[p]Exciting times ahead. Space Impossible V1.0 Pre-Release 1 is now available. Reminder what this means: As we gear up for the official Space Impossible 1.0 release, we are done with BETAs, and instead proceeding with rolling Pre-Releases as additional content, gameplay tweaks and fixes roll out at an increased rate compared to the ALPHA and BETA release schedule.[/p]
[p]What is in Pre-Release 1? Good question. We added a gameplay enhancement we're calling "Bridge Target/Combat Information". This has two elements to it. First is when a controlled vessel (either player or AI) loses control via bridge destruction, there will be several indicators: a (X_X) face emote (that can be toggled off if unwanted), a distinct visual particle effect, and an audio cue. This should help with those annoying moments of "Did I really blow the ship up or not?".[/p][p][/p][p]The second element is the scanner (default P) will now highlight objects if they are under control by player or AI. This is intended to help with those moments of "how do I track down that tiny chunk that was blown off the ship?". The scan can also be triggered by pressing and holding left-mouse-button while hovering empty space. This will only work on objects within visual range, so surprises and ambushes should still be a thing to worry about.[/p][p][/p][p]There are also a number of tweaks and changes, including shooting through another vessels missile shield won't be considered a hostile action, server settings are now saved per universe--so if you create a universe as Creative, it will now stay Creative--and we fixed the issue with custom factions that popped up in BETA 16. Check the details section below for bug fixes and other minor changes. [/p]
How To Access
[p] If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and universes created may not be compatible with the final release. Let us know your thoughts via the forums or on our discord.
[p]NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community![/p][p][/p]
Additions
[p]Added color highlighting for controlled objects to the nav scanner. Objects that are under player or AI control will now have a colored overlay visible, and will reflect faction standing towards you as a player. You can perform this scan by pressing the scan button (P) or pressing and holding left-mouse-button while hovering open space.[/p]
[p]Added "view details" hint to the problem summary on the side of the screen. Default Key J.[/p]
[p]Added the "bridge control lost" emote[/p]
[p]Added a "bridge control lost" visual effect[/p]
[p]Added a "bridge control lost" sound effect[/p][p][/p]
Changes
[p]📡Changed so hitting a missile shield no longer counts as an aggressive action[/p]
[p]📡Certain projectiles (mines + missiles) now respect the direction of the mount's facing in regards to initial launching speeds[/p]
[p]📡Dedicated server will now use the 'fileport' number if 'extfileport' number is not explicitly set from serverconfig.txt[/p]
[p]Changed how custom faction transponders are generated. They are now auto generated, instead of being drawn from pre-generated item data. This will once again allow custom factions to again be playable in multiplayer without previously sharing the custom faction mod.[/p]
[p]Faction Creator will now save and increment the mod's version when saving the faction. This will allow players to be alerted when loading a universe that uses this custom faction.[/p]
[p]📡Server settings are now loaded per universe rather than globally. This allows settings (like gamemode) to be loaded across saves.[/p]
[p]Due to the server settings change, sv_maxplayers is removed, the parameter is now called "maxplayers", which can be changed after game start as an input command. It can now be set in serverconfig.txt for dedicated servers.[/p]
[p]Removed ability to change gamemode from "Advanced Options" when loading an existing universe, as the universe will obey whatever the gamemode was set at creation. However, the game will respect the /sv_gamemode command once the universe has loaded. This means that universes created as "Creative" will always be creative. If you wish to alter and save a universe after creation, /saveserversettings will save the changes for that universe on next load.[/p]
[p][/p]
Fixes
[p]Fixed a bug with multi tile bridge detection on object splits[/p]
[p]Fixed engine stop spam when game is not in focus (reduces overall network usage)[/p]
[p]Fixed issue with custom faction transponder item UVs[/p]
[p]Fixed an issue where editing a custom faction without restarting the game would not load the changes.[/p]
[p]Fixed an issued with the scanner not correctly displaying objects which overlap the scanner origin (mid screen center)[/p]
[p]Fixed several issues that left fleet and trader ship regions static and empty when exiting[/p]
[p]
[/p]
BETA 17.2 Released
Space Impossible BETA 17.2 is here. Thanks to some great community feedback and some additional testing we have found and fixed a number of bugs we want available to everyone before Release 1.0 PRE 1 is released.
NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community!
Additions
Added custom icon for Madd's Railgun
📡Added tooltip for Power for tiles that generate it (e.g. energized hull).
