Galaxy Map - Under the System Name there is now a display for which faction currently owns that system.
Changed
Drones individual cargo inventory now scales correctly, make sure that you have enough cargo room on your ship to hold what they bring back.
Reduced thruster audio loop by 75%
Reduced Warp To distances to 10, 20, 50, 100 from 50, 100, 250, 500 Note: due to the nature of how fast the ship is moving, these are not hard values, there is around a 30% possible slide in the distance depending on at what point during the frame render the MWD turns off. The distance you warp to is the center of the target, please be aware of this.
Increase docking triggers on some stations as they were to close.
Increased Pitch/Yaw values across the board, you will still need to use Maneuvering thrusters to get optimal performance - if the pitch/yaw values of engines are too high, a ship with many engines for max speed would turn too sharply.
Changed all scaling factors to be within more reasonable number ranges.
Fixed
Fixed the issue of parts shifting when adding/modifying/removing parts in the shipyard.
Fixed the issue of projectiles hitting the movement particle clouds.
Fixed the issue of Post AA Effect not being able to be turned off in Sector.
Fixed the issue of when attempted to load ships if you clicked the Cancel button on the Overwrite Ship Message it would not load the requested ship.
Fixed a crash we were seeing on our end that occurred for galaxies with around 40+ systems. If you experience frequent crashes, please be prepared to provide us with Unity’s output log as well as any crash dumps generated.
Build D14 Is live!
This is a large patch and a lot went into it, I hope you all enjoy it, if you have any problems, please let us know!
D14.0 Live Patch
* New Galaxy Required.
* No changes have been made that will require making new ships at this point.
* Existing Weapons will need their Weapon Group Classifications adjusted in the Weapon Manager.
Added
Implementation of a mesh merge system. Ships will now be merged into a single mesh thus improving the performs when multiple ships are in sector at once.
Added a reset button to the Weapon Manager so that it will reset all weapons back to their default weapon classifications.
Galaxy Map Button to the shipyard. The galaxy map is now accessible in the station scene through the Map keybinding.
Added a UI Button/Indicator for when Newtonian flight is toggled.
Planets now have a radar icon and can be warped to.
Added in Salvaging Mechanic, will still be tweaked in upcoming patches. When a ship is destroyed a wreckage will have the potential to spawn. On the wreckage will be radar icons that will have the potential to yield salvaged items from the ship. These items will be made up of the ships modules, subsystem, and eventually cargo.
Added Salvaging Lasers, these function the same as mining lasers.
Added new wreckage models.
Added filters to the economy graphs. User can now choose to disable data series by clicking on the corresponding icon in the list on the right. The graph will only allow up to 6 series to be displayed at a time as it starts to get unreadable after that. When switching between data sets (as between commodity prices and commodity supply) the graph will carry over the selected series to display.
Graphical display for turret’s vertical and horizontal arcs. This will be displayed when placing/modifying a turret. There is also a button in the Weapon Manager window that will toggle the state of the arcs in the shipyard.
Added a space dust effect to give feeling of movement, this is a first pass and not final.
Mission framework is now included. This is a first pass and is not final. After we have it working we will be adding the mission editor as well. There are three missions right now, Distress, Sector Skirmish, and Single Target Bounty. There may be an issue with spawn ranges we are working on this.
Changed
Combat System Controls Overhauled - You no longer have to lock onto enemy targets to have weapons fire. Inside the weapon manager you now have classifications of ships that a turret will fire on. Weapons have two modes as well Offense and Defense, offense mode weapons will attack red targets once they are within range. Defense weapons will not attack a target unless they have attacked you. When the weapon has a target within range and within its arc they will lock onto the hostile and begin to fire. If the target leaves the arc or range then the turret will attempt to find another suitable target. If you have a currently focused/selected target that will be the preferred target for all weapons within it’s arc. If there is no suitable class targets it will attempt to step down to the next class till it either finds a target or goes back to idle. Large turrets that have a harder time tracking smaller faster moving targets will have a harder time locking on to a target. You must still lock, by pressing [ C ], onto Asteroids and Wreckage in order for the mining/salvaging lasers to work.
Upgraded Sound Manager Middleware to deal with sound issues.
Shipyard Cam will now center on ship based on bounds instead of mass.
Player credits in the Shipyard will now be show in red if you go negative in debt due to repairs. Once items are sold off to cover said debt the credits will be displayed in their default color.
Adjusted store inventory quantities.
Fixed categories on resources and trade goods
Adjusted Engine, Booster, and Maneuvering Thruster values to account for shorter distances between sector objects.
Decreased base sensor range
Increased power requirements of all weapons by 50%
Reduced the scale of all planets to be within a realistic range, terrestrial planets are now on a similar scale to earth when compared to the height of a person (size 1 c&c used for reference).
Reduced the scale of stations, they were larger than planets!
Reduced ranges of weapons for closer engagements.
Removed all units of speed and distance.
Newtonian flight gives a small increase to speed unlike before where you would continually accelerate.
Hostile Stations will reject your request to dock with them.
Removed Career mode ammo requirements.
