For this one, besides important new features, there are some requested stuff, like individual ship loadout, item quality affecting cloaking devices and more range for the Dominance and ships in general. I hope you all like it :)
Enjoy!
Now each ship keeps it's equipment loadout.
Added new Perks: Trial by Fire and Near Miss.
Added the first Epic ship available to players: Mi-Iaoshu, a Unique and VERY rare Shuttle.
Added new Hideout background visuals.
Added option to set in-game UI transparency, in order to be more "OLED friendly". A slow "parallax" background effect was also added.
Item rarity can now affect the energy cost of some items, like Cloaking Device and Auto Repair System.
Increased drop chance of Venghi Reactors by 50%.
Now you only gain Tech Level from Ship Graveyards that are higher than you current TL.
'Weaponry' skill now only applies half the effect on missiles.
Weapon range bonus for ship class is now flat instead of a percentage. This will benefit mining lasers, PD weapons and Dreadnoughts in general (Specially the Dominance).
Crafting: Reduced heat generated for each core added after the first.
Asteroid Rush sectors now always have collision damage enabled.
Fixed XP gain message for fully exploring a sector when level 50.
Fixed drifting loot being orange quality (shouldn't happen).
Following Fixes (1.1.6d):
Fixed item and equipment count BUG when swapping ships or unequipping all items.
Added a confirmation dialog before selling ships. You´ll also get the value from all items on it if you do.
Added button to unequip all items from the ship.
Fixed Skill Icons not updating color when selected.
Patch 1.1.5e
Greetings Commanders!
This patch is still from 1.1.5, but since it is a bit bigger, I decided to make a special announcement. A lot of requests were implemented for this version, I hope you all enjoy! :)
Added Perks: Fun with Maps, O.C.D., A True Miner, Gold Rush, The Perfect Predator, Dogfighter.
Added CoT station models.
Elite (silver star) spawn chance is now higher in high level sectors and only occur after level 10 (except for sentinels).
Increased Hawk cargo space by 5.
Starting sector will no longer have bosses.
Faction trade modifier no longer affects trade goods.
Added option to turn on/off floating numbers (damage, healing, etc).
Now you get a warning and extra XP after fully exploring a sector.
Crafting is no longer reset after building a weapon.
Balancing: Improved, Heavy and Ultra Laser Beams had their stats changed.
When you try to store weapons or equipment in cargo with no space, it will be stored in the bank instead of the local station.
Mercenaries now gain bonus on speed to try to keep up with the player. A new movement system is being tested also.
Now items in the station also count for quests.
Knowledge 'Fighter Pilot' changed to 'Space Pilot'.
Mining Update - 1.1.5 (updated 1 Apr)
Greetings commanders!
The Mining Update is here, along with lots of fixes and new stuff! I hope you all enjoy :)
Let me know of any issues (on discord preferably)
Note: The Social (previous 'Relations') Skill tree will have only 1 lane until Ship Crew is implemented.
Mining and Geology
Geology (knowledge) is gained through mining and determines what kind of metals and crystals you can obtain from asteroids. The higher your Geology, the higher grade metals you can get.
If you don’t have enough points for a certain metal type, you might get a basic ore instead, which can later be processed at a refinery. Geology will soon be required by some equipment and have other roles in the game.
To see a list of known metals and their requirement, hover mouse on the Geology part in the Knowledge panel (V).
Refineries
You can install Mobile Refineries on your ship (Corvette+) to process basic ores that you obtain from mining. Refineries also have a Geology level, called Geology Range, and a Refining Rate, both will determine it's success in finding special metals.
Other mining related changes:
'Mining' and 'Relations' skill paths were remade and renamed to 'Business' and 'Social'. All skills were reset for no cost.
'Iron' replaced 'Metal Ore' and 15 new metals were added. Most of them are used to craft weapons.
Added new equipment: Mining Drone Bay, Heavy Mining Drone, Mobile Refinery, Advanced Mobile Refinery and PMC Mobile Refinery.
Mining bonus for PMC ships reduced to 30% from 50%.
Tier 3 Mining skill (Business tree) was replaced with "Refinery Master", which increases refinery effectiveness.
Asteroid Analyzers were remade to show asteroid drop info instead of increasing mining speed.
General changes:
Added 2 ships for the CoT faction: BadBoy and Archimedes.
Every armor piece now has a % Damage Resistance.
Increased extra HP of Elites and bosses (silver and gold star).
Increased ship prices, specially those with higher rarity.
Equipment base sell value reduced to 25% from 40%.
Market items are now sorted by type and you can choose which type you want on top.
Stations base HP increased by 1000.
Increased chance to get Legendary items by 50%.
Green waypoints (set by the player) will disappear when you reach it.
Reduced laser beam sound volume.
Fixes:
Fixed station quests asking for items available in local market.
Fixed boss giving no loot.
Fixed loot not being picked up after freeing space while over it.
Fixed a BUG that allowed you to use equipment not compatible with your ship size.
Fixed a BUG that allowed you to swap to a ship from a different station.
Fixed drones colliding with jump gates.
