SpaceBourne 2 Version 1.1.6
[p][/p][p]With this update, we are getting very close to the end of the optimization phase.Planet surface materials have been completely rebuilt to prevent VRAM leaks and to support new atmospheric effects (rain, snow, etc.).[/p][p]
While the visuals remain very similar to previous versions, the new system is far more optimized, allowing us to add dozens of new planet surface types in upcoming updates.[/p]
Bug Fixes & Improvements
- [p]Fixed an issue where the mission objective “Return to Your Ship” in the opposite mission would not progress even after the player boarded their ship.[/p][/*]
- [p]In the Vessel Venture mission, the faction ship was not appearing in the hangar list despite the objective indicating it was available.[/p][/*]
- [p]When boarding a ship that was in a landed pose, the ship’s rotation and location could briefly shift to an incorrect position.[/p][/*]
- [p]Fixed an issue where some planetary surface decals (cracks, burn marks, mineral traces) did not load properly until the player moved a certain distance away and returned to the area.[/p][/*]
- [p]During castle sieges, holding Y to enter top-down mode while interacting with the ship at the same time caused the character to enter the ship but prevented the camera from switching, resulting in a softlock.[/p][/*]
- [p]Fixed an issue where NPC head-tracking could break if the player stood at an extreme angle, causing NPC heads to rotate unnaturally.[/p][/*]
- [p]In certain systems, fog density increased after each save/load cycle, eventually making distant visibility difficult.[/p][/*]
- [p]Adjusted Explorer Guild signal spawn rates and types. They now appear less frequently but are more unique.[/p][/*]
- [p]Corrected a problem where station interior lighting would temporarily switch to an incorrect brightness level.[/p][/*]
- [p]Fixed incorrect dominance values displayed in the Scanner progress bars.[/p][/*]
- [p]Rebalanced the dominance system: player-owned territories now calculate dominance according to the player’s chosen path and the decisions made throughout gameplay. Public support reflects these choices.[/p][/*]
- [p]Fixed an issue where warp lock HUD effects initially appeared at low resolution when warp started, then corrected themselves after a moment.[/p][/*]
- [p]Fixed a bug that caused warp camera animations to continue on the player character if exiting the ship during the animation’s closing phase, leading to camera offset issues when re-entering the ship.[/p][/*]
- [p]Fixed structure power progress bars on planet surfaces always starting at 50% and showing incorrect values.[/p][/*]
- [p]Capital Ships were unable to use Usables; instead of interacting normally, an incorrect warning message was displayed.[/p][/*]
- [p]Fixed an issue where double-clicking a commander in the Crew Menu created a duplicate “fake” entry.[/p][/*]
- [p]After interacting with the Ship Upgrade Console, a looping sound effect could continue indefinitely until reloading the game.[/p][/*]
- [p]Some small rocks and foliage on planet surfaces caused shadow flickering, especially on 4K monitors.[/p][/*]
- [p]Scrolling too quickly in the cargo transfer screen caused some rows to visually overlap.[/p][/*]
- [p]Fixed an issue where newly acquired items temporarily appeared in the Cargo Preview inventory instead of the player’s actual inventory. The preview UI did not refresh correctly until fully closed and reopened.[/p][/*]
- [p]Switching weapons sometimes caused the previous weapon’s mesh to briefly remain stuck in the player’s hand.[/p][/*]
- [p]In certain market interfaces, the description of the first item did not appear on the first open; reopening the interface resolved the issue.[/p][/*]
- [p]Some outpost doors played their sound effect twice when opened rapidly; in rare cases, the sound entered a continuous loop until restarting the game.[/p][/*]
- [p]When slowing down to a full stop, the ship’s speed indicator could occasionally display negative values.[/p][/*]
- [p]Addressed a rare issue where the landing gear could clip into the ship when performing an inverted roll while the gear was deployed. Although we were unable to consistently reproduce the bug, additional safeguards have been implemented. If you still encounter this behavior, please let us know.[/p][/*]
- [p]Fixed an issue where non-mission dungeons could spawn at surface locations used by Mercenary Guild missions. Entering these unintended dungeons prevented mission progress or generated invalid dungeon interiors.[/p][/*]
- [p]In the Ship Upgrade Console, switching between modules very quickly sometimes caused the detail widget to show the previous module’s information.[/p][/*]
- [p]Fixed an issue where a missile warning indicator could remain stuck on the HUD if the ship that fired the missile was destroyed before the missile itself was destroyed.[/p][/*]
- [p]Enemy faction attacks will no longer trigger during missions or dialogue sequences. AI now checks whether the player is in a state where they can properly respond before initiating any hostile actions.[/p][/*]
- [p]Fixed an issue where Bank and Item Transfer interfaces would not open when accessed from service consoles inside stations; these interfaces were only functioning correctly when used from the ship cockpit.[/p][/*]
- [p]Fixed an issue in Legendary Dungeons where the key interface could stack multiple times, causing each “Open” attempt to consume additional sets of 4 keys instead of only the required amount.[/p][/*]
- [p]Game crashes during space combat: We believe this issue has been resolved. After extensive long-session testing, we were unable to reproduce any combat-related crashes. However, if you still encounter this problem, please let us know.[/p][/*]
- [p]Fixed an issue that could cause the game to crash while exiting a Space Outpost.[/p][p]This problem has been resolved, but if you still encounter any crashes in this scenario, please let us know and share your logs so we can investigate further.[/p][/*]
- [p]Fixed an issue where some planetary surfaces occasionally appeared with square artifact textures or, in rare cases, with no surface material at all. This should now be resolved with the new planet surface update, but since the game contains tens of thousands of procedural surfaces, we were not able to manually test every single one. If you encounter this issue again, please let us know.[/p][/*]
