Some of these were fixed almost immediately after the initial 0.4 update release, but let's put them all together in one patch notes:
FIXES:
FIXED Support for ultra-wide resolutions not working in Fleet Management screens
FIXED Fleet Intercept contract triggering in Orsus without selecting it in the Sector Map
FIXED Automatic redirecting to Fleet Management screen sometimes not working after losing all ships
FIXED DCU keybind and commands sometimes not working properly when using them on a ship in direct control
FIXED Terigon cargo ship having a wrong bounty in conquest sectors
FIXED Active ship count status not working
FIXED Loading screen sometimes not showing up after exiting a sector
Update 0.4 Feedback
Thanks to all of you for initial feedback on the update and its changes, keep it coming! We are making sure to get through all of it, both here on the Steam Community Hub and on our Discord. While receiving a lot of positive opinions, not everything has been universally well-received, thus some tweaking is definitely in order.
In-Sector Contract Picking
Since the Update 0.4 Preview on the Devbranch, we have received a lot of requests to bring back the option of choosing contracts while being in-sector, not just from the sector map before the deployment. We have already decided to make it a priority for one of the smaller updates to come after fixing more bugs and minor issues with the update.
Roadmap
Updated roadmap is also in the works, so stay tuned for a more detailed view of what's to come for Space Reign after Chapter 1.
See you next week with more patch notes!
Adam & Daniel
Update 0.4 "The Marshall's End" Now Live!
Hello Pilots & Commanders,
First major update for Space Reign is now (finally) available for everyone on the live branch! Let's take a look at what's new and what's changed. Watch the update trailer for a quick overview or read the post for individual updates. 🚀
Update Trailer
Major Features and Changes:
Large Ship Direct Control
It's here. Take control of large ships from third-person perspective and use manual or automatic weapon modes to deliver some serious damage.
Conquest Sectors
In this most complex sector type in Space Reign, you have to secure all Controls Points while protecting your own against enemy attacks. Capture Refineries, earn supplies and build static defenses, help ally forces to push the enemy and defeat their main garrison.
Contract Sectors 2.0
Contract sectors have been reworked for easier contract selection and faster gameplay, allowing you to pre-select a specific contract from the sector map before deployment without the need of waiting for the right contract type. Threat levels have also have been unified per sector for more straightforward difficulty scaling.
Tech Tree
Ships and weapons are now unlocked in the Tech Tree as you progress through the game. To do this, you will have to earn and spend Tech Points, a new currency in the game gained by completing contracts, special objectives and looting containers.
Chapter 1 - Marshall's End
This update also features all sectors and content for the first chapter of the game. Complete contracts in 4 reworked and updated Contract sectors and capture 4 Conquest sectors to deal with the Marshall Gang pirates once and for all.
Huge Optimization
Performance has received a significant improvement, especially in overall RAM usage, which could cause crashes when getting in and out of a sector. You should also see some gains in framerate and overall stability of the game.
Additinal Features and Changes:
New Tutorial and Updated Database
To improve onboarding and initial experience for new players, we have implemented a new interactive tutorial covering all basic mechanics and options in the game. There is an option to skip it, but we highly recommend getting through it first. In-game database has also been updated with information on all important gameplay topics.
Exit Sequence 2.0
Use the reworked Exit Sequence to quickly save your progress leave a sector from anywhere, without the need of approaching a Navigation Beacon. We understand that your time is precious, and this should help you enjoy the game more conveniently.
Command Points & Fleet Limit
To better differentiate between individual ships and their value, we've implemented a new fleet limit system instead of restricting your fleet per ship class. Each ship now has a specific Command Point value based on its size and tier, allowing you to create different fleet compositions within your current command point and total ship limit according to your Corporation Rank.
Fleet Shortcuts
While more advanced Fleet Command QOL updates are on the way, we've found the time to implement some fleet shortcuts to quickly select individual ships and switch their direct control status.
Lootable Containers
Enemies now have a chance to spawn a lootable container filled with Credits and Tech Points based on their ship type. Simply approach and collect!
Improved Collision Avoidance
With all our ships using a physics based flight and movement system, it is not an easy task to deal with all cases of possible collisions, but all vessels and especially fighters, should avoid obstacles more effectively.
Improved ship following and simple follow formations for large ships
Ships now follow their assigned friendly targets more precisely in non-ft mode, and large ships will not break off to attack with a follow order assigned - you can use this for a simple combat formation system for large ships.
Salvaging 2.0 - Current Status
Unfortunately, we were unable to finish upgrading Salvaging during fixing the update preview on the development branch, thus, Salvaging is currently disabled as it is being slightly reworked. Our plan is to bring it back to the game in a smaller update coming soon.
Patreons in In-Game Credits
Lastly, our beloved Patreons are now featured in the Credits, as promised. We can't thank you enough for supporting Space Reign from the start, but believe me when I say we truly appreciate it. ❤️
What's Next
With all fundamental systems finally in place, we are excited to work on more frequent feature and content updates, which will be divided into smaller, more regular ones and additional chapters.