Fixed "Warp loop" when entering a jumpgate with bigger ships.
Following Fixes (1.1.5d)
Fixed drone target distance being off after switching targets.
Fixed a BUG that made Asteroid Rush sectors empty.
When you level up Geology, you´ll receive a message if you can mine a new metal/crystal.
Fixed XP gain on trading profit. If the item wasn't bought from a station, the gain is halved.
Fixed shadow flickering.
Patch 1.1.4 (updated: Feb 27)
Hey everyone!
Lots of suggestions implemented this time, like equipment key bind, more drones, no pause when you manually open quest log, more high end equips and the Flak Cannon (very requested by X-27 on discord).
I hope you all enjoy!
Added 20 new equipment pieces, mostly high level or Elite/Boss drops, includes better drone options.
Added 2 new weapons: Improved Repair Beam and X-27 Flak Cannon (elite+ drop).
Crafting: Point Defense modifier can now be used with Cannon.
Crafting: Cannon base rate of fire is now 1 second per shot, instead of 1.1 seconds.
Crafting: 'Explosive' modifier now increases 4 AOE each and can be used up to 8 times, but it also reduces 8% damage per use.
Crafting: Added 'Timed Fuse' modifier to use with 'explosive'. It makes the projectile explode where the cursor is or when reaching max range.
Cannon explosions now inflict full damage if inside 20% blast radius, with a minimum of 10% damage on max range.
Added option to bind weapons and equipment to any key you want.
Drones are now affected by rarity and can be mounted multiple times using different types/rarities.
Quest screen now only pauses the game if it was opened automatically, not by the player.
Sector info now shows if there is an active boss there.
Added special low level exploring quest that gives a warp drive as reward.
Removed bonus Armor from level. This kind of bonuses will later be gained through experience perks in-game.
Follow up fixes (Feb 27):
Fixed game not starting for certain languages.
Added ramming (melee) weapon for Corsair (Red Skull).
Added option to bind a key for alternate controls (shift), to use with energy controls.
Added Flak Cannon and improved X-27 Flak Cannon.
Fixed shield drop when warping.
Fixed Asteroid fields respawning after reloading the sector.
Fixed boss icon being visible even on unexplored sectors.
Fixed items showing message "Only one allowed of this type" when not intended.
Fixed Fido image portrait.
Fixed bug when generating quests on Rebel Stations.
Patch 1.1.3
Hey everyone! Some cool little changes this time, including very requested ones. Be advised that all station markets were reset and so was the player trader codex records.
<*>Galaxy Map now shows when you have items stored on each sector.
<*>Sectors were optimized to only generate certain data when they are visited/explored, drastically reducing file size and saving time. Old save games will not have it's entire data altered, however when new sectors are generated they will benefit from this change.
<*>Stations minimum market level raised to 4 from 3 and now they will sell items down to 35 levels lower, instead of 30.
<*>Station markets will no longer update item prices immediately after a purchase or sale, it will be made once every 30 minutes.
<*>Traders and White Collars (background perks) now see market prices as different colors according to base price: Green when good deals, yellow when neutral and red when bad prices.
<*>Increased starting galaxy size.
<*>When exiting a jump gate, now your ship will be further away from the portal to avoid going back in, the distance varies according to ship size.
<*>Changed experience perk "Technology" to give bonus Tech Level instead of a normal point.
<*>Fixed (again) tractor beam. Slow mode now really acts as a counter to target's impulse drive.
<*>Damage numbers from fast firing weapons will be added together just like continuous beams.
<*>Spotlight status is now persistent.
<*>Hired mercenaries will no longer become your enemy if you damage them, but they also won't give any reward if you kill them.
Patch 1.1.2
Added limited arch weapon turrets and applied to many ships, specially those with slots too far apart. The angle limit is represented in red (360º turrets have a red circle).
Added Syndicate Dreadnought: Sanctuary. For now it is not available to players and has a predefined weapon set.
Enabled mouse wheel to scroll up/down item panels.
Added starting credits to Perks (mostly for background perks).
Now you need to inflict at least 50% damage for enemy kills to be considered for Perks like Aggressive and Marauder (mercs damage counts as yours).
Increased the number of nearby sectors in starting quadrant. Also it is more likely that each faction will control at least 1 sector in the area.
Increased chance of bigger freighters (Frigates+) spawning in low level sectors.
Fixed Sloppy Perk to only trigger when doing at least 50 damage to the station.
Movement and mass calculations:
----- Most ships had their mass increased to better simulate reality and the new calculations. This will reduce how much small ships can push you.
----- Acceleration and side strafe cap were highly increased and now the ship info shows the correct value (in units per second) for both.
----- Changed calculations on turning speed. Now you actually need to stack more gyroscopes but you can achieve higher turning rates than before.
----- Top Speed reduced for bigger ships. Corvettes and Frigates are intended to be the fastest.
----- Removed level bonus for acceleration, top speed, turn and strafe. It is more based on your equipment now.
Changed Maneuverability and Acceleration perks to show actual speed value changes (in units per second).
