- Update 23 released
- After a phenomenal launch bringing 50,000 new players 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 mass-configuration of fabricators and other equipment in seconds with marquee and double tap smart select.
- New crew animations breathe life into your ship, deepening that 'contraption satisfaction' as your facility whirrs into action.
- Fighter bays 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!
- Here's the Mark & Chris video showing all of the new features:
- Full Change List
- Fighters
- - 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
- Drones:
- - In rare cases drones would pick themselves up, which, of course, cannot be allowed.
- Shuttles:
- - 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.
- Crew Animation:
- - 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
- Translations:
- - 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.
- Equipment Multiselect:
- - 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
- SMALL CHANGES
- - 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
- BUG FIXES:
- - 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