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Version 1.47.0: Patch Notes

[p]Welcome to September, starchasers! Now we all know it's about three days until that Bug Game releases, so all of us, myself included, probably don't give two rocks of an Ast's wing-thingies about any sort of other games at the moment, but that won't stop me from putting out this patch so I won't have any more obligations hanging over me.[/p][p]
Well, minus any obligations to the furry screaming things I let live in my house.[/p][p][/p][p][/p][p][/p]
Current Affairs & Future Updates
[p]Some news about stuff that's currently happening, yeah? We've got a sale going on right now, which makes it a perfect time to jump in and complain about the lack of voice acting! Don't worry, it's coming eventually. Sadly, a lot of time was spent this month on some engine updates that, long story short, didn't pan out.[/p][p][/p][p]For those users who have the game on GOG, you may have noticed that the game often lags behind on updates there. This isn't by my own choice; GOG's updates were previous handled by a third party. But, after some arm twisting and chair-kicking, I now have access to the build tools for that branch of the game, which means it'll get updates far faster.[/p][p][/p][p]Next up, future stuff! Our next milestone update is our 1.0 launch release: The Soulchaser Conspiracy. The big thing with this one is multiplayer, along with freeplay mode, a second main campaign to follow, and the ability to play as a custom character from any of the four main Union races. I'll share a few tidbits and concepts from that update, with zero actual context.[/p][p][/p][p][/p][p]Now, TSC's launch window is... ambiguous. This is a monumentally enormous update, and there has to be a lot of internal testing before it can come in. Before 1.0 officially launches I'll be running a closed beta followed by an open beta of all the multiplayer stuff. When we get closer to that I'll be doing an announcement about it.[/p][p][/p][p]Now before that happens there's one last intermediary update we'll be doing. I call this one the Talky Texty Dialoguey Thingy Update, and the focus with it is on getting the last few bits of unrelated text-related content out. This means filling out all the news stories on stations, adding in some more NPCs to talk to (that aren't tied to quests) and listen in on, a few books to read, and passing over quests and the campaign to make them either flow better or have some small visual improvements here and there. Also the ability to sit in chairs.[/p][p][/p][p]Now past that, and, barring bugfixes, most of the game is now in what I'd consider to be a finalized state. Graphics, gameplay, balance, content, all of that is to a point where I'm happy with it. [/p][p][/p][p]Alright, onto what you've actually been waiting for: The update.[/p][p][/p]
Update Highlights
[h2]Visual and Detailing Reworks[/h2][p]A bunch of time this month was spent on going back over existing content and giving lots of places, space and station, a nice tuneup. Starting off, the Veil received a visual rework to better sell the idea that you are, in fact, in space hell.[/p][p][/p][p]Many planets got a little treat: a mooring space elevator so that big ships no longer take up space in the docking ring queue.[/p][p][/p][p]Next update: space stations! Every space station now has ambient NPCs, a pass for lighting, optimizations, and ships in their landing bays, and of course service NPCs with actual models and names (rip to my man Barrely Borbly, but your death was well overdue).[/p][p][/p][p]Time for the full changelog![/p][p][/p]
Changelog is as follows:
[p]
[/p][h2]NEW FEATURES[/h2]
  • [p]The Veil’s received a minor visual facelift in preparation for its multiplayer aspects: It’s far darker and spookier now, as befitting an uncrossable space hell.[/p]
  • [p]Docking rings for planets now have space elevators for larger ships.[/p]
  • [p]All stations now have received a major detailing pass! This means docks have fighters, people milling about, and every station now has named traders, equipment dealers, shipwrights, and more.