Adjusted the deadzone while in mouse flight mode, it is now more sensitive and allows for turning easier.
Added a check to see if a ship has been modified if the ships modules or subsystems have not be modified you will not be asked to overwrite the ship when launching.
You can no longer attempt to cancel death.
Stations should no longer cause a huge performance hit while on screen.
The economy has been updated to a more complex form with over 40 commodities. Upon galaxy creation, there will be an increased delay as the simulation is initialized, we are working to eliminate or minimize this. Further work is also needed on the economy graph filter.
Fixed
Fixed an issue where you could mirror the first part you place down when starting with the root block. Mirroring has been disabled for the first piece on the root block and then will be turned back on.
Fixed an issue where you were able to replace a modified part with another from the right panel.
Fixed issue with Mirroring parts when using flip part, they would not retain their correct orientation once leaving the Shipyard.
Parts that have been flipped will need to be re-added to take effect.
Fixed Graphics Option Templates not applying in Shipyard.
Fixed Sounds settings when leaving the map open.
Pressing Escape when the map is open now closes the map.
Fixed the issue with the Cargo Holds are full message from happening when the ship doesn't have any cargo holds.
Fixed an issue with “Warp To” where it was adding an additional zero to the distance.
Fixed an issue with persistence of the inventories on re-loading a saved game.
Found the missing stars
D14.b Development Patch Hotfix
Changed
Extended the duration of wreckage in game.
Fixed
Fixed the issue of after parts are placed down they would disappear till moused over and highlighted.
Fixed an issue where you were unable to purchase certain items from the store in the Shipyard.
Corrected the value count of the Module Counter in Shipyard.
Fixed an issue with not being able to scroll in the weapon manager in Shipyard.
D14 Dev Build is Live
We have released the D14 Development build.
Items to be noted:
* WARNING: Galaxy Creation duration is increased we are aware and working on this issue. This will only affect new galaxy creation.
* New Galaxy Required.
* Existing Weapons will need their Weapon Group Classifications adjusted in the Weapon Manager.
All patch notes are listed here:
http://steamcommunity.com/app/227160/discussions/10/35219681796329910/
Where is the July Patch?!
This month has proven to be a huge undertaking for the team, many changes and improvements are on their way, please check out the patch preview thread I started. It can be found here:
http://steamcommunity.com/app/227160/discussions/0/43099722342471389/
D13.4 Live Patch Hotfix
Added
Added tooltips for Mining Drones mining lasers.
Changed
Adjusted AI Ship Spawn rates.
Increased All Weapon Damages.
Reduced Laser Ranges.
Increase Kinetic Shield Values.
Fixed
Fixed issue when ammunition was placed in the cargo hold that mining yields would not be placed into the cargo hold.
Fixed an issue with cargo space not going down with ammo usage.
Fixed an issue with Drones not stopping mining once their cargo was full.
Fixed Hardpoint 09 from causing persistent issues, not able to attach a weapon subsystem to it, and ghost issues if mirroring.
Fixed issue with “Connect Part To Ship” button showing up with error messages that would cause them to overlap.
Fixed issue with store items showing up a 0.0c before first launch into Sector.
Fixed Sector pause issue with Game Guide and Option menu.
Fixed Issue with Drones not using the correct subsystem capacity.
Fixed Module Count warning to close it loading a ship that is smaller.
Fixed an issue where if you were mirroring an object and decided to change out which module you wanted to use it would leave the mirrored object behind and it would not be interact able.
Fixed a bug with the radar bracket still showing after locking onto a target.
Fixed a bug with the Out Of Range almost always showing.
Fix for lasers not always firing when engaged.
D13.3 Live Patch Hotfix
Added
Added in System Messages for Micro Warp Drive if it is attempted to be used before it has finished re-charging. Also added in one for attempting to launch drones with out a launch platform.
More will be added later on and the icon will be changed over as well.
Changed
Adjusted Laser aiming more to attempt to smooth it out a bit more.
Changed tooltips for Drones. Now you can see what weapon they are using, and how much Drone Hangar space they require.
Fixed
Fixed an issue with firing of lasers in manual mode.
Fixed an bug with loading hangers with Drones, they would not allow you to fully load your hangar bay acting as it was already full.
Fixed a bug that would allow you to launch drones with out a Launch Platform. Now an system message will appear if that hangar does not have a platform.
D13.2 Live Patch Hotfix
Changed
Weapons will not show the yellow warning till after they have been connected to the ship.
Tweaked the placement of the mirror object while placing with the mirror mode on.
Fixed
Fixed the issue with mirroring mode with weapons.
Fixed an issue with the new Overlap tool where if the part was already in error mode and you turned off the Overlap tool that the error message would not go away nor would the error material on the part it self.
D13.1 Live Patch Hotfix
Changed
Greatly increase forward thrust off all engines.
Changed the overall aiming of lasers so they aren't as jerky.
Fixed
Fixed an issue with Planetary gravity being able to pull into the planet while warping, as well as reduced the overall effect of gravity.
Fixed bug with Stars as they will now be seen again.
