Version History

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For Version History of Wayward Terran Frontier Old Alpha, Click here.

Zero Falls Version History[edit | edit source]

0.6.2[edit | edit source]

0.6.2.00

Fried Developer

0.6.2.00[edit | edit source]

  • (below is a summarized version of the announcement found here:Steam announcement)
    • 1 significant bug fix(ambiguous)
    • essentially public release of 0.6.1.00
    • steam workshop now publicly accessible
    • steam guide added on how to use the workshop and make custom hulls
    • public release of custom hull mod tool created by Jan

0.6.1[edit | edit source]

0.6.1.00

Fried Cowboy

0.6.1.00[edit | edit source]

workshop and steam API only available to steam tester-group

  • (below is a summarized version of the announcement found here:Steam announcement)
    • accidental upgrade to Monogame 3.6
      • upgrade brought bugs with window sizing, full-screen
      • also brought some fixes to framework and sound and some optimizations
    • new debugging tools added, drag-drop spawn of debug ship tool
      • flotilla creation and usage added for mod support
      • integration to steam API and compatibility with steam workshop
  • fixed a station texture that was the wrong size
  • profiles will no longer crash if there is no .tac file or if the .tac file is corrupt or invalid
  • reduced TOBI output to be in line with the new movement system
  • conduit glow now decays over 1 second causing less seizure inducing visuals and it does so in a way that is actually a slight optimization to all conduits
  • added a screen that allows uploading to the workshop. It is still in testing and disabled by default, but it is in there.
  • design debugging is now enabled for those in the steam tester group for use in testing flotillas
  • fixed a crash when a ship without an emission layer breaks into shards
  • profiles that fail to load now explain why they failed to load via the loading screen progress log
  • fixed a crash caused by ships without turrets
  • there is now a maximum target lock duration that will be used even if your ship has no sensors so small fighters can use missiles again
  • added the ability to toggle floating combat text in the options menu

0.6.0[edit | edit source]

0.6.0.04

Fried Bureaucrat

0.6.0.04[edit | edit source]

  • shield tiles block movement again. I've decided that not blocking your airlocks with shields is simply an engineering consideration that the player needs to make when designing ships. The alternative absolutely breaks crew pathfinding.
  • fixed a blueprint for missile tubes that unlocked a broken item
  • removed the module ownership test when removing shield pixels in singleplayer design. Warning: this means you can delete shield pixels even if you don't have the ability to put them back.
  • fixed a bug where system slots would retain the icon from previous bridge setups
  • fixed a bug where right clicking a crystal branch to view its contents can result in the item being removed
  • ou can now open the log via right click as well
0.6.0.03

Fried Bureaucrat

0.6.0.03[edit | edit source]

  • fixed a bug where using the "Tractor to dock" command on a ship with no airlocks would crash the game
  • scrapping a ship now attempts to transfer all cargo from that ship into your station storage
  • added a global screen effect when taking damage so you can see if your character is being attacked or suffocating when viewing another screen
  • crew of the player's faction no longer lock the airlocks on the ships that they command
  • fixed a bug which might have lead to ships bouncing off of asteroids after their crew died
  • fixed a bug where linear drag was not applying to dead ships and ships that were charging their travel drive
  • phase warp drive now has a minimum speed which is greater than the fastest travel drive speed so it can never go slower than travel drive
  • fixed a bug where a pirates cove entry dialogue could get stuck on one of the options
  • fixed a bug where the agent who greets you at pirates cove didn't exist until after the conversation leading to a missing portrait
  • finally figured out the crazy complicated matrix transformation needed to move crew from ship interior space to ship exterior space for proper EVA placement
  • the player no longer starts with a repair gun, that was never intended and was only a side effect of all NPC crew having a repair gun by default
  • fixed a bug where crew were ignoring ship damage in the debug arena
  • crew can now tell when the module they are trying to repair isn't connected to the ship in any way and will not receive any repairing, they will move on to other tasks
  • AI crew who wander aimlessly due to boredom will now typically wander to locations much closer to where they currently are, this is less taxing on the CPU pathfinding, and it causes them to run off to the opposite side of your station less often
  • fixed a bug which may have prevented crew from returning to follow you after killing an enemy, not entirely sure I have fixed that bug but I fixed a thing that could have caused it
  • the subspace tube will no longer be added to loot tables once the player has unlocked the research
  • the subspace tube weighs less heavily on loot tables now such that it doesn't drastically reduce the amount of loot that spawns with it
  • fixed a pirate blueprint that was giving the wrong ship. of course you get to keep the wrong ship if you already researched it, it is much more interesting than the correct ship
  • changed how logistics handles special designs of unlocked hulls, namely they are now all available once you have the hull unlocked
  • fixed the shield position on the interdict station that was blocking an airlock
  • added radiators to large SSC style turret designs
  • shield tiles no longer block character movement
  • fixed some code which may have lead to a memory leak
  • crew now return to your bar when you dismiss them instead of dropping dead on the spot...Ok actually they are still killed but we also remove the corpses now so there's less mess
0.6.0.02

Fried Bureaucrat

0.6.0.02[edit | edit source]

  • fixed a very rare crash bug which can happen when re-entering a sector with a ship that has no turrets
0.6.0.01

Fried Bureaucrat

0.6.0.01[edit | edit source]

  • fixed a bug where a new agent could be saved but not loaded
0.6.0.00

Fried Bureaucrat

0.6.0.00[edit | edit source]

