Space Impossible BETA 16 Pre-Release has arrived. 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.
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.
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.
As usual with a Pre-Release, the final BETA 16 build will be released once we're happy the state of the game is bug free. Hope everyone has a Merry Christmas and Happy Holidays.
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/34/598513524566723362/ and how to access it here: https://steamcommunity.com/app/416240/discussions/34/598513524566723400/
BETA 15 Released
Space Impossible BETA 15 has landed. It's a pretty big one. New music system (with additional music) & sounds, new region types, new stuff in regions, new ships, new components, wormholes, new system to system transition, huge rework of existing transition, tons of bug fixes, and a bunch of quality-of-life features.
New regions are in: Comets, Trade Blockades and a number of anomalies (Plasma Wrecks, Energy Storm, Spatial Rifts, Mining Wrecks, Bone Wrecks, Old Shipwrecks, Graviton Distortions) and the chance for ambushes. These offer some new encounters, new resources, new objects to fight or trade with, and new unique visuals to see. You can encounter these in nearly any kind of region, from the new comet, to distress calls or even the fixed asteroid and station regions. Keep your eyes peeled!
There's new vessels to be seen, fought against or acquire. They have been added for the new regions and encounters. New lawless and trader ships to scrapper ships, we've fleshed out a number of weaker spots in ship areas. There's also new space stations to encounter. Fleets are more "fleet" like now, with ships actually escorting each other, better AI idle behavior as well as behavior focused on player interaction.
A number of new components have been added. Some can be manufactured, others are uniquely available from the new ships and encounters.
Audio & Dynamic Music
Audio content has been updated. The new music system features music better fade in/fade out, situational music (you getting targeted by something is going to play different music than a chill, quiet area) with new Space Impossible appropriate music tracks. Many game sounds have been redone to clean up quality issues or just replaced because we like the new ones better. Audio balance has also been adjusted.
Warp & Engine Rebalance
Warp travel has finally received its long due re-balancing. We have altered the warp rating->speed calculations, adjusted the rating of individual engines and made it actually pretty great. Different engines do different things, and it's quite possible to go quite fast (or slow if that's what you build for) as you build/acquire more elaborate ships.
Wormholes are Back!
Wormholes have been (re)added. These have been reworked and now offer faster, larger leaps to move about the universe. Please note: they will only appear in new universes. On a related note, universe updating/loading is now more tolerant if a mod goes missing or disabled after universe creation.
Transition Improvements
It's been a long time coming, but star system to star system movement now has a nice visual effect. Other visual effects have been added or improved, making things more congruent with the game's artstyle. A significant amount of reworking the technical way transitions (going to warp, exiting warp, moving between systems) has occurred. We discovered a number of the remaining duplication/lost object bugs were related to the previous implementation, especially if the game was exited or crashed during these transitions.
Quality of Life & Bugs Squashed
A number of quality-of-life (QoL) features were added. Things ranging from a subtle camera pan depending on player action, to Traders hinting or referencing things they'd like to buy, to replacement of the white flash from warp. Those and more. On the technical side we've added better handling for game launching errors that should no longer leave you staring at the loading screen if something fails to happen correctly. We've also added more options for error log handling, with the ability to keep more logs if so desired.
Including the issues related with transitions, over 100 bugs were squashed (list is so big we couldnt fit it all here)
Details
NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community!
Additions
Added wormholes. These natural phenomena connect distant part of the galaxy together.
Added ability for projectiles to apply enhancements to things they hit
Added new region event trigger - OnPostRegionGenerated - this gets called once after a region has generated its objects.
Added Comet Region
Added Leviathan Region
Added Trade Blockade Region - Can spawn on trade lanes if a system's disorder is high enough
Added Plasma Wreck, Energy Storm, Spatial Rift, Mining Wrecks, Bone Wrecks, Old Shipwrecks, Graviton Distortions, Ambush Set Pieces
Added the Pirate Log - This special log item can reveal the location of distinct pirate treasure somewhere in the same system.
Added capability for region AI to have their speed and acceleration set from their spawn rules.
Added a giant rock asteroid variant
Added a EMP mine and mine launcher for the Druminence faction
📡Added a new popup for Template Loading when grid is occupied to give you the option of merging the objects together (similar to copy/paste)
Added random chance roll to star system generation template picking
Added some checks to system generation so in situations where something like a planet is removed, any child moons are ensured to be removed too.
Added chance for Research Stations in wilderness systems
Added Large Rock Asteroids with farm attachments for Agricultural regions
Added custom ambient sound based on region types
Added Acid Sprayer weapon
Added Gastric Suppressor weapon
Added Ejector Seat Bridge
📡Added toolbox to Construction UI. Toolbox has toggles/buttons for fill, picker, cut, copy and paste
Added tooltip for cooldowns when hovering over them in the UI
📡Added an adjustment to the UI to make it more tolerant of very small mouse movements when clicking.
📡Added black splash screen at start up to help eliminate "flash bang" effect
📡Added ability (w/ button) to save any inspected object as template to your current client universe folder. This button is found under the inspection panel.
📡Added a quick stack button that will only move items between vessels cargos if the item is already present in the destination cargo bay. It will check all cargo bays on the destination vessel.
Added several missing language entries
📡Added new ownership type "PlayerAbandoned" to address issues with Scrappers scrapping stuff. This type gets applied when pieces fall off your current ship or if you have purchased a vessel but not yet controlled it. Forces most access to be open except for control and component.
Added new bridge component and enhancement that increases inspection range.
