Hello starchasers! As promised we've got another patch for you this month, right before I take a small break to go off to the Mothman Festival (I made an oath to do so). This is mostly a big pass on all the new content, but I had some time between wrangling my disgusting furry cat animals to give some quality of life stuff.
Look at this thing, assuming the shape of random letters.
There's a few small things, but our big features are mostly being pushed out to the next milestone update (you can read more about those at the end of these patch notes).
Changelog is as follows:
NEW FEATURES
Ballden arms now have new transition animations. Hologrammy.
The Hardturn gate can now be scanned.
You can now transfer items between ships at the shipdealer.
Random ghost ships now have a significantly larger amount of possible (backer based) names they can spawn with.
Increased the drop rate of knowledge drops and fixed issue where they wouldn’t be acquired right.
CHANGES AND REBALANCES
Increased the scanning and activation distance for Long Legacies’ trapped ship.
Redid some outdated dialogue.
Party members cannot be summoned or duplicated during their relevant questline.
Changed some rewards from chapters that were giving out placeholder rewards.
Certain heavy equipment no longer builds heavy energy when it hits an enemy.
Adjusted the systems and positions of several bounties.
FIXES
Fixed further issues with upgrading party members due to a typo.
Fixed issue with Long Legacies where the courier ship could be rescanned, restarting the quest.
Fixed issue with Long Legacies where the courier ship could be damaged early.
Fixed issue where Reach Station wouldn’t appear on your navmap.
The pause key can no longer be unbound. You can rebind it and swap binds, mind you, but if you try to unbind it, god will stop you from making mistakes.
Fixed issue where the Obscurite homeworld would reset itself.
Fixed issue with the Bigger Picture that hid the giant capitalist lobster demigods from your view if you had completed the OTHER demigod quest. What a weird one.
Fixed some broken tooltips.
Fixed issue where several edge world ghost ship bounties had too low a payout.
Made Jella’s upgraded companion perk work more consistently.
Fixed ship customization error occurring with starchaser bombers.
Fixed issue where unlocked crafting recipes wouldn’t save.
Fixed several incorrect calculations involving heavy weapon energy.
Fixed cutscene issues when using a close following camera setting.
Added some further catches to help when reloading a save on Ackery.
Fixed additional quest typos.
Fixed boss issue where the vulconda was too angry to die.
Fixed issue where the shuntfish that spawn for the shuntfish bounty forgot where you agreed to meet and took the wrong train downtown. They’re here now.
Valada Matavar now correctly spawns with several Washers that want to kill him for his research.
Fixed several bounties that weren’t spawning.
Fixed issue where several crafting recipes wouldn’t complete upon a reload.
Deadstation 15, being abandoned, will no longer be a target for Us missions.
Fixed an issue where some bounties wouldn’t save.
Adjusted many hardpoint positions of starchaser ships to be way less… weird.
Adjusted aspects of Heist of the Year to prevent potential softlocking.
UPCOMING FEATURES
We're not ready to do a full announcement on our third milestone update JUST yet, but it's coming. Part of that update will include a huge model and cockpit overhaul, giving them full textures alongside working computer screens that are unique for each cockpit(these screens aren't ready yet, but the cockpits textures are!).
Version 1.31.1: Patch Notes
Hello starchasers! We're nearing the end of the Space Exploration Fest, and I'm still out here on a beach sipping mocktails and reading sappy fanfiction as I take a well earned post-crunch vacation.
That means there's not a lot of resources for a full on patch, but there's enough smaller bugs that I'm pushing out this patch to rectify a few bugs and such. We'll be back later this month of course with more in depth stuff, but for now my soul and my cats need rest.
Changelog is as follows:
NEW FEATURES
Added the “addgaragesize” dev console command. This’ll increase your garage size by the console value when used.
CHANGES AND REBALANCES
The game now saves your last summoned party member and prevents loads from keeping old party members.
FIXES
Fixed issue with Out of Time where Bellimar would be clipping into some computers.
Fixed issue where some party members couldn’t be interacted with.
Fixed issue where party members wouldn’t spawn on some stations.