    Service NPCs on stations now have more variety and ambient NPCs will often match the owning faction of the station.[/p]
[p][/p][h2]CHANGES AND REBALANCES[/h2]
  • [p]Exit doors will now stay open if you’re stuck inside an exit bay. No more softlocks for you, buddy.[/p]
  • [p]Long Legacies’ later stage quest bits will lead you to the courier ship directly, instead of Kidenstat.[/p]
  • [p]Trading in ships now considers the flat value of items, instead of adjusted price values, preventing exploits.[/p]
  • [p]The Grand Telemite Shipyard now sells corporate fighters and freighters.[/p]
  • [p]Adjusted the lighting of many many stations, often so that the ambient lighting would match the sunlight outside.[/p]
  • [p]Performed mild optimizations and cleanup of every station in game.[/p]
[p][/p][h2]FIXES[/h2]
  • [p]Fixed issue with the Junktech Freighter’s engines visually.[/p]
  • [p]Fixed issue where some large solars wouldn’t die and wouldn’t put down explosive effects.[/p]
  • [p]Decals and paintjobs with the same filenames won’t conflict anymore.[/p]
  • [p]Fixed decal and decal camera issues for Washer fighters, corp fighters, the Champ’s racing ship, and the Rival fighter.[/p]
  • [p]Fixed issue where Mama Mine would get really mad if you used hypercharged webbing on her.[/p]
  • [p]Bastic’s Rustlord minefield [/p]
  • [p]Fixed issue where the game wouldn’t remember saved paintjobs.[/p]
  • [p]Fixed graphical issues with held key presses and images that indicated if they were held.[/p]
  • [p]Fixed issue where NPCs would keep contacting you for quest finales.[/p]
  • [p]Fixed issue where Dynamos wouldn’t disappear while cloaked.[/p]
  • [p]Fixed issue where your onboard narrator would think you were entering a sun corona too early.[/p]
  • [p]Fixed some map scaling issues for Fhedden Delta.[/p]
  • [p]Fixed issue where combat would interrupt dialogue during The Bigger Picture.[/p]
  • [p]Fixed rendering issues with random Macrovari characters.[/p]
  • [p]Fixed issue where some paintjobs weren’t dropping.[/p]
[p]

[/p]

Version 1.46.0: Patch Notes

[p]Starchasers! Hunters of the Union and beyond! Did you think I was done with you? Did you think you could let yourselves rest? We're done with patches when I SAY we're done (and when, you know, we've got multiplayer and stuff implemented). [/p][p]It's been a couple weeks, and on some level I wanted to wait a bit for this patch, but we've seen a big influx of new people playing and a few juicy tidbits and bugs fixed that were significant or neat enough that I wanted to get them put out in full. Then it turned out to be International Cat Day so I thought "well hey, what the hell, perfect timing" and so here we are. I guess you'd want a few cat pics to go with that, so here. This includes a guest appearance by our neighbor's fat tuxedo cat.[/p][p][/p][p][/p][p]Want some new features? Cause we got those![/p][p][/p]
Update Highlights
[h2]Custom Content & Customization[/h2][p]Houses! Remember them? I do. Sure we'll never be able to afford them but right now, you can do whatever you want to your house, and more! I've added new features that let you dye your house as you would dye your cockpit or ship (using the same system, of course), and you can also change the windows on said house, in case you want to witness the cityscape outside of it in a more clear glory than before. Many houses also have switches to control window shutters and awnings now. For privacy. I know what you get up to.[/p][p][/p][p]Next up, custom content! Part of this is tech tying into modding systems, but it's also all about allowing you some further deranged amounts of customization and control over your life. What was I talking about? Oh right. The point I'm making is that you are now able to load in custom paintings for your house, and custom paintjobs and decals for your ship! Finally, you can slap your cat's face down on your starfighter.[/p][p][/p][p]By the way, we have ship paintjobs too. These are full texture overrides that can be used in place of the dye system (you can't have both at the same time, sorry), for all kinds of weird nonsense. Only a few paintjobs exist in the game right now, and you'll have to track them down. [/p][p][/p][p]You can also use your own game screenshots as loading screen backgrounds instead of the default loading screen backgrounds. This is a toggle under the options menu, mind you, because I'm nice.[/p][p][/p][p]In order to use new custom content, you need to go to your AppData/LocalLow/Pastaspace Interactive/Underspace/CustomTextures folder (which will be created when you start the game up) and place .png files into the individual subfolders. It only works with .png files, but you can have as many as you'd like.[/p][p]