Chapter 2 will include Heavy Frigates and Destroyers, New Weapons and Sectors + New Enemy Faction to play against.
Good Hunting! 🫡
Adam & Daniel
Update 0.4 Devbranch Preview Hotfix 2
ADDED Various missing UI icons/replaced placeholders in Fleet Management windows
ADDED Universal Lights and some animations to the Hangar
FIXED Max Gimbal Weapon info stat not showing on fixed weapons
FIXED Ship Command Point value not centered in ship info panel
FIXED Railgun in manual mode causing errors when targeting small ships
FIXED Large ship triggering voicelines when the player is in direct control
FIXED Not Gaining any EXP after reaching corp rank 7
CHANGED Discarding a destroyed ship now gives the player 50% of the original value without the weapons
Update 0.4 Devbranch Preview Hotfix 1
ADDED Contract Experience and Tech Point reward reduction when deploying to sectors if the Player has a higher corp. rank
ADDED Accuracy penalty when manually using weapons against targets not compatible with their target tracking (Railgun, Auto-cannon)
FIXED Zephyr missile launcher buying not working
FIXED Resupplying sound playing after leaving the sector
FIXED Heavy missiles targeting small ships
FIXED Enemy large ships not using missile launchers
FIXED Assist contract indicator spawn glitch
FIXED Railgun targeting small ships
FIXED NovaTech Units having a bounty
FIXED Player Missile kills not giving a bounty
FIXED Ships not returning to formation after killing their target when assigned manually
FIXED Conquest Sectors being replayable and scamming the players with their rewards!
FIXED Target confirmation voiceline sometimes looping in aggresive stance
FIXED Enemy HQ In conquest FT Blocking and confusing the player ships after it is captured
FIXED Waypoint Editing mode being blocked by asteroids
- S2 Fixed Gatling damage and firerate reduced
- S2 S3 Fighter Light missiles damage reduced, ammo increased
- Missile Point-defense turret changed to S1
Update 0.4 Preview now avaliable on devbranch
Hello Pilots & Commanders,
Major Update 0.4 is now available for you to try out on the devbranch!
Come and help us catch some bugs and give us some feedback before we launch it officially.
How to Access the devbranch:
What's currently missing and should be available in the live version:
New Tutorial
Salvaging
Macro objectives
We are looking forward to your thoughts and feedback, feel free to post it here on Steam or on the community discord.
Daniel & Adam
Major Update Status
Hello Pilots & Commanders!
Just a quick status update on the upcoming Major update - The Marshall's End: All new features and important reworks are done and we are now in the process of balancing the difficulty and game progress along with some more bugfixing and minor changes.
Update preview should be deployed to the devbranch within 2 weeks, where it should stay at least for 1/2 weeks to test things out and fix all the issues we may find before its official release on the main branch. As always, we are looking forward to your feedback.
New features and reworks include (some of these already available on the devbranch):
Large Ship Direct Control
Contract Sectors 2.0
Conquest sector type
New/Reworked sectors (4 Contract Sectors and 3 Conquest Sectors with improved visuals)
Tech Tree + Tech Point currency (Ship and Weapon Progress)
Tacview icon grouping - decluttering system
New large ship classification system (Thanks a lot for all the amazing ideas on discord. Ready for bigger ships!)
Large Ship Weapons - Hardpoints sizes (S1 + S2 Hardpoints on Frigates, also in preparation for more ships types, such as destroyers)
Salvaging update
Ship Balancing
Weapon Balancing - Turrets and Launchers
Fleet Roster QOL and Sector map updates
Huge RAM usage Optimization
P.S. We understand that updates haven't been going out as fast as both you and we would have hoped, for which we apologize. The simple reason is that due to the rather complex nature of the game (Cockpit part, Tacview RTS part, and now the Large Ship 3d-person part), we had to revisit fundamental inner workings of the project for everything to run smoothly.
However, as stated before, once this update comes out, all core systems that needed reworking will be done, which will allow us to make new content updates more frequently.
Thanks a lot for your patience and continuous support.
Daniel & Adam
Name a Ship poll #6
Hello Pilots and Commanders, time for another ship poll!
Poll #6 INFO
Corporation: NovaTech Ship class: Adv. Light Frigate Name Theme: Animals/Mythology
VOTE AND PROPOSE NAMES HERE => https://strawpoll.com/kogjk3J2PZ6
Poll #5 Final Results
Name a Ship poll #5
Hello Pilots and Commanders, time for another ship poll!
- In Fire mode, the model of the controlled ship now features a transparent material for better visibility when using the weapons manually - Supply Squadrons refinery resource pickup animation added
Fixes
- FIXED Large ship in direct control mode firing on allies after targeting them with weapons in TARGET aiming mode - FIXED not all Control Points being registered in the list of objectives - FIXED Incorrect voiceline being played after capturing the sector - FIXED Tacview camera zoom level affected by ship view camera zoom - FIXED Defense platform icons being displayed incorrectly after recapturing a Control Point.
Changes
- Supply point amount in one delivery INCREASED to 80