We're still working hard at a bunch of upcoming improvements as part of Career 2.0, but we wanted to get these fixes and improvements out to everyone sooner rather than later.
Enjoy!
Full patch notes:
- Fires: [list]
- Fires in individual tiles now have dynamic sizes which will start small and grow over time before spreading to adjacent tiles. Smaller fires will do less damage and take less time to extinguish.
- Fires VFX have been updated to support the new dynamic fire sizes.
- Added a new starter ship, the Model-M, which features a mining laser and increased storage capacity.
- Added 3 new Monolith combat ships: Collider, Project Dainsleif, and Zweihander.
- Added 1 new Cabal combat ship: Risha
- Added 3 new Cabal trade ships: Ecclesiarch, Minister, and Pontiff.
- Added 2 new Cabal trade stations: Med Cabal Trade Station II and Large Cabal Trade Station II.
- Added 5 new Imperium combat ships: Damocles, Harpy, Raven, Saladin, and Vajra's Valor.
- Added 6 new Imperium trade ships: Cygnus, Gannet, Gull, Skua, Stenidae, and Thalassarche.
- Added 1 new Imperium trade station: Small Imperium Trade Station III
- Added 4 new Fringe combat ships: Big Iron, Brutalizer, Revenant, and Rustbloom.
- Added 2 new Fringe trade ships: Harmattan and Shamal.
- Miscellaneous updates to many existing ships and stations, including adding empty storages to many combat ships. (These empty storages will be used in upcoming mission types.)
- Reduced Mining Laser damage per second from 1200 to 1000.
- Huge Thrusters and Engine Rooms no longer require tri-steel. (Their total credit cost is unchanged.)
- Heavy Lasers, Large Cannons, Disruptors, and Mining Lasers now require Hyper-Coils in addition to Steel and Coils. (Their total credit cost is unchanged.)
- Ion Prisms that are targeting prisms of other friendly ships will no longer be blocked by their shields.
- Increased Manipulator Beam range from 200 to 450.
- Manipulators Beams will now stop helping asteroid mining crew once they reach the asteroid.
- Manipulator Beams no longer reveal their own ships when used inside gas clouds.
- Ion Storm lightning strikes will no longer originate from within 50 meters of any ship.
- Ship sight and radar ranges are now increased by the radius of the ship. This should help large ships inside gas clouds see a little better.
- High Nebula Density and Supernova Aftermath systems will no longer occur before difficulty tier 5.
- Supernova Aftermath systems will now appear half as frequently.
- A.I. ships will no longer follow enemies into ion storms or sun damage zones.
- Crew will no longer exit the ship while either their own ship or their job location is inside of a sun's damage zone.
- Tweaked Ion Storms to make their shapes more distinctive when zoomed out.
- Custom markers are now brighter, and the legibility of all point-of-interest icons has been improved. This should make them a bit easier to see when inside clouds.
- The unexplored regions of the map are now a simple dark gray instead of a cloudy appearance. (This was done to differentiate them more from gas clouds.)
- Using the "pickaxe" tool, holding shift+alt, and clicking on a floating resource will now deselect all resources of the same type currently on-screen.
- When dragging a box to collect floating resources, the text showing how many of each resource will be collected will now show multiple types of resources on each line.
- Added options to the Transfer Crew / Resources dialog to transfer excess resources from one ship to another, similar to the existing "Sell Excess" option when trading.
- The Mining Laser's description has been updated to indicate that it is a roof-mounted weapon.
- Roof lights (but not headlights) now support brushes.
- Changed the text for "Formation Order" to "Formation Priority".
- The Title Screen's "MORE" button now has a link to open the Early Access Roadmap.
- Updates to translations for all supported languages.
- Crash in some circumstances when transferring crew after loading a saved game file.
- Crash in some circumstances when loading modded saved games without some/all of the mods and selecting a ship with missing parts.
- Deleting all parts on a ship could cause a freeze/crash if it was being attacked by other A.I. ships.
- In direct control mode, ships were not rotating as responsively as was intended.
- Large shields going offline or being destroyed could cause ship positions to suddenly shift.
- It was unintentionally possible to go into unlimited debt when constructing by using blueprint mode and holding the Ctrl key to force-start construction.
- In some circumstances, the crew of very small ships (such as a ship with only a single shield, reactor, and crew quarters) could stop doing all tasks.
- Railguns that were targeting friendlies would often fail to fire at even when lined up with the target.
- A.I. ships that weren't near the player had a tendency to often fly into ion storms.
- A.I. ships that weren't near the player could sometimes get stuck very close to suns and then die if the player ever went near them. This was especially common with trade ships.
- It was unintentionally possible for ships to use floating resources hidden in gas clouds for construction.
- It was unintentionally possible to hail enemy ships that were out of sight range. (It is still possible to hail friendly/neutral ships and stations.)
- Weapon fire cooldowns were unintentionally resetting when their ship exits a hyper-jump.
- When hovering the mouse cursor over ship parts in the picture-in-picture, the tooltip was being displayed in the wrong location.
- Enabling the "Lock Ship Rotation" for the picture-in-picture (PiP) would cause incorrect parts to be targeted in the PiP and issues using the middle mouse button to adjust the PiP's view if the ship in the PiP had any flight direction other than up.
- The "Storage Full" message would be displayed when dragging a collection box around resources where some but not all of the resources were already marked for collection.
- Using the arrow keys to change the text cursor position while composing text in Asian languages (such as Chinese and Japanese) wasn't working properly and could produce malformed results.
- The size of megaroid tiles in meters was shown as 1/4 their actual size.
- Some parts would make blueprint sounds when placed even when not in blueprint mode.
- Some sprites (such as the EMP Missile) had noticeable artifacts along the edges related to texture compression. (Note that this fix requires all sprites to be re-imported, so you will likely experience a longer load time the first time you boot Cosmoteer after this patch.)
- Added a '--single-threaded-planets' launch argument that, if specified, will cause planet generation to use only one CPU thread, which may solve crashes when starting/loading games that some players have been experiencing. Using this launch argument will make load times longer but should otherwise have no effect on gameplay or visuals.
- Improved the speed at which the Mods Manager opens when many mods are installed.
- Added options to the Mods Manager's hamburger menu to activate, deactivate, and uninstall all mods at once.
- The ProhibitTargetPartsFilter will now cause the weapon to act as if it has no target for the purposes of shooting through shields and effect filters if the target matches the filter.
- Added an 'AllowAimAtProhibitedTarget' parameter to TurretWeapon that, if true, will allow the turret to aim and fire at prohibited targets but will still keep the target from being passed on to the emitter.
- Added a 'ResourceConsumingStorage' part component that consumes resources and triggers when enough resources have been consumed. (Currently unused in vanilla but will be used in the future.)
- Fixed crash if a ContinuousEffects component has 'ParentToShip = true' and only audio effects.
- Fixed a bug where MultiResourceStorage wasn't functioning correctly if it was only linked to ViaBuffs storages.
- Fixed bug where SourcePartCollisionDelay wouldn't work if bullet velocity was too high relative to the physics tick rate.
- Parts that uses StaticToggle and StaticMode components will no longer prevent their ships from appearing in the ship library.
- Any parts added by mods will now show the mod name beneath their stats. (This should work for 99% of mods but may not work if the mod is adding the part in a particularly unusual way.)
- Part IDs are now shown in the part stats when running in developer mode.
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