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This article contains changelog information for the [[Early Access]] period of [[The Last Starship]], which followed the closed [[playtest]]. | This article contains changelog information for the [[Early Access]] period of [[The Last Starship]], which followed the closed [[playtest]]. | ||
== Alpha 6 == | |||
{{Infobox release | |||
| name = Alpha 6 | |||
| nickname = Frodo & Sam | |||
| release_news = https://store.steampowered.com/news/app/1857080/view/3719466041717039148 | |||
| release_date = {{#formatdate:13 September 2023}} | |||
| video = 5dNaVX-gFKE | |||
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/4 Milestone 4] | |||
}} | |||
'''Buying ships at a shipyard''' | |||
* Any ship from the ship library can be bought in a system with a station or shipyard | |||
'''Tutorial''' | |||
* Beginnings of a Tutorial for Industry Mode. | |||
'''NEW EQUIPMENT''' | |||
* '''Weapons Control Centre''' => Can connect to up to 4 weapons remotely and be controlled by a weapons officer, so that the connected weapons no longer require crew | |||
* New Crew Type - Weapons Officer needed to crew the Weapons Control Centre | |||
'''SMALL CHANGES''' | |||
* Robot Arms now use Jobs to Move, Load, and Combine objects. This allows robot arms and crew to communicate, so they no longer compete to complete the same jobs at the same time. | |||
* Robot Arms now stop moving an object if the destination can’t receive it anymore. If arm gets stuck like this, you can now cancel the arm in the right-click menu. Arms are now only stuck when an item is on the floor of the target cell. | |||
* Missions that are in progress when you Hyperspace Jump are now returned to the open missions list so that you can return to the destination and finish them at a later date. | |||
* Robot Arms now unload objects from factories that are not needed by the current recipe. | |||
* When the current research project finishes a popup notification appears | |||
* The atmospheric pressure is now shown as a percentage in a tooltip when hovering the mouse | |||
* New Storage Zone UI | |||
* Better job allocation/assignment to ensure that jobs can be completed by the entities that they are assigned to. This is noticeable when there a ship is divided into isolated areas. | |||
'''BUG FIXES''' | |||
* Mission Cargo/Passengers/Refuges and Trade Deals that are in progress when you hyperspace jump are now cancelled correctly and not taken to the Docking Port | |||
* Crew and Scientists take off spacesuits when doing longer jobs in a breathable atmosphere | |||
* Factories will cancel jobs when the recipe changes and the jobs object is no longer required | |||
* Changing/Removing a storage zone will now cancel any job coming to it if the new storage at the location is no longer compatible with what is coming to it. | |||
* Equipment installation jobs will stop any movement jobs to storage zones in the same location. When/if the equipment gets fully installed, the storage zones are removed. | |||
* Equipment installation will highlight the closest accessible box that will be used to install the equipment. | |||
* You can no longer place a storage zone in the location of an in-progress equipment installation | |||
* Research stations only draw power when required for the current research project (1MW standby draw otherwise) | |||
* Research station blue light now blinks | |||
* For exterior jobs crew no longer pick up and drop the item before acquiring a space suit | |||
* For exterior dismantling jobs, the box is now brought inside by the crew after dismantling | |||
* Visual fix to adjacent tracks connecting incorrectly. Tracks now only connect if they interact with each other. | |||
* {{Issue|108|pre=Issue}}: Fixes transferring crew when requesting to transfer a spacesuit and all spacesuits are worn | |||
* {{Issue|109|pre=Issue}}: Fixes logistics window scaling with the number of layers, rather than the number of friendly layers | |||
* {{Issue|10|pre=Issue}}: Integer overflow with cash and ship value | |||
* {{Issue|95|pre=Issue}} and {{Issue|95}}: Friendly ships added to fleet for free when flying to a shipyard | |||
* {{Issue|114|pre=Issue}}: Powergrid settings are saved | |||
* {{Issue|104|pre=Issue}}: Logistics screen now updates when the selected layer is switched | |||
* {{Issue|81|pre=Issue}}: Mouse click and drag in the research window can no longer move the game camera | |||
* {{Issue|92|pre=Issue}}: Objects can no longer be stored in non-exact cell positions | |||
* {{Issue|122|pre=Issue}}: Robot Arms can now combine containers when they are on tracks | |||
* {{Issue|72|pre=Issue}}: Robot Arms now indicate when they are stuck, and can be canceled. | |||
* {{Issue|16|pre=Issue}}: Difficulty installing equipment in walls. | |||
* {{Issue|66|pre=Issue}}: Jobs get created in inaccessible locations and get “stuck” | |||
* {{Issue|53|pre=Issue}}: Crew try to store objects in a place they can’t access | |||
== Alpha 5 == | == Alpha 5 == |
Revision as of 12:16, 15 September 2023
This article contains changelog information for the Early Access period of The Last Starship, which followed the closed playtest.