Added new independent trader & lawless trade ships
Added more variety to and fixed some position issues with Traders Drift stations
Added trader spawns along trade lanes
Added a warning when about to reach the edge of a star system
Added some variation to star system cloud colors
Added some extra color variants to several planet types
Added light corrosion as a tile possibility for all lawless and independent trader vessels
Added tile death sounds for all tile types
Added new collision sounds for crystal, ore and glass tiles
Added random chance for AI to spawn, fly around then leave an asteroid region while a player is present
Added behavior for AI fighters should now actually escort larger ships in fleets
Added dynamic music. Music will now change depending on perceived threat in the region.
Added several new music tracks.
Added new engine sounds for Plasma drive and Slip drive engines
📡Added a nav arrow for a discovered jumpgate and wormhole when in a star system
Added a lower level Madd's Marauder ship to fill in situations for when it is needed.
Added a dynamic camera mode that adjusts based on vessel speed, direction and actions (weapon aiming, inspection, hailing, etc). This can be disabled in options.
Added 12 new independent trader and lawless ships
Added possibility to buy trade vessels at Trader's Drift stations.
Added possibility to find mining, trading and "capital" vessels to purchase from Scrapper Yards.
Traders will now give you hints about what kind of items they will purchase at better values
📡Added support for multiple backup logs. Instead of being simply renamed ".prev" logs will now be named "errorlog_yyyymmddhhmmss.txt" with the timestamp being the time when the game process was started. The parameter for the amount of logs stored is found in programsettings.cfg under the "maxbackuplogscount". Default is 2.
📡If the Regionserver takes longer than 60 seconds to connect, the game will now throw an error and return you to the menu.
Added a max frame cap to the regionserver. Default is 120. Can be changed in rs config. This should reduce the regionserver needlessly occupying CPU time. -1 is unlimited. 120 is recommended. 60 is lowest reasonable performance in our tests. Higher may increase performance in theoretical high load situations, but average game session should be fine.
Changes
📡CHANGE: Engine warp calculations and rebalance. Modified how warp speed is calculated from warp rating.
📡CHANGE: Tips bar on construction UI now changes depending on the mode for better hints
CHANGE: Construction now includes a button to toggle auto-place mount function
CHANGE: Dynamic regions can now spawn anywhere along a trade lane if it makes sense.
CHANGE: Improved region template spawning capabilities
📡CHANGE: Changed it so you can no longer hand in the rescued personnel to Scrappers during the Solar Upheaval System Problem
CHANGE: Improved performance when making many tile changes at once in the Construction screen
CHANGE: Improved performance on object bounds updates, should only update once per frame instead of potentially multiple times.
CHANGE: Adjusted nearly all audio sources ingame for better balance
CHANGE: Command input auto complete is now sorted alphabetically except when an exact match is available
CHANGE: Updated some region templates to utilize new template options
CHANGE: Added some restrictions to star system generation for lawless and sixiser to prevent them from possessing areas they do not have suitable content for
CHANGE: Modified loot generation for wrecks to better reflect the wreck 1) no longer generate loot for objects when they have no cargo bays 2) "glob on" wrecks with cargo bays can now contain loot.
CHANGE: Projectiles that pull on objects (like the Attractor mine) now have a cubic range fall off
CHANGE: Right clicking on a fleet to "engage" will now follow the fleet until the range is close enough, then enter
CHANGE: Improved the quality of the ships Scrappers will sell.
CHANGE: Projectiles are now better networked so the client knows immediately the projectile's TTL and any collision state for the projectile.
CHANGE: EVA suits can now have an initial velocity on spawn.
📡CHANGE: Scrapper AI will no longer target ships they are selling.
CHANGE: Scrapyards should no longer spawn wrecks of their own faction
CHANGE: Scrapper wrecks found elsewhere should now be using scrapper ships instead of lawless ships
CHANGE: Tweaked faction - faction opinions so that Scrappers don't qualify as traders or neutral fleets
CHANGE: Reduced the UI collider on Construction Info label, making it less likely to get in the way of actually construction.
CHANGE: Changed Load Template menu to display choices based on when the template was saved, not when the template was last accessed.
CHANGE: Components drop chance for player vessels is now determined on player ownership rather than control. This should decrease or potentially eliminate losing components on vessels not currently controlled.
CHANGE: Changed the projectile launcher sound
CHANGE: Map pop up should happen much less now when flying near the edge of a star system
CHANGE: Players will now point in an "ideal" direction depending on transition type (away from a region when going to warp, in towards the star when entering a new star system)
📡CHANGE: Rebalanced cargo bay component mass. Larger cargo bays don't have as much mass, bulkys are lighter but still significantly heavier.
CHANGE: Icy planets and moons should spawn more often.
CHANGE: Turrets should no longer hail you when you enter a region
CHANGE: Lawless should throw less Ventures at you now and more varied possibilities, especially at higher levels, should exist
CHANGE: AI will now be able to react immediately after spawning
CHANGE: Trader ships at stations may now come and go over time
CHANGE: All ships in a fleet should now be more responsive and less sedentary
CHANGE: Universes now, when updated, should be more tolerant of version and mod changes
CHANGE: Modified warp stars & streaks to be crisper
CHANGE: Object initial spawn velocity is now correctly networked and respected by client and server
CHANGE: Objects that pass through jumpgates or wormholes should now exit on the opposite side (e.g. enter on left, exit on right). Also receive a small velocity push on exit.
CHANGE: Warp in/out effect for tractored objects will now follow the direction of movement of the tractoring vessel, not the facing of the individual tractored object
CHANGE: Adjusted audio falloff curves for nearly all sound effects
CHANGE: Universe loading should better reflect mod changes with the ability for the player to choose whether or not to continue.
CHANGE: Changed volume slider equation to closer match Unity's internal audio mixer. May require some volume adjustments from players.