Heist of the Year is now more reliable for dialogue and quest triggers.
Fixed issues in Trapped on Ackery where some datapads couldn’t be read and reloading a save could softlock the quest.
Fixed mission issues that occurred with the Organic Recycling random mission.
Fixed several quests that had broken or incorrect quest markers.
Fixed issue where Out of Time’s quest reward wouldn’t work sometimes.
Fixed some misnamed ghost ships.
Fixed mission issues that occurred with Corpse Retrieval random missions.
Fixed issue where Off-Track’s final dialogue could close prematurely.
Fixed issue where the Largeboy sanctuary couldn’t be left outside of fast travel.
Fixed issue where random mission markers would persist between saves.
Heated Discussion’s golden ending now awards its proper reward.
Fixed several broken bounty spawns.
Claiming the bounty for Mighty Hydrix during Back Home in Hell now works.
Fixed a large amount of typos across the board.
Increased the size of the wreckage clearing for the Beefmaster wreck, allowing it to be looted.
Filenames are now character validated (and exclusively alphanumeric) and have a character limit.
Underspace Devlog: Faces in the Fog + Steam Space Exploration Fest Sale!
See you in the skies, and remember to keep an eye out for giant ancient space trains.
Faces in the Fog (1.31.0): Patch Notes
Welcome starchasers! It's the first week of Steam's Space Exploration Fest, which we're proudly in, and with it comes our next milestone update: Faces in the Fog!
This is a massive update that I've spent months prepping for and that adds a huge amount of new content for players of all levels. It's been quite a major task getting it all out, and my cats started to freak out over my own stressing out, of course.
But it's here now, and oh my sweet space baby lord dying-as-they-circle-a-singularity if it ain't a big one. Let's get into it!
UPDATE HIGHLIGHTS:
First off we have bounty hunting! You'll find various bounty boards throughout the galaxy that can be accessed now, which will give you regional postings about various felons, ghosts, and evil clowns that require the tender touch of magical laserfire.
These bounties give you the chance to experience static versions of many storm bosses (such as snakes, living mines, ghost ships, you know the deal), as well as static spawns for many ace pilots and ships with special abilities. But there's more!
Taking on the strongest bounties can net you special new rewards, including ingredients for new weapons and our newest class of heavy weapon: Dynamos! When dynamos are active your ship is far faster and far more dangerous, able to ram through nearby ships for tons of damage or send out an absolute mess of deranged missiles. It's one of our most requested weapon types, which makes me worry about all of you.
Next up is quests! Quests! You know, where the actual content is. We had many many quests and bits that weren't ready to be implemented at launch, and now finally are ready and finally here. Escape from supernatural space prisons, help assist a group of ex-military soldiers take revenge, perform space rituals, solve a medical mystery, rob a starship convention, and more!
There's new rewards, new sights, new finales, and of course, new monsters to face. New quests also mean new dialogue, and there's a ton more ambient dialogue across the galaxy to find.
And finally, party members! All six party members now have their full dialogue trees implemented, but more than that every single one now has certain things they want to do with you on their adventures. Take them where they want to go, learn their life story, and you'll find yourself able to take on new party specific quests.
These character centric stories, once completed, will let you upgrade your existing squadmates, giving them new appearances, new abilities, and new dialogue (of course). Onto the full patch notes!
Changelog is as follows:
NEW FEATURES
Added over 80 new bounties to the game. You can access bounties at bounty boards, after which they can be tracked in your objective UI and can set waypoints to the last known bounty’s location.
Added static versions of random storm bosses via the game’s bounty system.
Added guaranteed spawns of certain ace pilot types via the game’s bounty system.
Added 20 new quests to the game, including conclusions of regional storylines and new party member quests.
Party members have greatly expanded dialogue.
Party members can now be upgraded via their personal quests, which can be activated by taking them to specific stations that they hint or directly request.
Added new dynamo heavy equipment, via the bounty system.
Added recipes and materials for new heavy launchers and exploders, via new quests and the bounty system.
Added many MANY new conversations to the galaxy, including new NPCs to talk to on stations, hidden dialogue and hidden lore-heavy NPCs out in space to converse with.