  • added on-hit logic to the Status Effect framework so that ship status modifiers can react to impacts by bullets, pulse beams, and missiles
  • added a new type of nano aura with a defensive on-hit effect
  • added on-character visuals for all armor types
  • the mass of your ship, thus the acceleration and drag now updates in real time so that taking damage can change the performance of your ship.
  • cargo inside cargo bays now adds mass to your ship
  • crew now add mass to your ship. yes you can make your ship faster by tossing Marv out the airlock (if you can convince him to go)
  • open tiles inside a ship (i.e. tiles which do not block the movement of air) now contribute less mass to the ship. This means empty rooms weigh less than solid modules and will contribute less to drag, mass, and moment of inertia. This also means large ships can drastically reduce their structural and inertial burden by filling themselves with empty space instead of modules
  • added a dialogue to explain gates
  • fixed a bug where the center of mass was not being calculated correctly is most situations due to rounding errors
  • updated design screen to display the correct inertia stats
  • slightly optimized terrain collision memory use and garbage generation
  • fixed a bug with ship rotation where the ship would always overshoot the requested direction slightly causing it to wobble back and forth around the target heading
  • added a new fast travel mechanic which can be unlocked via exploration. It will require using the ship designer to add a new module
  • added a new module type which allows said fast travel mechanic
  • added a new category to the design screen for engine enhancement modules
  • fixed a bug where the player could use a gate while inside a gate thereby moving the gate. Gates can now only be used by ships
  • using a gate now undocks your ship
  • fixed a sector biome declaration which had the wrong asteroid types
  • removed one of the placeholder agents to replace it with a real NPC
  • added a new hand-mapped sector that is part of a scripted event
  • added a new scripted event with a ship, a new crew member, a new module, a new location, many new dialogues, and some new terrain assets
  • ships that are the same faction as the player will now appear gold on the mini-map
  • ship designs from past games are now tied to hulls which must still be unlocked in the current game. Once you unlock the hull in the current game you will be able to access designs that you have made for that hull in previous games. If you enter debug mode the old functionality is still there for cheaters.
  • ships defending asteroid dungeons in the orange sectors now have a 90% capture chance (up from 0%)
  • the hacking screen no longer allows you to attempt hacking of ships if you have 0% chance of success from the start
  • being shot no longer causes the player’s crew to modify their aggro tables so they can’t hold a grudge against neutral factions after the player picks a fight
  • your crew will no longer try to fly your ship unless you order them to. Before they would take over ships just because nobody else was flying them. This applies to any ship you have control of.
  • fixed a bug where crew would attempt to repair tiles that were not connected to any other tile causing the repaired tile to instantly break off the ship
  • the generic context sensitive order crew button will no longer perform console assignments, only repair and fire extinguishing actions. To assign consoles you must now select the crew you want to use the console first
  • the crew order queue now cleans up jobs which have already been finished to prevent a lot of duplicate orders that made crew act stupid
  • loot placement in stations now as a general rule will try to avoid placing loot inside cargo bays which are almost full or cargo bays which are tiny. This will reduce the chance that the interesting loot gets found inside some obscure corner of a station or ship that the player isn’t likely to check
  • further tuned speed and drag values to be reasonable for a wider range of ship sizes. There were some ships which could hardly move, and some which were way too fast.
  • added a new active module which is specific to a ship hull and provides a special ability
  • added 3 new active defensive modules which are not specific to any ship hulls and can be unlocked in single player
  • buffed the output of all nano repair auras
  • added a new type of nano repair aura which restores shields
  • added descriptions to many ship design types which will be sold in blueprint form as part of phase 3
  • added a missile magazine type which is also a walkway so that missile magazines need not block off an entire quadrant of your ship
  • mapped the interiors of many new ships and stations
  • added a new faction which is a sub-faction of pirates
  • mapped many new areas inside the pirate zone world gen
  • 620mm auto cannons now fire from both barrels at once but with a bigger delay between shots
  • fixed a bug where volley fire mode did not respect increases in ship fire rate
  • fixed a bug where new status effects were creating unnecessary exception lag
  • the duration of the buff applied by flurry now scales with the attack delay on the turret which applies the buff and with the total number of turrets on the ship such that ships with very few turrets, or ships with slow firing turrets now gain a significant benefit from the talent and ships with many fast firing turrets no longer break the game
  • the attack speed bonus of flurry was made additive instead of multiplicative
  • the attack speed bonus of one flurry stack was increased to 10%
  • fixed a bug where mastery talents didn’t apply to your character after loading a game
  • fixed a bug with the TOBI device where it was causing and catching an exception creating a little lag when activated
  • added a UI system for target locking and target information gathering which is tied to sensor strength
  • target lead indicators now show only for your active target
  • fixed a bug with the ogre module which was causing lag on activation
  • added a visualization to interdictor fields to indicate when your warp drive will be disabled due to proximity
  • significantly increased the drop rate of shield emitter research from SSC cruisers in phase 2
  • added a UI indication to show what your crew is attacking
  • your crew no longer return fire automatically on any ship that has shot you, instead you will need to use the “order crew” keybind to designate what they are and are not allowed to attack
  • removed instances of the word “turret” from descriptions of weapons that can be attached to turrets in order to prevent confusion
  • slightly optimized internal rendering
  • added a fancy new module animation to go with a module that is part of a scripted event
  • fixed a bug where conduit visuals were drawing on top of crew
  • made conduit visuals light up their surroundings
  • collisions with terrain now cause drastically less damage. Of course this still won’t matter if you are flying fast enough, so keep trying!
  • brought back tiny shards flying off of ships due to damage
  • changed the distribution of asteroids across all orange zones to make travel easier by grouping asteroids into denser clumps
  • fixed a small bug with armor damage calculations
  • nerfed unibody design’s damage threshold a little more than it already was
  • re-added simple abandoned stations to the map which are not full dynamic dungeons but which do have some minimal loot and challenges. They are fairly common.
  • extended the tutorial with another quest that sends the player on their first space dungeon exploration
  • improved flow fields such that AI crew and monsters will walk inside walls a bit less often
  • added some behind the scenes tech to better track quest progress which will be used by future quests and scripted events
  • added a system that can display long form text data to the user such as log entries on abandoned ships to help better tell the story of Zero Falls through writing
  • added a PDA system which allows you to bring up past log entries at any time from your inventory screen
  • crew inventory is now a little better at merging stacks of items
  • fixed a bug where items were disappearing when you right clicked on them in inventory if you had a storage container open
  • prefabs are given a default radius of 10k in order to protect against situations where for some reason the radius never gets loaded
  • upgraded an early quest to be smarter about recognizing research unlocks
  • fixed a bug which allowed prefabs to spawn on top of eachother because they weren’t checking for overlaps at all
  • with prefab placement now working as intended, I upgraded the algorithm to have a better fail state for extremely dense sectors that overlaps prefabs as little as possible even when there isn’t enough space for everything in the sector
  • the price of research is now red if you don’t have enough credits to start research
  • A trade hub is now guaranteed to spawn in a sector near the start sector which should make early game progression a lot less painful
  • the quest that tells you to go check out a local trade hub now puts a waypoint on your map towards the nearest trade hub
  • removed the held item icon slot from the inventory screen as it was misleading. It looked like an actual slot but merely referenced another slot.
  • ships will no longer play more than one instance of the same sound in a single animation frame. Engines were guilty of this and it caused lag as well as uneven loudness.
  • tool tips for mission waypoints in the map screen will no longer overlap station information readouts
  • slightly improved the ability of dungeons to clean up their mess after they spawn dynamic content
  • significantly nerfed handguns. This will initially seem like a nerf to the player, but the first quest now gives a real weapon and all early enemy crew use handguns which actually makes this a reduction to early game boarding difficulty
  • ships which are in the process of taking structure damage now remember the state of the structure damage they are taking when they leave the sector or the game saves
  • added a function that allows game scripts to apply random structural damage to any ship
  • drastically increased the base value of all commodities making trade runs more risky and piracy more profitable.
  • a quest where you are reminded to get a cloning vat has been made smarter and will now have different dialogue if you are already on the quest
  • fixed a bug with one of the dialogues in the tutorial quest. I was less good at writing dialogue code back then.
  • slightly reduced the amount of credits the player starts with since new missions will reward the player with early game assets instead
  • added a new type of dynamic event that can spawn inside existing dungeons
  • space dungeons now know what biome they are in and will have different types of events in different biomes
  • created many new prefabs that will spawn in the red zone
  • created new dungeon logic for prefabs and stations spawning in the red zone
  • updated the graphics for space dust with a fancy new warp effect
  • interior explosions now have animations
  • improved logic for how turrets interact with status effects
  • added a nano aura which increases ship acceleration
  • EVA suits now have unique tool tip text so it is more obvious when a piece of body armor will allow you to survive outside of your ship
  • slightly increased monster health. bullet sponges are used to make hard hitting weapons not suck and it is a hard thing to get perfect
  • missiles now fire at your current target instead of whatever is under your mouse when you fire
  • optimized target lead position to be a more accurate suggestion based on better intercept math
  • made insignificant improvements to target lead rendering code optimization
  • reduced the chance that the game will spawn difficult enemies the first time you encounter a space dungeon
  • reduced the wait before receiving your first mastery point
  • added a quest to reward the player for progress in phase 2
  • optimized space dust and fixed a bug where space dust was creating waves when you transitioned between sectors
  • extended the loading screen functionality to loading games and quicksaves (was only generating new games before)
  • moved the SSC shipyard closer to the home base again
  • made some general quality of life improvements to the phase 1 SSC shipyard raid quest and associated dialogues
  • repair drones will no longer spend an eternity looking for the last damaged pixel on a ship
  • repair drones will now return home if their target is fully repaired
  • drone launchers on stations now spawn with their drones intact
  • added a tool that lets us guarantee the same prefab won’t spawn twice in a sector, regardless of spawn chance for that prefab
  • map icons are no longer globally visible by default
  • you can no longer see other ships on the universe map from infinite distance
  • slightly smoothed out monster rotations by adding a nonlinear interpolation to their rotation when following flow fields
  • fixed a bug where the quest tip that reminds you to come chat with One in the bar was going away before you went to the bar
  • fixed a bug where unresearched ships were unlocking just because you had found the blueprint
  • changed the SSC shipyard mission to indicate that you really should be preparing yourself before heading over there
  • fixed a bug where economy node tooltips still showed up for economy nodes you had not yet discovered
  • added an internal event to some module activations so they can interact with quests
  • added a new script that will reveal a random nearby economy node on the map every time the player uses a cartography room in a new station
  • revised one of the asteroid station interiors to add a cartography room
  • invented a mathematical formula which should allow me to estimate the cost of researching a ship hull based on its modules so I don’t have to set the price of everything manually
  • added some randomness to monster walking animations, they are monsters not synchronized dancers, they should look more natural now
  • your ship now maintains its speed in travel drive, no more need to hold W while travelling
  • drag is now applied equally to all ships, even empty ones
  • crew members on your team will no longer attempt to repair ships that they don’t own unless they are ordered to
  • fixed a bug where ghost crew could prevent recruiting a new crew member when there appears to be an open crew slot
  • fixed a bug where crew would sometimes teleport instantly to their destinations
  • added better debugging feedback to sector terrain generation extensions so that mod makers can get feedback about missing texture assets
  • added a cursor animation when giving crew orders
  • added a particle effect animation for crew shield impacts
  • crew are now capable of rendering as corpses
  • updated crew rendering to draw corpses under other crew
  • top secret combat tweaks to make space combat less extremely difficult for new players
  • crystals have new artwork
  • crystals now have movement collision
  • crystals now only block bullets if they are a certain size
  • added a system for displaying text notifications to the player
  • added notifications to many events which really probably needed notifications
  • the loading screen is now used to load initial game content instead of simply having the game stall while it loads assets
  • manually placed prefabs now respect the rotations I choose
  • significantly reduced the spawn rate of monster spawners
  • fixed a bug where the top layer of a ship was not protecting the bottom layer of the ship during asteroid collisions
  • added interior screen shake when your ship is hitting terrain
  • fixed an extremely rare bug with monster pathing that caused invalid monster positions
  • made monsters a little slower
  • rewrote the system that handles player death to have new options
  • the player can now jump into the body of a crew team member after dying, killing the team member but allowing the player to respawn where that team member is
  • the player can now revive in their ship without killing a team member if they have a working medbay and a living crew member on the ship
  • updated the artwork for target leads
  • fixed many module tooltips which didn’t display some stats properly
  • fixed a bug where changing items from your inventory wasn’t updating your hotbar properly
  • fixed an inventory crash when triggering skill activation on an empty inventory slot
  • ships that spawn to attack the player are now more spread out when they spawn in big groups
  • the ships that fight at the end of phase 1 now have a goal aside from murder and will return home once they are finished fighting
  • added a general solution to one type of crash that could be caused by bad quest code
  • crystal glowing now scales with crystal size
  • all crew status info bars and crew status GUI reworked
  • upgraded the bar UI to actually change in response to crew assignments
  • fixed a bug that prevented you from dismissing crew if you had multiple crew slots
  • cleaned up some code in the ship-breaking section which might have lead to unexpected behavior. Will test and see if this resolves some long-standing issues with broken ships
  • cleaned up crew movement animations and pathing when you have multiple crew so that flow fields will not make them overlap and they will look reasonably good most of the time
  • SSC fighters no longer have interdiction missiles
  • fixed a significant bug caused by some jerk who can’t program properly where sectors that are preloaded by moving AI ships would never have faction items generated in them
  • SSC ambushes will now return home to their shipyard after doing their thing
  • in general, AI ships that are trying to attack something will now go idle if the thing they are trying to attack dies or stops existing
  • added an alert to warn the player that they have pissed off the SSC at the beginning of phase 2
  • fixed a bug where ships could get an invalid id value causing them not to work properly
  • making an interior render no longer crashes the game if the interior is too big to render
  • singleplayer design screen now should correctly allow the placement of shield tiles if you have any shield tech unlocked
  • singleplayer design screen no longer has armor tiles listed in 2 different locations
  • fixed a bug where asteroid collision damage was calculating wrong
  • fixed a bug where prefabs were not properly calculating their exclusion radius leading to small prefabs having large areas open around them and large prefabs overlapping local terrain
  • removed interdiction fields from orange zone dungeon prefabs
  • reduced the time for shop inventory to refresh by half
  • fixed yet another bug that could cause things to overlap inside prefabs
  • crew will once again attack intruders on their ship, and not only people who forcefully board their ship without permission. This was disabled because marv was being a jerk in stations.
  • removed many instanced of debugging text as the alert system now does that job instead
  • removed some research items from the early game shop inventory that the player has unlocked by default
  • updated a T1 ship design which had the wrong type of hallway conduits
  • loot drop logic has been made self aware and can now prevent itself from spawning the same item multiple times
  • fixed a bug where the logistics screen could select an invalid hull for spawning if the first unlocked hull is an invalid one when the screen opens
  • added a function that verifies my own code to make sure I don’t add invalid research blueprints that can crash the game
  • restricted use of “transfer all” button in some cases where it should not have been used
  • improved the tile shader for ship interior damage visuals
  • remapped the home station interior to *include a new logistics room
  • added a prefab for the pirate home system in the red zone
  • added pirate shops and pirate npcs
  • added many red zone story quests with dialogue and scripted events to advance to the next phase of the story
  • added a secret quest that you will just have to find yourself
  • added a massive region of SSC activity that is part of the story
  • added lots of new loot tables added with new stuff in the red zones
  • added medbays to shop loot tables
  • standard missiles now deal much more damage
  • standard missiles are now much slower initially, and gain much more of their speed from acceleration
  • the turn rate of standard missiles has been drastically reduced
  • missiles have been made smarter about accelerating and they won’t accelerate if they are flying the wrong direction
  • in general it now requires more strategy and planning to effectively land missile attacks, but is more rewarding when they do land
  • missiles now have a radius that determines how easy they are to hit with bullets
  • it is now slightly easier to shoot down standard missiles
  • spawning a ship no longer orders your crew to go to that ship
  • emergency displacement orb now has its cost listed in the tooltip so you can quit bugging me about it already
  • fixed a bug where clicking on an airlock to order your crew into another ship would also repeat the order on the ground as a general crew order to that tile
  • added a feature which would be the equivalent to floating combat text in our universe – dynamic text which pops up from ships in response to what is happening inside the ship.
  • i’ve made an attempt at fixing an issue where crew who follow the player can get into positions where they can’t use regular pathfinding by allowing them to teleport to an adjacent valid pathing node if they notice that they are on top of an invalid node when they start calculating a path to their destination
  • made very significant balancing changes to the output of all engine types to account for size, tech level, output, energy use, construction cost, energy storage, and energy transfer rate properly compared to modules of the same category
  • made very significant balancing changes to the output of all thruster types to account for size, tech level, output, energy use, construction cost, energy storage, and energy transfer rate properly compared to modules of the same category
  • made very significant balancing changes to the speed and range of missiles and bullets
  • In summary I have reduced the range and speed of weapons, as well as the speed and maneuverability of ships. The net result is that space combat takes place over shorter distances, turret rotation rate and missile release trajectory matters more, ship positioning and facing matters more, and you spend more time aiming at what you want to hit on the enemy instead of trying to hit the enemy at all. Combat feels overall slower and more tactical, ships feel bigger and more powerful, *weapon variety feels more meaningful, and combat takes place at zoom levels where you can actually see what is happening.
  • travel drive has been made into a greater percentage of max move speed so that the overall rate of movement through the universe is not affected by the speed of combat
  • created extremely fancy shaders to procedurally render rocks, caves, and dirt inside asteroids in a way that looks much better than what the tile data would normally allow
  • fixed a bug that was causing AI to not properly react to terrain
  • fixed a bug that was causing turret gunner AI to waste ammo
  • crew now prefer to use turrets when flying a ship with many weapon modes, but will use beams if no turrets are connected to their console
  • fixed a bug where using the slow down key during travel drive caused your ship to slow down to the minimum speed
  • added some new icons for the universe map
  • added some new NPC portraits
  • added a new story NPC