Changes
📡Vessels spawned for the Ancient Relics Problem are now scaled correctly to the system level. These may be quite tougher now since previously they always had tritanium tiles and mk 1 equivalent weapons.
📡Hailing the Wasp Queen will no longer result in Lawless dialogue
Hailing or stealing from the wasp hives should no longer give Lawless dialogue
Added a warning when launching from Construction if there are pending edits not yet submitted to the server. Mainly affects very large vessels "Clear All".
Updated the Music Festival Station so it's not as puny looking (and comes fitted with a Concert Hall).
📡Modding - Object and Tile templates that are given the same id as in other mods (inc. the base game) will now override instead of throwing an error.
Fixes
Adjusted a number of language entries in regards to Problems. Cleaned up some grammar and punctuation, added a few additional location hints to steps that were missing them.
📡Fixed trader refresh, they should now refresh correctly even if the game has been reloaded and the star system unvisited since last load.
📡Fixed a problem with the Mutiny Problem region selection. Should have the correct region with a station and that station should be hail-able to begin the required station raid.
📡Fixed an issue with Starsystem Problem related regions not correctly being cleaned up, which prevented further regions from spawning. For instance the "dumped cargo" regions weren't always spawning enough of the correct regions to allow the Problem's step to be completed.
Fixed an issue with Extra Solar Ribbon Problem, if there weren't enough spacestations already present in the star system, it will now force the spawn of additional stations.
Fixed several issues with the Music Festival Problem -Wrong region templates being picked for some of the regions. -Incorrect dialogue from the Pirate Radio Stations -Aftermath of successful resolution was sometimes not working -Aftermath dialogue with the festival station wasn't correctly offering a trade option
Fixed faction icon in Pirate Life Problem description being incorrect.
📡Fixed hand-in areas not spawning when the spacestation was not at the center of the region. Hand-in regions should also spawn closest to the player who hailed with extra room to allow larger vessels, to allow easier movement.
📡Fixed not being able to hand-in Explorer Union or Sixiser Pirate crew to their respective faction.
Fixed an issue with access changes not being saved correctly in certain situations. This also affected the Mutiny Problem where capturing a spacestation would revert back to the mutineers on reload.
📡Fixed an issue where shield colliders rotation was not being set correctly on retrieval from object cache.
📡Fixed a long standing, but rare, issue where weapons could incorrectly go through the shield collider.
📡Fixed a problem with Drones during construction that could produce a client crash
Fixed a visual bug with Construction where "Clear All" would not correctly and consistently have the red tile overlay on vessels as the tiles are being removed.
Fixed an issue where if hacking an object that was on the very edge of its Construction grid would result in a number of errors, the hack would fail and the object would be permanently bugged.
Fixed potential for trade lanes to generate with both source and destination regions being the same (e.g. duplicates)
Fixed an issue with region seeds incorrectly duplicating the same region, related to the trade lane fix.
Fixed a number of input issues regarding being in Construction and then being forced back to the Main Menu
Fixed mouse cursor style not resetting if forced back to Main Menu
📡Fixed an issue with Enhancements not being correctly processed on the server. This was mainly seen when reducing cargo size via bridge removal not correctly updating the available cargo space. Items would disappear, but now they will be reshuffled if space is available, otherwise it will dump it into space. This also affected the Max Enhancement stats or the tutorial popup not being displayed.
Fixed Large Magnetron Cannon incorrectly using the art of the Power Fluctuator
Fixed an incorrect dialogue option for Extra Solar Ribbon Problem when the system is owned by the Druminence
Fixed missing icons for Gig. Reflector Cannon Mk. 2, Power Fluctuator and Breach Pod Launcher
Fixed missing size label on Gig. Railgun Mk. 1
Dev Update: Space Impossible Release 1.0 - What's ahead?
Hello everyone!
With BETA 17.1 currently released, it is time to look at what's next. We are shifting our view towards a full Space Impossible 1.0 Release, or just "Space Impossible". The major gameplay systems are in-game that we want to be there, but, there is still quite a few things to do. Instead of going quiet for months on end and just dropping the big release all at once, we will be rolling out multiple pre-releases that should have each of the smaller elements. That means for players who like keeping up to date on those more frequent releases, they'll have something to do, or if you're one of those players who wants everything to be kind of "done", waiting for the full release should be extra rewarding.
Here are some of the things that'll get added.