CHANGE: Sound effects for beams should be better heard now, especially when at the receiving end
CHANGE: Your current player controlled vessel will now always be top audio priority and volume over other objects to ensure you will always hear your own ship even if lots of stuff is going on.
📡CHANGE: Changed Scrapper buff dialogue option to always show, whether or not you can afford it
CHANGE: Universe loading is now done asynchronously of the main game thread. The screen should no longer freeze or become unresponsive during this step.
CHANGE: Adjusted audio of reactor explosions
📡CHANGE: Adjusted the "choose your destination" section of the universe map when entering jumpgates
CHANGE: Audio listeners are now attached your ship, and not the camera. This will diminish and potentially eliminate all audio distortion due to camera shake.
CHANGE: Any aggressive action will now nullify any AI target delays. Any grace periods granted by the AI (for instance from a bribe) will now be immediately discarded if you attack.
CHANGE: Suits will now be respected during grace periods
CHANGE: Gate Bosses will react immediately based on dialogue actions (or inactions) instead of waiting out any grace periods.
CHANGE: AI will now respect new grace periods even if they were previously attacking you. For instance turning in vessels or pirate personnel in to pirates will result in the pirates (temporarily) not attacking you.
CHANGE: Rescuing a ship in distress will now grant enough temporary local region faction points to pull all but the most hated player into neutral (or better) temporary standings. This means if you save a trader, even if the faction hates you, the trader will in most cases be willing to trade with you while in the current region.
CHANGE: Adjusted the suit's life support failure notification to scale by percentage instead of a fixed time.
CHANGE: Improved audio quality of the torpedo movement sound
📡CHANGE: A number of UI elements will now continue to update after the game window loses focus
📡CHANGE: Star system movement and transitions will continue when focus is lost
CHANGE: Music crossfading improved to be truly linear
CHANGE: Made enterable regions UI colliders slightly larger to make them easier to click on
📡CHANGE: Most UI buttons will now consider a mouse press release as a UI button click regardless of how long the mouse press was held as long as the release is over the UI button.
CHANGE: "Manage Mods" button should now have click sounds
CHANGE: Certain wrecks should now have less components available for plundering
CHANGE: Adjusted star system UI from displaying certain elements when you are being towed via tractor
📡CHANGE: Modified how Ruin effects stations - Will now only ruin one station at a Ruin 6, an additional 4 at Ruin 8 and additional 6 at Ruin 10.
CHANGE: Pirate station generation now prefers asteroid rings instead of planets and moons, was previously the other way around.
📡CHANGE: Changed Ruin generation to take into account level and star system cluster size. This is in an effort to reduce too much ruin too early in the game. This change also allows larger clusters (at higher levels) to have more ruin than previously. Higher than default levels of Ruin at Universe generation can result in very ruined universes, so be advised this can make the gameplay very difficult and is best for experienced players only.
CHANGE: Scrapper and Miner AI will now wander instead of just chillin' when they have nothing to do.
CHANGE: Tweaked AI local avoidance to better avoid collisions regardless of object mass.
CHANGE: Changed the going to warp blur to a pixel dissolve to be more stylistically cohesive.
CHANGE: Decreased warp in radius on fleets so you appear a little closer together
📡CHANGE: Nav radar lines now have a minimal size. Should appear less like glitches and make them a bit more visible
CHANGE: Manufacturing Window will now close if the inspection of the fabricator's vessel is closed.
CHANGE: Changed how tiles are saved, improving performance up to 4x, especially on larger objects
CHANGE: Altered Trades Gone Awry Problem to have some AI delay for certain steps
CHANGE: Reduced chances of & amounts of already present AI vessels in asteroid regions
CHANGE: Reduced quantity of Pirate & Lawless vessels in their fleets at higher levels.
CHANGE: Improved performance on the chunk split process. This is especially noticeable on larger objects.
CHANGE: Altered projectile movement behavior for "mass weapons" that should better respect the objects that they collide with in terms of physics behavior.
CHANGE: Star map will no longer lerp from previous map state when opening to warp destinations, it should now be instant
CHANGE: Clicking a star system cluster on the universe map now zooms to the same level as when picking a system to system transition rather than the previous "more zoomed out" appearance.
CHANGE: When conflicts are resolved, the updated Star System should no longer immediately possess ruined stations
CHANGE: Traders will now stop flying when you hail them or are trading with them. They will resume normal behavior after a period of time or if assaulted.
CHANGE: Tweaks to Drug Smuggler Problem to reduce frustration on the first step due to unlucky RNG spawning.
📡CHANGE: Seeker missiles are now more powerful with increased speed and damage
📡CHANGE: Giga Particle Cannons now do more damage and decreased charge time compared to previously
📡CHANGE: Increased damage of nearly every Giga weapon to make them appropriately competitive against Large weapons
CHANGE: Improved performance for normal log prints on the standard game build
📡CHANGE: Increased engine thrust on nearly every engine, with earlier engines receiving a larger increase of thrust. This is based on player feedback.
CHANGE: Problems per Star System Cluster is now available in UniverseDefaults instead of being hardcoded
📡CHANGE: Moved item pickup notification to the right side of the screen and made it a fixed width. This was done to help free up viewing space in the center of the screen and due to increasing amount of "stuff" to pickup later in the game causing massive visual clutter.
CHANGE: Vessel paperdoll will now highlight available mounts based on both component size as well as type
CHANGE: Updated Main Menu background for BETA 15 with new art
CHANGE: Changed Seeker Missile behavior to chase their initial target and only switch to proximity mode if the previous target is lost.
