[img src="https://clan.akamai.steamstatic.com/images/42450473/a35decd1a0b8d2e7d83dd8a8bd9ed8c31e63287d.png"][/img]
After a phenomenal launch bringing [b]50,000 new players[/b] into the game, we've not taken our foot off the Metreon gas pedal!
As well as the usual round of fixes and smaller improvements, enjoy [b]mass-configuration of fabricators and other equipment [/b]in seconds with marquee and double tap smart select.
[p align="justify"][b] New crew animations [/b]breathe life into your ship, deepening that 'contraption satisfaction' as your facility whirrs into action.[/p][p align="justify"][b] Fighter bays [/b]introduce a brand new combat dynamic and logistical tail. Build and deploy a massive wing of screaming unmanned hell cats to open a whole can of whoop-ass on any ships that dare defy you![/p]Here's the Mark & Chris video showing all of the new features:
[dynamiclink href="https://www.youtube.com/watch?v=08ZTYIXs9Ag"][/dynamiclink] [b]Full Change List[/b]
[b]Fighters[/b]
- Fighters have been completely reworked and are now available to all ships without needing to edit saves.
- New Equipment: Fighter Bays
- Can be bought from the trade screen or produced at an assembly table
- Can be placed inside your ship, occupying a 3x3 area.
- 7x7 landing bay doors can be seen on the exterior of the ship, above where the equipment is placed.
- Supply fighter bays with frames, motors, and a processor to produce a fighter.
- If the fighter is destroyed in battle, a new one can be produced mid-battle.
- Activate battle stations when a hostile is present in the system to launch the fighters from the bay.
- Reworked Fighters:
- Fighters need to be supplied with bullets and fuel at their fighter bay before they can launch.
- Fighters will return to their bay when they run out of fuel or ammo or all hostiles have been eliminated.
- Fighter toughness and damage has been increased.
- Fighter turrets can penetrate armour, unlike gatling guns.
- New tech tree branches to upgrade survivability and agility of fighters.
- If a fighter is stranded from a bay it will explode some time after running out of fuel.
- Any old designs will keep their fighters (if they have any) and will behave the same as previous versions.
- New artwork
[b]Drones[/b]:
- In rare cases drones would pick themselves up, which, of course, cannot be allowed.
[b]Shuttles[/b]:
- Production Missions : shuttles will not collect from ships with no conscious crew.
- Dead body, trade collection : shuttles will leave if there are no conscious crew.
[b]Crew Animation[/b]:
- New walk animations for all crew and civilians
- Small bobbing animation added to any item being carried
- Smoothed item drop-off and pickup to and from equipment (so you can see the item being loaded/unloaded)
- Entities now slow down when close to their destination
[b]Translations[/b]:
- Some hardcoded strings added to language files
- Copy To Clipboard button in Translation Editor copies English to clipboard.
- Japanese font updated to support new characters, and to be more readable in general.
- Translations separated into manual and fallback files so that manual corrections will not be lost.
- The Translation Editor improved to show fallback translation as well as previous versions of language strings.
- Add vector font glyphs Italian, Polish, Portuguese, Swedish, Norwegian, Turkish.
- New fonts for simplified and traditional Chinese, Japanese and Korean
- New Danish translation (PCMS_DK)
- Many updates, thanks to:
Chinese (timercrack, Qionglu735),
Dutch (Loosecannon1983),
French (Resziak, Laurent SCOTTÉ, Bastien URBAIN, Vinoz),
German (Flauschküken),
Japanese (sakuyan#5658, raidhin, Kensuke Ichinohasama),
Russian (skoniks),
Spanish (astaroth198-gif, Snargleplax),
Swedish (Malkolmi, Svish),
Turkish (drokian, The Suxe)
If you contributed a change and we didn't credit you, please write us so that we credit you in the next release.
[b]Equipment Multiselect[/b]:
- Allow to multiselect factory equipment and setting the recipe for the entier selection (cannot have different types of equipment in selection)
- LMB/RMB: select a single equipment
- SHIFT + LMB/RMB: to add or an equipment to selection
- LMB x2: select all nearby equipment
- LMB Drag: select all equipment in drag (type is decided by majority)
- Shift + LMB Drag: select all equipment in drag matching existing selection type
[b]SMALL CHANGES[/b]
- Added option to adjust camera pan speed
- Added option to adjust character text speed during missions
- Small warning will appear in tactical mode when trying to dock without thrusters
- Ships rescued in distress calls can be seen inside before deciding to add them to the fleet or take cash reward
- When selecting item type in the equipment UI panel, focus the search box to allow keyboard input.
- Better layout for Equipment panel type selection.
- Improvements to ship editor layout
- Moved "Orders" window to be above the button and made a little wider
- When drawing walls in the editor, move objects under the wall to a free space. Prevent drawing walls over equipment.
- Software Mouse option to allow mouse cursor to be rendered by the game, useful in case of issues with disappearing hardware cursor.
- Render atmosphere level of rooms with a hull breach and auto close vents of connected doors. Remove open/close vents orders.
- Add "Open game folder" button to "Other" section in settings. The opened folder contains your saves, ships, etc. (but not cloud saves)
- Remove unsold stock from being included in stargate progress bar
- Crackable asteroids have their remaining health shown underneath them
- Reorganised settings menu for improved layout and readability
- Add tooltip for auto trade options triangle toggle
- The "Drone Assembly" technology is no longer needed to fabricate processors
[b]BUG FIXES:[/b]
- Fix "BeginCall" appearing in mission summary when destroying all hostiles in a distress call mission
- Fix "Any Equipment" and "Any Cargo" text not fitting in their buttons in the storage window
- Fix Interstellar Logistics Buy/Sell orders interfering with shopping basket in the trade window.
- Fix cost overlap in editor
- Fix \[PASSED] and \[FAILED] overlap in contract requirements
- Fix jumpgate information sometimes not saving
- Fix meteor storms spawning in fortress systems
- Fix many drone related issues, particularly when leaving them behind in an FTL jump
- #520: You can get stuck at a jump gate that's damaged and not be able to repair it.
- #643: It is possible to lose ships when sector jumping in FreeRoam mode.
- #681: Ships getting stuck docked together during interstellar logistics
- #668: Keybindings sometimes display incorrectly in the settings menu
- #687: Trouble with Tiddlets Part 1 - Artemis ship crew can run out of fuel and no longer dock with player
- #717: Survival fleet can still get separated
- #710: Robot arm is picking from a spot it should not be able to reach