I'm not done, by the way. Remember the radio system? I get so many people going like "ohhh trainwiz please make it more extensive please let us do station stuff" etc, etc. And now that I've finally got some regular medication for my migraines, I can! [/p][p][/p][p]Keeping this simple, as I'll be writing up a guide for all this, you're now able to create a .json file in your radio folder to define much more specific conditions under which music tracks will play. So say if you wanted to define it so that bar music plays in bars on specific stations, or say if you want the soundtrack from a space game from 2003 to play the red music in the red areas, that's now totally possible! The world is your oyster! You just have to be an adult about it and take some time to set it up. You can do that, right? Please?[/p][p][/p][h2]Quality of Life Additions[/h2][p]A few things people have been asking for have been implemented. Some new effects here and there, some new optimizations. You can now get a detailed service list of all the stuff being done to your ship at a repair dealer, as well as view every note you've written down with the custom note system.[/p][p][/p][p]And so on! Check out the full changelog below for a list of all the stuff that's been done, because there's quite a bit.[/p][p][/p]
Changelog is as follows:
[p]
[/p][h2]NEW FEATURES[/h2]
  • [p]You can now dye and recolor your houses, using the same dye system you’re no doubt familiar with.[/p]
  • [p]Added new pathfinding logic to NPCs to better avoid planets. [/p]
  • [p]Custom paintings and decals are now possible! Placing .pngs in the game’s AppData/LocalLow/Pastaspace Interactive/CustomTextures folders will allow you to own custom paintings in your house and cockpit, and custom decals to weld to your ship.[/p]
  • [p]Big kill bosses now have a larger more involved explosion cycle. I swore I did this already, wonder what happened. [/p]
  • [p]Large minibosses in random missions now have their projectile effects changed to match their owning faction’s projectiles. Get ready for Washer owned platforms firing big orange lasers![/p]
  • [p]Added an option to allow the game to use your taken screenshots as loading screen backgrounds.[/p]
  • [p]Paintjobs! For ships! These are full texture overrides that go over a ship (instead of dyes) that you can also make custom versions of. New paintjobs can be found in a variety of places (loot, exploring, etc).[/p]
  • [p]You can now view all notes you’ve made for star systems via a button next to the search bar.[/p]
  • [p]You can now get a full service cost overview of your ship when the repair UI is up by pressing the little list button in the corner.[/p]
  • [p]Added new texture effects to garages.[/p]
  • [p]A recent survey conducted by the UHC made them realize that piercing missiles are wholly underused. After consulting with a space wizard who then went about retroactively rewriting reality they’ve gained a new use. In short: Sunder class piercing missiles now have the ability to cripple NPCs. Crippling means they’re briefly unable to use their thrusters and will travel slower.[/p]
  • [p]You can now change the window textures of all houses, via the house editing menu.[/p]
  • [p]Many houses have gained window shades and awnings that can be pulled back.[/p]
  • [p]A big new expansion to the game’s custom radio system! Placing down a specific json file into your game’s radio folder will allow you to define much more specific ways a track can play.[/p]
[p] [/p][h2]CHANGES AND REBALANCES[/h2]
  • [p]Linked docking objects during campaign missions (such as docking rings) are now valid docking paths.[/p]