CHANGE: Temp. Enhancements now apply to any hangared objects when the enhancement is first received
CHANGE: Adjusted the position of purchaseable ships from Trader's Drift stations to make it easier to move after purchase as well as decrease likeliness of AI needlessly ramming them.
CHANGE: Changed shields so they restore to 50% of their max charge after a collapse instead of making them start at "1". This should make shields more useful in fights. Use /sv_shieldrestoreperc to alter the default recharge value
📡CHANGE: Projectiles are now effected by weapon damage enhancements.
CHANGE: Projectiles fired by AI vessels are now affected by the AI scaler. This means by default AI projectiles do 50% damage that a player will.
CHANGE: Increased time to arm on projectiles to decrease the likeliness of self damage. It is still possible, but we felt it was a little too common previously
CHANGE: FactionOwned vessels with AI controllers will no longer give access at any standing (including Ally). These access categories are: Component, Construction (changing the vessel) and Inventory. Vessels owned by a faction but NOT controlled by AI will allow access as was previously allowed.
CHANGE: Improved performance of a number of tile related operations on the regionserver. This brings it in line with changes done to the client a few updates ago.
CHANGE: Gate Bosses that lose all their weapons will no longer flee. Instead they will attempt to blow up and take you with them.
📡CHANGE: Manufacturing batches now factor in number of corresponding fabricators that capable of that recipe. This means multiple fabricators will now reduce overall time when making large batches of recipes.
📡CHANGE: Fabricator batch sizes now scale with number of total items made in one order. Items per batch will double in count every 10th batch.
CHANGE: Certain default region objects are now marked differently than before, in regards to ownership. This mainly affects things like the girders in the Trader's Drift. You should no longer be able to Disassemble or tamper with these objects unless you are ally with the faction owner.
CHANGE: Improved performance across a number of underlying systems.
CHANGE: Major reworking of transition code for region->system, system->region, system->system and region->region. The code should make the process more robust, with no failure of data loss, even if the player disconnects/shutdowns during this phase. We found transition failures was causing all remaining player dupe/player ship loss issues and required this rework.
CHANGE: Player data should be saved at the start and the end of a transition
CHANGE: Removed PlanetUrban from natural system gen. Colony and Entertainment systems can now switch planets to PlanetUrban.
Fixes
📡FIX: Some spelling fixes
FIX: Fixed player nav arrows not working when player changes vessel or enter suit
FIX: Fixed an issue with ship construction where tile data was being lost if other errors occurred on the local client
📡FIX: Reduced error spam in construction. For instance one error per tile for 50 tiles, it will now just display 1 error for those 50 tiles.
FIX: Fixed trade lane tooltip taking precedent over other regions
FIX: Improved template picking. Performance is better and fixed an issue in possible duplication
FIX: Fixed dragfield from projectiles, was incorrectly using wrong physics layer mask
FIX: Aoe projectile hits can now apply energy drain effects correctly.
FIX: Fixed an issue where merging two objects together could result in an incorrectly trimmed result
FIX: Fixed an issue in procedural name generator
FIX: Fixed a few issues where transitioning between regions or star systems was generating unnecessary network data
FIX: Fixed an issue with template selection in regards to non factioned but overridden values. Not really a common issue in current game, but was an oversight in initial implementation.
FIX: Fixed an issue with the floodfill process when used during Construction on very large objects.
FIX: Fixed docking display material incorrectly missing
FIX: Adjusted docking background to be a bit easier to see.
FIX: Fixed incorrect spread with certain spread using weapons
FIX: Fixed template issue with rock & ice asteroids inside crystal regions to all be oriented the same way
FIX: Fixed Center of Mass and Mass calculations not updating when Enhancements change
FIX: Fixed object splitting to better pick "main chunk" when empty bridges are present
FIX: Fixed spelling on "Girder" objects
FIX: Fixed a bug with aiming where very specific 0 degree angle firing would produce a NaN error
FIX: Fixed issue where an extra row/column of tile or paint were being removed when using area selection and deletion in Construction.
FIX: Fixed an issue in Construction where the selection grid highlighting would not render correctly.
FIX: Fixed a bounds check on the server that was causing issues including AI dropped item spawning and item pickup
FIX: Miners should no longer attempt to shoot the things they are tractoring, which was causing them to get into a lock state.
📡FIX: Fixed several typos in the final log entry texts
FIX: Minor UI performance improvement with a few misc. optimizations
FIX: Improved movement while at warp to reduce overshooting or unnecessary slow down when near target regions
FIX: Fixed an issue in multiplayer where other players were grey while at warp
FIX: Fixed a bug with AI that occurred when they switched faction or similar state switch, resulting in the AI becoming unresponsive
FIX: Fixed some issues with flotsam regions and the whole "dropping stuff from tractor while at warp" situation
FIX: Objects present with the player after a disconnect and present with the player at warp will now be auto tractored instead of just "near by" on restart/reconnect
FIX: Fixed a few issues with tractoring data to better improve visuals on client
FIX: Improved accuracy of tile collision sounds
FIX: Fixed an issue where faction data was being received before the associated region
FIX: Fixed an issue with wrong dialog being displayed on entering a pirate region
FIX: Fixed an issue with tile damage being displayed underneath certain tile types instead of correctly being displayed on top
FIX: Fixed brief tutorial overlay to always display on top until dismissed
FIX: Fixed the "click to move" circle disappearing at times
📡FIX: Fixed an issue with phantom target alerts appearing after warp out
FIX: Fixed several issues that could result in "phantom regions" being visible while at warp
FIX: Reduced the amount of crackling that can occur during laser sounds
FIX: Fixed an issue that prevented the home nav arrow from showing when not in the home region
FIX: Tile damage should now appear correctly on the player vessel during warp
FIX: Fixed an issue that was causing sounds to sometimes not play correctly
FIX: Fixed an issue where certain objects weren't being correctly removed when no tiles were present.