Alpha 6
Alpha 6 | |
---|---|
Frodo & Sam | |
Update video | |
Release date | 13 September 2023 |
GitHub Bugs | Milestone 4 |
Buying ships at a shipyard
- Any ship from the ship library can be bought in a system with a station or shipyard
Tutorial
- Beginnings of a Tutorial for Industry Mode.
NEW EQUIPMENT
- Weapons Control Centre => Can connect to up to 4 weapons remotely and be controlled by a weapons officer, so that the connected weapons no longer require crew
- New Crew Type - Weapons Officer needed to crew the Weapons Control Centre
SMALL CHANGES
- Robot Arms now use Jobs to Move, Load, and Combine objects. This allows robot arms and crew to communicate, so they no longer compete to complete the same jobs at the same time.
- Robot Arms now stop moving an object if the destination can’t receive it anymore. If arm gets stuck like this, you can now cancel the arm in the right-click menu. Arms are now only stuck when an item is on the floor of the target cell.
- Missions that are in progress when you Hyperspace Jump are now returned to the open missions list so that you can return to the destination and finish them at a later date.
- Robot Arms now unload objects from factories that are not needed by the current recipe.
- When the current research project finishes a popup notification appears
- The atmospheric pressure is now shown as a percentage in a tooltip when hovering the mouse
- New Storage Zone UI
- Better job allocation/assignment to ensure that jobs can be completed by the entities that they are assigned to. This is noticeable when there a ship is divided into isolated areas.
BUG FIXES
- Mission Cargo/Passengers/Refuges and Trade Deals that are in progress when you hyperspace jump are now cancelled correctly and not taken to the Docking Port
- Crew and Scientists take off spacesuits when doing longer jobs in a breathable atmosphere
- Factories will cancel jobs when the recipe changes and the jobs object is no longer required
- Changing/Removing a storage zone will now cancel any job coming to it if the new storage at the location is no longer compatible with what is coming to it.
- Equipment installation jobs will stop any movement jobs to storage zones in the same location. When/if the equipment gets fully installed, the storage zones are removed.
- Equipment installation will highlight the closest accessible box that will be used to install the equipment.
- You can no longer place a storage zone in the location of an in-progress equipment installation
- Research stations only draw power when required for the current research project (1MW standby draw otherwise)
- Research station blue light now blinks
- For exterior jobs crew no longer pick up and drop the item before acquiring a space suit
- For exterior dismantling jobs, the box is now brought inside by the crew after dismantling
- Visual fix to adjacent tracks connecting incorrectly. Tracks now only connect if they interact with each other.
- Issue #108: Fixes transferring crew when requesting to transfer a spacesuit and all spacesuits are worn
- Issue #109: Fixes logistics window scaling with the number of layers, rather than the number of friendly layers
- Issue #10: Integer overflow with cash and ship value
- Issue #95 and #95: Friendly ships added to fleet for free when flying to a shipyard
- Issue #114: Powergrid settings are saved
- Issue #104: Logistics screen now updates when the selected layer is switched
- Issue #81: Mouse click and drag in the research window can no longer move the game camera
- Issue #92: Objects can no longer be stored in non-exact cell positions
- Issue #122: Robot Arms can now combine containers when they are on tracks
- Issue #72: Robot Arms now indicate when they are stuck, and can be canceled.
- Issue #16: Difficulty installing equipment in walls.
- Issue #66: Jobs get created in inaccessible locations and get “stuck”
- Issue #53: Crew try to store objects in a place they can’t access
Alpha 5
Alpha 5 | |
---|---|
Schwarzenegger & Stallone | |
Update video | |
Release date | 28 July 2023 |
GitHub Bugs | Milestone 3 |
SCIENCE / RESEARCH SYSTEM
There is a research & development system allowing you to unlock advanced technologies.
All R&D is performed by Scientists (a new entity type) and uses Science Stations and Supercomputers.
You can unlock equipment blueprints, performance enhancements, and Stargate Updates.