Image 1 - Vessel Control Loss
Image 2 - Active Bridge Scan - Note the red and green outlines
1) Bridge Targeting/Combat Information - One of the things that has bothered us, and we've heard from players as well, is the need to track down each bridge. Sometimes that's a single little tile that's just hanging around in space. Don't worry, you'll still have to do that, but now you will A - be informed when a ship loses control (image 1) B - the scanner will now display, via color overlay, whether or not a vessel is under control (image 2). This should make it easier to keep track of what's going on, without being too "hand-holdy".
2) Black Hole Star Systems - We're going to be adding Black Hole Star Systems. They're going to be rare, but not singular in count.
3) More Problems, more Distress Calls - No count yet, but greater than 0, and less than infinity.
4) The Seti Rimanoo - A race of generally unlikeable insectoid aliens, these bugs are finally going to be added to the game.
5) Update Codex - Need to give that a once over, make sure it's all up to date and correct.
6) Quality Check Existing Problems and Distress Calls - We're pretty sure they're all working, but had some reports of confusion from players, especially on some of the Problems.
7) Fabricators & Manufacturing - We realize there's a lack of useful recipes to be had after the first two or three levels, as well as the factioned Fabricators are very rare, too rare. We intend to do something about that.
8) General Bug Fixes & Misc Stuff - Always on the search for bug fixes, many of them now just coming in from you the players, your help with that has been instrumental. Then there's the small stuff that's too numerous to count that goes into something big like we hope for this release.
9) Auto Turret Bridge - We have been playing around with this idea for a while, and with the recent player feedback we have decided to add Auto Turret Bridges. These are bridges that will turn any vessel into an "automated defense turret". It will allow ships or stations to respond to attacks by activating weapons, similar to turret objects. It will not be the same as AI control though. Any vessel with this bridge would not move, warp, flee or otherwise engage in "higher thinking". When a player is in control, the bridge would yield to player input, and only use vessel weapons when a player is absent. This will allow players to bring defense with them while they mine or protect a station they've built. It will operate on faction standing, or receiving damage.
We have been working on the Bridge Targeting/Combat Information already, and we're pretty happy with it. Expect the first Pre-Release to contain that soon. If you have suggestions or comments, please feel free to share. No fleets though.
BETA 17.1 Hotfix
NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community!
Fixes
📡Fixed game saving issue that was causing items to be lost
📡Fixed issue with being able to join a team in a new session if the game is only quit back to the main menu
📡Fixed some rare seeds creating wildly misshapen Universes
Fixed certain Plasma Launcher weapons icons having the incorrect amount of Mk. pips
BETA 17 Released
Space Impossible BETA 17 has landed. It brings with it the Kal'Giri and Druminence Federation bosses, other additions, some balancing adjustments and a few fixes.
The Kal'Giri and Druminence Federation bosses are in, each with a new distinct weapon, and offer a serious challenge. They can be found in high level systems, and require their factional communiques in order to appear. Be on the look out for Druminence President --[Untranslatable]-- and The Kal'Giri's First Speaker Kal'Otek, they each offer to put up a real fight.
Balancing & Fixes
The gun weapons favored by Kal'Giri have been given a balance pass to bring them in line with equivalent energy weapons.
Then there's the usual bug fixes, nothing too serious in nature.
Finally there are a few removals/exploit-ish changes. Traders will no longer buy items for more than they sell them to a player to prevent an obvious economic exploit, and Fabricator related bridges have been removed from game as they were just too good, and no manufacturing recipe that had required a physical material should just suddenly stop requiring it.
Details
NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community!
Additions
Added bosses for Kal'giri and Druminence bosses
Added Power Fluctuator weapon
Added Breach Pod Launcher weapon
Changes
Custom faction creation will now create a transponder item for the faction instead of lawless faction
Ingame codex now has automatic correct labels depending on whether you are using KB+M or Controller
Certain keybinds are now locked/unavailable for rebinding like ESC. Certain UI navigation keys are also locked in to prevent accidentally breaking the UI.
Trading sell price modification can no longer be greater than buy price modification to prevent sell back exploitation
Added a cargo bay to the Madd Striker and fixed the orientation of its rear Particle Cannon
Missile shields will no longer stop friendly projectiles. This mainly affects AI ships, but we feel it was a little too easy to exploit factional ships missile shields to block nearby allies weapons.
Re-balanced gun weapons' ranges, spread and damage. This is especially significant at highest level of the gun weapons to bring them in line with energy weapon damage. Biggest take away for play is: assault guns now have a slight lock on delay before firing.
