Beta 17.1 should be out now! It contains a few fixes and improvements!
Additions -Ramming into a ship is now considered a hostile action and the rammed ship will act accordingly
-New directional fog system
-AI should now be better about claiming ships and can also now reclaim their original ship in more situations (if they claimed your ship and then lost it).
-AI can also now capture ships even if their captain is deceased (like players).
-The Captain will now see probe research / pickup notifications in addition to the Scientist
Fixes -Sensor dish input should now respect input sensitivity / inversion settings (same settings as turrets)
-Long Range Warp Stations have been improved and shouldn’t send the crew to the wrong destination in certain situations
-Sensor signal now shows when selecting a non-ship entity (planets, stores, etc)
-Enemy crews should no longer respawn when you have claimed their ship
-41 screens across various ships have had their tilt ability locked or unlocked to either prevent clipping into geometry or look more uniform with neighboring screens
-Probes should no longer fire on click when a menu is open
Thank you for your time!
Best,
The Leafy Games Team
Beta 17 Release Notes
Hey everyone!
Beta 17 is out now!
Devlog #73 covers the new features and systems! https://www.youtube.com/watch?v=Pk3mq6AaoQM
It features updates to ship sensor systems allowing for more options for the scientist inside and outside of combat. This update also introduces a new stealth system for Alliance of Gentlemen ships: cloaking.
The sensor dish is a new system that’s part of every ship’s sensor screen. When near the sensor screen you can press R to use the sensor dish. It allows for the Scientist to focus the sensors in a direction, lock them onto a target for bonus signal strength and launch probes into space! Only one ship can be in a sensor lock at any time so choose carefully.
The Scientist can also use probes to scan interesting phenomena found in space (many can be identified via a faint sparkling visual). This can grant extra XP or research materials to a curious crew.
The sensor dish has a capacitor that stores power to generate probes, start a sensor lock on a ship, and pick up scrap. It is charged using the ship’s reactor though the Science conduit.
The sensor screen has been updated and now has multiple levels of detection. The stronger signal you have to another ship, the more options you’ll have to scan / weaken them.
-The first level is simply noticing their existence and location (0.5+ signal)
-The second level allows you to see their reactor power allocations (3.0+ signal)
-The third level allows you to view their ship components (10.0+ signal)
-The forth and strongest sensor level allows you to exploit the ship’s weaknesses via the sensors. (18.0+ signal)
Sensor exploits are new offensive options that focus damage or reduce the enemy’s effectiveness. These new sensor exploits include Sensor Focus options for directing hull damage to a selected ship system, making enemies more susceptible to viruses, the ability to negate the shield frequency defenses and a way to cause extra heat generation in enemy reactors. To see if enemy ships and crews are using exploits on your ship, you can check your own ship on the sensor screen and some screens on your ship may hint at having an exploit.
A.O.G. ships are now equipped with cloaking systems (retrofitted Sylvassi technology). These can be activated using the two glowing switches on the cloaking system panel. The cloaking system has a priming sequence and it requires constant power to charge/cloak. If not enough power is supplied, the cloaking screen will flash and the cloaking system will disengage after a short while. If a probe, turret or nuke is fired the cloak will immediately disengage. The cloak will also shut down if the ship takes damage, or if another ship fires a probe close enough to the ship’s location.
When a ship is cloaked the interior lights will turn blue (overriding the current alert level effect) and all players will see a blue vignette on the edges of their screens (even when manning a turret or piloting the ship). This is to communicate that the ship is cloaking and to avoid actions that could break it.
Ships are undetectable (EM signature 0) while cloaked but must avoid enemy probes. Probes can be launched by left-clicking while using the sensor dish. They will fly in a straight line for a short while, boosting sensor signals and decloaking any ships near them. When a player ship activates a cloak it’s not uncommon for other ships in the sector to fire probes towards your last known position, their search field will slowly widen and stop after a time.