NEW EQUIPMENT : Science station
NEW EQUIPMENT : Super computer
NEW EQUIPMENT : Energy Transmitter
NEW CREW: Scientists
A new research screen allows you to direct your science team efforts.
INDUSTRY MODE AND STARGATE PROJECT, CONTINUED
Phases 3 and 4 of the Stargate project are now available for completion.
Phase 3 requires science research to complete.
Phase 4 requires an energy test, with your ships providing sufficient energy to the stargate for a fixed period.
Opposition - There are now hostile forces within the sector who oppose the construction of the stargate. Their threat level will slowly increase as you make progress.
The central stargate system will now 're-stock' periodically on critical equipment and resources
Asteroid minerals will now be merged into larger stacks when there are so many in space that it begins to affect performance (>1000 minerals close together)
NEW EQUIPMENT: Small Robot Arm - A Robot Arm variant with an arm length of 1
NEW EQUIPMENT: Smart Robot Arm => A Robot Arm that only picks up specified objects
SMALL CHANGES
Robot Arms now require 1MW of power each
Robot Arms now combine containers of the same type like Entities
New & Improved FTL window
BUG FIXES
Issue #24: Battle stations button missing
Issue #29: Mission cargo not unloading (partially fixed in Alpha 4, but not with tiddlets)
Issue #39: Destroyed spacesuit remaining on entity
Issue #30: Fusion reactor rendering weird effects on ship
Issue #60: Crew no longer invisible when deleting spacesuit
Issue #51: Robot Arms can now add and remove fuel cannisters from fuel loaders. Robot Arms can now add and remove Compost and Seeds from Hydroponic Garden. Robot arms can now add and remove FTL Charges from FTL Drives. Robot Arms can now add drones to and remove Cargo from Drone Bays.
Issue #52: Crew in Spacesuits can no longer be picked up by Robot Arms or carried by Tracks
Issue #61: Robot Arms picking up each other's items
Issue #73: Robot Arms can no longer pick up items through walls
Issue #54: Fixes Drones picking up Entities Issue
Issue #65: Tracks no longer get stuck and unable to move an item into an 'empty' space
Issue #67: Fixes Storage Areas not persisting in save games if there is a track on top of them
Issue #56: Craftable equipment no longer thinks it's a factory and is no longer right clickable
Multiple jobs can no longer have the same Id
Alpha 4
Alpha 4 | |
---|---|
Cash Integer Overflow and Northern Pennies | |
Update video | |
Release date | 22 June 2023 |
GitHub Bugs | Milestone 2 |
Industry mode
An entirely new game mode with new starting conditions and new objectives.
You are joining a mega-project to construct a Stargate to the Andromeda Galaxy.
Industry, production and automation take centre stage.
- New 'Industry' game mode selector in New Game screen
- New starting ship, which is more of a ruined space station
- Starting ship contains 'Ruined Equipment' which can be dismantled for Scrap Metal.
- There is only one Sector in industry mode
- Stargate Project in the main menu. Shows what parts require manufacture to advance.
- Currently only Phase 1 and 2 of the Stargate have been created
- Sell your Stargate Parts at any trade station to earn money and progress the project.
- NEW EQUIPMENT:
- Fabricator => Makes components out of raw materials: Frame, Motor, Coil
- Assembler => Makes Boxed equipment out of components (Eg Battery, or Stargate parts)
- Robot Arm => Automatically lifts components and resources into and out of equipment
- Track => Automatically moves components and resources along the direction of travel
- Gas clouds and asteroid mineral nodes contain 100x as much raw material in Industry mode
Balance / Small changes
- Gas Clouds now contain 10x as much gas in non-industry game modes
- Hydroponics now uses half as much water
- Hydroponics now loses 25% of compost per harvest. Previously 50% of compost was lost
- Gatling Guns are now unmanned, and will automatically extend and fire when 'Battle Stations' is called
- Munitions Factory has been renamed to Munitions Bench, as it is operated by a crew member
- The 'Battle Stations' button will no longer show until you have at least one weapon system installed
- Added "--safe-mode" command line argument to start game in windowed mode
- The Install menu now auto-selects the next identical type of equipment,
and groups all identical equipment into a single row
You can now begin a new game straight from within Creative Mode.