Changed how boss regions/fleets behave. They will still spawn as before in an appropriate system, but they no longer wander around. We feel it was too much an annoyance to have to track them down again after a possible defeat. They also have a distinct region icon now, and should last an infinite time (or until destroyed).
Fleets that result from region splits (like chasing the player) will now inherit the initial remaining time to live, or 200s, whichever is greater.
Boss regions will now turn into debris fields when all present AI are destroyed
Exiting the Options screen will now prompt player to either apply or discard changes
Changed Leviathan region AI to prevent them from attempting to merge with space station regions during a conflict while the player is present. They will also always attempt to pull objects into them, not merge with the regions. Leviathans will also chase and gobble up any ship/fleet region regardless of faction or player presence.
Changed /debug_systemconflict_toggle to require attacker faction being entered as it was corrupting universes if left as optional (and un-entered)
Fixes
Fixed imbalanced collider size adjustment, this was causing slight misalignment when touching objects
Fixed more widget anchoring for UI on screen size changes
Fixed a problem with audio not correctly switching between multiple clips
Fixed issue with toggling auto place mounts not updating the tile highlight
Fixed an issue with the Madd Striker vessel being incorrectly classified
Fixed issue with a player's first system for a play session appearing as "Unknown".
Fixed exception when resizing a vessel that has taken damage
Fixed an issue with the client possibly displaying incorrect enhancements effects on objects that shouldn't have them
Fixed an issue with Missile Shield incorrectly playing the "destroyed missile projectile" effect when it, in fact, has not destroyed a missile projectile.
Fixed a long overlooked issue with weapon effects not displaying correctly on shields
Fixed an issue with bosses from Beta 16 being incorrectly tagged, which resulted in incorrect dialogue and defeat tracking
Removals
📡Removed enhancements and related items/components for fabricators. This includes fabricators overdrive bridges. Fabricator themselves are unchanged. Vessels that had these bridges should now just have an empty bridge mount. This change was made because we feel that things had required physical inputs (like sheets) shouldn't suddenly not require sheets just because a certain modification threshold was reached.
Removed salvo spread effect from broad and precise targeting enhancements. These enhancements now only affect angle arc and range.
COMING NEXT
As previously announced, we'll be moving towards Space Impossible v1.0 soon. In support of that we have no further BETA releases planned. However we do have a number of improvements, changes and balance fixes to implement. To help with this we intend to release a running set of Pre-Releases leading up to the v1.0 release.
BETA 17 Pre-Release 1 Now Available
Changelog BETA 17 Pre-Release Build 1
Space Impossible BETA 17 Pre-Release has arrived. It brings with it a few additions, some balancing adjustments and a few fixes.
The Kal'Giri and Druminence Federation bosses are in, each with a new distinct weapon, and offer a serious challenge. They can be found in high level systems, and require their factional communiques in order to appear.
The gun weapons favored by Kal'Giri have been given a balance pass to bring them in line with equivalent energy weapons.
Then there's the usual bug fixes, nothing too serious in nature.
Finally there are a few removals/exploit-ish changes. Traders will no longer buy items for more than they sell them to a player to prevent an obvious economic exploit, and Fabricator related bridges have been removed from game as they were just too good, and no manufacturing recipe that had required a physical material should just suddenly stop requiring it.
As usual with a Pre-Release, the final BETA 17 build will be released once we're happy the state of the release is bug free.
If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and universes created may not be compatible with the final release. Let us know your thoughts via the forums or on our discord.
If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/35/598522969867737749/ and how to access it here: https://steamcommunity.com/app/416240/discussions/35/598522969867737717/
BETA 16.3 Hotfix
Fixes
We have fixed several instances where certain combinations of factions in conflict systems who were then generating hails post-battle was introducing bad data to player faction standings. That in turn was being saved and then loaded on subsequent universe loads and causing the problems some players were experiencing.
We have also introduced the automated use of the player backup vessel data. Previously this was being saved but had to be restored manually. Now, when the player vessel is missing (such as after a bad previous load), the backup data will be used. This should make resuming play much smoother for players who had previously lost a ship after a crash. Please note, this will only work on going forward, any player ship lost previously should be assumed lost.
