We are working on a system to allow Reassembly to load code from mods, with the initial version focusing on AI modding. This release is about publishing all the changes that have been languishing in beta so that we can resolve any issues with them before the AI modding stuff comes out.
* Update libraries OpenAL and SDL
* Update Visual Studio Runtime from 2013 to 2017 (with fallback)
* Fix some crash bugs, improve crash reporting messages
* Add modding block flags "NORECOLOR" (prevents automatic recoloring of block) and "NOPALETTE" (prevents block from show up in the block databank).
* Add CVARs allowing mods to control particle colors: kParticleSmokeTime, "kParticleFireColor0", "kParticleExplosionColor0" etc.
AI Mods will be written in C++, just like Reassembly, to allow for maximum performance and flexibility. We plan to publish that update together with documentation in a few weeks.
You may be wondering what Anisoptera Games is doing with most of our time these days, now that Reassembly updates have slowed down. I have been working hard on a new game. It's not a sequel but it's also about spaceships.
Arthur
November 10th update
* autozoom / autoaim / hud settings and control settings are now saved as part of the save slot
* mod authors can now create a file "credits.txt" in the "data" directory to get on the credits page. One author per line.
* fix memory corruption bug
* fix "fleetpalette 8". console commands that used to accept only faction numbers now accept faction names as well.
* update xcode and visual studio versions
* some minor block description / localization tweaks
September 19th update
Bug fixes!
* fix plant reproduction
* fix asteroids in tournaments
* fix crash on startup due to race condition when fetching steam stats
* fix crash when clearing save slot
* avoid loading certain shaders twice
* slightly cooler font for tutorial objectives
July 14th Update
This update is mostly about updating translations. There are a few small features and and some optimizations.
* Some agents will now come from steam friends, if available
* can now upload modded fleets through wormhole and they will show up on the wormhole feed (but won't be downloaded as agents)
* greatly improve Chinese translation. Community can comment on translations here: http://l10n.gamelingual.com/projects/reassembly/
* update other translations
* minor improvement to UI for changing ally blueprints
* language mods should now load and work more reliably
* more efficient loading of some save files
* optimize handling of player ship designs
* reduce memory usage a littlle
May 24th Update
Some people have been having trouble starting the game since the May 20th update. This update addresses that issue.
The May 20th update switched the game from the Visual Studio 2013 runtime to the Visual Studio 2015 runtime. The new runtime improved performance and fixed some bugs, but apparently does not install properly on many people's computers. I decided to revert that change and move back to the 2013 runtime to make sure that everyone can run the game.
For the record, I am annoyed at Microsoft for not providing solid backwards compatibility on the new runtime. I would love to take advantage of their latest tools, but making the game work for all players is more important.
This update also adds a Simplified Chinese translation by community member fgdfgfthgr and fixes a bug when using modded shapes on launchers.
May 20th Update
Beta updates are finally live! There are new kinds of lasers, an improved test mode, better performance, no more save compacting, and more.
Tournament
* Tournament arena is now octagonal
* Improve camera smoothness in tournament mode at low fps
* Add double elimination tournament brackets
* Improved "Test" mode in editor. Will now spawn ships from nearby factions, and can spawn multiple opponent ships.
Performance/Internal
* More efficient save file format. Eliminates the need to compact saves. Reduce hitching/lagging when flying quickly between sectors. Improve steam cloud sync speed. (backward compatible)
* Various performance improvements, particularly when generating new sectors
* Fix a number of memory leaks and crashes
* Delete old log files if there are an excessive number of them
* Update a number of libraries used by the game: SDL, msvc runtime, steam sdk
Gameplay
* Add healing laser and immobilizer/force laser types. There are a few new blocks and ships using these
* Add better names for many built-in ships
* Allow selecting AI behavior categories from binding screen
* Improved starfield graphics, and tint space based on the current controlling faction
* Allow sorting ships in fleet screen by mass/P/name
* Missiles now remember their initial target instead of chasing the current player target
* Improve AI aim when using fixed weapons and when targeting large ships
Modding
* Mods can now add new block shapes to the game instead of picking from a predefined list
* Allow changing a number of GUI colors from within mods (via cvar)
* Improve error messages when parsing data files
* Increase number of visible mod buttons in mod menu
Misc
* Turkish language translation (courtesy of Odysa Localization)
EDIT:
Pushed a new build to fix a few regressions:
* Fix crash on startup, linux only
* Fix cursor movement visual when using gamepad
* don't pan camera in flying mode
January 21st update
This update continues to drive down the bug count and enhances modding capabilities.