CHANGES AND REBALANCES
The mission UI has been revamped slightly to be in line with the rest of the game’s UI. I’ll leave you to figure out what that means for future mission content.
The Matta Platform now has much more detail in its various rooms and corridors.
The Well now contains better textures for the characters found within.
FIXES
Fixed issue where the Exposure achievement would occur too early.
Fixed issue where the bar warp on the Matta Platform would warp you to its hallways instead.
Fixed issue where the player could thrust even with no afterburner energy.
Fixed issue where many boss-level items were being sold by mistake at stations.
Fixed issue where loading a save wouldn’t clear any active missile alerts.
Fixed issue where loading a save wouldn’t clear the old game’s dialogue history until you reopened your menu.
Fixed issue where loading a save on the Axle would cause the player to fall into the unfeeling void.
Fixed some mismatched icons during the White Fleet.
Fixed softlocks caused by saving weirdly.
Fixed issue where autoturrets would sometimes stop targeting ships for a couple of seconds.
Fixed camera softlock that occurred when loading a save during a takeoff or landing cutscene.
Fixed some animation errors with Veiler models.
Fixed some small issues with music overrides.
And now we move to onto new content and updates! We'll probably have a smaller patch this month putting in some extra goodies related to Faces in the Fog, but our next big upcoming milestone update will be closer to the end of the year. This will be heavily interior-centric, featuring things like a cockpit overhaul, finishing up models on planets and stations, adding player housing, more character customization. You get the deal. No screenshots of anything there yet, so have some cat.
Lastly, on the subject of Steam Deck support I managed to track down of the people who get mad at these cat posts and beat the living snot out of them (their bones were basically made of popsicle sticks so it wasn't hard) and managed to acquire from them a Steam Deck! We'll be analyzing its esoteric innards to find a way to have some better support there,
Version 1.30.0: Patch Notes
Hello starchasers! Right now I'm knee-deep in on next big update, but I've come back with a little patch for you. But I know why you're really here, you just want to see these furry bastards.
Now, this is going to be the last patch for this month, mostly as I hunker down and finish up everything for Faces in the Fog. You'll see various little things for this around stations now, but they're not activated or ready yet. However, some features aren't things I can just hold back once they're done, so (lucky you) a few small things here and there are launching early. Yay.
UPDATE HIGHLIGHTS:
Ghost ships were due to get a retrofitting upgrade... whatever with FitF. Obviously that's been implemented so we can't just leave you waiting to get devoured by phantom freighters and spooky battleships. All ghost ships now have more attacks, more loadouts, and more surprises. Be careful.
As a bunch of the upcoming quests are pirate-centric, it was appropriate to give a bunch of major pirate bases a facelift. Not all of them have it right now, but when your head is throbbing at 2AM sometimes you get the bug to just decorate a pirate cult church, you know? The Master's Ball and the Cathedral of Skies now have a ton of more detailing done up for them.
We've also got some smaller quality of life stuff requested by users. Skills now show the per-point increase (or decrease) they add before you add points, and more keybinds have been added to the game to better fit your weird playstyle.
Changelog is as follows:
NEW FEATURES
Weapon slot deactivation keys are now their own keybinds.
The Master of Wormholes finally managed to track down and hire (kidnap) an interior designer for his sanctuary. The Master’s Ball now has details for its bar and starchasing section.
You’ve finally put enough points into insight to be able to properly perceive the pews and potions of the Cathedral of Skies. The entire station now has been fully detailed, as befitting the headquarters of the galaxy’s most insidious cult.
Ghost ships have been greatly buffed and have many new attacks and turrets to defend themselves with.
Skills now display the per-point change that they do, even if no points are invested.
CHANGES AND REBALANCES
You may see some bounty boards in various areas. These aren’t available to be activated right now, but they’re there.
Gravecity’s Amber Archives now also serves as a data center. Corpsefinders are often starchasers, after all!
Junktech now owns the sun in their home system. They can do that.
Adjusted the health values of various bosses.
Buffed the drop rate for Deadforest dyes.