Autoturrets or unmanned turrets will never automatically fire while a cloak is active, even if there is a targeted ship and you are on red alert.
Additions -Sensor Dish added as additional functionality for the sensor screens to all ships
-New Ship component and ship component slot: Sensor Dish
-New Ship Component and ship component slot: Cloaking System
-Probes
-Stargazer-class starships now come equipped with cloaking technology
-Carrier-class starships now come equipped with cloaking technology
-Caustic Corsair now comes equipped with cloaking technology
-Last known position UI - Will display for ships in sector if you lose detection of them.
-New Class specific AI priority (Scientist): Enable Cloaking System
-New Talent: Sensor Disk Certification (Scientist and Captain start game with this already acquired) - Allows individual to operate the sensor dish
-New Scientist Talent (Researched): Probe Specialty: XP Gain, Increased chance to gain extra XP when performing probe research (10% per rank - 5 ranks)
-New Scientist Talent (Researched): Probe Specialty: Cooldown, Decreased cooldown and capacitor usage when firing probes (10% per rank - 5 ranks)
-Several dozen researchable probe locations have been places in the galaxy, many have faint sparkling visuals that give XP or research materials when a probe is fired at them. (For example, firing a probe into a black hole is likely to yield something useful)
-New Captain notification: Research material is gained through the firing of a probe
-New Captain notification: XP is gained through the firing of a probe
Changes -Sensor Screen: signal strength mechanics, added sensor exploits, changed how component scans work
-Overall sensor strengths have been reduced
-Sensor dishes moderately increase sensor strength within their field of view
-Nebula storms have had their sensor penalties reduced to reflect the other changes
-Can now toggle whether captain notifications are visible in game settings menu
-Fog effects tweaked
-Updated AI priorities to work with cloaking (Engineer increases power to science and does not charge warp drive while ship is cloaked, Scientist will try to cloak when “Hide from sensors” command is on)
-Tweaked shield visuals on the Caustic Corsair
-Adjusted sensor screen position on the Fluffy Biscuit ship
-When buying ship components the “Swap” option has now been changed to “Compare”. This should better communicate what that button does.
-When confirming a trade through the compare menu, you’ll be properly notified if you don’t have enough credits to complete the transaction.
-Special captain notifications will appear during the “Fluffy Biscuit Special Training” sequence for players playing on Fluffy Biscuit ships, these should help clarify what’s happening.
-Toxic gas strength has been reduced during the “Fluffy Biscuit Special Training” sequence to give crews more time to react to what’s happening.
-Distance from piloting screen needed to pilot the ship has been reduced
-Stargazer-class starship has had it’s piloting activation point moved to the piloting console mesh instead of the piloting screen
-New AI priority custom event: Current ship does have a cloaking system
-New AI priority custom event: Current ship is priming the cloaking system
-New AI priority custom event: Current ship is cloaked
Fixes -Pressing “R” will now close dialogue windows again
-Warp count-down until arrival should work better while playing the game offline
-Fixed some issues related to despawning enemy crew members in some situations
-Reactors now respect emergency cooldown time shown on stats
-Fixed issue with Fluffy Biscuit ships being immediately destroyed when eliminated from contest in certain situations
-Fixed a potential framerate issue some might have experienced
Remember to reset your AI priorities if you play with bots! The game should prompt you to do so! Loading a pre-beta 17 save should properly install a sensor dish and a cloaking device (if appropriate).
Thank you for your time!
Best,
The Leafy Games Team
Beta 16.3 Release Notes
Hey everyone!
Beta 16.3 should be out now!
Additions -Captain notifications - Captain is now notified of specific events that take place onboard the ship as well as which crew member was responsible. Our goals with this system were to simply give the captain more information about what's happening on their ship, hopefully leading to more informed decisions while framing them as a stronger authority figure.
