Fix potential crash if an item does not have a description.
Speed up game loading a bit.
Hotfix 1.2.72 - Fix blank start crash
Fix game may crash on the very first launch.
1.2.70 - How To Captain
Space Wreck leaves the Early Access orbit and launches properly next month - October 10. In preparation for this event, we have gathered a list of changes, tweaks, improvements and fixes that we want to shoot out and let you try out before the full release.
And these are not just minor things, either. For example...
Rewind time to plot points directly from your star map
Starting from this version, the game will create new save games on certain plot points - as represented by the star map in the menu. You can then either rewind back your current playthrough at any moment or jump to an entirely different storyline; all from the start screen.
To support this functionality we had to start compressing our savegames as there can be many of them now. This is a good thing either way (7-8x size reduction) but the drawback is that you won't be able to edit them as easily as before. Sorry. Note that while your old, uncompressed saves will be supported, they will be compressed next time you save.
Speaking of saves...
You can now rename your savegames
Originally we wanted saving to be as simple as possible and just skipped the renaming step. But, after some feedback, it's clear that adding custom names to your saves can be helpful. So now renaming is available if you choose to. Or you can just click SAVE like before, default naming is provided as a suggestion.
Other than that there are some minor changes:
Reroll now available only on failure
Last update we introduced a reroll mechanic for failed rolls but, judging from the feedback, it was a bit complicated UI. Now it's a bit simpler - if you fail the roll, you have a moment to decide to retry (if you still have rerolls left).
Improving performance in specific cases
Some players have reported significant slow-downs in certain areas of the game. While the root cause is still unclear, I went over the code a bit and tried to optimize it a bit in general. Initial reports are encouraging, hopefully, it will help more people.
Oh, and check out the new action point diodes! People did not notice them previously so I kicked up visuals a notch.
Spacesuit checking doors
An obvious quality of life feature requested by many - external doors now are (logically) equipped with sensors that check if you have a space suit on before letting you through.
And last, but not least - we have a tutorial! Sort of. I mean, there's a brochure you picked up in the Space Academy and there are like 3 words about the dangers of space or smth.
HOW TO CAPTAIN
Brochure HOW TO CAPTAIN is a very light informative material and you can literally just throw it away. But if you take a look inside, there are a few sentences about how exactly skill checks/dice rolls work, how to sneak, combat and so on. This is based on the feedback from players and we thought that might be useful.
Launch expansion on Oct 10
As noted, Space Wreck leaves Early Access on October 10, 2023 and - heads-up! - in preparation for the release, we will be raising and adjusting prices in a couple of days.
While, of course, the full-release version will be similar to the current Early Access build, it also comes with never-before-seen content - the launch expansion. Hint of what that could be about you can see in the image above. ^
Patch 1.2.69
This update is mainly about a performance fix for certain players.
If you have encountered a drastic slow-down in heavily populated game areas (e.g. Kurbads, Sepikoda), this *may* improve things.
But, also included is a set of tiny bugfixes or improvements:
Fix windowed mode and store it per machine not cloud settings.
Character shouts float over darkness.
Increase container peak font size.
Increase settings menu selector size
Notify the player with the text log and sound when automatically using the screwdriver.
When hovering over vents, show a caption with a size description.
Fix the lying terminal.
Fix potential crash in dialogue attack.
Shuttles now fly with doors closed.
When pressing the CONTINUE button in the menu right after completing the game, load the last autosave. And not crash.
Meanwhile, we're continuing work on the release version of the game and will follow up with new information soon.
Cheers!
A cure for randomness
The main focus of this update is on managing the randomness factor in the game. Following player feedback, we noticed complaints about the game's dice rolls. While the math is sound - we use natural distribution algorithm which means that rolls will most likely fall around your skill/attribute value, there were clearly some things we could improve. Read on to learn specifics!
Rerolls
Plain and simple: now you can reroll failed skill checks. Rejoice! Of course, there are some caveats, though:
you have a limited number of rerolls, based on your FOCUS attribute;
you have to be "concentrating" - you must select the option before the rolling ends.
There are many skill checks in the game - some important, some less so; now you have an additional safety buffer for those crucial ones.
Clearer difficulty messaging
Previously difficulty of a skill check was based on its absolute value: that is, regardless of your skill level, it would show "easy", "hard" etc.