FIXES
Fixed some description typos for ships during the main quest.
AI slot items now deactivate when in lanelines.
Fixed issue where game would display some spoilery areas too early.
Added some locking technology to prevent issues that would occur if the player would rapidly save or load a game.
Fixed issue with Sibling In Peril where the distress signals would have the wrong icons.
Fixed issues where some campaign ships would spawn with you well after they were irrelevant to the situation at hand.
Fixed issue in Darkon where ghosts had overwhelmingly Macrovari names. Other people now die.
Fixed issue where ghost ships would too often display the same name.
Fixed issue in campaign mission 10 to hopefully prevent softlocks.
Fixed issue in campaign mission 10 where Carian would appear in multiple spots. She’s not that kind of Us.
Fixed some rendering issues on the Remaining Eye.
Fixed issue where Salvage Scrounge missions wouldn’t work.
Fixed issue where non-gun hardpoints would disable themselves upon looting an object.
Fixed various typos in news stories and solar flavor text.
Fixed persistence errors with lodestone cores.
Fixed issue where a significant amount of the Loco Star’s hardpoints were done up wrong.
Fixed issue where having too many dyes would cut off the last few.
Fixed issue where purchased character customization options wouldn’t save.
And that's all! We'll see you bright and early in September for Faces In The Fog!
Version 1.29.0: Patch Notes
Welcome starchasers! I'm sick as hell (I mean I'm always pretty sick but I mean that I went to a punk rock concert and now I'm bedridden with the flu) but still managed to drag my mangled, disease-ravaged corpse body away from the warmth of the cats just in time to pump out a nice juicy 1.29.0 patch for you.
This is another small patch, you'll probably notice that as we get further into development that these patches will generally be more like this, as there are less and less fires to put out and less and less features that need refining or polishing. Still, many of these were requests from users from the past week or so, which we're happy to accommodate.
UPDATE HIGHLIGHTS: In addition to some new keybinds (which are surprisingly easy to add but a pain in the butt to allow modders to add) we've got some requested UI features. You can scroll through dialogue history (though there's still a max limit to prevent insanity), scanned points of interest will tell you where you can find them again, and the energy bonuses for weapons can now be viewed.
On some stations you might sometimes find locked doors or hallways that, currently, seem to just be there or serve no purpose. Faces in the Fog is launching early next month, and with it will be coming twenty new quests and a lot of new areas. There's a bigger focus on station portions with Faces, which will see you trekking through abandoned pirate bases, solving medical mysteries, and digging through people's mail.
Changelog is as follows:
NEW FEATURES
Added keybinds that let you switch controller auto-detection on or off.
Added keybinds that let you cycle through weapon groups.
Energy weapons now display the damage bonuses they gain against shields, if they have any.
Scanned item data now contains (if applicable) the location of where that scanned point of interest was.
CHANGES AND REBALANCES
Optimized several stations.
Dialogue history now can be scrolled through.
Added some optimizations to Planet Vauldric in the vague hope that it’ll run better for random users. Probably not.
Added some memory optimizations when transitioning between areas.
FIXES
Fixed some typos in game skills.
Fixed some missing elements in the keybind control menu.
Fixed issue with the Chunidale Racetrack where the quest couldn’t be progressed if you completed two of the same circuit type in a row.
And one final cat to send you off with. I'll see you when I see you.
Version 1.28.0: Patch Notes
Welcome starchasers! I had mulled over delaying this patch a bit until we had something more, but a lot of the stuff here are fixes I think more than a few people would be impatient for. This also includes a big fix for THE VOID visual bug that has plagued our nation for so long. Not be confused with the void cat that plagues my house.
We're right on track for the upcoming release of Faces in the Fog, which will be out in early September. There's some cool new stuff coming there, with the major focus being new quests and content, including tons of new areas, a new bounty system, and more. Here's some teasers:
Changelog is as follows:
NEW FEATURES
The Ijuni have approved a bunch of off-world transfer requests for their highly trained pricemasters. You’ll find more of these fellows out on important stations, ready to take your hard earned cash to run a commodity check on anything your heart desires.