  • [p]Added some more exceptions to the data packet acquisition system. [/p]
  • [p]Increased readability for purchasing trading stuff.[/p]
  • [p]Moved the plague ship in Pard-130 over a bit.[/p]
  • [p]Added an event delay when entering stations or planets with opening cutscenes.[/p]
  • [p]Added an instakill buffer zone very close to the Macrovari regional boss. No cheesing for you.[/p]
  • [p]Added a new icon for the Macrovari regional boss.[/p]
  • [p]Bounties no longer spawn when on campaign missions. Go away.[/p]
  • [p]The Problem With Automation has better initial questmarkers.[/p]
  • [p]Optimized ambient vehicle systems on planets. I think.[/p]
  • [p]Assassination missions against certain factions will no longer ask you to kill robots. Robots cannot hold a position in power of Croft, because they are prejudiced. [/p]
[p][/p][h2]FIXES[/h2]
  • [p]Fixed some dialogue issues with house buying NPCs.[/p]
  • [p]Fixed issue where decloaking would make neutral guard NPCs hostile.[/p]
  • [p]Fixed some floating geometry on various stations.[/p]
  • [p]Fixed issue where held inputs would also proc the non-held input (if they shared it).[/p]
  • [p]Fixed some edge cases with campaign quest stuff moving out of order.[/p]
  • [p]Fixed issue where purchasing stuff from Us traders could have weird dialogue issues.[/p]
  • [p]Prevented best price views from showing duplicate stations.[/p]
  • [p]Fixed issue where Trasklar’s icon was wrong during his quest. [/p]
  • [p]Fixed issue with multiple missions of the same type being weird.[/p]
  • [p]Tracking a deaddrop mission when you’re required to return to the station will properly set it.[/p]
  • [p]Fixed various grammar issues in quests.[/p]
  • [p]Fixed various issues during the Planet Carver fight.[/p]
  • [p]Fixed issue where Grevid’s mission points were clipping into geometry.[/p]
  • [p]Fixed keybind issue with photomode. [/p]
  • [p]Fixed decal renderers on the Washer series of fighters.[/p]
  • [p]Fixed issue where Rumeerin and Ticker summons would be hostile to the player.[/p]
  • [p]Quest storms in hidden areas no longer show up on your navmap.[/p]
  • [p]Fixed some input errors when editing houses and using the developer console.
    Fixed some issues where weapons platforms had incredibly slow missiles.[/p]
  • [p]Fixed issues during the Uprising that could prevent a quest start due to dialogue interruption. [/p]
  • [p]Fixed some mismatched starchaser lines.[/p]
  • [p]Fixed issue where the Washer and Children fighters wouldn’t have their emissive light colors colored properly when dying them.[/p]
  • [p]Fixed some colliders on stations that could be phased through.[/p]
  • [p]Fixed overflowing text in the game loading and train travel UI.[/p]
  • [p]Fixed issue where selling an equipment piece with boosted item stats (such as webbing or cache improvements) would treat that increased capacity as nonexistent. [/p]
  • [p]Fixed function issues with Ascension Academy NPCs and doorways.[/p]
  • [p]Fixed issue where the quit to desktop button on the respawn hud wasn’t working.[/p]
  • [p]Fixed duplicate item topics when speaking with the Omen Machine.[/p]
  • [p]Fixed user made waypoints calculating distances weirdly when they shouldn’t.[/p]
  • [p]Fixed some lighting issues in Deadforest.[/p]
  • [p]Fixed softlock in the Battle That Always Will Be.[/p]
  • [p]Assassination missions will remember the waypoints they’ve picked, to prevent having to re-interview people.[/p]
  • [p]Fixed laneline disruption effects playing too early.[/p]
  • [p]Implemented a bunch of billboards that weren’t showing up.[/p]
  • [p]Fixed issue where wreckage fields weren’t spawning proper containers in proper places, which also prevented some dyes from being acquired.[/p]
  • [p]Fixed some party members clipping through the ground on stations.[/p]
  • [p]Fixed some unintended vending machines that weren’t intended to be vendable. Cause they’re broken.[/p]
  • [p]Fixed issue where NPCs that sold vanity items would malfunction.[/p]
  • [p]Fixed some lightning issues on Planet Clearhome.[/p]
