Version History: Difference between revisions

11,209 bytes added ,  11:30, 20 December 2023
Add Alphas 7, 7c, and 8
(Add Alpha 6 changes)
(Add Alphas 7, 7c, and 8)
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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 8 ==
{{Infobox release
| name = Alpha 8
| release_news = https://store.steampowered.com/news/app/1857080/view/3886108111271512496
| release_date = {{#formatdate:18 December 2023}}
| video = VwQ7DgIIk0E
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/5 Milestone 5]
}}
'''New Equipment & Items'''
* '''Fusion Reactor'''
** Uses Deuterium fuel pods and requires at least 500Mw for about 10 seconds to activate.
** Produces a power output of 50-500Mw.
** ''Deuterium'' (fuel pod)
** ''Deuterium Recipe'' (Chemical Lab)
* '''Solar Panels'''
** Must be installed on the outside of the ship, built onto scaffold beams.
** Produces 10Mw normally.
** This reduces to 5Mw in a nebula, and 0Mw in Hyperspace.
** ''Solar Panel recipe'' (Assembly Table)
* '''Tutorial (continued)'''
** Work continues on the in-game tutorial for new players.
'''New audio work'''
* ''Suit radio chatter'' for crew when they are wearing spacesuits
* New UI sounds for ''construction, pipes, cables, installation, deconstruction''
* New ambiences for common equipment: ''reactors, fabricators, smelters, assembly tables''
* ''Delivery shuttle engine sounds''
'''New 'Exterior' graphics'''
* New graphics for all ''gun turrets'' when viewed from exterior
* Docking port exterior view improved
* ''Thrusters'' now more visible in exterior view and tactical view
* New exterior graphics for ''Small Tank, Medium Tank, Large Tank, Battery''
* '''Gun Turrets''' can now be distinguished in Tactical View
** ''Railgun'' - a long single line
** ''Cannon'' - two medium-length parallel lines
** ''Gatling gun'' - three short parallel lines
'''New community ships added to the base game - thank you!'''
* '''ZORBANE'''
** DragonFly-A
* '''RUSH'''
** Andromeda's Fury
* '''R0NALXD'''
** Chakrali Corvetter
** Chakrali Frigate
** Chakrali Miner
** Chakrali Starbase
* '''JOHNNY STRUGGLES'''
** Big Martha
** Defense Platform MK1/MK2/MK3
** The Gas Man
** The Wild Goose
** Fat Duck Fighter
** The Leviathan
** Scavenger JS
** Florence Bulk Hauler
** Angry Frog Mining Rig
* '''ORION INDUSTRIES'''
** Bellatrix Frigate
** Hawk Light Fighter Mk1/Mk2
** Krait Mk2 Fuel Rat
** Mighty Miner
** Minor-Miner Mk1/Mk2
** Orthrus
** Procyon Cruiser
** Rescue Shuttle
** Rigel Heavy Corvette Mk2
** Roadrunner Corvette
** Starhopper
** Trident Heavy Fighter
'''SMALL CHANGES'''
* The ''PAUSED and SLOWMO messages'' will now flash, to minimize players not realizing why the game has stopped
* New ''STARGATE games'' will no longer generate a distress call in the starting map. This is because new players would often get very confused trying to do the rescue - without thrusters and without any skills in docking. ''Nb.'' Rescue Missions are still generated in the mission board
* Fleet orders for ''gathering salvage, gathering minerals, and repairing hull'' now default to ON
* ''Drones'' will now automatically return to their home ship if that ship is preparing to jump to FTL, regardless of Fleet Orders
* Hostile forces in ''stargate mode'' will now correctly attack the player, and not random NPC vessels
* ''Deconstruction UI'' effects improved
* If the player destroys a Neutral ship, all other neutral ships in the system will immediately turn hostile to the player
* Added a new Fleet Order: \'''Mining''\'. This enables and disables all active mining from Mining Lasers within the current system.
* ''Schematic view'' has been made more tidy and clear.
* Improved the visuals when laying pipes and cables - removed unnecessary distracting visuals
* ''Weapons Officers'' now wear a ''RED uniform'', to distinguish them from regular crew
* ''Weapons Consoles'' now support up to four guns, without requiring any research. Removed the research tree for Weapons Console Additional Slots.
* Player-owned ships will now always render on top of other ships, derelicts, etc
* Derelicts will be removed from the list of all ships after 3 minutes
* Derelicts now slowly erode away to nothing over time
* Damaged and Destroyed engines now belch flames
'''BUG FIXES'''
* FIXED: The ''equipment panel'' will now close if you select another ship or another location
* FIXED: issues with the ''Equipment Panel'' not popping up when you right-clicked because it was 'blocked' by the open construction menu
* FIXED: Missing pickup and drop sounds when crew is working
* FIXED: The tick sound effect when installing equipment was wrong when the equipment had an even width or height
* FIXED: Issue with ''Delivery Missions'' with a difficulty of 84 and 890 boxes!
* FIXED: Main Menu ambience continued to play after clicking Import Friendly or Import Hostile
* {{Issue|175|pre=Issue}} - After an ''FTL-jump'', the suits are turned off. Orders are now carried through from system to system when FTL jumping unless you already have a fleet at the destination.
* {{Issue|179|pre=Issue}} - (''Survival'') Cross-sector ''passenger missions'' can never be delivered
* {{Issue|183|pre=Issue}} - ''Tutorial text modal'' not advancing correctly. Fix overlap problem and tutorial loop.