0.5.1[edit | edit source]

0.5.1.03

Fourier Bubbles

0.5.1.03[edit | edit source]

  • Monogame simply does not provide support for drawing chinese text characters. In order to display chinese text we would need to extend the monogame framework or replace our text rendering with a different framework. This can cause crashing when (for instance) a number or a date was being rendered in game.
  • every instance of debug string drawing was rewritten to protect against drawing invalid strings. It will no longer display the string at all.
0.5.1.02

Fourier Bubbles

0.5.1.02[edit | edit source]

  • monsters will now wander around aimlessly inside stations when nobody is visiting and will no longer be found in the same place they were when you left
  • significantly increased the number of monsters that spawn in most space dungeons
  • reduced the ratio of monster spawners such that there will be less than before
  • fixed a bug where icons could draw outside the boundaries of the mini-map
  • gate defenders no longer spawn directly on top of the gate
  • fixed a bug where higher difficulty gate enemies could spawn on top of each other which sucks if they are turrets
  • fixed a bug where warp gates were not being detected correctly by the universe map after their first use
  • added code to mitigate the effect of a bug that will likely prove very hard to hunt down. It was causing low FPS. The low FPS has been reduced for now while I hunt for the bug’s source.
  • asteroids were made slightly less bouncy for AI ships. They need help because they are dumb.
  • the monster spawning algorithm now tries its best to not spawn monsters near airlocks
  • reduced the aggro radius of ships that patrol inside dungeons to be on a similar order to the size of the room they are patrolling
  • increased the harvest value of crystal genes so it’s less difficult to get a single crystal from harvesting them
  • fixed a bug where loot wasn’t being properly placed inside ships spawning in the current session. This also fixes a bug where space dungeon defender ships would have no loot.
  • added another orange zone prefab type
  • updated the tool tips for crystal components to say “crystal gene” on them so you know what they are
  • fixed a bug where space dungeons didn’t remember that they had spawned things already if you reload the game from a save file
  • the new movement changes have made it very hard for the AI to dodge rocks during time compression. I like the new movement system, so I am removing the time compression component from travel drive and returning it to a simply go faster drive.
0.5.1.01

Fourier Bubbles

0.5.1.01[edit | edit source]

  • fixed a bug where the hover text for warp gates was crashing the game
0.5.1.00

Fourier Bubbles

0.5.1.00[edit | edit source]

General[edit | edit source]

