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| The sixth update to the playtest was [https://steamcommunity.com/games/1857080/announcements/detail/3667652000897376511 released] on {{#formatdate:10 January 2023|dmy}}. An updated Windows build was released the same day. | | The sixth update to the playtest was [https://steamcommunity.com/games/1857080/announcements/detail/3667652000897376511 released] on {{#formatdate:10 January 2023|dmy}}. An updated Windows build was released the same day. |
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| '''<u>NEW CONTENT</u>'''
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| ; Ship Editor
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| : An entirely new in-game ship editor that allows you to change your fleet ships, or desgn and build new ones.
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| : You must be at a shipyard to commit any changes, but you can make design changes at any time.
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| : You can load any ship directly into the ship editor from the Main Menu.
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| : Any ships you create with a value of less than $1M will be usable as New Game start ships
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| : Ships can be exported locally, or uploaded to Steam Workshop.
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| ; New Ship Library
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| * We now have a library of ship designs, including many sourced from our talented Playtest community.
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| * When you visit a shipyard, you will find many ships for sale, including those designed by the community.
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| * Some ships for sale will be just the empty hull. Others will be pre-equipped and ready to fly, if you can afford them.
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| * Any ships you subscribe to from the Steam Workshop will be automatically included for consideration
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| * Any ships in the library with a value of less than $1M will now be available to start in the New Game menu.
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| * Ships you create are added to the ship library and will be available for purchase in game, at shipyards.
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| ; Steam Workshop integration
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| : You can now share any ship you create from the main menu, by clicking the "Upload To Steam" button
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| : You can subscribe to any ship on the Steam Workshop, and it will be included in your game world via the Ship Library
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| : You may encounter that ship as an enemy vessel, or as a ship for sale.
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| ; Combat encounters improved
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| : Combat encounters now use the Ship Library to create suitable enemy forces.
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| : You will now encounter a much larger variety of enemy vessels.
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| : The enemy forces will scale in difficulty based on the capability of your fleet, and your combat rank.
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| : Sometimes you will face just one or two very powerful enemy vessels. Other times you will face a large fleet of much smaller ships.
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| : Enemy ships have been given a rudimentary pilot AI, but this will improve in future
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| * The old boring combat mission has been removed
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| * It has been replaced with a sector-wide objective to eradicate all hostiles, which resets after each sector.
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| * You can earn big money by cleaning up each sector this way.
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| ; Evasion chance
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| : During combat your ships now have a chance to evade incoming weapons fire
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| * This is based on the incidence angle between the ordnance and your ship
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| : (head on into fire gives no evasion chance. Side on (travelling fast and close to the enemy turrets) gives max evasion chance
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| * The faster you are travelling, the greater your evasion chance
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| * The faster you are turning, the greater your evasion chance
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| * Small ships gain the most from this. Large, slow heavily armoured beasts gain the least.
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| ; On-screen award system
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| : Completing any mission or objective will now show an on-screen award
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| : The award shows your money earned, as well as any XP points gained, ranks increased etc
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| ; Compass widget / detach camera control
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| : There is a new compass widget at the top of the screen, that shows the direction the camera is facing.
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| : You can click it to toggle if the camera is attached to the current ship, or moving freely.
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| : This is very useful during heavy combat where you can detach the camera from any one ship
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| ; Settings menu (Main Menu)
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| * Controls for UI Scale
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| * Controls for Sound Volume
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| : (More to come)
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| ; Lots of new artwork
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| ; Lots of new audio
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| ; Equipment resizing
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| : Lots of placeholder artwork has been replaced with final art, and some equipment has changed size.
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| * Thrusters are now 3x1 and sit entirely within a wall
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| * Engines now resized to 7x4 to better fit their sprite footprint
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| * Docking Ports are now 6x2, to better fit their sprite, and to give more delivery space
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| '''<u>SMALL CHANGES</u>'''
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| * The visualisation when placing equipment is now different, and is based on the normal view rather than the schematic view
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| * The basic Praxis starting ship now has a Small tank and a Medium tank onboard
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| * You can now repair structural damage from the SHIPYARD menu (when at a shipyard)
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| * FTL Charges now come in a stack of 1 (previously 100)
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| * FTL Travel has been sped up
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| * FTL drive now draws 80MW of energy when charging, instead of 100. (So as not to shut everything else down)
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| * Void Collapse slowed down and made to start further away in each sector, so you have longer before it arrives
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| * 'Weapons Free' and 'Exterior Work' are now enabled at the start of a game by default
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| * Passengers will now sometimes stay on deck during transport
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| * Travelling in hyperspace 'through' the void now causes structural damage. Be careful!
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| * NPC miners will now leave after mining a small amount
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| * Ice Comets are now shown in the sector map
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| '''<u>BUG FIXES</u>'''
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| * You can no longer 'turn in' the flight ready mission
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| * You can no longer turn in an industry/mining mission unless you have enough ore
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| * The Void Collapse predicted size is now accurate when in Home Sector
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| * Drones will no longer continue repairing a ship that has been destroyed
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| * Drones will now properly deactivate when their home ship is destroyed
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| * You will no longer receive CO2 warnings from enemy/neutral ships
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| * NASTY BUG: You will no longer lose tons of money sometimes after completing a mission (happens when revisiting previously visited star systems straight after)
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| == DEMO3A == | | == DEMO3A == |