As soon as you perform your first FTL jump, creative mode ends
and you are placed into 'Free Roam' mode with $150k credits
Steam Workshop
Updated subscribed and published items kick off updating local corresponding preview images
All previously-updated subscribed and published items, prior to the above feature, will have their preview images also updated
Bug fixes
- Crew trade themselves and turn invisible if they are wearing the spacesuit nearest to a docking port when a spacesuit is sold
- Fixed: Refinery, Chemical Lab, Munitions Factory can be placed outside the ship or in walls
- Fatal error when the ship grid is clicked in spawn mode and no equipment is selected
- Hard rescue missions being generated early in the game (self-destruct timer/moving under thrust)
- [ and ] able to rotate ship without thrusters
- Fix audio glitch when mousing over overlapping buttons.
- Fix phantom crew members that block job execution after transferring crew between ships
- #41 Crash on hyperspace jump
- #20 Ship/Ftl limit - buttons now appear at top of the list and are always clickable
- #32 Crew is abandoned when jumping
- #15 Dismantling airduct leads to immediate loss of all oxygen to the ship
Alpha 3
Alpha 3 | |
---|---|
Will and Harry[1] | |
Update video recorded on 7 May 2023 | |
Release date | 11 May 2023 |
FULL CHANGE LIST
Hydroponics
New 'Hydroponics Garden' equipment is now available to buy.
Requires power, piped water, compost (from Waste Processing), and Seeds (also available to buy).
If all of these ingredients are provided, vegetables will be grown in the individual plots.
If water or power is cut during growth, the crop will suffer.
Eventually the vegetables will be harvested, producing Food and more Seeds.
Crew stations
Some pieces of equipment now require crew to operate.
The crew station can be seen in schematic view as a green circle, and must be clear from obstructions
These include:
- Gatling Guns
- Cannons
- Railguns
- Munitions table
More will be added in future.
Battle Stations
All weapon systems in your fleet now default to 'inactive', and will appear retracted into the ship.
To activate your weapons, click the 'Battle Stations' button in the bottom right of the screen.
Each weapon system requires one crew member to operate, before it can fire.
Nb. The order to Battle Stations is fleet wide.
As soon as you disable Battle Stations, crew will return to normal duties and all weapon systems will retract.
Small Changes
- You can now sell any of your ships at a Shipyard.
- Just click the SELL button next to the layer name, top right of the screen.
- Nb. You cannot sell your final ship - ie you always need one ship in the fleet.
- Added Vertical Symmetry to Ship Editor
- Ship Editor state saved/restored between sessions
- Docked ships can now be included when exporting a ship
- Fixed crash with docking cycles (they can also no longer be created)
- Settings menu now has options for Windowed/Fullscreen/Resolution
Steam Workshop
- Published items are cached locally
- Published items and preview images get downloaded if not already cached locally (such as on a reinstall of the game or using the game on another computer)
- Remotely updated published items get updated locally
- Remotely updated subscribed items get updated locally
Alpha 2
Alpha 2 | |
---|---|
Fred & Barny[2] | |
Update video | |
Release date | 30 March 2023 |
NEW CONTENT
- Industry
New industrial equipment has been added to the game, permitting self-sufficient creation of many critical resources. New resources have also been added, with new methods of gathering those resources
- New Resource : Metreon Gas Clouds - found randomly across a sector, and visible from the map
- New Resource : Metallic Minerals - found in asteroid belts
- New Resource : Hyperspace Isotopes - gathered when in Hyperspace
- New Equipment : Gas Collector => Metreon Gas
- New Equipment : Hyperspace Scoop => Hyperspace Isotopes
- New Equipment : Refinery
- Metreon Gas => Refined Metreon
- New Equipment : Chemical Lab
- Refined Metreon => Fuel
- Refined Metreon => Explosives
- Hyperspace Isotopes + Refined Tilium => FTL Charge
- New Equipment : Munitions Factory
- Metal Ingots + Explosives => Cannon Shells
- Metal Ingots + Explosives => Bullets
- Metal Ingots => Railgun slugs
- Smelter
- Metallic Minerals => Metal Ingots
- Scrap Metal => Metal Ingots
- Tilium Ore => Refined Tilium
- Precious Ore => Precious Metals
- New popup panel for all Industrial equipment. Right click to access.
- Shows the process underway and the status of inputs and outputs.
- Allows for changing the Recipe if the equipment supports multiple recipes.
- All trade prices rebalanced to ensure the market is sensible.
- (Roughly 100% markup for each stage of production)
- New Production Mission
- You will be asked to produce X stacks of a specific resource.
- You are free to buy or gather or refine the resource through any means.