  • you can no longer activate a blueprint by equipping it to your hands and pressing fire
  • the held item slot is no longer a real slot, it is now a reference type slot
  • using the quickslot keys no longer moves your items around unless you attempt to quickslot an armor or a nano aura
  • minor changes to world code which makes explored sectors of the map drop out of memory a little slower and preload a little quicker
  • the team aggro list now clears when you die which should slightly help the problem of crew members attacking things. A better fix is planned for the future.
  • significantly remapped the home station interior
  • increased the range of allowed destinations for trade aborts when searching for a better buyer of the existing goods
  • cut in half the number of attempts trade ships will make at finding a new trade job before giving up and taking the best one they have found so far. This should significantly reduce the amount of time they spend docked at stations looking for their next job.
  • made trade job logic more robust. traders which reach their destination and fail to trade will eventually get frustrated and look for another place to unload their cargo, if they fail to find another place to trade their cargo they will grow even more frustrated and simply destroy their cargo so they can pick up a new job. *failing at that will result in the council of elders judging the trade ship captain and its crew very harshly and they may be despawned entirely.
  • built a new system for factions to broadcast their aggro tables which should help resolve some issues where faction aggro tables doesn’t retain the correct values
  • seriously nerfed the value of crew weapons and crew armor relative to trade goods
  • neutralino shards were disabled and no longer place farm plots
  • farm plots are still in the game but all means of creating them have been removed because they are officially deprecated
  • built a system which allows for the highly abstracted passage of time inside the interiors of things which aren’t currently in memory
  • fixed a bug that could rarely cause ships to despawn too fast if they lost their crew without ever having their mass calculated
  • the game will no longer pop up the “dock now” dialogue in instances where you can’t dock because the airlock is occupied
  • fixed a bug where shards could be rarely created from ships in a way that caused them to never despawn
  • dead ships no longer despawn immediately when you leave the sector
  • dead ships leaving the sector will now despawn only if their despawn timers have less than 30 seconds remaining
  • upgraded many data formats for many things to be more future proof and to store some new fields
  • ships outside of the current sector now store their despawn timer and check periodically if they should despawn
  • sectors now perform a check for missing icons every time they load their terrain allowing them to add icons for things which didn’t previously have icons due to being an old save
  • freelancer faction upgraded to support turrets around their economy stations
  • neutral peace keeping turrets have been added around most economy stations. They respond to local acts of violence and defend against pirates
  • added a new map mechanic: interdiction fields, which creates an area where travel drive can’t be used
  • added interdiction fields to the SSC shipyard zone
  • removed interdiction missile fighters from the SSC shipyard prefab
  • cruisers in the SSC shipyard prefab were given weapons that they are worse at aiming. This is meant to be a chase, not a slaughter
  • significantly reduced the frequency of interdiction fighter attacks on the player while they attempt to escape the SSC station
  • optimized threat sharing between members of the same faction to trigger less redundant aggro calls when you shoot enemies in a group
  • added a flag which will prevent ships from getting pissed off at things not in their aggro table
  • used the above feature to prevent some helpful badguys from attacking the player during a key quest
  • the character is now mostly invincible during the respawning screen in case you decided to do something silly like use debugging commands to spawn monsters inside your home station
  • fixed a bug where walls prevented player movement even when the walls were 100% destroyed
  • you can now place a waypoint for yourself anywhere, not just at economic stations
  • fixed a bug where ship profiles with invalid or deprecated weapon types equipped would crash the ship editor
  • overhauled how ship acceleration and top speed works. Ships now have drag based on their mass and acceleration based on their power to weight ratio. There is no longer an arbitrary limit on top speed aside from the fact that drag increases with speed. *The goal of this change is to make the flight model easier and more intuitive to control, and to make the relationship between ship size and engine output more intuitive for ship designers
  • added a bit of code to make the AI a little better at avoiding asteroid collisions…I only said a little though, this is like placing a bandaid onto a cup of spilled milk…wait no better than that slightly
  • increased the quantity of loot in space dungeon stations slightly
  • added shader support for flickering lights inside ship interiors
  • tied flickering lights shader to screen shake on impact
  • added shader support for interior explosions
  • added a method which allows crew to be outfitted with gear depending on how difficult of a challenge they are meant to be
  • improved the gear equipped by SSC mercenaries. They are trained fighters and should not be naked and unarmed in their warships.
  • added a new method for spawning ships which allows them to spawn when you enter a sector thus allowing faction AI freedom to make more dynamic content
  • a mastery talent which once increased top speed has been modified to change acceleration instead since top speed now depends only on acceleration

Farming[edit | edit source]

  • farms are currently not useful. Harvesting them gives a currency which does nothing. The currency will be relevant in a future patch.
  • farms now exist inside the same rendering space as the player ship interior
  • removed the farm screen entirely
  • mining laser is used to monitor growth of crystals and harvest them
  • spores reworked to drop crystals inside ship interiors
  • new crystals grow based off of their genome, a fractally arranged grid of genes with each gene having a simple function
  • crystal genes are once again put into loot tables, but are no longer research based
  • added a slot to player inventory screen for modifying the player’s crystal genome
  • farm crystals can grow on dirt
  • farm crystals grow even when the player is not inside the ship/station with them

Space Dungeons[edit | edit source]

  • replace existing random stations on the map
  • have data nodes built in to allow scripted events controlled by AI factions
  • more space combat involved with exploring abandoned stations now
  • ability for abandoned station facilities to re-populate after being explored and looted by the player
  • ability for abandoned station facilities to have other types of events in the future
  • ability for abandoned station facilities to be used in story progression elements of gameplay
  • difficulty of abandoned stations can now scale with the story advancement so they remain relevant

Warp Gates[edit | edit source]

  • placed across many sectors
  • need to be discovered
  • defended by goons
  • explore inside their data centers to power them up
  • once powered up they allow instant travel between other activated gates

0.5.0[edit | edit source]

0.5.0.03

Fourier Accord

0.5.0.03[edit | edit source]

  • fixed a bug where quick saves could duplicate some data which was slowly leaking memory and inflating the size of save files. The fix will repair existing saves
  • fixed a bug that was causing the game to duplicate some NPC agents when you completed a quest
  • added code to prevent the game from allowing duplicate NPC agents in case some idiot writes a quest that duplicates agents in the future
  • added code to de-corrupt save files which suffered from this error
0.5.0.02

Fourier Accord

0.5.0.02[edit | edit source]

  • ships now get pissed off if someone docks with them without permission
  • crew now attack intruders on their ship even if they have not been told to attack the intruder’s faction
  • re-added exotic matter to explosions in response to feedback. Fun is more important than economy and the new fixes to crew aggravation should prevent some of the abuse
  • research cost must now be paid up front and research progress is no longer associated with collection of credits
  • added a fail safe to guarantee ships don’t aggro against their own faction due to damage or docking activities
  • the demonic portal which opens inside ships to refill their ammo reserves at your station has been made slightly less tempting for any of the crew you have left onboard. Hopefully they should stop going insane and attacking you after you use the “restock ammo” option at the home base
  • the cost of purchasing a blueprint was reduced from 20% of the research cost to 5%
  • updated the system for storing and processing designed ship profiles. Your designs are now persistent across all saves and will not be deleted or corrupted when your save game dies. If you have designs from a previous game which you want to spawn you will need to unlock the research for any special modules that you have placed inside the design before it will be able to spawn in the current game
  • fixed a bug in the logistics screen where the “select” button would not re-appear when your station capacity filled sufficiently to spawn a ship after opening the menu
  • upgraded all ship icons to use new artwork which better represents their relative sizes and allows them to be color coded
  • fixed an issue with the asset for the boulder T1 ship…unfortunately ones which are already unlocked will not be fixed as their design is part of your save file now
  • moved the SSC shipyard mission location considerably closer to the home station. Will only benefit games created after the patch.
0.5.0.01

Fourier Accord

0.5.0.01[edit | edit source]

  • fixed a bug where the interiors of some items were not saving correctly in some situations
  • fixed a bug where agents could show up at the bars inside abandoned stations still
0.5.0.00

Fourier Accord (4th November 2016)

0.5.0.00[edit | edit source]