* Minimap now properly displays information on agent controlled sectors and certain modded factions.
* Allow selecting sector 0x0.
* Fix hang when station core deactivated by laser
* Video memory usage indicator takes textures into account
* Fix scrollbar scrolling backwards when grabbed
* Improve crashlog reporting
* Insure that each map region always gets at least one sectors, especially with a lot of modded regions.
* Allow mods to set thrusterBoost < 0 for slow wind up thrusters.
* Fix crashes when duplicating blocks and when undoing in editor, when using profile tab, when loading language and asteroid mods, when popping up tutorial mods.
* Fix crash due to incorrect format strings in certain translations.
* Allow mods to include new sound effects
* Allow binding 3 buttons for each control (up from 2).
November 8th Update
Adds a number of tournament options and modifies the tournament point system, improves support for steam controllers, and fixes a bunch of bugs.
* Allow arbitrary mixing of controller/keyboard inputs, and add official profile for steam controller
* Hide ports for seeds on seed launchers
* Fix bug where music volume would suddenly increase dramatically when changing screens
* Fix a number of memory leaks (leading to eventual out of memory crash)
* Fix bugs where grandchildren would grand C but not release
* New, hopefully more fair, tournament point system. Points are stilled scored by destroying blocks on each ship, but each ship now grants a maximum number of points based on its P value.
* Fix bug where large, low value tournament ships would sometimes not spawn.
* Fix hang/deadlock in music playing code
* Improve combat AI for Melee-only ships
* Fix crash when running tournament after exiting campaign mode
* Fix bug where certain types of debris would be considered allied ships
* Fix bug where ships occasionally spontaneously disassemble and turn into resources.
* Fix hang when a friendly spawner creates a new station core
* Improve tournament camera
* Add tournament options screen allowing tournaments with asteroids, plants, etc.
EDIT: Nov 10th micro-update
* Sector ownership is calculated based on ships, not clusters/debris.
* Fix bracket tournament option
* Allow mods to add multiple regions to map
Update September 7th
This update adds translations for several new languages!
* French (Français)
* German (Deutsch)
* Spanish (Español)
* Japanese (日本語)
* Polish (Polski)
* Brazilian Portuguese (Português Brasileiro)
The game should automatically switch languages based on Steam's language setting. There is also a new widget in the Options screen for manually selecting language. We did our best but please let us know about any translation errors!
Recent features:
* Fleet tournaments: http://steamcommunity.com/games/329130/announcements/detail/106184411814323807
* AI controls for fleets in campaign mode: http://steamcommunity.com/games/329130/announcements/detail/106186987477032490
August 26th Update
New update! Main things are fleet command modes and translations. Lots of bug fixes.
* Fixed several crashes/hangs and some tournament mode related memory leaks
* Fixed hitching when traveling between sectors
* Add several new translations: Japanese, Polish, French, German, Brazilian Portuguese, Spanish. Translations are not 100% final.
* Add fleet commands: Disengage, Fire at Will, Attack my Target (previous behavior)
* Improve modding diagnostics and error reporting
* Add count system to tournament menu, makes adding 100 identical fighters to your fleet painless
* Allow disabling steam cloud support while retaining achievements, etc. (cvar kSteamCloudEnable). Don't forget to manually move save slot data.
* Improve performance diagnostic graphs, can turn on multiple graphs at a time.
* Prevent recursive fleet screen use
* Add manual camera controls to tournament mode and improve automatic camera.