FIX: Fixed several issues with the tractor glitching during transitions like entering/exiting warp
FIX: Fixed an issue where some objects would continue to spin even though they shouldn't
FIX: Warp factor label in Construction is now rounded to 2 decimal places
📡FIX: Fixed Construction area UI notification showing up during a transition
FIX: Fixed Rogue Scientist Problem using the incorrect log item
FIX: Fixed several errors associated with being a client only (during multiplayer) regarding certain mod data and default data only required by the server.
FIX: Fixed a rare issue where players at warp were appearing inside the sun instead of outside the region they had just left.
FIX: Basic furniture should now appear in trade tables
FIX: Hangar buttons should now appear correctly when at warp
FIX: Player input should no longer move the player region during a system to system move
FIX: Fixed an issue when opening a jumpgate was incorrectly contributing to the system's current Problem progress
FIX: Fixed nav radar lines from showing up in system->region transitions (exiting warp)
FIX: Fixed an issue where previously tractored AI vessels weren't correctly reloading the AI logic on subsequent universe loads.
📡FIX: Fixed "Cancel Trade" dialogue language key appearance
FIX: Fixed an error where reactor explosions weren't working on multiple universe reloads without restarting the game program.
FIX: Fixed an error with AI fleet regions not always being correctly loaded.
FIX: Hangared objects should no longer appear visible when in warp
FIX: UI will no longer allow toggle of tractor activation if no tractors are equipped
FIX: Smoothed out the audio loading to reduce some hitching during game load
FIX: Optimized effects loading and improved loading performance
FIX: Fixed issue with weapons & engines being stuck on when starting Construction
FIX: Fixed several UI overlay edges to be perfectly aligned with screen edge instead of almost perfectly aligned
FIX: Fixed Enter Hangar button showing when player is in suit. You can still browse and undock stuff while in the suit.
FIX: Fixed several offset issues with the map on odd resolutions
FIX: Fixed an issue with dynamic region spawns where the intended time delay wasn't being observed correctly.
FIX: Fixed fully wrecked objects not having their hangars removed when they should have been
📡FIX: Fixed an issue where vessels were still considered in the construction area after an Assembler was dropped or removed
FIX: Fixed an issue with Construction cut/copy when a mount is missing its anchor tile (bottom left) but is occupying other tiles that are still valid
FIX: Fixed it so all crew/personnel hails now using correct portrait instead of the default one in dialogue.
FIX: Fixed an issue with hangared objects not being correctly fully removed from game when destroyed via command or hangar related damage.
📡FIX: Fixed a UI issue with ESC button having to be pressed more than once to open/close a menu
📡FIX: Fixed temp/placeholder text for Manufacturing error notifications
📡FIX: Fixed a number of language key entries
📡FIX: Fixed an issue with hacking tool failures due to incorrect position checking
For the rest of the fixes please see the discussion post as I couldn't fit them all here
Removals
📡Removed flashing white effect during warp transitions
COMING BETA 16
We've got a few more content things to do and we're going to be looking for bugs of course, but we're done adding major systems to the game. With that in mind, we're beginning to think about getting the game ready to leave Early Access, which means balance and content from here on out.
BETA 15 Pre-Release 1 Now Available
Space Impossible BETA 15 Pre-Release has arrived. And it's a pretty big one. Where to start? New music system (with additional music), new region types, new stuff in regions, new ships, new components, wormholes, new system to system transition, huge rework of existing transition, tons of bug fixes, and a bunch of quality-of-life features.
The new music system features music better fade in/fade out, situational music (you getting targeted by something is going to play different music than a chill, quiet area) with new Space Impossible appropriate music tracks.
New regions are in: Comets, Trade Blockades and a number of anomalies. These offer some new encounters, new resources, new objects to fight or trade with, and new unique visuals to see.
New ships and vessels are added for the new regions and encounters.
A number of new components have been added. Some can be manufactured, others are uniquely available from the new ships and encounters.
Wormholes have been (re)added. These have been reworked and now offer faster, larger leaps to move about the universe. Please note: they will only appear in new universes.
It's been a long time coming, but star system to star system movement now has a nice visual effect.
A significant amount of reworking the technical way transitions (going to warp, exiting warp, moving between systems) has occurred. We discovered a number of the remaining duplication/lost object bugs were related to the previous implementation, especially if the game was exited or crashed during these transitions.
Including the issues related with transitions, over 50 bugs were squashed.
A number of quality-of-life (QoL) features were added. Things ranging from a subtle camera pan depending on player action, to Traders hinting or referencing things they'd like to buy, to replacement of the white flash from warp. Those and more.
As usual with a Pre-Release, the final BETA 15 build will be released once we're happy the state of the game 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/33/4418676069795560340/ and how to access it here: https://steamcommunity.com/app/416240/discussions/33/4418676069795561653/
Dev Update: BETA 15
Hello everyone!
It's time for a news post. BETA 15 is well underway. We have targeted three things for this update.
First off is more content! Over the last few BETAs we have added a number of new systems, or revamped them, with a bit of content to support the new/improved feature, but have often stopped there. Well, it's time we utilize some of those capabilities and just add "more" to the game. We will avoid spoilers, but this includes things like new encounters, some new types of things to fight and more enviroments to discover.
Secondly, wormholes are back. These are natural, but rare phenomena that allow anyone, or anything, to travel nearly instantly across far distances. Unlike jumpgates, they are not locked, and they will travel much farther than jumpgates. They come in pairs, and you will not have a choice about where to travel when entering them.