* {{Issue|188|pre=Issue}} - ''Derelict ships'' will now automatically remove themselves from the layer list after some time.
* {{Issue|190|pre=Issue}} - ''Fighters'' can attack a ship in another system
* {{Issue|195|pre=Issue}} - ''Fuel canisters'' aren't getting loaded. Validate existing fleet transfers to ensure that they are still satisfying requests.
* {{Issue|194|pre=Issue}} - A full "circular" track gets jammed and doesn't move. Allow tracks to move more freely.
* {{Issue|196|pre=Issue}} - Can't see all ships in logistics screen. Fix a bug where the ships were overflowing the window. Present ships in the same order as the ship list on the right.
== Alpha 7 ==
{{Infobox release
| name = Alpha 7
| release_news = https://store.steampowered.com/news/app/1857080/view/5913850762873923353
| release_date = {{#formatdate:17 November 2023}}
}}
Alpha 7 is an interim build with no update video, GitHub milestone, or nickname. Changes are covered in the update video for [[#Alpha 8|Alpha 8]].
'''Multi-system Simulation'''
Multiple locations within a sector are now simulated all at once.<br>
This means you can split up your fleet, have ships in one system mining an asteroid belt, while your combat vessels in another system do battle.<br>
You can freely and instantly move focus between different ships of yours within all active systems.<br>
Different collections of ships can be in FTL at the same time, travelling to different destinations.<br>
You can (for example) create mining and gathering ships and leave them in a nebula or asteroid belt, and they will continue to mine and operate while you attend to other locations.
* NPC ships updated. Star systems are now much more busy, as NPC ships come and go. NPC ships will also engage in mining and salvage where appropriate.
* All NPC ships are now based on either official ship designs or community ships, or ships you have subscribed to on Steam Workshop.
* NPC ship system 'faking' has been largely removed. You can now see inside any NPC neutral ship, and observe the crew and equipment operating normally.
* NPC ships will turn hostile if you attack them, but will generally try to escape rather than fight to the death.
* Subscribe to more ships via the Steam Workshop, and these ships will appear in your game world.
'''Tutorial / on-boarding'''
The tutorial continues to be updated, with the aim to provide a complete introduction to the game and the STARGATE PROJECT.<br>
It is still a work in progress, but takes the player all the way up to receiving a second ship.<br>
The primary aim is to bring entirely new players into the STARGATE industry mode.<br>
You can now skip the entire tutorial by clicking the X in the top right of the tutorial window.
'''Stargate Project'''
The stargate project now has six working phases that must be completed, each building on the last.<br>
All phases have been redesigned and rebalanced.<br>
All production times for Fabricators and Assembly tables have been shortened and balanced.<br>
Multiple phases of the stargate project now require research unlocks to progress.<br>
Enemy forces will now attack any ships engaged in the stargate project, starting around phase 3. Each subsequent attack will be more dangerous than the last.
* The game now automatically starts in STARGATE mode on first playthrough
* Introductory flyby sequence updated
* The TRADE screen now shows sellable Stargate parts highlighted in GOLD
* Fabricator buildings no longer produce outputs endlessly, filling up your cargo space (eg frames, coils).
: Instead they will produce an item and then wait until that item has been taken to be used somewhere before producing another.
* The stargate sector now contains hostile fleets (difficult!), distress calls, derelict ships, asteroid belts, gas clouds, as well as colonies and shipyards.
'''Mission System'''
- New missions are now continuously generated at all locations in the sector
- Old missions are removed after some time, if nobody claims them.
- All mission types scale in response to your ratings within the appropriate category.
- STARGATE industry mode now has all mission types available: delivery, passenger, combat, rescue, production, mining
- Completed Missions are now removed from the contract board after 60 seconds
'''Game controls'''
* Spacebar now pauses the game.
: This is to allow for more consideration and precision during space battles.
* You can hold SHIFT for dramatic slow-mo. You can toggle slow-mo with Caps-Lock
* Tactical mode camera no longer tracks position or rotation of any ship. You can freely pan around.
* Normal view mode automatically tracks position and rotation of the current ship, aligning automatically so you can see the interior.
* The compass / toggle tracking button has been removed
* Tactical mode: Weapons list now scales when there are lots of weapons, to ensure they all fit on screen
'''BUG FIXES'''
* {{Issue|164|pre=Issue}} - Cargo Space not recognising new zoning
* You can no longer try to install boxed equipment on a ship that the box isn't on
* Thousands more bug fixes but honestly we lost track somewhere along the way
=== Alpha 7c ===
{{Infobox release
| name = Alpha 7c
| release_news = https://store.steampowered.com/news/app/1857080/view/5913850762877483119
| release_date = {{#formatdate:18 November 2023}}
}}
Alpha 7c is a hotfix build for [[#Alpha 7|Alpha 7]] fixing some FTL issues.
* Loading an older save game (pre-alpha 7) will now automatically enable multi-system simulation. This fixes an issue where loading an older save game didn't enable multisystem simulation, preventing you from making FTL jumps with more than one ship at a time.
* This enables multiple ships to do an FTL jump together in industry mode. Click on the STAY/JUMP button to toggle which ships are included in the jump. At least one ship in the group must have an enabled FTL drive.
* Multi-system simulation is not yet enabled for the other game modes - SURVIVAL, FREE ROAM and CREATIVE. In those modes all ships will now jump together, as used to happen. This fixes the issue of only a single ship jumping.


== Alpha 6 ==
== Alpha 6 ==