  • Added a full mastery tree for ammo using weapons including 10 different talents
  • Added a full mastery tree for energy weapons including 10 talents
  • Added a partial mastery tree for beam weapons including 7 talents
  • Added neat looking background artwork for the lonely and intentionally neglected missile mastery tree
  • Added a full mastery tree for construction mastery including 9 different talents
  • on entering a ship from EVA there is now a 3 second grace period before you can fall out of the ship again
  • fixed a bug where resizing the screen when looking at the ship interior could cause a crash
  • crew weapons now use hitscan based damage instead of bullet based damage by default. Hitscan damage can penetrate multiple enemies and prevents friendly fire.
  • crew gun save format was upgraded non-destructively. but who cares since save files were corrupted by future patch notes, keep reading to learn how!
  • all crew weapon types were given a penetration stat
  • all crew weapon types were given a range stat
  • crew weapons now remember their quality in save files so it is easier for me to mess with their values without breaking save formats
  • fixed inaccuracy of 3d picking when using your mouse to select economy nodes in the universe screen
  • implemented flow fields for monsters in the player’s current ship. This means the pathfinding cost no longer scales with the number of enemies.
  • tweaked health, damage, and move speed of monsters
  • lots of improvements to monster AI
  • added a tier 1 style airlock module for future use
  • added art for a secret doom weapon for future use
  • added a reactor for future use
  • added 3 capacitors for future use
  • added energy turret mounts for future use
  • fixed many bugs with the drillbore
  • reenabled the drillbore, however please note that asteroid interiors are unfinished and somewhat pointless at the moment. mining is next on the todo list
  • fixed a bug that could cause deleted asteroids to reappear after loading the game. still hunting one more bug that might cause this.
  • crew weapons given all new firing animations
  • crew weapons now fire from the barrel instead of your player’s face
  • crew weapons now create light on muzzle flash and impact
  • added an animation framework for monsters
  • added a new monster with proper animations
  • added a monster spawner
  • monsters in stations replaced with monster spawners
  • added some missing content files that made the green biome not work
  • finally fixed that bug with station capacity upgrade amount and cost.
  • fixed a floating point precision bug that made it hard to hover the mouse over some station icons on the map screen
  • nerfed the base dodge chance of the buff supplied by emergency displacement orbs, addded heavier weight to the quality scaling value so the range of values will now be bigger
  • removed the arbitrary cap on how high the dodge chance can roll on emergency displacement orbs, since it is charge based values over 100% can be a guaranteed dodge now so long as you have a charge available
  • fixed a bug with cluster turrets using the wrong data type that caused ships to change turrets when saving and loading
  • fixed a bug with the scale of some ship images inside the research screen
  • respawning now cancels any time compression effects
  • added 4 new placeholder crew members. They will auto-join your team if you talk to them, you just need to find them. They all have nano-auras
  • nerfed the default refine values for dirt and lead ore
  • added the ability for the intensity of bullet damage to be scaled on a ship by ship basis
  • improved scaling of icons on the universe map
  • reduced the density of economic station spawns
  • moved the home sector
  • remapped the home sector to be much bigger
  • fixed a crash that could happen if you enter a station inside a sector with no economy
  • added T1 engines and bridge modules to the starting research lineup
  • added a catch that should make AI undock from the player after boarding less easily/frequently
  • fixed a bug that caused some bullets to have the wrong size after firing
  • added a new type of nano-aura to the loot tables
  • changed the locations where bar agents spawn to reside in the new world map zones
  • changed the origin location of the agent controller to surround the new home system
  • fixed a bug that prevented lateral thrust from benefiting from more than a single thruster
  • lowered base top speed that all ships get without any engines attached
  • reduced turret range multiplier from 0.8 to 0.5
  • disabled the default bonus to movement parameters assigned to the player’s ship
  • balanced the output of some thrusters to have more consistent thrust/tile within the same tier
  • vixed a bug that caused volley shooting to always fire at the same rate
  • made volley shooting play nice with double shot chance
  • dodge chance is now an attribute of ships and it applies to bullet beams in addition to regular bullets
  • the player now starts the game with a repair gun in case they break their airlock during the tutorial
  • there is a new scripted event which explains airlocks to players when they first break theirs
  • lots of new biomes created to support planets of various types and planets inside various backdrops
  • music type for every planet and every biome has been fixed and organized
  • added a system for rendering planet icons on the universe map
  • icons added for planets inside nebulae and planets by themselves
  • planets of all types re-added to world generation. They are now more diverse than they were before the world overhaul when they went away
  • there is now a scripted event which informs the player about cloning vats and suggests where you might get one
  • changed the default text color
  • upgraded the artwork and animations for the hacking screen
  • fixed a bug where a new ship hull would not calculate its file offset size until after the game had been saved and loaded causing some designs to be overwritten if they were cloned before the game was loaded
  • improved the algorithm that unlocks new ship designs so that it can test to see if the design you are scrapping is an exact copy of one you already have
  • added error handling to extension loading to prepare for the future if we release the mod API
  • beam weapon damage output is now subject to modification by shipwide stats
  • manually added planets to the home system
  • added a map area for a new event
  • since travel drive top speed was replaced by time acceleration, the time to charge travel drive accidentally got cut drastically. This was unintended and it has been fixed.
  • taking damage while charging your travel drive now causes pushback on the boost charging
  • data cores now only return junk data if there is no real data left in the loot tables
  • updated the tool tip for data cores to indicate that junk data means you have all the blueprints
  • added story phase specific data to the save game format
  • updated all loot for low spec pirate ships
  • updated all loot for low spec SSC ships
  • station shops can now have different loot depending on what stage the game’s story progression is in
  • created station loot tables for phase 1 of the story
  • trimmed some excess from the starting module loadout and moved the interesting blueprints to stores and drops
  • updated some tool tips
  • fixed some stats on many reactors
  • many T2 module unlocks added to loot tables
  • single player design screen made compatible with adding shield tiles
  • remapped the interiors of the first 2 tech 2 pirate ships
  • upgraded spawn locations of pirate faction
  • modified spawning densities of pirate faction
  • upgraded faction code to support different activities in different gameplay phases
  • trade ships now spawn from shipyards if their population is getting too low
  • rebalanced trade ship population density
  • modified all SSC ship spawns
  • added 4 new SSC cruiser designs
  • removed 2 outdated SSC cruiser designs
  • changed SSC initial faction alliances
  • changed SSC spawning behavior to spawn from shipyards
  • added more SSC fighter escorts
  • trade ships now spawn from shipyards
  • spawn timers made into reasonable values for all factions
  • added a new quest at the end of the tutorial the guides the player to their next task
  • added a number of new dialogues
  • made quest code a bit more fault tolerant
  • re-added some old debugging code that would allow teleporting around the universe. it got removed when we rewrote the universe.
  • ammo conservation is now off by default
  • optimized bullet bounding volume calculation
  • improved bullet collision to prevent fast bullets from skipping over targets that are too small
  • missiles now have an acceleration stat
  • added a new missile type
  • added a new ship effect
  • crew teams have been given a new stat: aggro radius, which determines their behavior patrolling for enemies in a ship
  • factions have gained the ability to force despawn their ships
  • added AI routines for hunting a specific ship across the universe
  • SSC has gained the ability to directly attack the player
  • factions can now control the speed that their ships move on the mini-map
  • quest waypoints now show on the universe map
  • quest waypoints on the universe map show the quest tooltip when you hover your mouse
  • there can now be more than one waypoint at a time
  • you can now add a waypoint to a station by right clicking it
  • the main menu and the ingame menu now clear tool tips that were on the screen when you switched to them
  • built an event tracking system back-end which can be used by quests to respond to ingame events
  • built events for some common ingame activities
  • added a new shader for missile trails and upgraded existing missile trails to use the new GPU particle effect. They are better looking and easier on the CPU at the same time.
  • added a new shader for procedural GPU lightning arcs in 3d which will allow for the creation of all sorts of fun lightning based animations
  • enhanced the mouse cursor in ship interiors with an animation to indicate when aiming your weapon
  • ship interior mouse cursor now indicates the accuracy of your weapon when firing
  • being able to see the results of our own code has allowed all crew weapon accuracy values to be tweaked a little
  • fixed a bug where fire animations could continue burning on portions of ships which had been removed
  • fixed a bug where some dialogues were popping up while the game was paused
  • fixed a bug where a quest dialogue could replace another existing quest dialogue
  • fixed a bug where scrapping a ship was causing the airlock to remain blocked
  • fixed a bug with the final dialogue in the introduction quest that was preventing it from saying the correct…junk
  • fixed a bug where agents were added to the home statiod bar id before the home station bar id was set causing them to not be there
  • fixed a bug with robot barkeeper dialogue, a common bug that is always caused by the same thing…hmm
  • developed a new way to generate dialogue trees so I stop generating that same damn bug every single time
  • fixed a bug where you could sell trade goods to shops which were not meant to buy trade goods such as armor vendors
  • optimized turret reload sound memory use
  • optimized turret energy calculation memory use and speed
  • fixed a very minor bug that could allow turrets to miscalculate their available energy for one animation frame
  • added logic that makes energy turrets work differently from ammo based turrets while optimizing both in the process
  • implemented dual magazine ammo based reloading. Ammo based turrets can now begin recharging their reserve magazine as soon as they are loaded, but the time required to swap magazines is now fixed based on mount size
  • added a visual animation to indicate the progress of an ammo based turret reloading
  • added the ability to manually reload ammo based turrets (default key: R) this simply empties the current magazine of all ammo based turrets on the ship so they are forced to reload to full energy
  • rebalanced energy transfer rates of ammo based turret mounts
  • made double shot mechanics more specific to different turret types such that ammo based turrets reset their timer and energy based turrets refund energy
  • AI now manually chooses ammo conservation mode when firing because it is not the default but it is still better for them
  • moved a bunch of code from dumb locations to less dumb locations
  • deleted a ton of unecessary self references caused by code being in dumb locations
  • the research screen has been updated to use modern key bindings instead of the old “press space to exit screen”
  • the map screen keybind now works from the ship interior view
  • minor text fixes
  • reactor explosions no longer drop exotic matter. Sorry about that, but exotic matter was a lame mechanic designed to make blowing up ships into a profitable activity before the economy existed. It is no longer needed.
  • Exotic matter can now be found inside abandoned stations and is still very profitable.
  • the location of your home base is now always visible on the universe map
  • added a new icon for quest waypoints on the universe map
  • fixed a bug where economy nodes were loading data inproperly and it was screwing up their production values and preventing them from producing any goods
  • added a dialogue that reminds you to get a cloning vat before you can recruit marv
  • reduced the price of low quality crew weapons and armor
  • research will no longer reduce you below 1000 credits so you can’t bankrupt yourself and you always have a little left for trade
  • you can now more consistently exit screens with the exit console keybind, many screens had not gotten the memo until now
  • optimized damage calculations by reducing heap allocations
  • built yet another solution for decoupling the player ship interior update process so it can be done in another thread. This is a massive FPS boost, but it might also introduce bugs so need to keep an eye on it
  • fixed a small memory leak associated with viewing the artwork for NPC avatars in dialogues
  • trade ships now spawn with their trade cargo already collected. this solves a problem where early game piracy sucks because every ship in the universe is on their way to pick up loot instead of carrying something worth stealing. It also makes load times much faster because we only calculate half of the trade routes.
  • rewrote the code for economy node icons to be less stupid so it is easier to put them in other places like the mini map
  • put economy node icons in the mini map
  • put ship size based icons into the mini map
  • made the player ship icon easier to see in many places
  • added a fancy shader based system to render the sector boundaries inside the mini map
  • since exotic matter is still found inside the cargo holds of places to explore and things to fight its price was nerfed to bring it into the same realm of sanity as other comodity prices
  • added an override to the toString() function on keybind tips so I can more easily use my own code without understanding how it works
  • removed the outdated station energy UI element from the minimap data rollout
  • added a new element in the place of the station energy widget: mastery widget, for tracking mastery points
  • added keybinds for entering the mastery screen
  • pilots found it hard to eat or play on their cellphones while traveling at super-luminal velocities through dense asteroid fields so we made life easier by adding a new optional control scheme: control travel drive with only one hand by holding the left mouse button and dragging in the direction of adventure!
  • added a setting to toggle one handed travel drive mode in case you really prefer the old system
  • added a new UI element: a check box…why didn’t we have this before?
  • made the settings screen look a lot less terrible using the power of check boxes
  • changed default settings to use fancy graphics
  • changed airlock breaking to require the player to be flying the ship so that AI can’t break airlocks as soon as the player enters their ship
  • npc agents will no longer be found hanging out and casually having a drink in the bars of abandoned monster filled station wrecks unless they are meant to be there
  • npc agents who are looking for work will no longer randomly show up in the player’s own bar…that’s cheating
  • added a missile type value to ship interiors which determines what type of missiles get loaded when the ammo gets restocked by a station
  • fixed a bug where the buff supplied by dodge nano auras didn’t show the correct tool tip
  • crew item shops now have a lot more inventory for sale
  • raised the lower end on crew weapon upgrades
  • the trade inventory should now allow you to fill your character inventory with trade goods as well as ship inventory
  • many of the boring T1 modules were made to be unlocked by default. No need to research them anymore. This means mostly halls and doors and rooms.
  • updated the internals of the welder to be an excellent T1 hauler instead of being a crummy T1 mining ship
  • added a new ship hull that will be a significant damage upgrade during phase 1
  • added a new ship hull that will be a significant general purpose upgrade during phase 1
  • there is no longer any ship available as part of the default research queue
  • blueprint research shops now always offer at least one ship blueprint in addition to random module and weapon research
  • added a description to the boulder research tool tip
  • tool tips for questlogs were moved down a little so you can read them without overlapping the icons
  • graphs will no longer go insane when using travel drive
  • fixed a bug that could potentially allow points of interest from one sector to carry over into another sector
  • fixed a bug where using a comoddity trade hub in a sector without any economic stations could cause a crashs
  • AI are now a little more generous with their use of missiles
  • fixed a bug with ai where patrolling ships with a large aggro radius would ignore ships that they had noticed and return to patrolling due to detection range and combat range being different
  • fixed a bug where airlocks could dock with already docked airlocks
  • fixed some T2 ship weapon assignments for AI
  • more minor text fixes
  • balanced some more reactor stats
  • added all sorts of fun methods to pirate and SSC factions for making NPC ships do things in response to quest events
  • missile magazine pulling code rewritten to use omnidirectional depth first recursion…junk. Magazine directionality is now meaningless and launchers will always use the missile farthest from them in the local chain of magazines…which can also be a blob of magazines because the code doesn’t care anymore about magazine directionality.
  • broken magazines will now break the chain and prevent loading/unloading of connected magazines through the broken magazine
  • missile magazines now have a small chance to explode if they are destroyed when they still have missiles in them
  • empty abandoned ships will now be ejected from stations violently
  • added an extremely fancy new animation system for conduits which generates light and shows varying degrees of brightness depending on how much energy is moving through them
  • capacitors received an animation update as well and now all capacitor types properly glow based on how much energy they are holding
  • removed old style animations from capacitors which no longer need them, these animations were slower than the new system and prone to visual errors
  • balanced many gun types to add more magazine capacity
  • fixed a bug where ships with more than 10 cargo bays would crash the trade screen, we still don’t have a solution for drawing more than 10 cargo bay tabs, but at least now it won’t crash
  • nerfed all research times to be practically instant. Earning sufficient credits to research some tech should be enough, you no longer also have to wait 6 minutes

