- Update 27 Released
- Update 27 is Released!
- It's time for some major changes. We took a long hard look at the Tactical view with its retro wireframe aesthetic, and decided as much as we love it, it was time to replace it. We now have a new hybrid tactical mode, for all ship flight and combat, which mixes the exterior of the ships with tactical information, and makes individual ships much clearer, whilst also permitting piloting and combat manoeuvres without leaving the core view. Ships are now highlighted with context sensitive markers and can be clicked to select, and the camera no longer tracks and spins as you pilot your ships. (For fans of the previous Tactical view - don't worry - it can be toggled back on).
- We also completely redesigned the Weapons panel, to give a clearer at-a-glance readout on your defenses and to better support ships with many hundreds of turrets.
- Update 27 also brings the first official Corporation - MINING CORP - an NPC faction with their own style of ships and their own specialised routines. We introduced and tweaked a wide range of NPC behaviours to make the sector feel more alive. We also have a new mission type, some major multithreaded performance enhancements, and some further challenge in Survival Mode as combat difficulty now scales based on the Sector number, regardless of how prepared you may or may not be.
- Thanks to everyone who's enjoying the game after all these updates. This update took quite a lot longer than expected, but we hope you'll agree it was worth it.
- The new Hybrid Tactical view, with the new Weapons panel
- Full Change List
- NEW HYBRID TACTICAL MODE
- Pressing T or clicking the icon bottom right now opens the new hybrid Tactical / Exterior mode.
- This is intended as a full replacement for the previous TACTICAL screen.
- For those who miss the previous TACTICAL screen, don't worry, you can re-enable it by clicking on WIREFRAME and FOCUS in the top right of the screen. With both options toggled ON, the view behaves as it did previously, showing wireframe graphics and tracking the current ship.
- New Hybrid Tactical Mode
- All ships are rendered from the exterior, including your own.
- The camera is unlocked (by default), no longer tracks the current ship, and can be panned and zoomed as normal.
- Flight controls can be accessed from this view, at the same time as all other normal game screens.
- SHIP MARKERS
- Diamond shaped markers have been added to all ships, showing friendly (green), hostile (red), neutral (yellow), for sale (blue)
- Ship markers will show additional information, depending on context:
- - HEALTH BARS on Damaged ships, Hostile ships, and any ships engaged in combat
- - VELOCITY and EVASION on your own ships
- - COMBAT RANK on hostile ships
- Drones and Fighters are also highlighted with small diamond markers of their own.
- Ship Markers
- FLIGHT CONTROLS
- Normal flight controls are available when in this new hybrid mode.
- Left click to set the orientation, Right click in space to set a desired destination.
- Right click and drag near your ship marker now gives fine maneuvering control using thrusters, if you have them.
- You can now select any ship by left clicking on its marker (as well as from the Layer list as normal)
- You can now right click on any of your ship markers in space to stop their engines immediately.
- OPTIONS
- In the top right there are two toggle buttons:
- WIREFRAME MODE - Re-activates the previous tactical rendering style, with wireframe graphics for all ships
- FOCUS LAYER - Re-activates camera tracking on the selected layer
- Enabling both of these options will return the view to the previous TACTICAL graphical style and behaviour.
- WEAPON CONTROLS
- The weapons panel has been remade. It really needed it! The new panel scales all the way from just a couple of weapons all the way up to a warship with over 1000 turrets. Weapons are now grouped by their type and orientation, with one single row given over to each pairing.
- Within the row, one small icon is shown for each weapon of that type facing in that direction.
- The colour of the icon shows the status of that turret.
- Tooltips are now shown on all weapon icons, giving further status information.
- Weapons can be selected (either an entire row or individually) and targeted by left clicking on enemy ships.
- You can right click on any weapon or group of weapons to clear a manually set target.
- The new Weapon control panel
- FIGHTERS
- Fighters are now included in the new weapons panel, in a single row.
- Each icon represents the status of that fighter.
- Once launched, you can now select your fighters and target them onto a specific enemy ship.