New Notifications -Coolant use
-Ammo usage
-Damaging ship systems
-Research
-Purchasing an item
-Aux screen: cyberdefense
-Aux screen: oxygen gen
-Ship crashing into objects
-Firing a turret in green alert
-Starting jump prep
-Pausing jump prep
-Initiating a jump
-Modifying / starting distress signal
-Revealing crew rep
-executing a program
-Attempting a component extraction
-Low fuel (lower than 10)
-Changing ship system conduit power levels
-Starting a mission
-Player death
Changes -Removed halloween decorations
-Game UI now shows up while viewing starmap
-Captain can now reset bot AI talent points
Fixes -Fixed a collision issue involving Fluffy One’s reactor glass
-Fixed a smoke issue involving boardable space objects
-Fixed a networking issue related to dropped items on planets and boardable space objects
-Fixed a few visual bugs related to boardable space objects
-Fixed a chat input issue on linux
Thank you for your time!
Best,
The Leafy Games Team
Beta 16.2 Release Notes
Hey everyone, Happy Halloween!
Beta 16.2 should be out now! It contains a handful of tweaks and fixes. Thanks to those who sent in reports!
Changes -The Fluffy One class starship’s freezer room now has the appropriate temperature when entering. It may hurt those not wearing an exosuit.
-Tweaked a few temperatures on the ice ball crater level.
-Added more footholds to the central chamber on the ice ball crater level.
Fixes -Fluffy’s biggest fan dialogue needed to be tweaked to actually “complete” the mission, despite selling the required crates.
-Fixed a transition error when leaving the bunker where Fluffy’s biggest fan is located, which caused an issue with the outside lighting.
-Fixed an error that would allow players to visit the abandoned fluffy factory, the ice ball crater, and the explorer’s planet even if they don’t have the required mission. This error is still present on saves made prior to this update since we didn’t want to wipe everyone's galaxy data, but if you start a new game it will be fixed.
Thank you for your time!
Best,
The Leafy Games Team
Beta 16.1 Release Notes
Hey everyone!
Beta 16.1 should be out now! It contains a handful of tweaks and fixes.
Changes - Coolant / Fuel / Distress Signal Screen has been moved next to the Manual Program Charging Station.
-Status Screen in engineering room has been moved to the central display.
-Computer screen in engineering room has been moved to the science lab.
-Status screen, virus screen and sensor screens have been added to the science lab.
-Windows on the Fluffy-One Class starship now allow flares to pass through
-Ice Ball Crater caves have been tweaked to give more footholds to players climbing up the central chamber
-The new AI priority override types can now be added
Fixes -Fluffy’s Biggest fan should be available now.
-Collision has been added to the Fluffy Factory stations
-Fixed issues with VR menu input
-UI tweak to credits and biscuit elements to make a little more visible in certain situations
NOTE: All Changes to screens were to the new Fluffy Biscuit ship.
Thank you for your time!
Best,
The Leafy Games Team
Beta 16 Release Notes
Hey everyone!
Beta 16 is now out!
Devlog 72: https://youtu.be/6obgEzno0YM
The Fluffy Biscuit Company was first established as a wholesome biscuit delivery service with one goal: to spread warm, buttery biscuits across the reaches of space. Being a Fluffy Biscuit crew means creating, selling, and delivering biscuits in an intense competition to be the best sales crew in the galaxy. There are a lot of new systems which we try to briefly explain in the release notes below.
Also, we are participating in the Halloween sale on Steam and Humble. For a limited time Pulsar will be available at a 40% discount!
The Fluffy Biscuit Company -New Ship: The Fluffy One is the most common ship type that the company utilizes, formerly a waste hauler it’s been refurbished and upgraded in a few special ways, read below to find out more!
-Rival System: 12 other ships are working this galaxy, and you are racing amongst them to sell a certain amount of biscuits!
-Ranking Board: Check where your crew places on the ranking board and occasionally see what the other crews have to say, you’ll also be able to compare individual sales per player per sector!