CHANGES AND REBALANCES
Added support for using multiple joysticks at one time. Can you beat the game using a Wiimote and some bananas now? Probably.
FIXES
Fixed issue where storms were occuring during campaign missions that shouldn’t have had them occur.
Fixed issue where regional pricechecking wasn’t occurring.
Fixed issue where quicksave and quickload buttons could be used in menus where they shouldn’t be activatable.
Went back over some shader elements with a more discerning eye and finally fixed the black void that can occur in systems that have storms if volumetric lighting is enabled. Christ I hope this works.
Fixed issue where hyperstrom wormhole hazards would persist.
Fixed issue where some ships wouldn’t be able to acknowledge skills from weapons and equipment that added new skill bonuses.
Fixed issue where new keybinds for M/KB setups wouldn’t save. You’ll need to set them one more time. Haha, early access!
Fixed issue where if you had exactly 150 storage the storage would reset.
Fixed issue where some missions would reset themselves if landing on a different station.
Fixed some visual issues during the main menu.
Fixed some grammatical issues during station tutorials.
Version 1.27.0: Patch Notes
It's been a while starchasers! Have a sale, a big new patch, and some cats. Did you know that people got the game running on the 3DS and the Nintendo Switch? I have no idea how, but I was never that kind of engineer.
Oh, and cats. People get so mad at these cats because it's "unprofessional" or something. I knew a guy who always had opinions like that in real life. God did he smell terrible.
Update Highlights
INPUT 3.0
A huge amount of time was spent on our new input system, which should, hopefully, be the final version. You'll still have to do a lot of setup yourself, but you were the one that decided to live the hard life and use a controller. Input 3.0 however has many new features, including the ability to rebind what axises control what, proper saving and acknowledgement of things like doubletaps and holds, the ability to bind multiple keys to a single action beyond just "shift + something", better controller autodetection, and the ability to save controller keybinds and presets (which are saved in your AppData/LocalLow/Pastaspace Interactive/Underspace/ControllerPresets folder). You can share presets among each other, but controller support is still being worked on. It will, honestly, always remain something that's only partially supported, because as we've said MANY times before. Still if you want to scream and cry your way to getting it up on a Steam Deck, be my guest. You're the god of your own unhappiness now.
GRAPHICAL REWORKS
A few outstanding things in game were lagging behind in terms of quality. Vignettes or dungeons that were missing what they needed, or UI elements that didn't have their proper icons. I've gone back and done a lot here. For starters, the Harvester Grove has received a big rework, finding those secret guns and fighting down the Harvest's Queen will be a lot easier. Did you know darn near a lot of things in game can be scanned and sold? You'd better know, it's a great money maker. But some were missing proper or up-to-date images. I fixed that.
Changelog is as follows:
NEW FEATURES
Complete and total input overhaul! You can now define and properly take advantage of doubletaps, holds, bind multiple keys, and more.
Joystick and controller support has been expanded. You are now able to redefine what axises control what common actions in game, as well as load in presets for specific controllers.
Specific and VERY basic controller presets for the following controllers have been added: Xbox One controllers, PS4 controllers, Logictech Extreme 3D Pro joysticks.
You’re also able to import and share custom controller presets for controllers.
Please note as a result all keybinds have been reset. These were using the old system so they’re totally incompatible, as such you will need to rebind any keys that aren’t the default. This will hopefully be the only time this needs to be done, at least for mouse and keyboard users.
The dodge keys are now separated out from the normal strafe keys. Rebind them how you want.
Added key support for activating special items (such as the Ascended Pin, Black Borm’s Treasure Map, etc).
Redid icons for many scannables to be higher detail when viewing them in a menu. These were really out of date, honestly.
Added missing icons for all vignettes and ambient bosses.
Added a new gameplay option to disable the flying cars and ships you see on stations, to help with FPS.
Undersnakes now have many new attacks. These apply to the higher level ones (vulcondas and above). Stay on your toes, bros.
Cockpit customization items are now highlighted in their UI.
Added an interior light when customizing your ship’s cockpit.
Quitting the game now has a button to directly quit to your desktop.