Thirdly, some technical reworking brought about by the wormholes. We have discovered a few bugs that were, quite frankly, quite a pain in the butt to track down, but were present and affected some players more than others. It had to do with the use of hangars combined with tractor beams and/or disconnecting or shutting down the game while in transit between regions--such as via jumpgate. So we beefed things up a bit more, with some aggressive checks and a bit more redundant data tracking. Now, when you disconnect when in transit, you will return at the start of the transit instead of the end. Hangared objects will be removed with you, but tractored objects will continue their trip. Players traveling together should correctly separate more reliably as well. This should eliminate those issues some players were experiencing with disappearing objects and all but eliminate vessel duping.
That's all for now. We are just about code and content locked for the update and beginning testing this week. Pre-Release should not be too far away.
Until then!
BETA 14.0.1 Hotfix
FIX: Fixed issue opening map when entering/using jumpgates
FIX: Fixed issue loading sounds from mods
BETA 14 Released
Space Impossible BETA 14 has landed. Player teams: in. Custom factions: in. Enhanced mod support: in.
You can now create an ingame team for you and your friends in multiplayer to join. Teams allow you to share resources and vessels easier, find each other in the universe better, and communicate privately.
Custom Faction Creation
Custom factions are a new feature added to the game that allows players to create factions of their choosing, including name, ship complement, icons, colors and more. This is done inside the game, but from the main menu. Take your team one step further for faction v faction scenarios, or just enhance and expand your game for you and your friends.
Enhanced Mod Support
Finally, enhanced mod support has been added. Mods can now be seen and activated from a menu and is fully supported in singleplayer or multiplayer play. This could allow creative players to do everything from custom ships, new resources, new Problems, new art or just about anything else possible ingame. It continues to support Steam Workshop for best syncing and sharing.
Due to changes with the way game content is categorized, we had to require new universes for BETA 14. Universes from BETA 13 and older cannot be upgraded.
For more indepth technical details see after the changelog
Details
NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community!
Additions
Added some margin of error for ranging on the suit hacking tools
Faction information is now fully networked including colors, portraits and icons. Can now be fully controlled from the server.
Added teams
Added ability for the game to load mods and multiple of them
Added debug commands for teams, debug_team*
Added the mod manager UI to the main menu screen
Added "more options" to universe creation screen
Added faction creator to universe creation "more options"
Added tabbing autocompletion for the new chat console commands and new id format
Added navarrows for teammates
Added support for uploading mods to the Space Impossible Mod Tool
Added /team for team chat (format: /team )
Added /whisper for ingame PMs (format: /whisper )
Changes
CHANGE: Converted all existing game assets to the new string id format. This includes all tiles, components, ships/vessels, other objects, recipes, factions, dialogue, problems, systems and everything else
CHANGE: Changed if dialogue portrait isn't specifically set, the faction portrait should "always" be the default now instead of "probably" be the default
CHANGE: Universe purpose generation can be more easily customized and altered via moddata setup json. Purpose can now be driven by faction and level
CHANGE: Changed default universe backdrop rendering for map to use pre-calculated texture which should improve performance on mid-end GPUs and above. Super low end GPUs will still fallback to CPU SDF
CHANGE: Changed how ownership/access is evaluated. Now will incorperate team and region faction deltas. This means if you piss someone off, you may not be able to use their Assembler right away until they've cooled off.
Fixes
FIX: Fixed Med. Short-Line Gattling Gun Mk. 2 having 0 power requirements
FIX: Fixed server disconnection message truncation due to incorrect message size
FIX: Fixed an issue with system problem generation when no valid systems existed to apply the problem to
FIX: Potential fix for offset main menu buttons where they would be offset incorrectly when menus transition
FIX: Fixed a number of UI elements that didn't support localization
FIX: Fixed localization text for the Druminence Locked Jump Gate Problem
FIX: Fixed main initial tutorial popup being baked in and can now be localized
FIX: Fixed a potential nullref on client if any region data is processed before local client data is received
FIX: Fixed an issue with conflict data not being correctly saved between multiple game sessions resulting in conflicts not always spreading correctly.
FIX: Fixed issue with dialogue fallbacks. It will now use neutral if non neutral is available and use a general default if a specific faction text isn't available.
FIX: Fixed an incorrect region inspector UI panel anchor
Removals
Removed old id system for content. Beta 14 and newer will not be backward compatible with older versions.
COMING BETA 15
With a large systems update like this, we generally follow up with a content update. BETA 15 will focus on expanding the game content and we'll be reviewing player comments and suggestions.
Additional Information
In order to unify the content id format, which were previously ints or shorts and limited to specific hardcoded categories, we switched to a string based system that at run-time is converted into a unique int format. This means when creating mods, we, the developers or players wishing to do so, can use easy to read strings for ids, including namespaces yet still benefit from fast run-time performance with id look ups. This does break any support for previous versions as it was too unwiedly at best, or impossible as worst, to make the old format work with the new format for the universe upgrade.
Mods exist with two types, server and client. Mods that are just server only, like custom factions, can be entirely self contained to the server and other players will not have to possess them in order to play. Similarly with client only mods, it is possible for some mods to only affect client graphics, and not be required by the server to operate. Other mods require both the server and client to have enabled. An example of this would be a new custom manufacturing recipe.
A universe, once created, must be loaded with the same mods active that were active when the universe was created. The game will remind you what these are if you have them turned off, so don't worry about having to remember which is which.
Mods are loaded from %appdata%/spaceimpossible/mods (or equivalent for mac and linux).
Teams are not available in Single Player.
