- [p]Built-In Ships:[/p][list]
- [p]Added 20 new Great House Io combat ships: Aamon, Amy, Ananke, Andrealphus, Caligaris, Cetus, Charybdis, Clio, Decarabia, Furfur, Ianthe, Janus, Lernean, Lysithea, Murmur, Paimon, Surtr, Vesta, Vestarka, and Vine.[/p][/*]
- [p]Added 1 new Fringe ship: Gehenna.[/p][/*]
- [p]Miscellaneous updates to existing built-in ships.[/p][/*]
- [p]Overclocked Flak:[/p][list]
- [p]Shrapnel fields will now repel each other and thus not overlap as much.[/p][/*]
- [p]Shrapnel fields will now be repelled by ships.[/p][/*]
- [p]Reduced shrapnel field damage pool from 1600 to 800.[/p][/*]
- [p]Reduced shrapnel field max bullet damage from 1000 to 800.[/p][/*]
- [p]Small and Large laser bolts now have 50% damage resistance to shrapnel fields.[/p][/*]
- [p]Tripled damage to shrapnel fields by Resonance Lance beams.[/p][/*]
- [p]Increased recharge heat generation from 300 to 500 per second.[/p][/*]
- [p]Increased heat generated per shot from 350 to 370.[/p][/*]
- [p]Increased shrapnel fire chance from 3% to 3.5%.[/p][/*]
- [p]Reduced bullet HP from 3000 to 2400.[/p][/*]
- [p]Reduced projectile speed from 360 to 330.[/p][/*]
- [p]Increased explosive damage from 2100 to 2400.[/p][/*]
- [p]Projectiles now "splinter" as they penetrate and cause damage.[/p][/*]
- [p]Reduced non-shield damage vs enemies from 500 to 475.[/p][/*]
- [p]Increased tractor beam force from 100kN to 120kN.[/p][/*]
- [p]Increased heat generation per damage taken from 0.25 to 0.5.[/p][/*]
- [p]Increased heat generated per shot from 400 to 600.[/p][/*]
- [p]Reduced thrust recover time from 2 to 1 seconds.[/p][/*]
- [p]Increased heat generation per second from 675 to 750.[/p][/*]
- [p]Reduced thrust recover time from 2 to 1 seconds.[/p][/*]
- [p]Increased heat generation per second from 675 to 750.[/p][/*]
- [p]Reduced max power usage from 1.38 to 1.1.[/p][/*]
- [p]Reduced thrust recover time from 2 to 1 seconds.[/p][/*]
- [p]Increased heat generation per second from 1100 to 1210.[/p][/*]
- [p]Increased heat generation per second from 800 to 900.[/p][/*]
- [p]Increased heat generation per second from 1400 to 1600.[/p][/*]
- [p]Increased heat generation per second from 2400 to 2750.[/p][/*]
- [p]Increased shield damage per dilation from 10% to 12.5%.[/p][/*]
- [p]Increased heat capacity from 7500 to 8500.[/p][/*]
- [p]Ships making in-system hyper-jumps will now rotate to face their destination, but only if there are no enemies nearby.[/p][/*]
- [p]When wanted, only one faction will now hunt the player at a time.[/p][/*]
- [p]Observers in PvP multiplayer games can now see inside gas clouds.[/p][/*]
- [p]In Domination, defeated teams will now become observers.[/p][/*]
- [p]The default game speed in all built-in Domination rulesets is now 1x.[/p][/*]
- [p]You can now see inside of ships that you don't own by selecting them and enabling interior view.[/p][/*]
- [p]You can now temporarily enable interior view by holding Alt.[/p][/*]
- [p]You can now use weapon control group keys to select weapons on all owned ships even if an enemy ship is selected.[/p][/*]
- [p]Selected weapons can now be targeted on enemies even if their own ship is not selected.[/p][/*]
- [p]The fame tutorial no longer says that fame will never decrease, because that isn't true.[/p][/*]
- [p]Added an alert warning sound when crew gets too far from the ship.[/p][/*]
- [p]The alert sounds that play when crew first leave or are all back on board the ship will now only play when not in combat.[/p][/*]
- [p]New sounds when assigning crew roles.[/p][/*]
- [p]New sounds for assigning crew to and unassigning crew from squads.[/p][/*]
- [p]New sound for enabling blueprint mode.[/p][/*]
- [p]New sounds for deleting parts and blueprints.[/p][/*]
- [p]New sound when picking up using the grab tool.[/p][/*]