0.4.1[edit | edit source]

0.4.1.00

Earwig Bubbles (28th August 2016)

0.4.1.00[edit | edit source]

  • Adds new placeholder crew members to find and recruit, they all have repair nano-auras and can control a ship or gunnery console so they're useful to have around.
  • Adds new station map icons which display what type of station they are.

0.4.0[edit | edit source]

0.4.0.10

Earwig Adhesive (26th August 2016)

0.4.0.10[edit | edit source]

  • Fixed and re-enabled drill bore and mining.
  • Updated monster AI with flow field pathfinding, this abolished the awkward backpeddling-whilst-shooting and made monsters much more competent at getting to you and chewing your limbs off.
  • Implemented enhanced crew weaponry code; gone are the crotch bullets that will pass through enemies just as many times as hit them. Now crew weapons are ray-based and have new muzzleflash, tracer and impact particle effects and dynamic lighting effects.
  • Added some new T2.5 weapons.
  • Green Forest biome works correctly now.
0.4.0.09

Earwig Adhesive (Late August 2016)

0.4.0.09[edit | edit source]

  • the hacking screen now tells you your chance of success and gives you the option to abort
  • fixed a crash in the tutorial caused by not having a ship
  • made it harder for quests to crash the game
0.4.0.08

Earwig Adhesive (Late August 2016)

0.4.0.08[edit | edit source]

  • the hacking screen now warns the user about success chance and has an option to opt out
  • fixed a series of bugs pertaining to how ships move between sectors that are so large I don’t understand how the game ever ran at all. I clearly recall the game running a week ago, but today it didn’t run at all until I fixed the bug. The bug can’t have unfixed itself while I was away, so reality before today and reality after today can’t be rectified. I believe I have gone insane.
  • autosaves streamlined. they now save a bit less redundant data and should be a lot faster.
0.4.0.07

Earwig Adhesive (Late August 2016)

0.4.0.07[edit | edit source]

  • removed the heat sink blueprint which was added twice by mistake
  • changed ship debugging to force the same faction rules as singleplayer for better testing of things that rely on faction
  • fixed a bug where empty research categories could cause a crash when entering a blueprint store
  • disabled the drillbore effect
0.4.0.06

Earwig Adhesive (15th August 2016)

0.4.0.06[edit | edit source]

  • reversed the change to how station airlocks work. Locking airlocks has too many side effects, I’ll have to protect innocent ships from the player some other way.
0.4.0.05

Earwig Adhesive (15th August 2016)

0.4.0.05[edit | edit source]

  • rewrote some loot rules
  • upgraded start credits to 3000
  • the remote brain transmitter no longer drops as loot or can be purchased because it is unlocked by default at the start of the game
  • station capacity upgrade prices reduced slightly
  • added T1 sensors to research list
  • rebalanced many research prices
  • added most T1 modules to the research queue at the start of the game
  • the station capacity upgrade dialogue now gives you a few extra small researches
  • fixed a bug where entering EVA was giving you the wrong initial position and velocity
0.4.0.04

Earwig Adhesive (14th August 2016)

0.4.0.04[edit | edit source]

  • added a new method for inserting items into storage which will replace an existing item if needed’
  • shop buyback tab now uses FIFO force-adding so that newly sold items aren’t lost once it fills up
  • fixed a crash caused by the game attempting to autosave while loading a new game
0.4.0.03

Earwig Adhesive (13th August 2016)

0.4.0.03[edit | edit source]

  • NPC ships won't break their own airlocks anymore
  • ships that move while docked now only break their own airlock and not the airlock they were attached to
  • optimized air calculations to ignore all empty ship tiles
  • fixed a bug where air was transferring between the ship and empty tiles outside of the ship
  • fixed a bug where life support was giving air to the tiles outside the ship
  • Next on my todo list is smoothing out auto-saves so that it is less irritating to leave them on, and responding to feedback about how the economy is breaking this time.
0.4.0.02

Earwig Adhesive (12th August 2016)

0.4.0.02[edit | edit source]