Starting a new game has a confirmation menu before doing so now.
CHANGES AND REBALANCES
Stations won't reflect docking queues when docking autopilot is disengaged.
The Harvester Grove has received a graphical overhaul, given its models more detail and much more accurate collision.
Station docking portraits will more accurately reflect the race/faction of the people operating it.
Adjusted health values in Tale of the Tick to prevent exploits.
Adjusted some campaign visuals for more clarity.
Reduced firing distance for automated turrets on large shipwrecks.
Slightly (very slightly) buffed the starter ship’s cargo hold to 15.
Improved the rendering on some bottles and glasses in game.
Improved controller auto-detection.
Added controller support for the game’s radial menu.
FIXES
Rearranged some tutorials.
Fixed issue that prevented the Runaway Train side mission from completing.
Fixed some shadow rendering issues that, long term, should result in better shadows.
Fixed UI issues when disabling background effects in the navmap.
Missions will try to pick mission waypoints that are not too close to stations now.
Fixed some mismatched campaign icons.
Fixed some campaign issues where some NPCs wouldn’t be enabled.
Fixed issue where inverting control axises didn’t invert firing.
Fixed issue where the character customization UI wouldn’t maintain changes, at least visually.
Fixed issue where some trading and vanity achievements weren’t activating.
Fixed issues Hunt For The Megaborble that could result in sequence breaking.
Fixed some elite Macrovari missions spawning items incorrectly.
Fixed issue where quickloading a game in orbital camera mode would cause weirdness.
Fixed (once again) even more rendering issues on stations.
Fixed various typos in quest dialogue and entries.
Version 1.26.0: Patch Notes
Welcome starchasers! Have a good week? Didn't die in the summer heat? Didn't get compared to a loaf of bread and get heinously angry over being compared to a loaf of bread like my cat?
Well that's all well and good but be quiet now. It's patch time!
Update Highlights
There's a bunch of new stuff this update that we don't have time to cover because I want to go get a cheeseburger, but I'll run through the big stuff.
NEW GRAPHICS
Lots of existing things have gotten a bit of a graphical facelift. Docking lights have been replaced with shiny holographic docking arrows, several stations have some lighting, placement improvements (if not full models), and even more takeoff and landing cutscenes.
Unique dungeon-exclusive weapons also now have their own unique models. We've also added two new unique dungeon weapons (the Arcane Arsenal and the Cornucopia) to several neglected interiors. Keep an eye out for loot crates!
NEW (OLD) BOSSES
The bad part about being a one man show is that if you miss something entirely and nobody else knows about it then how do you really know it's missing? Yeah see what I mean? A fair amount of storm-specific bosses were wiped out in a batch edit and never re-added or properly tested because of this. But they're here and they're back now! Get blown up by a greedy asteroid, face a giant sentient naval mine, or get overwhelmed by a fleet of hivemind starships. But conquer them, and you'll find some new sources of lucrative loot and new (old) equipment.
MODDING IMPROVEMENTS
You can now modify and add new starships via the modding system! This system's still in its infancy, but those experienced with it will be able to turn text files into entire new ships, or rebalance existing ones. We're still working on getting new models and textures in entirely via a runtime-model-importer, which has had great early success. But I don't think people want the first ship mods to be about flying around Oscar's breadsticks. Maybe. You might be weird like that.
Changelog is as follows:
NEW FEATURES
Added some initial technology that allows mods to add and modify in new ships! We’ll be having more on this later, once we get things like model importing working.
Added several new billboards.
All dungeon-specific guns now have their own unique models.
Added two unique guns to the Ordnance Tomb and Harvest Grove, respectively.
Battleship Greatclaw now has a full interior.
Gravecity now has takeoff and landing animations.
Turns out at launch the editor wiped out a bunch of storm data entries that controlled what spawns… spawn. Which means a bunch of storm bosses that exist were never spawning. I feel stupid, but that means the game has now been updated to contain a whole variety of new critters.
Re-added and fixed up Mama Mine.
Re-added and fixed up the Overwhelm.
Re-added and fixed up the Volatile Planetoid.