  • [p]Fixed some animation errors with the Ast and generic robot bodies.[/p]
  • [p]Fixed some UI errors when looking at items on stations.[/p]
  • [p]Fixed issues when entering a garage in cockpit mode.[/p]
  • [p]Fixed sound issues when trying to thrust with no thruster.[/p]
  • [p]Fixed issue where you were able to save in locations you weren’t able to save in.[/p]
  • [p]Fixed issue with Burning Rubber not progressing in terms of chapter progress.[/p]
  • [p]Fixed rendering issues with tiny Ballden hands.[/p]
  • [p]Fixed some weird mooring points in places.[/p]
  • [p]Fixed some ships in the campaign being labeled as dockable when they’re not.[/p]
  • [p]Fixed issues with several Haskar related missions.[/p]
[p]
[/p]

Version 1.45.0: Patch Notes

[p]Hello again starchasers! Been a bit, hasn't it? Lot of bug reports piling up. Unfortunately for you and me, these past two weeks have been spent moving halfway across the country and then waiting for my actual work materials and computer to arrive, so I haven't been able to address the various issues and softlocks introduced with Color Out In Space. The real funny part is none of those issues ended up being related to the new content at all, but stuff that hadn't even been touched. Weird.[/p][p][/p][p]Anyway, everyone and every cat is all settled in now in our new place, which means I can get back to work. [/p][p][/p][p]Our next big milestone update is the 1.0 release, which is multiplayer and such, but that's a ways out (since it'll need a lot of testing). For now, we've got a few smaller patches tidying things up here and there, as well as adding things like missing news stories, ambient NPCs, optimizations and more mod support. [/p][p]This current update is a pretty small one, mostly focusing on all those bugfixes, but we do have a few new bits like giving the Chunidale Racetrack a unique interior for its racing bays.[/p][p][/p][p] [/p]
Changelog is as follows:
[p]
[/p][h2]NEW FEATURES[/h2]
  • [p]The Chunidale Racetrack’s racing bay now has a custom interior and the relevant NPCs have custom icons.
    Ship customization now has a new icon.[/p]
  • [p]Added news stories to some stations, mostly Ast ones.[/p]
[p] [/p][h2]CHANGES AND REBALANCES[/h2]
  • [p]Added some missing UI sounds to books and stuff.[/p]
  • [p]Adjusted the hitbox of the boss in Gone Adrift.[/p]
  • [p]Adjusted formation points on fighters to prevent bumpage during following.[/p]
  • [p]Rebalanced some parts of the Darkon Entity, turning down some aspects of it in exchange for higher damage output, as well as restricting some of your ability to escape and find it. You will die. God is not happy. God is never happy, why would he be?[/p]
  • [p][/p]
[h2]FIXES[/h2]
  • [p]Fixed traders and shipdealers being mismatched and not working.[/p]
  • [p]Fixed pink-headed Macrovari throughout the galaxy.[/p]
  • [p]Fixed softlocks during Operation: Discipline.[/p]
  • [p]Fixed typos in the main quest journal.[/p]
  • [p]Fixed issue where the Veiler Tollway wasn’t selectable.[/p]
  • [p]Fixed issue where custom ship names wouldn’t save.[/p]
  • [p]Fixed issue where Mel Perash didn’t have a quest available icon.[/p]
  • [p]Fixed saving issue related to cockpit dyes.[/p]
  • [p]Fixed badly rotated Macrovari fighter icon.[/p]
  • [p]Fixed weapon grouping issue when cycling weapon groups.[/p]
  • [p]Fixed various overlapping NPCs on stations.[/p]
  • [p]Fixed various description and dialogue typos.[/p]
  • [p]Fixed UI sizing errors on the quest diaogue screen.[/p]
  • [p]Fixed issue with campaign records unlocking too early.[/p]
  • [p]Fixed issue with cockpit decoration where some items could be placed down that would cause problems, these items were meant to be house-side exclusive (IE service stations and such).[/p]
  • [p]Fixed some quest graphical issues.[/p]
[p]








[/p]

The Color Out In Space (Version 1.44.0): Patch Notes