Increased the amount of weapons used by AI in bigger ships, specially in higher levels (they were using less weapons than available space, even around level 50).
Fixed nameless weapons dropping.
Fixed a BUG that allowed double drop/Xp from the same enemy, when using multiple weapons.
Patch 1.1.1
Will probably have fixes pretty soon... But Happy New Year everyone! :)
Added new ships: 3 for Venghi (2 replacing old ones), 2 for Red Skull (replacing old ones) and 2 for Children of Terra.
Red Skull ships have ramming (melee) weapons integrated with each model. The damage increases according to relative velocity of impact, your ship's mass, if using impact boosters and has a bonus if doing a spinning roll.
Added 3 Venghi exclusive weapons (For now they will still use other weapons).
Civilian stations are now hostile if you have 'Marauder' Perk.
Red Skulls will no longer attack mercenaries for no reason.
Now you can buy any ship from your background faction regardless of reputation.
Added a rotating turret for Dorothy ship model.
You can no longer acquire the perk 'Indoctrinated' from 'Pirate'.
Now you can type weapon name without triggering game commands.
Crafting: Continuous modifier Tech Level requirement reduced to 3 from 5.
Fixed towing ships that was way too low and increased slowing mode effectiveness.
Added option to turn Auto-Save On/Off.
Patch 1.1.0d (updated)
Added Perks: 'Pirate', 'Rebel', Indoctrinated', 'Anaximander' and 'Acquired Wisdom'.
Fixed Boss drops that were being too high level sometimes.
Increased minimum level for AI ships to use "Hit and Run" tactic, from 6 to 10. Elites can still use it after level 5.
Reduced strafe and acceleration cap for small ships (some were moving way too fast).
Fixed tractor beam immobilizing and slowing effects to use the same force calculations. You´ll need more than one to affect bigger ships with stronger drives.
Fixed Drone damage to count as his owner.
1.1.0e
Fixed Perk effect that set reputation to neutral to not reduce it when it's positive.
Fixed error when starting a new game with 'Traitor' and similar Perks.
Patch 1.1.0c
Now you can also store weapons in the bank.
Reduced 'Scavenging' skill loot bonus from 20% to 12% per point.
Added 'Temperate' Perk to counter 'Aggressive'.
Added 'Guardian Angel' Perk.
Changed effects from 'Aggressive' and 'Marauder' Perks.
Changed 'Sloppy' Perk to have no reputation changes, added other effects instead.
Fixed 'Sloppy' Perk being triggered much faster than intended.
Fixed a bug that locked reputation limits even after losing the Perk which caused it.
Fixed 'Genocidal' Perk being acquied more than once.
Marauder Hideout renamed to Pirate Lair and Marauders no longer attack you if you are friendly with the Red Skull.
Changed tractor beam to use towing by default and immobilize when activated with shift.
Warp cooldown time is now higher for bigger ships. There will be ways to reduce this time in the future.
Fixed weapon heat cooling calculations (was cooling a bit more than intended).
Mouse cursor now changes color to reflect the highest heat count from your weapons, making it easier to know when it is about to overheat (might need to increase cursor size depending on feedback).
Crafting: Slightly reduced heat generated by crafted weapons and improved several components.
Slightly increased Station Weapons energy cost.
Reduced AI difficulty from level difference by half.
Follow up updates:
Fixed Tech Level being increased higher than character level (after TL 10).
Finally fixed Marauder base names: Stations are 'Pirate Lairs' and hideouts are 'Pirate Hideouts'.
Perks Patch - 1.1.0 (updated)
Hey everyone!
Sorry it took so long for this patch but it was for a good reason, a lot of work into a new cool feature: Perks.
There are 5 kinds of Perks: Background, Experience, Feat, Karma and Volatile. Most of them will need to be unlocked by playing (old save games won’t be able to do it, sorry), and every time you decide to start a new game, each unlocked perk will be there for you to choose right from the start. Although for now there are just some initial Perks and more work to be done, the idea is to introduce new challenges and play styles, and specially to encourage players to start over for a different experience. For this purpose, I want to add more “Speed run” based Perks soon.
NOTE: Perks won’t be translated right now, until everything is solid. I hope you all understand.
Enjoy people!
Patch 1.1.0 changes:
Introduced Perks (read above).
Removed Tech Level requirements for spaceships (other requirements will be added in future updates).
Ship Graveyards will not drop Metal Ore anymore, and instead of microchips, other trade items might drop, like robotics or explosives. Equipment drop chance remains 20% without skills.
Red Skull Stations are now Marauder Stations, which are protected by the pirates. They function just like before.
Improved loot from destroying stations.
Fixed boss guardians being able to be bribed/hired.
Fixed some projectile hits not showing blast FX.
Follow up fixes (02 Dec):
For spaceship unlocks to take effect you´ll need to save the game.
Fixed "Aggressive" Perk being acquired for defeating Marauders or when you are attacked first.
Fixed "Sloppy" Perk being acquired when not intended.
Fixed "Battle Rush" Perk not acquired if you level up to 10 when defeating the boss.