Random region trader enter event is less likely to happen when there is no station for it to travel to (such as after the player has exploded it)
Tweaked trade outpost template so traders spawned in trade corridor arent just stationary
Downgraded a few "unable to find" entity warning from incoming RS messages as they are known to occur frequently and are handled. They generally occur due to msg being in the queue after something that destroys the entity such as warp out/split/death.
Fixed an issue where initial "timesMyFactionPreviouslyTriggered" included the current triggering. This prevented dialogue such as inventory stealing or other dialogues that checked this not showing up immediately even though their min threshold was 0.
Fixed issue with scavenger AI if movement is lost while in scavenge mode
Fixed inverted conflict battle completion dialogue confusing being the attackers vs defenders
Fixed potential issue when leaving building that could break the UI
Fixed pirate station regions using the wrong templates during conflicts
BETA 16.2 Hotfix
Fixes
Thanks to player reports we have identified an issue with universe corruption. We have added a temporary fix to the game that should prevent further corruption due to this issue, but we are still looking into the root cause and will be crafting a better fix for release in a BETA 16.3 update. Meanwhile, please try this version out and let us know if you continue to have any problems.
BETA 16.1 Hotfix
Fixes
FIX: Fixed it so that mount types, namely bridges, that incorrectly were set to require power, but since mounts don not need power, and was incorrectly displaying "some components are not powered" message
FIX: Fixed reverse thrust with a controller also causing some strafing
FIX: Fixed dialogue options incorrectly showing when talking to certain factions
FIX: Fixed mipmap of the grappling hook to better display when at maxed out zoom levels
FIX: Fixed saving of templates to correctly use the player provided template name, NOT the current vessel name, for the template file name
FIX: Fixed missing default map bindings for the suit hotbar slots
FIX: Fixed the range icon in building
FIX: Fixed it so you can now bind keys/buttons that did not previously have defaults
BETA 16 Released
Space Impossible BETA 16 has landed. It brings a few new things to the game. Several faction bosses have been added. We have also added full controller support to the game. There is a new Dimensional encounter that can be found in the higher levels. Add on to that, a number of bug fixes and balance tweaks.
Faction bosses are intended to be the highest and hardest encounters in game for each faction. They each have a unique component to acquire and may have a distinct strategy in mind when fighting. There is the Chief Scientist of the Explorer Union to be on the look out for, the Lord High Ticeroy commanding among the stars and the Sixiser Chief prowling deep space. There is also a special unique trader, Arkwright, who can be found with some special deals and a special delivery ship. These are found in level five systems, so something for more experienced players to enjoy.
They can be spawned in several different ways: the Chief Scientist, the Ticeroy and Sixiser bosses are spawned via Communique items that can be rarely found among their respective factions. The Trader Arkwright is based on player wealth. Our old friend Charkles also received an update, and may be found in an appropriately scaled ship in any level system once his first appearance is defeated.
Full Controller Support
We have also added full controller support for those who want to play without mouse and keyboard. More options for control is always a good thing in our book.
Dimensional Delving
There is a special new Dimensional encounter that can be discovered in the higher levels as well. These feature new dimensional ships and some unique rewards for players brave enough to venture into their home reality.
We have also done some Linux compatibility testing to bring that game experience in line with what we want and deal with some of special issues running Space Impossible on Linux has.
As always we have fixed bugs, many of them player reported, and tweaked a few balance issues. Most noticeable is loot generation, and on larger vessels with multiple cargo bays, you should find each cargo bay can now have loot, not just the first one.
Details
NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community!
Additions
Added Valter Arkwright - trader boss
Added Chief Scientist - Explorer Union boss
Added Lord High Ticeroy - Ticeroy boss
Added Captain Benozar, Chief Sixiser Pirate, Scourge of the Stars - Sixiser boss
Added some new surprises from Charkles, the mad miner
Added a new unique dimensional boss event. These can be engaged with upon entering a "Dimensional Rift"
Added game controller support
📡Quick repair is now limited per player to once every 30 seconds. Can be changed with /sv_repaircooldown
All weapon types may now be able to apply enhancements to targets, not just projectiles. This is more of a background system change for now.
Unique spawns can now be triggered via item use
Enhancements can now apply visual effects to the entity that is affected, helping to make these enhancements more obvious
Added new Ionic Field Emitter weapon - This weapon provides an enhancement to any affected allies, increasing weapon damage, engine thrust, shield recharge rate and max reactor energy.