- [p]New sound when canceling floating resource collection.[/p][/*]
- [p]New sounds when assigning and unassigning resource storage tiles.[/p][/*]
- [p]New exterior idle sound for the Sensor Array.[/p][/*]
- [p]The crew management and resource management U.I.s will now play the appropriate sounds when undoing and redoing.[/p][/*]
- [p]New sound when accepting a mission.[/p][/*]
- [p]New sound when the player's fame levels up.[/p][/*]
- [p]More audio variations for Large Cannon, Deck Cannon, and Mine shrapnel impacts.[/p][/*]
- [p]Revisions to various sounds based on player feedback.[/p][/*]
- [p]Restored the old reactor sounds based on player feedback.[/p][/*]
- [p]Miscellaneous other sound tweaks.[/p][/*]
- [p]Minor fix to the T.C.M. Launcher blueprints.[/p][/*]
- [p]Heat Exchangers will no longer animate on junk ships.[/p][/*]
- [p]The 'shape_poly_9' decal is now properly symmetric.[/p][/*]
- [p]Improved spawn times for ships with Radiators.[/p][/*]
- [p]Improved performance of heat pipe network changes.[/p][/*]
- [p]Toggling overclock off and on could occasionally cause a crash or incorrect behavior.[/p][/*]
- [p]Overclocked large cannon shells would disappear when targeting structure.[/p][/*]
- [p]The drain effect from overclocked Disruptors was not affecting neutral ships.[/p][/*]
- [p]Ship drag ("air resistance") was acting strangely at high velocities.[/p][/*]
- [p]A.I. ships were more willing to switch targets than was intended.[/p][/*]
- [p]A.I. ships would sometimes not target enemies within their patrol area.[/p][/*]
- [p]The "insufficient command points" icon's text was wrapping weirdly with large numbers of command points.[/p][/*]
- [p]"Durability" was missing from the Large Laser Blaster's overclock stats.[/p][/*]
- [p]A non-host muting another non-host in a multiplayer game would actually just mute the host.[/p][/*]
- [p]It was possible to switch an in-system's hyper-jump destination as the ship was jumping.[/p][/*]
- [p]Trade ships were sometimes unintentionally changing their destination mid-route.[/p][/*]
- [p]The overclock toggle button tooltip showed "MISSING PART BLUEPRINTS" when the blueprints were unlocked but the ship simply didn't have enough command points.[/p][/*]
- [p]The Great House Io crew transport "Charon" wasn't spawning in Career as intended.[/p][/*]
- [p]Undo/redo sounds in the crew management screen weren't being affected by the interface volume setting.[/p][/*]
- [p]Mod rules files can now add 'UseThisFileIfNoVersionMatch = true' to tell Cosmoteer to load that rules file if no rules file with a matching version number can be found.[/p][/*]
- [p]BeamEmitter now detects colliders overlapping the emission point if the new 'ColliderOverlapTest' parameter is set to true.[/p][/*]
- [p]In developer mode, all game modes now support teleporting ships to their destination (ctrl+enter) and deleting ships (del).[/p][/*]
- [p]ToggledComponents containing network components could cause a crash when being toggled on/off by another network component.[/p][/*]
- [p]Bullets that used ProximityAcceleration with ships could cause desyncs. (Only affected certain mods.)[/p][/*]
- [p]For backwards-compatibility, the logo ship fly in/out sounds are now optional.[/p][/*]
- [p]Part and bullet components that are "void" (only have a name ID without =, {}, or \[]) will now be treated as if they didn't exist. You can use this effectively "remove" components from lists of inherited components.[/p][/*]
- [p]The SpawnBullets effect now has an "EffectScale" parameter which is passed to the spawned bullets.[/p][/*]
- [p]Bullet PenetratingHit components now support splitting bullets based on damage applied from a DamagePool via the new "DamagePoolBulletSplitting" rules. (See overclocked railgun bullets.)[/p][/*]