This release candidate contains a handful of bug fixes, quality-of-life improvements, and other minor changes.
We're still working hard at a bunch of upcoming improvements as part of Career 2.0, but we wanted to get these smaller improvements out to everyone sooner rather than later.
Thanks for testing!
RC1:
- Built-In Ships: [list]
- Added 1 new Monolith combat ship: Tempest
- Added 6 new Fringe ships: Blood Reaper, Brave One, Ice Cutter, Jaws, Poor Yorick, and Vulcan.
- Miscellaneous updates to existing built-in ships.
- Asteroids can now be turned off by the host in Domination mode.
- Crew running low on O2 that can't access an airlock on their own ship will no longer try to use airlocks on other friendly ships if the other ship is moving.
- Increased the default "operate" and "supply battery" priorities for Sensor Arrays to 9 and 8, respectively.
- Added a Japanese translation. (Please report any issues with the Japanese translation on our Discord, the Steam discussion boards, or using the in-game F11 feedback feature.)
- The "Assists With Construction" toggle is now called "Construction Assistance" and it now has three modes: "Off", "My Ships Only" (the new default), and "All Allied Ships".
- Players can now set a "Desired" amount for each type of resource. When set, this will give factories permission to produce up to that amount (or the resource limit, whichever is less) and will also be used when trading/transferring excess or needed resources.
- Whenever a resource limit has been set, the capacity for that resource will now always be shown in orange. (In addition to the existing asterisk, which is still shown.)
- Hovering the mouse cursor over the crew count in the ship designer will now show the number of operators.
- In the ship designer, if a ship has negative command points, the negative number will now be shown in red.
- Updated the screenshot in the fires tutorial to match the updated fire VFX.
- Added an option to limit the framerate while Cosmoteer is in the background.
- Crash that could occur when editing text (such as a ship's description) that has already reached its maximum length.
- Projectiles could occasionally "phase" through ships and hit parts inside ships that they weren't supposed to be able to hit when another projectile destroyed the part that the first projectile would otherwise have hit. This seemed to be most common with nukes.
- Crew being assisted by Manipulator Beams could sometimes "wobble" and overshoot their destination.
- Very small fires weren't doing damage to their part, which made it impossible to put out the fire by repairing the part.
- If the lead ship of a formation with 3 or more ships broke into multiple pieces, the positions of all of the follower ships would get changed to the same overlapping location.
- If a Modular Rocket Thruster had some extenders with fuel pods and some without, the extenders with fuel pods would use more power than the extenders without.
- Mining Lasers could cause a very high-pitch and annoying sound when playing on high game speeds.
- The Mine Factory was unintentionally missing a "parts per mine" stat.
- In some circumstances, the crew count displayed in blueprint mode could appear as a negative number.
- Removing a resource limit that was already at least the available physical capacity wouldn't remove the asterisk (*) on the resource button in the resource management screen.
- Dragging a box with the salvage/collect or Creative Mode selection tools while the camera is focused on a rotating ship would cause the origin point of the box to unintentionally rotate with the ship.
- Rare errors loading some saved games.
- Fixed ToggledComponents crash if any of its sub-components are ChainedTo another component defined later in the rules file.
- Fixed crash when a ToggledComponents is hooked up to a blueprint-incompatible toggle even if IncludeInBlueprints is set to false.
- MultiToggle and MultiValue now properly support ViaBuffs. (This was always intended to work but was previously bugged.)
- MultiResourceStorage wasn't updating its resource count properly as ViaBuffs connections were added and removed.
- ResourceStorageProxy and MultiResourceStorage components now support an optional 'LimitMaxResources' that, if set, will cause the component to act as if it can store no more than that amount of resources, even if the components it refers to can actually store more.
- Identifiers in rules files can now contain dot (.) characters as long as the identifier isn't only dot characters.
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