The Disium now spawns disium asteroids around itself for mining. Gotta keep up with it though!
CHANGES AND REBALANCES
Updated the eyeballs of Ballden on-station characters to no longer be glowy squares that lead to the plane of eternal fire.
Docking lights have now been replaced with docking arrows.
Docking arrows for lanelines have gotten a small graphical rework to make them match docking arrows.
Added some more clarification to certain tutorials.
Marked several quest-starty-people as important in your contact HUD.
Rebalanced some later stages of “Our Good Name” that were unintentionally too high level.
Adjusted some scannable distances of things.
The Hellmouth Prince now gives his proper broken reward. He’s not a smart guy.
Improved some storm hazards, making them more dangerous and more engaging! Examples including making damaging asteroids rotate and move, or stalking rifts move faster.
Added some edge case fixes for places with landing cutscenes that can malfunction and cause on-station camera weirdness.
Many of the ambient starchasers that can join you in your starchasing now have new icons for their individual characters.
FIXES
Fixed issue where large ships were launching far too many permanently immortal mines too often. Sorry.
Fixed UI issue where secondary heavy weapons on bombers would show both bars as being drained.
Usable items (such as maps, fast travel things, quest items) are now saved by the game.
Your selected contact HUD category is now saved by the game.
Fixed some floating or misplaced objects.
Fixed issue where some placeholder stations could have the player fall through everything.
Fixed issue where some chapters wouldn’t advance.
Fixed some broken teleports on Union battleships.
Fixed issue where the Hellmouth Prince was missing some attacks and wouldn’t jump out properly.
Fixed some issues where nonexistent mods would be loaded by accident.
Fixed issues where station geometry could be walked through.
Fixed issue where some storm hazards wouldn’t spawn.
Fixed some issues in the capital systems that caused their skyboxes to be lower resolution than was intended.
Version 1.25.0: Patch Notes
Hello starchasers! If you haven't seen it, we've announced our next big milestone update: Faces In The Fog. This is far larger than Gods & Corpses was, and has many new locations, quests, and features. We'll be sharing more detail on this as we get closer to its launch at the end of the summer.
Excited? My cat definitely is, considering she got so riled up she forgot she was a cat and decided to be a shoe.
For now, we've got a smaller patch today, so let's get into that.
Update Highlights
Most of my time this week was spent working on content for FITF (as it shall be known), but we still have some small goodies.
NEW ACHIEVEMENTS We've added several early-game achievements, intended to be unlocked in the first 1-2 hours of playtime.
NEW MINE GRAPHICS Players have been asking to give various weapons their own unique weapon skins or projectile graphics. We're slowly working on that, starting with a rollout that gives each minelayer its own spin. The stats haven't changed, but many of the models, textures, and of course, colors, have.
Changelog is as follows:
NEW FEATURES
Several new low level, just-starting-out achievements have been added to the game. Get that dopamine, you.
Player and NPC-launched mines now have more variety. Each variant of mine now has its own model, texture, and explosion animation.
CHANGES AND REBALANCES
Redid the lighting on some stations, in preparation for Faces In The Fog.
You can now access a separate wreckage category within the storage UI.
Ballden characters now talk alongside other quest characters, and there’s a small delay before their talking animation stops.
You can now trade in ships even when your garage is full.
The climactic fight in Mission 9 has been rebalanced slightly to give the main ship slightly less powerful guns, making it easier for players of that expected level to face it down.
FIXES
Retooled the ship in Problem with Automation to be a static that moves rather than a dynamic ship. Less neato, but I’m sick of having to fix this stupid thing.
Fixed issue where firing while cloaking would lock your ship into a permanent firing state.
Fixed issue where the scrollbar wouldn’t appear in the saving UI.
Fixed issue where the navmap search after a certain amount of playtime would stop working.
Fixed more misplaced or screwed up station geometry.
Minefields (that is, static asteroid minefields) have been refactored to have better performance and less memory footprint.
Fixed some minor issues with the modding menu system.
And that's all for this week. On a last note we're still working on controller and joystick support, but it's hard when SOMEONE insists on playing with the USB connector to your HOTAS.