  • ship interior screen given a safe mode rendering option as a fail safe in case interior rendering does something that's not supported by a GPU.
  • ship trading interface crashing behavior made more friendly, it will now simply close the screen and mention the error
  • errors inside ships now cause the ship to stop working instead of crashing the game
  • beams can no longer fire from destroyed emitters
  • matter furnaces now only return 50% of the value of the item
  • the station cargo storage areas are no longer full of junk when the game starts
  • NPC traders now search for jobs much faster so they will occupy docking ports for less time
  • NPC traders will now score job candidates based on how many other ships are taking the same (or a similar) job
  • fixed a bug that was making shops hold onto the same inventory for too long
  • the trade screen now displays the timer for new inventory to spawn
  • added a credits display to the trade screen
  • trade overlay now shows the name of the item type you are trading
  • trade overlay now shows an icon for the item type you are trading
  • fixed a bug with broken ship shard interiors where empty tiles were being given the properties of modules with holes in them and causing all sorts of strange behaviors
  • readded a matter furnace to the home station near the spawn. I don't like that the matter furnace exists, but I understand why people want it. This is probably temporary.
  • remapped a lot of the home station interior to be prettier
  • fixed some tiles in a large pirate ship which could not be changed via the ship designer
  • added a new 1 tile wide connector module for station halls
  • fixed a bug that could cause a crash as the result of a faction spawning a ship
  • made faction code generally more crash resistent
  • you can no longer use station airlocks to board ships you don't own...this change is something I'm trying and if it sucks I'll make a better system later
  • fixed a bug where crew weapons would lose their movement speed multiplier after a save and a reload
  • airlocks are fragile connections, they can now be destroyed if you apply too much physical stress to them
  • built a tool that allows me to modify global economic production and consumption rates
  • nerfed all economic production rates by 50% so that trade ships can keep up with supply and demand
  • repair drones can no longer repair shield tiles that are in the repair radius of damaged ship tiles
  • the ship weapon damage balance pass accidentally made repair drones way overpowered so we have returned them to normal effectiveness
  • changed how thread timing affects ship interior updating to lessen the effect that time dilation has on the simulation integrity
  • fixed a bug that prevented T1 civilian blueprints from being sold in stores
  • added a slightly bigger T1 ship blueprint to the research queue at the start of the game to help early progression
  • fixed a crash caused by trying to calculate the price of adding a gun that had no price, the price now defaults to zero
  • fixed a gun type that had a missing price
0.4.0.01

Earwig Adhesive (11th August 2016)

0.4.0.01[edit | edit source]

  • Autosave can now be turned off in the settings menu.
  • Autosaves now happen when you first dock instead of when you move between ships
  • Minor text changes
0.4.0.00

Earwig Adhesive (8th August 2016)

0.4.0.00[edit | edit source]

  • cleaned up some old code that was once used for multiplayer but now only makes starting singleplayer games more confusing
  • all binaries are now compiled for 64 bit only mode and will never attempt to run in 32 bit
  • added FXAA to the optional settings menu
  • ships now have the ability to self destruct
  • ships will no longer be capturable 100% of the time so you will want to buy new hull designs from the market instead
  • failing to capture a ship will set off the ship’s self destruct timer
  • station energy regeneration rate drastically increased. you shouldn’t need to wait when spawning ships now.
  • added a conduit with a gap in the middle to allow crossing without connecting
  • ship ownership attribute applied to all crew teams
  • stack sizes of almost all existing items modified
  • added a ton of new trade items
  • added internal variables to let us fiddle with stack sizes all at the same time
  • rewrote the map rendering screen from scratch
  • map screen now uses modern 3d rendering
  • map screen rendering now draws assets from the mod API
  • save file format was essentially thrown out and redesigned as part of new world format
  • world data structure rewritten to handle multiple world types
  • added a new biome type
  • added new art for all biomes
  • built new sector art for all existing sectors into the included backdrops mod
  • created a new world type from scratch which is loaded via a loading screen and handles the existence of economic nodes
  • countless bugs fixed by removal of old world code
  • wrote a new method for world map generation which uses multiple GPU based noise algorithms to create more interesting sectors
  • after much fighting, we found a way for the world map generation to insert hand-mapped sectors from mod data
  • added economy nodes which simulate item production and trade at stations
  • added new prefabs for spawning economic stations
  • added many new station art assets
  • built enough economic station types for a dynamic economy
  • added new item types to facilitate dynamic trading of goods
  • added new art assets for all new item types
  • set up and configured all new prefabs to spawn across home sector
  • built a new economy tracking module to facilitate trade route assignment
  • taught NPC ships how to find trade routes
  • taught NPC ships how to dock to things
  • taught NPC ships how to perform a trade
  • built faction logic for managing fleets of trade ships
  • set up a lot of new trade ships
  • remapped the interior of all T2 hauling ships
  • rewrote abstraction system for accessing NPC ship cargo to be aware of storage space
  • rewrote loot system to use new NPC cargo abstraction
  • rewrote crew inventory overlay into a generic overlay class
  • made a version of generic overlay for use as a trade screen for trading with stations
  • added art for a series of new station modules
  • added module types for trade depots
  • added module types for specialty shops
  • removed “random” neutral independent ships full of random loot
  • all loot types were given prices that scale with their quality
  • all loot types are now sold in specialty ships
  • slightly improved the variety of crew armors
  • abandoned stations are now a lot more rare
  • abandoned station loot has mostly been replaced with economic goods that will make you rich instead of unlocking the best stuff
  • built a loading screen with sufficient threading to show progress while the game loads
  • transitioned game start process to the loading screen
  • built a screen for hacking ships which uses borrowed code from the loading screen
  • changed console use to send the player to a hacking screen if the console belongs to a ship they don’t own which must be hacked
  • added an economy simulation step to new game generation
  • remapped nearly all station interiors slightly
  • added a UI overlay to the world map which shows economic information for economy stations
  • added some simple calculations to the UI for showing trade route profits
  • fixed a lot of bugs with the new trade screen
  • fixed a lot of bugs with ships docking and trading
  • fixed a bug where ships could forget what they were doing and sit idle at the edge of a sector
  • added code to allow ships to bypass hacking if they are already owned, or disallow hacking entirely if flagged as un-capturable
  • remapped the home station to get rid of the matter furnace and make some things more conveniently placed
  • added a tool tip element which draws an image
  • when looking at research blueprints which unlock a ship, the ship’s bottom layer is now displayed inside the tool tip image element
  • fixed a lot of tool tips which weren’t showing the correct information
  • fixed a bug where neutral NPC crew would sometimes try to murder the player inside economic stations
  • added a tool tip warning to the bar screen to inform the player when an NPC can’t be recruited due to lack of slots
  • upgraded the mod API to allow adding multiple music tracks to each sector type definition
  • upgraded the music system to randomly shuffle all tracks for a zone instead of playing a single track on endless loop
  • added 1 new music track to all existing biomes
  • fixed a bug that could cause music to crash in a rare and maybe impossible situation
  • added an arrow representing the player’s ship to the mini-map
  • all trade hubs now purchase exotic matter even though it isn’t part of the economy. This is to reward the player for violent behavior.
  • fixed a bug where stations would shift their center of mass after the first time the player enters them (often resulting in ships being undocked)
  • upgraded the tutorial start ship to use the new self destruct system
  • the T2 missile fighter type “sling” was remapped. it now has less launchers, but a lot more missiles
  • nerfed the speed bonus of travel drive to 1/4 what it was before
  • activating travel drive now increases the simulation speed by 400% (travel drive is now a time acceleration drive)
  • shooting a ship should now aggro all ships of the same faction that are in range
  • fixed some pretty nasty bugs with how reactor energy calculations were performed
  • removed inaccurate tooltip information from reactors
  • reduced the cost of station capacity upgrades
  • finally added the <redacted> research item as a guaranteed drop inside the cargo of <redacted> pirate <redacted>
  • fixed a crash when the held item was deleted for some reason (like right clicking a blueprint)
  • added a new module type for item spawning rooms
  • added a supply closet to the home station which always has a base level repair gun and a base level fire extinguisher
  • added a lot of new module artwork which isn’t necessarily in the game yet
  • overhauled interior rendering yet again, this time adding dynamic lights
  • added an emission map to nearly all modules so they create light
  • added a fancy new sound effect and synchronized mood lighting effect to self destruct mode
  • added a new step to damage calculation for bullets which allows code to fiddle with the numbers as they are applied
  • took a long hard look at every existing weapon type for ships
  • added all turret based weapon types to a massive spreadsheet
  • deleted many duplicate or redundant weapon types
  • made a pass at rebalancing all turret based weapon types
  • made another pass at rebalancing all turret based weapon types
  • tweaked many turret animations and barrel count or barrel locations
  • erased all unlocked turrets from old saves since many of the types no longer exist
  • made a similar spreadsheet for reactors
  • made an initial pass on reactor balance

0.3.4[edit | edit source]

0.3.4.04

Domesticated Fork

0.3.4.04[edit | edit source]

  • fixed a bug where computers which didn't meet the minimum hardware requirements could not load the game due to insufficient DirectX support...is that a bug?
  • fixed a pixel. Not even a really important one.
  • added a step to manually kill all crew inside ships which are being removed from existence
  • AI can now move at speeds other than 100%
  • AI pilots have been taught how to dock their ships to things...they won't be doing it any time soon but it is going to be used a lot in the future
  • added some new sound effects for mass drivers
0.3.4.03

Domesticated Fork

0.3.4.03[edit | edit source]

  • added an unnecessary failsafe to guarantee that modules inside the ship editor also contain their rotations
  • fixed a bug that could prevent you from deleting a module in the ship editor if you had unlocked it in a previous game
  • upgraded the help overlay applied by pressing F1 when flying a ship to include much better information
  • generation of the home sector is no longer random. This should solve any and all issues with asteroid spawns and guarantee a neutral station spawn near the home base.
0.3.4.02

Domesticated Fork

0.3.4.02[edit | edit source]