-Customer Radar: This station helps you locate nearby sectors that contain crewed ships, you’ll want to keep these sectors in mind because those ships may very well buy your biscuits.
-Repair / Selling Multi-Tool: Everyone can play a part in selling biscuits on planets and stations! This tool allows you and your fellow crewmates to sell biscuits to virtually any NPC in the game, Using the tool is easy, first you are given the choice between a hard sell and a soft sell.
A Hard sell has a higher chance of selling many biscuits but is a little less likely to succeed overall.
A soft sell will not sell as many biscuits but will have a higher chance to succeed. If you succeed on a soft sell you’ll then be given the choice to push them to buy a crate or another soft sell, you’ll also be able to gauge their interest too!
Two strategies to think about. Also due to Union solicitation regulations your tool will only allow 5 rejections per jump!
-Biscuit Creation Station: That’s right! You’ll not only sell biscuits but you can create them! There are many different biscuit flavors which create a variety of effects! Once you have a recipe installed you can cook a biscuit. Cooking a biscuit is a skill that requires attention and practice, as all as perfect timing. Cooking a Perfect biscuit will give you additional time bonuses while under or overcooking will result in a less effective biscuit. The amount of resources available for cooking biscuits resets every jump.
-New Ship Component type: Biscuit Recipe, when installed will allow you to create biscuits of that type when using the Biscuit Creation Station.
-New Biscuit: Emergency Biscuit - Increases fire resistance and decreases damage in no oxygen environments
-New Biscuit: Healthy Biscuit - Increases max health and adds a small amount of health regen
-New Biscuit: Carrot Cake Biscuit - Increases pistol accuracy
-New Biscuit: Funky Biscuit - Random effect
-New Biscuit: Frozen Biscuit - Your guns will cool down faster
-New Biscuit: Spicy Biscuit - Increased weapon damage
-New Biscuit: Lucky Biscuit - Increased chance of selling biscuits to in-person customers
-New Biscuit: Healberry Crumbly Biscuit - Heals nearby crewmates over time
-New Biscuit: Long Life Biscuit - Will prevent lethal damage once
-New Biscuit: Spicy Crumbly Biscuit - Increased weapon damage for nearby crewmates
-New Biscuit: Hearty Biscuit - Increases armor
-New Biscuit: Garlic Biscuit - Damage dealt to enemies will slightly heal you
-Note About Biscuits: Only one main effect may be active at a time, eating two of the same biscuit will stack the amount of time they last. A player may have an effect from a biscuit they’ve eaten as well as effects from other biscuits (i.e. Eating a Spicy Crumbly Biscuit will still increase weapon damage for others nearby even if they have eaten a biscuit themselves).
-New Uniform: Fluffy Biscuit brand uniforms are worn by crewmembers.
-New Hair Prop - FB Hat
-Biscuit Crates: Every Fluffy Biscuit Ship is equipped with a freezer full of biscuit crates, each contains 100 Biscuits and they are sold as a single unit. They may be sold in person using the selling multi-tool or through ship hailing as the captain. Visiting a Fluffy Biscuit factory will allow your crew to restock these crates.
-Biscuit Bomb - Every Fluffy Biscuit ships is also equipped with a unique defensive device which may be activated during time of extreme duress. While these bombs can do a sizeable amount of physical damage they are known for their special secondary effect which is a sector-wide short-circuit of every single ship instance (excluding your own ship). This gives you and your crew a valuable moment to either attempt an escape or gain the upper-hand while the enemy ships are momentarily crippled. Visiting a Fluffy Biscuit Factor will allow your crew to restock this weapons but only once per chaos level.
-Sector Interest Level: Other crews are roaming the galaxy selling biscuits this means that certain sectors will be more or less interested in buying biscuits based on the history of that sector. This also means if you keep trying to sell biscuits to a large station, they will be less and less interested over time, which encourages you and your crew to move around.
