- Update v1.5.1:
- Area of Effect
- Made to give explosions an impact radius that matches their visual appearance in the first place, this one escalated pretty quickly. There are now:
- 💥 Explosion
- Everyone likes explosions. They now have individual ranges and physical impacts based on type and size.
- â˜¢ï¸ Decaying
- Some visual effects have already teased it: Heat or radiation weapons now leave a damage field behind on impact and do damage over a certain time.
- 🌀 In-Flight
- It is now possible to apply a constant effect 'aura' to in-flight projectiles. Beside the damage, they can also have physical impulses – and practically even negative ones. ;)
- New Zion weapons
- Dutty Gun
- Leaves small spots of radiated area behind – enjoy the extra DPS!
- Dutty Boom
- Ok, this one was already there (and still is – if you own it, you'll keep it), formerly known as the Nuke Torpedo. It was moved to the Zion arsenal and given some fancy aftermath radiation effects.
- Dutty Nades
- Radioactive grenades – sounds like fun, eh?
- With the addition of Area Damage, we now have some sick special device weapons waiting to get launched. Unfortunately, getting active device slots to accept weapons might still take some time...
- Dr. Vornoff portrait
- Don't judge a book by its cover – but it's pretty obvious she's up to no good...
- New achievement
- The Krieger Letters now have readable content and you can now deliver them to their rightful recipients. Gain the achievement for this 'Late Delivery'!
- Halloween Horrors
- To pass the time before next BIG update, we have reactivated the Wicked Dimension – and the once-in-a-year opportunity to unlock rare spooky ships and weapons!
- Ship polishing
- Continuing the tradition, the Pathfinder – one of the oldest ships available – was brought back to speed and decorated with fancy light effects.
- Other ship changes:
- Mimi now has an additional turret slot
- Added a lot of additional ship descriptions
- Polished some stats (e.g. removed duplicated entries, added missing ones etc.)
- Added a lot of individual scan XP entries
- Removed credit requirements to craft pirate ships
- Hacking level and time balancing for all pirate ships
- Tyrell Wharf collision / FX optimization
- World
- Fog of War is now black. Space changes to blue in map mode
- Station regeneration – stations enter a self-repair mode when losing hull (after a 'come back later' type of cooldown), reducing the risk of finding a bunch of debris where a station should be.
- Readable XP when it's opened for the first time
- Loot Magnet: change the attraction model
- Caduceus HQ bit of polishing
- The King is back. You may not know him and maybe never will. Roll out and find him! ;)
- Added a new stage to the tutorial, in which Auxilium introduces the scanning feature
- A new item (Shuttle Keycard) is added to the player's inventory at the beginning of the game - needed for an incoming update ;)
- Weapons
- Mine shotguns were re-balanced (Caltrop is now better than Scattergun, some prices adjusted) and their projectiles can be shot down
- Razor's Edge collision optimization
- Solid explosive projectiles like the Shell Breaker now have reworked graphics with animated trails
- Improved FX for radiation weapons and default mine explosions
- UI
- Loadout key shortcuts
- Tooltips: Show the initial DPS if it differs from the average DPS
- FX
- Nanobot emitters on regenerating ships and stations
- Other
- Support overriding fonts for translations
- Add a simplified chinese font
- Embed the game version to the binary version header
- Ship crafting consumes the full stack of the ship cargo items
- Shield damage is not included for tracked damage stats (stations/ships retaliate way too late)
- Loadout switch: Weapons/shields/devices should not deplete if it's the same
- Wreck Xanadu turrets should be also gaia
- Disable most player input actions if the menu is active
- Xentron Revealed: Atlas stops fighting after respawn (when getting killed)
- Menu: Fire animations after the GUI has been initialized so they don't stutter or finish instantly
- Static Message: correctly update the game and handle controller button down events
- Popup notifications don't restore the dialog input focus (E key)
- Some minor errors with the Dr. Cram Bokaj questline, added a callback after the quest counter
- Lost and found chest should be openable without hacking
- D2-Launcher had upgrade level 3 twice instead of 4
- Weapon fire rate ignores the energy constraints if min_fire_interval is also set (Mini Seekers fire rate is wrong)
- Laser TTL should not be rounded
- Tooltip DPS calculation should include p_hit_count_delay
- Tooltip DPS for multi-missile (burst) turrets is lower than in game
- Tooltips: Compare cargo weight and value
- Tooltips: Don't change the highlighted item alpha
- Tooltips: Laser "Fire Rate" is sometimes not shown
- Savegames: ship stat kill counter is not loaded
- ESC in ship trade cancels out of lower dialog first instead of ship trade HUD
- Quickload crashes when a question box is open (disable it)
- 5 ships (Ameba, Cessy, Gylfa, Icarus, Stansa) didn't have damage or regeneration FX
- Big Samson (Seraphim bodyguard) portrait had a CoC logo
- Some grammar and spelling mistakes
- Don't allow trading with stations in space
- Drop click areas overlap each other
- Shield collision/impact emitters are offset
- Ship loadouts: Do a free cargo space check
- Muzzle emitters are played in Inventory background
- FTA trade missions: Delete enemies on mission success
- Savegame Menu: Info messages are not shown as they are drawn behind the window (like "Can't save now. A dialog, event or fight is currently active")
- Gilliam ship emitter particles have regular gaps
- Engine-linked repeat emitters can still be duplicated once
- Analysis: Show trash trade icon only for collectable trash pieces
- "-1 item" message on player death
- Options Menu: Add a "needs a game restart" info popup when the font will change from a language change
- Infinite hit count to Flamethrower and Razor's Edge