BETA 14 Pre-Release 1 Now Available
Space Impossible BETA 14 Pre-Release has arrived. Player teams: in. Custom factions: in. Enhanced mod support: in.
You can now create an ingame team for you and your friends in multiplayer to join. Teams allow you to share resources and vessels easier, find each other in the universe better, and communicate privately.
Custom factions are a new feature added to the game that allows players to create factions of their choosing, including name, ship complement, icons, colors and more. This is done inside the game, but from the main menu. Take your team one step further for faction v faction scenarios, or just enhance and expand your game for you and your friends.
Finally, enhanced mod support has been added. Mods can now be seen and activated from a menu and is fully supported in singleplayer or multiplayer play. This could allow creative players to do everything from custom ships, new resources, new Problems, new art or just about anything else possible ingame. It continues to support Steam Workshop for best syncing and sharing.
As usual with a Pre-Release, the final BETA 14 build will be released once we're happy the state of the game is bug free, sometime probably next week, hopefully just in time for Christmas.
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/32/4038104133477151179/ and how to access it here: https://steamcommunity.com/app/416240/discussions/32/4038104133477147910/
Dev Update: BETA 14
Hello everyone!
It is time for one of our devblog posts. We are chest deep into BETA 14 which will be bringing some new things to the table. We are excited to talk about them here.
First off, player teams. Second, custom factions. Third, mod support.
You heard right--player teams and custom factions. For a long time players have been requesting custom player factions. We heard you, and this is our take on them. We have broken this into two elements: Player teams are ingame groupings that players can create, join or ignore. This allows teammates to share access to their assets without having to open it up to the broader public. You will also be able to see where other teammates are within the galaxy when they are playing.
The second part of this is custom factions. Players will be able to use an in-game tool (from main menu) to create custom factions. These factions will have the same impact as the default games factions, from editable ships and stations to standings, custom colors, custom icon and they can be included in universe generation or you can choose to not. They can be used in singleplayer or multiplayer.
Lastly, and related to the custom factions, and one of the core intended gameplay elements since the start, are mods. We have significantly improved modding support and utilization. This includes overhauling much of the way gamedata is loaded, now relying on a text based unique ids instead of numbers. From new items, new ships or new factions, this is all supported and more flexible. Additionally, mods can now be activated or deactivated from an ingame menu, and multiplayer now better supports mods with some integrity checking and validation. The Steam Workshop will support sharing these mods too.
Altogether BETA 14 should be a pretty cool update, and is not too far away now.
BETA 13 Released
Space Impossible BETA 13 has landed. It now has an improved post-player-death and respawn experience. It also sees the addition of the ability to buy and sell vessels. It has a new way to take control of vessels you previously were unable to take control of--in the form of a suit based hacking tool. In addition to the usual bug fixes and changes, some noticeable networking improvements have been made that should make larger scale encounters a bit better performing.
Sometimes you just get blown up. You did your best, and you are still left as a floating debris field in space. Well, it has been a long time coming, but we finally put our heads together, went over player feedback, and improved the respawn experience. When you find yourself dead, you now have a number of options to choose from. You can pick where you spawn: at your home station, a nearby trader's drift, or, if faction is high enough, a nearby station. Once you select a location, you can choose from the standard starting Venture, to a stripped-down, component-less version of your previous vessel, or the full shebang, if you have the spacebucks for it.
Vessel Trading
In a related vein, you can now buy and sell vessels. Vessels for sale will appear near specific stations in specific regions, and be attached to a sales frame. This frame can be tampered with, but often at a cost to your reputation so consider that before attempting any theft. Simply hail the vessel you wish to purchase, and if you have the money, it can be yours. Make sure to take ownership of it, and feel free to fly off in your new ship.
Likewise, selling of ships is now possible. The Scrappers are always looking for new acquisitions, and will buy almost anything you can tow towards their station. It will require a tractor beam, so keep one handy, but you may be surprised by what they will buy. A great new way to get rid of excess tiles and components.
Hacking
There is also the new hacking tool available on the EVA suit. Hacking allows you to take control of nearly any object in Space Impossible, as long as it's not already under control by someone, and adds a tiny little bridge to it. This can be great when waiting for a friend to bring a backup ship and you are clinging on to an asteroid for dear life, or perhaps helping yourself to the largest piece of debris from a battle field. You will have to figure out how to best use it for your playstyle.
Network Optimisation
Last but not least, we took a good look at networking statistics in our ever focused desire to improve overall game performance. We found a number of often sent, not too large messages and bundled them together. This should improve performance almost everywhere, especially anywhere more than two vessels are active at a time, or in areas with high amounts of space items, like after a battle.
Details
NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community!
Additions
Can now pick a location to respawn: home, nearest trader's drift, nearest station (if standing high enough); depending on location more vessel choices including a free "stripped" vessel are available
Added new "Barely Functioning Engine" for stripped vessel respawn. Same thrust, but worse everything else. Doesn't require power and fits in all mount sizes
Added suit hack tool that allows players to add a bridge to any object that is not currently controlled
Added ability to clear ownership of a vessel at the independent and scrapper stations. Indepedent will only scrub Pirate or Lawless vessels.
📡Added ship buying - Players can now purchase preconfigured and ready to go ships from specific traders
📡Added ability for scrappers to now buy tractored vessels
Added new reinforcement AI that will leave the region when no targets are left. This stops reinforcements from hanging around, clogging up a region. Currently affects normal station reinforcements, conflict fleets and transponder call-ins.
Added sv_spoolupmult and sv_spooldownmult commands to override spoolup/down times. Smaller numbers is faster.