-New Mission: Delivery to planetside explorer
-New Mission: Delivery to food reviewer
-New Mission: Delivery to Restricted CU site
-New Mission: Delivery to Fluffy’s Biggest Fan
-New Mission: Salvage Parts
-New Station: Fluffy Biscuit Factory 1
-New Station: Fluffy Biscuit Factory 2
-New Station: Fluffy Biscuit Factory 3
-New Station: Fluffy Biscuit General Store - Usually found next to other general stores, a place to buy biscuits if you aren’t playing this faction.
-New Station: Fluffy Biscuit Factory 4 - Abandoned factory used for a mission
-New Station: Manor - used for a FB mission
-New Planet: Ice Ball Crater - Used for a FB mission
-New Planet: Desert Storm Planet - Used for a FB mission
-New AI behavior: Bots will automatically go to stations and planets to sell biscuits provided they have the item equipped (which it is by default). You will need to reset your AI priorities in order to gain this functionality.
-The Great Biscuit Race: What better way to promote innovation and boost sales than with a competition! You and your crew are tasked with a race to sell 5000 biscuits, the first one to reach that goal wins! If you fall too far behind you might be selected for Special Training! As chaos increases and the galaxy gets more and more dangerous some of your fellow competitors may succumb to the pressure, let that only serve to remind you of victory!
-Biscuit Madness - [redacted by Fluffy Biscuit Co.]
-Special Training - [redacted by Fluffy Biscuit Co.]
-Biscuit Race Victory - [redacted by Fluffy Biscuit Co.]
-Fluffy Biscuit Music has been added
Additions -Dropping Items - Players can now drop items in their inventory onto the floor of ships, stations and planets, dropped items will be saved if they are planets / stations or your ship. We hope this will be useful for players who want to trade items quickly.
-New AI Behavior: Engage Warp Drive - Engineer bot can now engage warp
-New Save Data: Talents and Equipment are now saved to a specific class. Due to popular demand this is the direction we are heading in. If you want to reset your talent points you’ll need to do it at a neural re-writer. This should not hinder your existing save data (barring the galaxy data).
-Alert Level Lights: Alert levels now have a visual component, red alert will have all lights flashing red accompanied by a noise. Yellow Alert will have an initial sound and slowly flash yellow. Green Alert has no sounds or colors.
-New Creature - Unknown
-Non Captain crew-members can now claim a ship if their captain is incapacitated
-Bots now have smarter weapon selection.
-New UI illustrating timed status effects
Changes -neural rewriter glow effect has been reduced
-Screen explosion damage has been reduced
-Credits are displayed better, they also have better feedback when the number changes. Biscuits Sold will also be displayed if you are playing the Fluffy Biscuit Faction.
-Line of sight to players will now override room area culling
-Tweaked the entrance to The Burrow
-Cost for fuel has been raised from 75 to 125 credits.
-Enemy crews have armor scaling with chaos
-Air-filter replaces climate control on the Aux Reactor Screen. This will filter toxic air.
Fixes -Fixed a visual issue with one of the male tech face props
-Fixed an issue with the Long Range Warp Station at sector 0.
-Fixed a visual issue with the Ship Log
-Fixed a visual issue with exo-suits
-Fixed an issue with the captain’s chair on the Stargazer
-Fixed the hull tooltip regarding armor
-Nukes now correctly use their blast range figure
-Fixed a menu issue in full-screen ship components menu
Thank you for your time!
Best,
The Leafy Games Team
Beta 15.3 Release Notes
Hey everyone!
Beta 15.3 is now out!
The game can now autosave while you play! It will keep the last 10 autosaves, and you can determine how often it saves in the game settings menu.
Screens can now overload and burst into showers of sparks if the ship takes a lot of hull damage. These screens will damage nearby crewmembers and may also start fires.
Besides that, we’ve spent some time working on a few quality of life features, such as being able to load from a previous save during game over. Neural Rewriters are also available at major hubs to allow players to reset talent points in-game.