With this update, however, we describe the difficulty based on the difference between your skill and the target number. See here:
if delta >= 4 then "guaranteed"
else if delta == 3 then "pretty safe"
else if delta == 2 then "easy"
else if delta == 1 then "likely"
else if delta == 0 then "50/50"
else if delta == -1 then "risky"
else if delta == -2 then "unlikely"
else if delta == -3 then "unrealistic"
else if delta <= -4 then "impossible"
Remove random completely with Nominal tablets
Lastly, if you still are annoyed with randomness as a concept, we got a solution for you too - Nominal tablets. This is an item that can be found in the game and, once consumed, will remove any dice rolls whatsoever. That is if your tinker is 3, you will never "roll" anything but 3 while under the influence of the drug,
Lore wise, these Nominal tablets suppress your anxiety and stress, remove stage fright, but also dull the excitement and adrenaline. Basically, you don't crumble under the stress but you also would never perform above expectations or get the "second wind".
Be warned of side effects, though: while medicated, your XP gain is severely hindered - because you never challenge yourself, you cannot grow.
Grenades, mines and traps
Take advantage of the new throwables - grenades. If you manage to land a hit - based on your PERCEPTION - the target will be paralyzed for a turn. Good if you want to follow up with a killing blow or just run away.
Or, if you tend to avoid combat (which is a good idea, btw) the new shock traps can be useful - set it up on a container that NPC might use (e.g. where they keep their water bottle) - and it'll knock them out cold upon next interaction. All their stuff - keys included - now is yours for taking!
Repair robots
There are now new possibilities for engineers: repair a destroyed robot to get a loyal mechanical follower! Even better, if defeated in battle, you can "resurrect" it right after; granted you have the components and skill to pull it off.
To be honest, there's really no limit to how many robots can you repair - as long as you have R/C Controllers to spare.
Book's worth of proofread NPC dialogue
We've been slowly but steadily proofreading the game's texts. With this update, all of the character dialogue in the game should be now covered. This amount to a whopping 130 000 words!
To give you a perspective - Andy Weir's Martian is around 110k words long. An excellent book, by the way: its realistic near-future Solar system exploration has been an inspiration for many things in the world of Space Wreck.
The Chief Snitch
And last - but definitely not the least! - we've been adding subtle content all around the game. The biggest and the most impactful addition is the new quest The Chief Snitch on Kurbads. To be fair, it's not just the "quest" per se but rather all the new options to advance your main quest or provide new ways to interact with the world that are noteworthy here. You also get a chance to explore some of the characters more and interact with them.
Note: there are now new story stars and even new final ending slides related to this storyline.
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These are the major highlights of this update but there are still more subtle changes and fixes in the game.
Until the next time!
Patch 1.2.51 - Controlling robots
Set of bug fixes and improvements. In particular:
Improved cambot control flow for engineers.
NPCs turn away if you try talking to them naked.
Fix no air in unlocked doorways.
Use SPACE BAR to centre on your character.
NPCs now won't reload and put on their armour automatically on combat start - instead, they will do it on their turn if they decide so.
Fix Hallucinogenic concoction.
Fix stuck on Orion with the stolen shuttle.
Hotfix 1.2.47 - Fix doors
Fix some door-related issues.
Fix: a character can walk through locked doors without opening them.
Fix: companions (e.g. Ingrid) cannot use doors even though they are in your party.
1.2.46 - Pixel Perfect Picking
Ironically, space is really precious ... in space. This is the reason why the spaceships and stations in the game are so cramped and sometimes hard to navigate. Unfortunately, the fixed isometric camera angle can make it ever so slightly harder when playing the game.
Based on your feedback, we've addressed some of the interactivity issues - basically now, if you see it, you can select it.
For example, if there are two shelves side by side, you select the back one through the hole of the first one. Or you can now stand on the same tile as some smaller container.
Empowering VR fantasy
KROGUS VR experience has been slightly rebalanced and improved. Hopefully, it'll feel better as a power fantasy now!
Bugfixes
As usual, quite a few errors were addressed. Here are some notable ones:
Fixed: save scumming skill checks.
Fixed: SHIFT highlight-nearby objects highlight disappears if the mouse is moved.
Fixed: visual glitch when an enemy is knocked out in the first sneak attack.
Fixed: unexpected stumbles even if not intoxicated anymore.
Fixed: rooftops/big objects obscure player character on load.
Proofreading first area
And last but definitely not least - we've enlisted a native speaker to help with proofreading texts. In this update, most of the character dialogues in the first area, KROGUS, have been lightly retouched. Thank you to everyone who reported typos or grammar issues!
Until the next time!
Hotfix 1.2.32 - Fix doubling inventory bug
Fix the issue when NPC inventory contents sometimes get duplicated.
Fix some typos.
Hotfix 1.2.30
* Fix map layout issue on SEPIKODA. * Fix strange behaviour when interacting with something in distance; using the context menu INTERACT command. * Fix the issue when trying to spill AnX into a vent.