Added Grappling Hook
Added Missile Launcher Array
Added Cluster Mine Launcher
Added several new components including Gig. Reflector Mk 2 and Dimensional weapons
Added a super secret Quantum Assembler
Added communique items for interacting with bosses
Added size indicator and pips to all projectile weapons that were previously lacking them. Now all weapon icons should have a size indicator.
Added a new discovery state for regions "hidden". This is used for creating pocket dimensions and other star system stuff.
Added universe stats. This is currently not visible to the player normally, but we will probably make this visible to the player in the future.
Added /backupuniverse command that forces the universe to be saved and then zips it to an optionally named zip file.
Added a teeny tiny additional size on ship tiles that hopefully will decrease changes of inter-penetration of objects.
📡Added path/filename validation and sanitization for template and universe names
Added a transitional element to System Info UI when transitioning between systems
📡Added some additional logic to the currency labels to better reflect final value when animating the label
📡Added several new tips for display during building
Added some additional UI optimizations
Added ability to CTRL + click on the universe map to put the system coordinate in chat
Changes
📡CHANGE: Any tile damage should now end construction
CHANGE: Improved unique spawn triggering
CHANGE: Changed how splash damage works -A tile no longer needs to die to propagate splash damage -A blob splash will now apply damage across a fixed area scaled on its falloff value rather than propagate only through remaining damage -Repair splash damage is now an option -Fixed an issue with recursive splash damage causing a stack overflow in distinct situations -Takeaway: Some weapons may do more damage now, for instance rail guns will do more total damage due to splash damage, even if no tiles are killed. Some weapons may do less damage now, especially powerful weapons against weak tiles because the weak tile dies immediately.
CHANGE: Repair beams now do some splash damage, making them able to penetrate to interior tiles
CHANGE: Significant performance improvement for when replacing a large vessel with a new large vessel loaded from template.
📡CHANGE: Significantly improved performance of text related to tile damage.
CHANGE: Improved performance regarding calculations with damage that resulted in splits
CHANGE: Improved performance on the region server related to weapons and AI's ability to dodge them
CHANGE: Possible performance improvement related to player exit of a large vessel
CHANGE: Improved performance on region server networking, should result in less garbage generation
📡CHANGE: Significantly improved performance with hangar/assembler/transit portal detection on the client. Previously it was possible to completely tank FPS when several objects in a region had multiple assemblers. This should no longer be possible.
CHANGE: Graviton Beam weapons now apply the Graviton Field enhancement to the target instead of just applying a basic force -This is a subtle change to the weapon, that instead of just pulling the hit target towards shooter, it makes the target hit attract other nearby objects, whether vessels, oresteroids or even projectiles.
CHANGE: Adjusted chat focus. When it is open and you click on a screen object, the chat should lose focus, but still remain open. Clicking back on the chat or pressing Enter should return focus to chat. You should not lose any text that has been inputed but not yet submitted.
CHANGE: Nest tiles now take mining damage instead of combat damage
CHANGE: Changes to the unique spawn rules allow these distinct enemies to appear multiple times. Most familiar will be Madd can now re-appear after an appropriate time following his first defeat.
CHANGE: Changed region removal to obey total universe time instead of the previous relative to star system time. What this means is the universe will carry on, even if the a star system is unloaded because no player is present. For example, a tradeship that was there when last visited, will probably not be there next time you swing through whether a few minutes or hours later.
CHANGE: Lawless' Sparrows now have cargo bays
CHANGE: Added missing bridge to Madd's Striker ship
CHANGE: Construction traders should now pay more for Ore items
CHANGE: Time delay for the tooltip to hide is now instant
📡CHANGE: Adjusted flying mechanics when using WASD in warp at the star system level. Should make things more controllable than previously
CHANGE: Universe init should no longer attempt ID upgrades if no mod or other additions were detected. This should improve load times on larger universes.
📡CHANGE: Redesigned the Dimensional Interrogator boss for better game performance and less overall annoying fight design
CHANGE: AI weapon firing code should now respect salvo weapons better and allow the entire salvo to fire before switching weapons
CHANGE: AI fleet regions should no longer split if one or more of the vessels is unable to warp.