If all goes well with this update we’ll continue forward onto Beta 16, which will add a new faction with a whole lot of flavor!
Additions -Autosaves: the game will now autosave your game by default. You can determine the frequency of autosaves in the game settings
-Screen overloads: screens will now explode into sparks when taking large amounts of hull damage, temporarily disabling them and damaging nearby players
-Can now load a saved game at the game over screen to continue with the same crew
-Neural Rewriters can be found at major hubs. These allow players to reset and reallocate spent talent points.
-Can now toggle private or full games from displaying in the join game menu
-Captain now starts with Advanced Operator talent to allow use of mega turrets
-Expanding component view in the tab menu shows some ship stat bonus information
New Talents -Engineer Talent: Reactor Calibration: increases core reactor output by 2% per rank. Needs to be researched.
-Engineer Talent: Reactor Cooling Specialist: decreases core reactor heat output by 2% per rank. Needs to be researched.
-Captain Talent: Screen Defensive Measures: increases friendly screen capture time by 5% per rank. Needs to be researched.
-Captain Talent: Screen Safety Systems: decreases chance of ship screens exploding in battle. Needs to be researched.
-Weapons Spec. Talent: Screen Hacker: decreases enemy screen capture time by 5% per rank. Needs to be researched.
-Weapons Spec. Talent: Reloader: small chance of gaining some ammo every shot. Needs to be researched.
Changes -Maximum distance players and AI bots can interact with a screen has been reduced
-Long Range Warp Station can now be found at the Colonial Union Hub
-Teleportation screen can now handle more targets
-Tweaked some UI textures to not scale resolution at low settings
-Escape menu visuals tweaked
Fixes -Fixes to menu stacking / rendering in certain situations
-Fixed chat bug that could cause players to accidentally break chat formatting
Thank you for your time!
Best,
The Leafy Games Team
Beta 15.2 Release Notes
Hey everyone!
Beta 15.2 is now out!
Additions -New Enemy Type: Paladins and Elite Paladins can be found on some planets
-Twisters can be found on some planets
-Desert terraforming station planet has had NPCs and more props added
-Two missions added to the desert terraforming station planet
Fixes -Updated to Unity 5.6.3 which contains fixes for some reported linux mouse input issues
-ARX-TGT should now list the correct info in its tooltip / stats
-Talent level up SFX should only play when successful
-Alert level should now respond better to Captain input
-Target ship dropdown tweaked to fix input / display issues
-Guns won’t fire when mouse is unlocked to help prevent accidental shooting
-Heat Backup processor should now work properly
-Fixed an issue that caused some game options and bindings to load incorrectly in certain situations
-Gun heat UI element now resets its color correctly after overheating
-Fixed issue that could cause beam pistol damage to not always be reported
-Fixed an issue that broke xenoraptors’ ability to navigate and move
-Fixed issue that caused turrets attached to creatures to not report the creature as the killer
-Scientist sensor screen now more accurate power levels percentages
-Escape menu now enforces save time restrictions for more stable saving
-Snow train interior SFX should now stop looping correctly
Changes -VR settings menu now contains an option for tweaking the Z depth of the in-game UI
-VR settings menu now contains an option for tweaking margin of the in-game UI (in VR)
-Game settings now contains an option for tweaking margin of the in-game UI (out of VR)
-Tab menu now shows current game name
-Doors on ships now block gunfire and AI line of sight when closed
-In game UI tweaks to player HP, O2. It now shows a temperature reading
-Z menu now has quick access to food in your inventory
-Ship UI element text tweaked to avoid any confusion for the dash as a negative sign
-Escape menu hides buttons that are unavailable / inaccessible at the time
-Line of sight routine timing tweaked to be more consistent across platforms / systems
-Turrets attached to creatures are now more in sync with parent creature targeting / status
Thank you for your time!
Best,
The Leafy Games Team
Beta 15.1 Release Notes
Hey everyone!
