push towards the official release of Interstellar Rift.
Iceberg Interactive is a Dutch game publisher, and they will help us out with a variety of things such as marketing, localization, testing, and more, to make sure that Interstellar Rift will be living up to your (and our) expectations.
The reason for partnering up is that we as a team lack some of the skills a publisher like Iceberg excels at. They will also help us focus on what we do best, which is put all our time and effort into making Interstellar Rift the best it can be.
Together with them, we’ve also decided that we’re going to make a few changes to how we release our updates in the future. In a practical sense this means that the automatic weapons update will be the last feature update before we release the game.
Instead of the regular updates, we will still be releasing stability and performance updates leading up to release, while we work on implementing many new features in the background. We might still include new editor stuff or quality of life features with these updates. But they won’t contain new mechanics.
Many of you have made it clear to us that you want more content. Iceberg will help us focus on that by giving us more time to work on large new features that will flesh out the end game and many of the mechanics that we haven’t had time to implement yet.
We don’t want to spoil too much of the new features, but they vary from long time community requests, to things we’ve always wanted to implement since we started development.
The 1.0 release of Interstellar Rift won’t be the end of course. And while this milestone is still many months away we’re also planning ahead for future features that will come post launch.
If you guys have any questions for us about any of the above, we will be streaming Interstellar Rift tonight at 22:00 CET (21:00 GMT) on our Twitch channel.
And finally a big thank you to all of you who've played the game so far. Your input will remain invaluable while making the game.