Added capability for an entity selector in a command use to a comma delimited list (ex: /remove 12,45,67,83)
Changes
CHANGE: Player respawn vessel is now set when entering a region as opposed to the previous "exit construction"
CHANGE: Changed entity updates, item spawning and engine activation networking support batching, significantly reducing total message count and improving performance
📡CHANGE: Scrappers will no longer target player owned vessels for scrapping
CHANGE: Scrappers should no longer attempt to scrap tractored vessels
CHANGE: Scrappers have been added to the visible faction list due to their increased role in ship buying and selling.
CHANGE: Adjusted default faction standings so most factions hate scrappers less and hate gate bosses more
CHANGE: Lamp hull variants are no longer better than basic hull. They now have the mass and health of light hull
CHANGE: Most dialogues will now use a dynamic price, including price mods from factions, instead of a hardcoded value
CHANGE: Changed wasp_infested wreck template to remove bridges as well as weapons and shields
CHANGE: Improved object placement to use rectangle bounds instead of circle bounds. This includes better placement for wrecks and any other objects that are compounded (i.e. a station with a space wasp nest)
CHANGE: Updated/tweaked some of the trade item art, moved it to its own art sheet
CHANGE: Objects that were considered "abandoned" (e.g. wrecks) now require the hacking tool to take control. Hacking these objects will force the control access type to public.
CHANGE: Region localized player faction is now sent to the player. This allows the player's client to correctly display region localized values during dialogue or on object mouse over
CHANGE: Modified AI movement to attempt to solve an issue where the AI would finish its path but still unable to see their target.
CHANGE: AI leaving regions will now try to join a nearby fleet region when warping out instead of creating one fleet per ship.
CHANGE: Suits should no longer become primary targets just because they pass the "Enemy" threshold. They are now evaluated like other objects, and no longer take priority over more threatening objects.
CHANGE: Adjusted bounds padding for AI pathing to significantly discourage vessels from attempting to squeeze through tight gaps when it would make more sense to go around, especially when not in combat
CHANGE: Changed chunking code to fix an issue with multi-tile bridge mounts and preference the new "Main Bridge" component over total bridge count when present
CHANGE: Load template preview now correctly shows materials and colors on tiles
CHANGE: Load template previews will now better fit the window, scaling to size of the object instead of grid size
CHANGE: Improved star system UI performance, especially when large numbers of regions are present.
CHANGE: Cleaned up much of the automated dialogue to reduce repetition and reduce space, improving loading times
Fixes
FIX: Fixed Begillium region in starter system potentially using the wrong template and not spawning any Begillium.
FIX: Fixed being able to incorrectly enter regions that should not be enterable when using r-click
FIX: Fixed an issue where quitting the game at the respawn screen would allow the player to respawn in the previously controlled vessel, this will eliminate some dupe issues
📡FIX: Fixed an issue where star system station count was being incorrectly tallied when it came to ensuring a station of a specific faction is present for a Problem
FIX: Fixed self destruct not working correctly with multi-tile mounts
FIX: Fixed scrapper temporary enhancement incorrectly giving money instead of costing money when first acquired.
FIX: Fixed some wreck templates that were not correctly removing components when they should have.
FIX: Fixed an issue where certain region modifiers were not correctly removing objects if a player was present when the region was updated.
FIX: Fixed conflict distress call where crew leave their ship. Ship was getting set to wrong faction.
FIX: Fixed several region templates for starter system asteroid fields from having "owned" oresteroids.
📡FIX: Fixed several language file typos
📡FIX: Fixed an issue where item looting at the end of a conflict battle could incorrectly cause the battle to incorrectly "re-end", re-triggering battle success dialogue
FIX: Fixed an issue with a certain non-conflict debris fields behaving as if they were conflict battles
FIX: Fixed Scrapper Transporter not tractoring certain vessels
FIX: Added a potential fix for a rare thread related issue in networking when sending a message
FIX: Fixed issue where suit mouse target was lagging by one update on the region server
FIX: Fixed seeding of region events when using spawn method other than spawnasreinforcement
FIX: Fixed an issue where object tags were not being counted correctly by the region they were in
FIX: Fixed a bug in playerinfo networking
FIX: Fixed issue with client file in networking rate calculation
FIX: Fixed an error when trying to set server variables to invalid values
Removals
N/A
COMING BETA 14
We know we had said BETA 13 was going to feature player factions, but we wanted BETA 13 to be a smaller, faster delivered update after the bulging BETA 12, so we moved player factions to BETA 14. BETA 14 will be just player factions, as we add and deliver that long requested feature.
BETA 13 Pre-Release 1 Now Available
Space Impossible BETA 13 Pre-Release has arrived. Ship buying and selling has been added. Respawning and post-player death improvements are in. Ship hacking is in. A bunch of new netcode optimizations are in.
You can now buy ships from certain stations, just look for a ship with a frame around it and hail it. You can now sell ships to Scrappers for money or faction, be sure to bring a tractor beam.
It has been a long time coming, but player death and respawning has been improved. You can, and will still probably die, but where you respawn, and what choice of ship you respawn with has been significantly improved.
Player hacking ships is now a possibility. Using the hacking tool while in the spacesuit can allow captains to take control of a vessel, assuming they live long enough to complete the hack.
Finally, a good look was taken at network performance and a number of networking messages have been optimized to reduce total network message count, and significantly improve performance in a number of areas, especially when highly trafficked by other ships, AI or player.
As usual with a Pre-Release, the final BETA 13 build will be released once we're happy the state of the game is bug free, sometime probably next week.
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/31/3805031898646425938/ and how to access it here: https://steamcommunity.com/app/416240/discussions/31/3805031898646421295/