- NEW SECTOR MISSION: FIND SCHEMATICS
- A new mission type which has you recovering scientific schematics from wrecked ships.
- There are several different difficulty levels to this mission.
- Survival Mode only.
- - Approximate positions of derelict and raided science ships are marked on the sector map.
- Use surveying to find their exact locations, and recover their schematic.
- - You will be rewarded with a research credit once all schematics have been recovered from the sector.
- Research credits are used to unlock repeatable research for permanent equipment buffs.
- - The hostile ships might still be in the process of recovering the schematic for themselves...
- MINING CORP
- The first official Corporation has taken up residence in the Sector!
- You will see their home base on the sector map in Industry Mode (marked with "MINING CORP"), and sometimes in Survival Mode. Mining Corp specialise in mining and processing asteroid belts, and can be found working in groups around the sector. They offer discounts and higher availability for refined ore and mining equipment, as well as more mining missions at their base.
- All Mining Corp vessels were created by community member Oleenanatiras. Thank you!
- Mining Corp in action
- NEW NPC BEHAVIOURS
- - Busy ports now sometimes use an Anchorage, and NPC ships will dock in designated spaces.
- - Mining ships spread out more in the asteroid belt, and never get stuck mining forever
- - Ships in nebulas go and collect gas if equipped with gas collectors
- - Ships gather around the space station/shipyard
- - Improve ship spawning, with busy systems having more ships coming and going
- Ships at Anchorage
- PERFORMANCE
- - Lots of new Multi-threading performance work
- - Significant improvements to performance for saves with lots of ships/resources
- - Multi-threading can be disabled in the settings if necessary
- SMALL CHANGES
- - Sector surveys begin automatically upon entering a system that hasn't already had one completed. All ships with valid survey equipment are assigned.
- - Can only perform a single local survey at a time, but all ships with equipment will be assigned to it automatically.
- - Added Cyrillic vector font glyphs
- - Added search to the logistics window
- - Added "FILL CRATE" and "FILL TANK" buttons in creative mode to quickly fill tanks and storage crates
- - Added a toggle to smelters and factories to allow unloading to generic cargo storage. Smelters have this enabled by default, factories do not.
- - Middle-click on quantity allows to type number for auto-trade "Sell above" and "Buy below", and interstellar logistics quantities
- - Armour can be repaired at shipyards similarly to hull
- - Allow cutting rescued ships loose
- - Interstellar Logistics orders to collect gas now actually target the densest point in the system rather than the densest individual cloud
- - Nebulas and asteroid field surveys can be found in game modes outside of Boldly Go
- - Asteroid fields have a chance to contain comets
- - Time to complete a local survey halved
- - Updated mining mission to include different ore types, more valuable ore missions being rarer, but paying more. Require to deliver the ore back at the same system.
- - Survival Mode: Enemy combat difficulty now scales up each sector, regardless of your combat rank or defenses.
- The effect is greater in DIFFICULT mode, and is even more extreme in HARD mode.
- BUGS
- - Fix stuttering in saves with large ships containing lots of jobs and cargo
- - Fix andromeda test UI sometimes showing when there's no test in progress
- - Fix fighter bays on imported ships sometimes having an assigned fighter that doesn't exist
- - Fix equipment multi-select not working with fighter bays
- - Fix interstellar logistics docking not working between larger ships
- - Fix distress call missions from other sectors staying in the contracts screen
- - Fix minor highlight bugs in opening tutorial
- - #813: dead bodies not being collected by ports that accept both outgoing cargo and crew
- - #814: Andromeda test UI sometimes showing after jumping while viewing a neutral, non-jumping ship
- - #818: Interstellar Logistics permanently stalls after loading a save
- - #820: Arms no longer placing into crates
- - #822: Trade shuttle stuck at Foundry docking ports for non-existent "Outgoing" cargo
- - #826: Interstellar Logistics stalls/breaks
- - #829: massive fuel drain with unpowered fighter bays
- - #828: Installed batteries are not calculated in ship value while boxed ones are