- Update 24 Released
- Update 24 has been released! We've added new ways to control power on your ship, including a new Power Switch which can disable entire sections at a time. We've introduced a new way to fabricate ship equipment on the fly, made some massive performance gains, and given you more control over your fighter wings.
- Here is the latest Update video from Mark & Chris:
- Update 24 has been released! We've added new ways to control power on your ship, including a new Power Switch which can disable entire sections at a time.
- With update 24 done, here is our updated Roadmap:
- Full change list
- Fighters
- Fighters have two modes of operation, toggled in the Tactical screen:
- - ALERT: fighters will launch when a hostile target is acquired, and return to the bay for resupplying or when all hostiles are eliminated.
- This is the default mode and they will behave the same as they did in Update 23.
- - STOW: fighters will remain in their bay or return to the bay if they are currently deployed.
- - These modes can be toggled in the tactical screen, using a new button above the "WEAPONS" button in the bottom-left.
- - The fighter mode is set on a per-ship basis.
- - Improved fighter flight path back to bay, making it less likely they will miss it and have to circle around.
- - Indication in tactical mode when a fighter is returning to its bay because of running out of ammo or fuel.
- - Fighters will wait in the bay to be at least 50% before returning to battle.
- New Power Controls
- You can now toggle any piece of equipment ON and OFF from its control panel.
- You can multi-select lots of equipment and turn it all ON/OFF with one click.
- - New Equipment: Power Switch
- To be installed over a cable and toggled ON/OFF to control power flow, making it easy to activate and deactivate whole parts of the ship with a single switch.
- - Power Switches can be named from their equipment panel, and will then show in the Power Grid window, helping you to manage larger ships from a single screen.
- Lightning and lightning rods:
- - Fix damaged lightning rods not being repaired and shaking forever
- - Fix bug where on larger ships lightning would not strike towards the bottom of the ship
- - Lightning rods leak stored energy when damaged, similar to batteries
- Equipment Multiselect:
- - Expanded multiselection to loaders and storage crates
- - You can now toggle all selected equipment on and off with one click
- Production Queue
- Equipment that is pre-placed using the "EQUIPMENT" button in the ship editor can now be produced on-board, according to demand.
- Assembly tables and fabricators that are set to "STOP" will be automatically assigned recipes in order to produce the required equipment.
- They will be set back to "STOP" after finishing.
- - Intermediate components will be automatically produced if they are not already available on the ship.
- - An option to automatically buy missing components is available.
- - More improvements to the "EQUIPMENT" menu in the ship editor.
- Translation Updates
- - New translation Bahasa Indonesia (thanks to Agis&Soul)
- - Japanese (thanks to sakuyan#5658, raidhin, Kensuke Ichinohasama)
- - Russian (thanks to skoniks)
- - Simplified Chinese (thanks to Qionglu735)
- - Polish (thanks to Azu)
- - German (thanks to Flauschküken)
- Performance work
- - Several performance improvements for entities - especially noticable for large numbers of civilians
- - Fixed massive performance drop immediately after loading a large save game
- - Plus more general performance improvements
- SMALL CHANGES
- - Habitation cannot be drawn over equipment on top of the ship to prevent the equipment getting blocked
- - Equipment on the top of the ship renders under the habitation instead of above, so it's clearer when they are blocked by the habitation
- - Fix "DOCKING IMPOSSIBLE" alert overlapping battlestations button
- - Meteors drop small amounts of minerals when destroyed
- - Can now install, dismantle and spawn (in creative mode) in an area by dragging out a box while holding down shift
- - Added in animated sprite variants for Gunners, Scientists and Civilians
- - Text in tactical mode for crackable asteroids scales with asteroid size
- - Add tooltips for categories in powergrid showing how much energy each equipment produces/consumes
- FIXES
- - Containers moving on a track will no longer have a random small rotation (this is for when carried by a human)
- - Fix airducts sometimes showing the missing oxygen icon when oxygen available
- - Fix fighter not being destroyed if their bay is dismantled while they are stowed on it
- - Fix a problem with manufacturing fighters where coils and motors would compete for the same slot on the fighter bay.
- - Fix fighters and hull breaches being available to transfer in the logistics screen
- - Fixed issue with Gunners and Scientists changing sprite when sitting down
- - #734: Schematic placement of equipment removed when associated item gets on a robot arm/track
- - #747: Harken call to arms call triggering twice
- - #756: Items are overlapping when clicking and dragging to place them
- - #758: BNS3 mission is stuck
- - #759: Accelerated Local Survey during Tutorial Exploit
- - #760: Editor cannot place hull on equipment in free space.
- - #767: Arena Mode - Drones from AI ships no longer gather materials or salvage by default