CHANGE: Improved UI layout for low resolutions, especially 1280 x 800
CHANGE: Made the version label more discreet
CHANGE: Pressing ESC (or similar controller key) when asked to confirm Quit Game should no longer choose the "Quit" option but the "Resume"
Fixes
FIX: Fixed T3 boss summons requiring tritanium instead of bonivium
📡FIX: Fixed issue with certain tiles causing an error when removing them in construction
📡FIX: Fixed insta hit weapons applying damage until the whole salvo is done firing
FIX: Fixed tooltip rounding of salvo times
📡FIX: Fixed randomization of salvo spread to be correctly random
📡FIX: Fixed other dialogue options appearing in trade dialogue if it is opened when the initial hail is being displayed
FIX: Fixed an issue in region->region transition when no player is involved
FIX: Fixed an exception cause when receiving local faction for a region that had just be removed
FIX: Fixed an issue with mount placement server validation
FIX: Fixed an issue with mount replacement after a previous mount on the same tile was destroyed
FIX: Fixed Gig. Magnatronic Blastor Mk. 1 doing 800 mining damage. Now does 50 which is inline with other weapons of its type
FIX: Fixed incorrect pricing on large and gig. crystal items (kelorit etc)
FIX: Fixed an issue for when AI auto-resurrects
📡FIX: Fixed an issue where dynamic price dialogue variable would not correctly clamp its value, leading to a nice overflow and incorrect value
FIX: Fixed System Info not updating its layout if its currently open when the information changes
FIX: Fixed an issue with Universe Map not correctly centering on the player on opening
FIX: Fixed issue with text wrap size being incorrectly calculated. This mainly was noticeable with the reactor energy patterns being incorrectly offset on tooltips.
FIX: Fixed an issue that could occur with projectiles incorrectly inheriting its initial velocity from fasting moving vessels
FIX: Fixed a multi-tile mount issue where selecting an area in building cuts through the mount. Mounts will no longer be included in the cut/copy if any part of it is outside that selected area.
FIX: Fixed white halo around damage masks
FIX: Fixed an issue with particle effects loading
FIX: Fixed an issue with our 7Bit datatype implementation that could affect negative or very large values
FIX: Fixed an issue where the Leviathan's background edge could possibly be seen
FIX: Fixes for the loot table system. Individual loot limits is now obeyed across the entity's entire inventory instead of per cargobay only. This does mean some spawns will now have slightly less loot overall, but many adjustments were made that should bring loot to similar levels, or in some situations increased total loot count.
FIX: Fixed an error that was causing an exception for a log message and impacting performance
FIX: Fixed an exception that could occur during System Problem selection and prevent the selection from finishing
FIX: Fixed a failure in universe version updating incorrectly not throwing the player back to main menu when they should have
📡FIX: Fixed damage text persisting far too long after damage had stopped being done
FIX: Fixed banding on the 360 degree visuals for weapons
FIX: Fixed several missing language entries
FIX: Fixed several weapons using the wrong item type names on tooltips
FIX: Fixed an issue where a region could in theory not be removed even though it should be removed in multiplayer sessions.
FIX: Fixed an issue where placing a template (including copy/cut) could ignore placement rules and allow tiles to be placed outside the grid which is bad and thus cannot be allowed
FIX: Fixed white border around control group icons when UI was scaled other than 100%
FIX: Fixed an issue with child region naming for star system generation
FIX: Fixed incorrect inset camera scaling in warp view when UI scale is other than 100%
FIX: Fixed an issue with UI widgets repositioning incorrectly when UI scale changes
FIX: Fixed mod manager scroll bar UI sort order
FIX: Fixed handling of zoom in/out on the map affecting your game camera too
📡FIX: Fixed several typos and grammar issues
FIX: Fixed several instances of client incorrectly referencing server time in multiplayer code
FIX: Fixed an issue introduced with one of the B15 network performance improvements that ended up causing some jittery movement. This should now be smoothed out.
FIX: Fixed regular Marauder fleets behaving like Madd himself with dialogue and insta attack
FIX: Fixed issue with UI scales other than 100% incorrectly placing elements off screen on load
📡FIX: Fixed target window tile targeting
FIX: Fixed item based stats registering under the wrong categories
FIX: Fixed sounds not playing correctly when hovering drop down UI elements in Create Universe screen
FIX: Fixed small pixel gap with input popup
Removals
Removed Charkles from his previous guaranteed region in the starter system. He now has a chance to spawn in dense asteroid regions.
COMING BETA 17
Some additional bosses/unique spawns will be added, including a Druminence and Kal'giri bosses. We will be looking closer at polish and balance as it's been a few updates since we gave that some elbow grease. Finally, we are getting to the point in Space Impossible's development where we want to consider leaving Early Access, as all game systems we had originally planned on (and many more) are ingame.