Beta 15.1 is now out!
It contains various fixes and changes. In addition, enemy ship crews will now board and attempt to take over your ship during ship-to-ship combat more effectively than before. This means that a once rare type of game-over condition is now more likely to happen. If your crew loses control of your ship, you’ll need to retake an Atrium before you’ll be able to respawn. You can either retake your ship or take theirs! Your AI crew should also be more effective at seeking and capturing ship screens.
Fixes -Light flares should now be working properly (not in VR yet)
-Enemy crew appearance should now be properly randomized
-Fixed error with reclaiming a stolen player ship
-Fixed issue with dead enemy crewmen using their jetpack
-Teleport screen won’t show the player ship as blocked when you can teleport to it
-Enemy crew captain bots now have much improved priority set that better matches rest of crew
-Fixed camera issue when a player died on enemy ship
-Fixed a material error found during one of the phases of the Sand Scar Arena
-Fixed timing issue when players joined during a warp jump that could cause warp to be unskippable until the player leaves the game
-Improved timing systems when creating a new game that could cause long timeouts and errors
Changes -Crew AI boarding logic overhauled
-”Kowz Retreat” and “Grenades!” signs now spin counterclockwise
-Prize money for the Sand Scar Arena has been increased to 50,000
-Load game menu now shows when the save was created and sorts the list by most recent
-Can see ship system UI’s on enemy ships but can’t modify them. You’ll now be able to see enemy ship system health while attacking them directly
-After death menu can now show some limited info about who killed you
-Enemy bots on Alliance of Gentlemen ships will be much more likely to board and takeover player ships
-Enemy crewmen base armor levels increased
-Bots are more adept at finding and taking ship screens on enemy ships
-Exotic shops: Gruff’s Stuff, ???, and Corbin’s Emporium now sell a selection of grenade launchers (you can also buy them at The Burrow)
-One of the Lava Planets has received another detail pass
As we mentioned in Beta 14.9, this is sort of the second half of what we originally planned for Beta 15. It features new grenade-based weapons and tools with networked physics, a new hub called the ‘Burrow’, and a gladiator-style pit called the ‘Sand Scar Arena’. During the rest of the Beta 15 release cycle we’re looking to add creatures and take another look at AI boarding behavior.
Additions -New Hub: The Burrow - A planetside hub built into a rocky outcrop on an arid desert planet.
-30 new NPCs have been added
-New Mission: Find the Strange Creature (offers reward for finding V’uurog)
-Burrow NPC ‘Kavin Arent’ sells a limited stock of research materials
-The Sand Scar Arena - Found in the Burrow, this arena pits players against numerous waves of deadly foes in a dynamic arena landscape. Crews who survive all rounds will win 10,000 credits!
-Ammo reservoirs can now be found on all ships
-Reloading system: Some weapons now require ammo to function, you can reload these weapons at an ammo reservoir usually found in the armor of each ship. The reservoir replenishes after every jump.
-New Enemy: Jet Bandit
-New Enemy: Armored Mega Ant
-New Weapon: Pulse Grenade Launcher
-New Weapon: Mini Grenade Launcher
-New Tool: Fire Killer Grenade
-New Tool: System Repair Grenade
-New Tool: Healing Grenade
Changes -Quick respawn talent reduced from 20% per rank to 12%
-Player characters now have some intrinsic damage reduction to help them survive longer during fights
-Base fire extinguisher is slightly less effective
-Removed green reticle on players. This system would prevent players from shooting one another and hampered combat.
-Beam pistols now use ammo
-Colonial Union outpost 448 (Sector 0) has had its exterior mesh tweaked and optimized
-Base stamina for players has been doubled
Fixes -Changed some mouse behavior to improve experience on some linux setups
-Fixed some rendering issues that prevented detail normals from working
-New save file system should help prevent saves from becoming corrupted if game is closed in unexpected ways