- The buyers will pay a premium of around 30-50% over the market price.
Intership Logistics
You can now transfer resources, crew, drones & equipment between your ships
Click on the 'Logistics' button in the main toolbar (Available once you have two or more ships)
- Drones will perform the requested transfers, if both ships have functioning Drone Bays
- Can be enabled / disabled in the Fleet Orders list
- Ship Docking : You can now dock your ships together by aligning their docking ports in Tactical View.
- Once docked, you can use the same Logistics menu to transfer items and crew between docked ships
- Loaders can now be configured to run in three possible modes. This allows you to extract resources stored in tanks into carryable containers, then use the Logistics System to transfer those containers to other ships.
- LOAD : The contents of the container are pumped into the pipes (previous default)
- UNLOAD : Containers are filled from the connected pipes
- STOP : Don't do anything
Game Modes and starting conditions
You can now select the game mode when creating a new game from the main menu.
SURVIVAL - The previous game mode - stay ahead of the Anomaly
FREE ROAM [NEW] - There is no Anomaly to run from - a more chilled experience
CREATIVE - Unlimited budget and instant construction
- You now start the game with $150k cash
- You automatically receive a delivery of equipment worth $450k :
- Engines x 2, Reactor, FTL drive, Fuel x 2, FTL charges x 2
- You can start in any saved ship (community, steam workshop, or your own creation) with a value up to $1M
- The game will also let you start in any ship hull, so long as the hull value is less than $1M.
- All equipment and cargo will be removed from the ship when starting a game this way.
- In this scenario you will also start with $150k cash and $450k equipment delivered.
Performance
Lots of big rendering performance wins - the game will now render much smoother when in a busy system.
Fixed serious frame drop when loading in a big ship for the first time (generating exterior panels)
Large improvements to rendering performance of ships
SMALL CHANGES
- Creative Mode: When using the SPAWN tool to create equipment and items, you can now Right-Click on any equipment or item to instantly destroy it
- Creative Mode: You can now 'Import Friendly' to add a saved ship directly into your fleet
- Trade screen now shows 'out of stock' items (greyed out) at the bottom of the list
- Rescue Mission removed from the Mission lists, and changed to a 'Distress Call' visible in the sector map
- New graphics for Comets, Asteroids, Minerals, all new Industrial equipment
- New exterior view graphics for engines, drone bays, thrusters, docking ports
- You will now receive an alert when there is no available storage for an item that is blocking equipment
- Damaged armour is now automatically added to your ship editor plan, so you can easily repair it at the next shipyard
- Volume settings in the Main Menu are now saved
- Equipment will now power down and stop working if its position is invalid. For example if a Gun Turret becomes blocked by a wall.
- In the Tactical View, the maneuvering controls widget now allows for finer grained control of the thrusters (no longer just on or off)
- Armour made more resilient against Gatling Guns, but less effective against Railguns and Cannons
- Fuel usage has been roughly halfed across the board:
- Reactors now use half as much fuel (1 fuel/sec for 100Mw max output)
- Reactors can now idle at a low of 2MW, wasting much less fuel (previously 10MW minimum)
- Engines now use half as much fuel (2 fuel/sec at max thrust)
- Engines now require half as much power when idling (2MW)
- (Nb. Engines still require 40MW at max thrust)
- New community ships:
- Tokelvian Starbase - Johnny Struggles
- Starbase Callisto - Johnny Struggles
- Elara Shipyard - Johnny Struggles
- Inverse Mk1 - Ed the Loon
- Meteor - Ed The Loon
- Vork Maraug - Brot Groggers
- Goteque Imperial Luxline - Brot Groggers
BUG FIXES
FIXED: Empty ship layers (created in the Ship Editor) will no longer prevent your fleet from doing an FTL jump
FIXED: You can no longer apply modifications to your ship using the Ship Editor when in Hyperspace
FIXED: Using the Destroy tool in the editor would cause equipment in the removed area to become broken and bugged
FIXED: The Nomad special mission was paying out 10x the desired amount. You will now received a $10k bonus for the first 10 crew.
FIXED: Crash bug in the Mission List if you had no ship selected
Alpha 1D
Alpha 1D | |
---|---|
Release date | 27 January 2023 |
Alpha 1D was the first Early Access build and was released on Steam, GOG, and Humble Store. This marked the end of the playtest and rejoined the game modes from Alpha1C and Demo Alpha1C. No other changes were made.