This release candidate has a lot of quality-of-life improvements, some balance changes, improvements to ship collision avoidance, and a handful of bug fixes.
We're still working hard at a bunch of upcoming improvements as part of Career 2.0, but we wanted to get these improvements out to everyone sooner rather than later.
Thanks for testing!
RC1:
- Built-In Ships: [list]
- Added 4 new Monolith combat ships: Ambassador, Averter, Middleman, and Praefectus.
- Added 7 new Cabal combat ships: Alcor, Atria, Chasing Wind, Decrux, Lazurite Tear, Menkalinan, and Zaurak.
- Added 3 new Cabal trade stations: Small Cabal Trade Station III, Med Cabal Trade Station III, and Large Cabal Trade Station III.
- Added 5 new Imperium combat ships: Ani, Dromiceius, Sulla, Swallowtail, and Tinamou.
- Added 1 new Imperium trade ship: Penguin.
- Added 3 new Imperium arms depots: Tiny Imperium Arms Depot II, Small Imperium Arms Depot II, and Med Imperium Arms Depot II.
- Added 3 new Fringe combat ships: Clytemnestra, Kenesary, and Quicksilver Scout.
- Miscellaneous updates to many other existing ships and stations.
- Small Thrusters (all variants) now have a small dynamo that generates power very slowly. This allows Small Thrusters to operate while disconnected from crew/power sources, but the rate of power generation isn't enough to perpetually sustain the thruster.
- Increased the 1x3 Armor Wedge's penetration resistance from 2 to 4.
- Increased EMP Missile's launch cooldown from 2 to 4 seconds.
- Mines are now much more visible and clearly show their detonation trigger range.
- Improved collision avoidance when avoiding moving ships/objects.
- Improved collision avoidance when avoiding multiple ships/objects simultaneously.
- Improved collision avoidance when trying to move away from very close ships/objects.
- Improved collision avoidance of ships in a formation.
- Ship formations should now do a better job of navigating around suns and storms.
- A.I. ships will no longer deliberately target roof lights or headlights.
- Repairing damaged parts was much more expensive than was intended. Repair cost (steel/coils only) has been reduced from 57.5% of base cost to the intended 7.5%.
- It was unintentionally often cheaper to fully deconstruct and rebuild a part than it was to repair it. This has been fixed.
- Defense platforms will no longer surrender to players.
- Stations will no longer hail the player from outside the player's sensor range, because that was confusing.
- Fires will no longer be regarded by the A.I. as breaking a surrender truce.
- Enemies will no longer automatically slow or pause the game speed when spotted if they had previously been spotted within the past minute.
- When a weapon's target goes out of sight range, it will now be automatically re-targeted when coming back into sight range. (Unless in the meantime the target is changed by the player.)
- Small thrusters now display a yellow warning instead of red error when they don't have door, crew, or power access. (Because they no longer strictly require power.)
- The U.I. Scaling setting will now be remembered per resolution or window size.
- Except for Creative Mode, "lost ships" will now only be saved for ships that the player actually controls.
- Added tooltips to the Resource Desired & Limits dialog that explain the functionality of the "Desired" and "Limit" numbers.
- Updated the Large Shield Generator's description to make it clearer what it can and can't be projected through.
- Crew distance warning icons can now be "clicked through".
- Reduced the amount of clouds and storms that will appear when using "Varied (Sparse)", "Varied (Dense)", "Ion Storms (Sparse)", and "Ion Storms (Dense)".
- If a player joins, leaves, or changes teams, the players in the game will no longer be automatically changed to "not ready".
- Updated to Microsoft .NET 9.0. This may slightly improve overall performance. Please let us know if you have any compatibility issues running Cosmoteer.
- Texture and shader caching can now be disabled with the --no-cache launch argument.
- Crash when loading a multiplayer save in single-player and then trying to transfer money to another player.
- Very rare crash caused by crew being automatically unassigned from certain jobs.
- Multiplayer desyncs caused by transferring resources to a ship with no crew.
- Nuke explosions could occasionally "phase" into the ships that they hit.
- In multiplayer, engaging an inter-system hyper-jump while another player is on the galaxy map would prevent the jump from happening and could ultimately lead to a crash.
- In Creative Mode, it was unintentionally possible to tell a junk ship to salvage itself, which would then crash.
- A.I. ships would sometimes spawn inside storms due to a pathfinding bug.
- Ships could sometimes erroneously try to avoid collisions with objects that were farther away than their destination.
- A.I. ships that had surrendered to the player were sometimes not exit the star system as intended.
- When thrusters were attached to Engine Rooms, they were not correctly lighting up as possible power supply chain targets in the resource management screen.
- The wrong ship name would be displayed when an ally was hailed by the A.I.
- The names of ships and stations in the Comms list would sometimes appear smaller than intended.
- Using the "Transfer Excess Resources" options would work but then make it impossible to reset or make any further changes to the amount of resources to transfer.
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