Fixed an issue with not being able to turn on/off Post AA effects.
D13 Patch is Live!
D13
A new galaxy is required for this build!
Added
Economy first pass: This patch includes the beginning of our new economy simulation. With the simulation, it should now possible for players to make profit through arbitrage (taking advantage of price difference in separate markets). Each sector has a market which simulates the trade of 5 different commodities, and the prices of modules, subsystems, ammunition, and trade goods are tied to one of these. This is greatly simplified compared to our final plans, and we will be posting a detailed write up on the subject soon.
Mining Laser Weapon Subsystem. These weapons are not able to be aimed at and fired at enemies, nor are they available to be able to manually control currently.
Planets now have a gravitational field around them, the closer a ship gets the stronger the effect, the total mass of the ship is also a factor, large ships should be advised to stay away from planetary bodies. Micro Warp, and use of a ships KFG will allow you to escape the gravitational pull of a planet.
If a hardpoint/weapon mount does not have a weapon attached to it, it will now highlight yellow. The icon in the right side weapon window will also be highlighted yellow.
While in Sector pressing [Left Shift] + [ B ] will do the same as right click and align to.
This will be bind-able later researching an issue with it currently.
The rotation tool in shipyard now was a degree increment tool. The degrees are: 5, 15,45,90,180.
A Main Menu button has been added to both Shipyard and Sector.
Ship Inventory in Shipyard now has a Unload All button, this will dump the current contents of the ship to your station storage.
A Missing Subsystem Warning system above the launch button in Shipyard.This is a quick reference to see if you ship is missing any of the critical subsystems.
Added a load screen between scenes with hints on them.
Added a Overlap Tool to turn off an off the overlap. Meaning you can now have 100% overlap if you so desire. This is located in the shipyard tools fly out.
Added a Zero Rotation tool, this will allow you to zero out the rotations of the part after it’s been placed off the mouse. But before it is connected to the ship. This is located in the shipyard tools fly out.
New DCM Module modes and icons.
Added a Sector label for available cargo space so you do not have to open the inventory while mining in order to see how full your cargo is.
Added keybinding for increasing and decreasing grid size in shipyard Defaults are [T] and [G]
Added key bindings and UI buttons to increase and decrease rotational degree snapping, default keys are [Shift]+[T] and [Shift]+[G]
Added Kinetic Field Strength to the KFG Info display in shipyard
Holding [Shift] While confirming the placement of a part will duplicate that module for rapid placement of the same module.
New module highlight effect
Changed
Updated Sector UI. To be more cohesive with the Shipyard UI.
Module and subsystem balance and scale - All modules and subsystems have been adjusted, they now follow a more logical scaling factor, this is not final and will be subject to many changes for balance and play ability.
Players should notice a sizable increase in performance this patch due to changes in our camera rendering and the way we are handling materials.
Missile AI has been improved they will no long fly in a spiral pattern.
Added a career option to the New Galaxy Menu.
The camera should start farther away from the ship when loading into the Shipyard.
Improved the Mirroring tool location of mirrored part.
Shipyard tools that are a Toggle now stay lit up to show if they are on/off.
Modifying a part now just goes to the 3D movement tools instead of attaching it to the mouse.
Reset button has been moved into the shipyard tools.
Weapons & DCMs will start with their bases down toward the part you are attempting to place them on.
Cockpits, Hulls, and Engines will start with their backs toward the part you are attempting to place them on.
Subsystem - Increased Jump Drive mass, reduced base charge time. Range and Recharge time now scale with tier
Adjusted max and minimum brightness of skybox nebula.
Removed crew quarters and crew requirements, these systems will be re-implemented later.
Right Click Menu > Modify now enables fine tune mode with transform and rotation gizmo.
Increased ambient lighting on the underside of ships in the shipyard.
Changed the Rotation and Translation Gizmo, the new tools are much cleaner looking.
Moved the ship reset button to the Shipyard Tools flyout
Fixed
All stock ships have been rebuilt and equipped to function under the current changed.
Game Guide has been corrected so that it is accessible in the shipyard.
Note images still need to be updated.
Fixed button not following sound settings.
Fixed an issue with the Subsystem Manager filter when closing/opening it would not display the correct filter list.
Fixed an issue with camera’s overlap rendering should increase performance across the board.
Fixed an issue with the store that would take the credits but not give the goods to the player.
Fixed a bug with warp gates not being spawned.
Fixed Hardpoints 9/10 this should no longer have placement issues.
Missiles should now once again trigger their audio when firing.
Station inventory tooltip no longer displays ERROR! the first time it's displayed.
When loading a ship some parts will no longer display the error hologram, even though they are in legal placement.
Fixed issues with the weapon manager tab not displaying module size properly.
Resolved scrolling issues with the weapon manager.
Your ship will no longer continue flying away when you open the main menu.
Corrected calculation error in the warp-to command, it was adding an extra zero to the distance it allowed the ship to warp to.
Known Issues
In-store prices are not affected by the economy simulation right after creating a new game and before leaving the station.
Star fields are not rendering, once it is fixed we'll hot patch the live build.