  • fixed a bug with the collision/air maps for toilets
  • rotations of modules now inherit the tooltip of their primary rotation
  • module instances now inherit the tooltip of their source templates
  • a new function allows skills to have a passive "aiming" function call for passive effects when the character aims the held item
  • the repair gun aiming function now shows a dynamic tooltip for the module you aim at
  • fixed a duplicate loot id that caused repair drones to not drop if you already had the other module unlocked
0.3.4.01

Domesticated Fork

0.3.4.01[edit | edit source]

  • fixed a bug where pressing M in EVA would crash the game
  • fixed some bugs where the main tutorial quest couldn't handle EVA in most instances
0.3.4.00

Domesticated Fork (14th March 2016)

0.3.4.00[edit | edit source]

  • EVA added - crew can now exist outside of ships
  • New screen and UI graphics added to support existing outside of your ship
  • Added an entire framework to handle drones
  • added another big sound optimization which reduces the number of 3d sounds created by engines from 3 per engine across the entire session down to 1 per ship only in screen space thus freeing up sound channels and preventing awkward silence
  • doubled the number of sounds which can play at once, however it is still far less than it was when it was crashing from too many sounds
  • retouched some art assets
  • fixed some graphics glitches in logistics
  • rounded sensor range display to two decimals
  • fixed an issue where armor with oxygen storage was not saving the oxygen regeneration rate with the save data so that the armor would stop generating air after a save/load. this fix is retroactive and will repair existing oxygen armor
  • fixed a potential crash with crew pathfinding when looking for air in broken ships
  • corrected some rendering values that resulted in excessive bloom when in areas on low atmosphere
  • missiles no longer orbit their targets when they miss or when they are fired at short range
  • removed a lot of unused data structures from every ship to free up a bit of memory
  • fixed a bug where damage dealt to dead ships would stay in memory for too long
  • added a T1 repair drone module
  • added a T1 repair drone ship system ability
  • scrapping a ship now returns energy to your station's capacitors
  • replaced 170 occurrences of string drawing with a new fault tolerant method that should hopefully prevent crashing on foreign language installs of windows with different rules for displaying numbers
  • fixed another bug that could prevent the game from noticing that you are outside the bounds of the ship interior and let you walk in invalid areas
  • buffed oxygen regen values on dropped armor
  • added a new type of suit that will sometimes drop: EVA suit. This suit has no armor or shields, but allows movement outside of ships
  • seeded higher level loot with EVA suits that also have defensive properties
  • fixed a random crash caused by air updating inside ships which broke into very strange shapes
  • added a new large version of the advanced T2.5 radiator
  • technological advancements in extreme space engineering have allowed us to add two new modules for equipping your space ships with the most luxurious of accommodations never before seen across the verse: Toilets have been added to the game. Currently they do nothing.
  • added a new animation for mass driver cannons
  • fixed a bug where marv figured out how to change out of the nice shirt we gave him.
  • After numerous failed brainwashing sessions we have decided to make a running joke out of the fact that Marv never participates
  • a ship which is on fire no longer loses all air when being written to disk because it was causing ships to lose all air when moving between airlocks

0.3.3[edit | edit source]

0.3.3.24

domesticated elf

0.3.3.24[edit | edit source]

  • fixed a rendering artifact on some older GPU tech caused by render targets with odd pixel widths
  • added a hard upper limit on the number of sounds that can play at the same time
  • fixed a bug where the game could crash if you had your mouse over the quest log when the quest log was updated
0.3.3.23

domesticated elf

0.3.3.23[edit | edit source]

  • changed how unlocked modules get into your save games. They no longer touch save games and now simply exist in addition to the content of your save game during single player
  • changed how unlocked turrets get into your save games. They no longer touch save games and now simply exist in addition to the content of your save game during single player
  • fixed approximately 100 instances in the code where I measured the length of a string to account for the fact that some people will run the game on computers in other languages and might insert characters that can’t be rendered or measured using monogame. If your computer is in a language other than US and you see text that is in a slightly wrong position or is missing characters, it is now showing that instead of crashing the game
0.3.3.22

domesticated elf

0.3.3.22[edit | edit source]

  • Fixed a bug where you could get trapped in some stations if their map is made in a certain way
  • Fixed a bug where some vanity items were displaying with the wrong art
  • Fixed a bug where asteroids were not glowing white when zoomed out
0.3.3.21

domesticated elf

0.3.3.21[edit | edit source]

  • you now only fall out of your ship once 3 out of 4 tiles under your character are hull breach tiles (up from 2)
  • fixed a bug which was preventing the horrible murder of your friends during occasions of your unexpected respawning
  • fixed a bug where autosave was removing missiles from missile tubes
  • tweaked the shader to make it more obvious when a hull breach is large enough to fall out of
  • added module unlocks to the list of stuff which is persistently unlocked outside of singleplayer
  • all persistent unlocks are now applied to your new and in-progress singleplayer games which means restarting singleplayer doesn’t force you to lose module or turret unlock progress
  • fixed a bug where some ships would glow unreasonably when zoomed out
  • fixed a bug where your character wasn’t always cloned with the correct attention to modern space-captain fashion sense
  • marv has been given a different color shirt to better suit his disposition
  • all ships have been upgraded with the most primitive system for avoiding deadly asteroid collisions and will no longer allow you to warp into terrain at full speed.
  • auto saves are no longer triggered when entering your home station. This prevents redundant saves when respawning and allows you to game the *save system by force quitting (may lead to save corruption) Note: this was added in response to feedback. If it creates more problems than it solves we are not apposed to removing it in response to feedback.
  • quicksaves (if you use them) are now different from auto saves and you can use them to return your save to the state of your most recent manual snapshot. Warning: this will override any progress in your (usually more recent) auto save.
  • NEW: added a new screen to handle choosing which save you would like to load. This screen is not complete in terms of final functionality
  • fixed a bug in the battle testing arena where clicking on the invisible research icon would crash the game
  • slightly increased vertical padding of buttons in the keybind screen
  • fixed a bug where the repair gun would often choose to attempt repairing invalid tiles causing the repair process to take far too long
  • buffed repair guns again. increased both base repair rate and scaling with loot quality.
  • cleaned up and optimized a minor data structure that gets used a lot by every ship (removed some deprecated code and data structures)
  • NEW: added a mini-map to the ship interior view which shows the layout of your ship, damage, and crew locations in real time
  • NEW: added a help overlay to the ship navigation screen that explains functions and icons and keybinds when the user holds the F1 key
0.3.3.20

domesticated elf

0.3.3.20[edit | edit source]

  • fixed a crash caused by ships breaking and trying to murder their inhabitants when their inhabitants are in an illegal position, this could have resulted in seemly “random” crashing if the AI was rude enough to fly into asteroids or blow up wrong while you were otherwise minding your own business
  • fixed an integer overflow which honestly probably would not have changed anything
0.3.3.19

domesticated elf

0.3.3.19[edit | edit source]

  • The wiki button now has a special secret function that can be activated by holding control + shift. It opens a debugging screen where you can spawn endless ships with the space bar and watch them fight without any UI
  • updated all of the SFX for rail gun type weapons
  • added sound effects for mass drivers which were previously missing SFX entirely
0.3.3.18

domesticated elf

0.3.3.18[edit | edit source]

  • some deprecated structure modules can now be removed from ship designs even if you do not have that module unlocked
  • tweaked values for oxygen storage on armor so that it can be actually useful and no longer drops with less than 2 seconds of air storage at most
  • added a visual indication of oxygen storage in your armor suit’s reserves so you can tell when your armor is doing its job
  • fixed a bug with quickslots not properly equipping some item types
0.3.3.17

domesticated elf

0.3.3.17[edit | edit source]

  • Fixed same wrong tip names in research
  • fixed a bug where rendering would sometimes experience an id overflow and not draw ships in the correct order
  • added new sprites for junk items
  • added new sprites for data cores
  • added new crew artwork for armor
  • added some logic that should prevent crew team members from shooting at ships the player is in
  • you can no longer crash the game by dragging the window
  • interior rendering optimized to use less vram
  • fixed a bug where the ingame menu was polling for input when the game wasn’t focused
  • fixed a bug where dialogues could be clicked when the game window wasn’t focused
  • fixed a bug with quicksave where items were dissapearing
  • when the player dies, their team now dies as well so that a new team can be formed and nobody needs to fight their own crew for control of a ship. Isn’t it nice we can all be such good friends?
  • you can now unlock variant ship designs if you have already unlocked the hull for that ship. A design named “unlockedVariant” will be added automatically when you do
  • fixed a bug where mining tiles inside a station could cause a random crash
  • upgraded reloading animation artwork
  • fixed a bug with ai enemies that made them very irritating to fight, they should be easier to deal with now
0.3.3.16

Domesticated Elf

0.3.3.16[edit | edit source]

  • data cores containing a chance for a T2 module were orange when they should have been blue
  • fixed a memory leak in the new interior rendering screen that was leading to random crashing
  • completely new shader for interior rendering of shield tiles
  • improved existing music tracks with added duration and awesomeness
  • some new icon artwork that may or may not be implemented yet