[p]Welcome one and all! Ladies, gentlemen, starchasers, sentient microbes and angry screaming swear crystals! The Steam Summer Sale has commenced and Gabe Newell has blessed our wallets with the blessing of being drained. My computer is packed somewhere in some box somewhere and I'm flying halfway across the country to an entirely new house while I write this, but that hasn't stopped me from getting our next huge update prepped, tested, and deployed RIGHT NOW. Welcome to this season's milestone update: The Color Out Of Space![/p][p][/p][previewyoutube][/previewyoutube][p] This update's huge, given that it's both the first one in several months and a major milestone update to begin with, and comes with a lot of new and exciting places, systems, people, things, and nonsense.[/p][p]I know you've been desiring it like my cat desires The Chicken, so let's do a bit of a deep dive into what's included, alrighty?[/p][p][/p][p]
[/p]
UPDATE HIGHLIGHTS
[h2]New Worlds[/h2][p]Underspace's got many planetary bases, cities, outposts, and dive bars that, until now, were merely a series of floating planes in a horrible void. You know of the places I speak, no doubt. But no longer! Every single remaining landable area in Underspace is now modeled, detailed, and explorable. Walk along the choking spired cities of Pelindus, the canyons of Pasceli, or the tranquil ruined forests of Demendar. There's new things to see, new NPCs to talk to, and... Yeah, new stuff in general.[/p][p][/p][p][/p][h2]Player Housing[/h2][p]Honestly, what's the point of having a bunch of planets and places to relax in without your own private space to goof off in? Not much point, I'd wager. Starting with this update you can now buy, furnish, and decorate nine different houses across various homeworlds, cities, and major pirate bases.[/p][p][/p][previewyoutube][/previewyoutube][p]Housing is intended as a late game system, and can often be a huge money sink to place down all those things to make your house a home.[/p][p][/p][p]But where do you get all these new furnishing items, shelves, plates, trays, banners, trophies, bobbleheads and more? I'm glad you asked! You can now also find new merchants (for example, the Axle's shopping district has a LOT more of those) and service NPCs that'll let you buy new items for your house. Elite tier random missions, battleship wreckage, and even space dungeons will also have an opportunity to drop new furnishing plans and things to display. Keep an eye out while out in space.[/p][p][/p][p]Did I mention there's no limits on player housing? Place down bottles until your GPU explodes, if that's what you want.[/p][p][/p][h2]Expanded Customization[/h2][p]What, did you think I was done? Ships also have a ton of new customization options. For exterior things, you can now mount hood ornaments on every ship, which can often be found in the aforementioned elite missions, space dungeons, etc. There's a fair amount of these, but there's also new dyes that can be found, including some much sought-after cyans and teals. We've also got a massive amount of new decals that can be applied to your ship (decals for nearly every faction in game, in fact), that you can find through elite missions.[/p][p][/p][p]Still not done talking about this, sit back down. For cockpit interiors you can now use those dyes and housing items you've recovered in those cockpits: To freely color, decorate (with no limits) your ship's interior as you see fit.[/p][previewyoutube][/previewyoutube][p]Lastly, because this is the less important feature, you can also customize your character himself. There's tons of new robes, wigs, mask options, and button colors to recover, buy, and find across the galaxy. Kardoz may be a decrepit asocial pariah, but he should still shower and change his underwear sometimes (note: I still don't know if Vauldwin wear underwear or not).[/p][p][/p][h2]Expanded World Details[/h2][p]That on-station stuff you despise isn't the only thing getting a facelift. There's more world details and some redone stuff across the galaxy; for example we've added over 150 new billboards to the game, to really sell the idea that this isn't just a populated universe, but that it's also one filled with dickheads.[/p][p][/p][p]Tons of stations have also gotten a facelift too: Ambient NPCs mill about, many undetailed rooms have been detailed and sounds adjusted, and more.[/p][p][/p][p][/p][h2]New Gameplay Features[/h2][p]STILL not done! There's lots of smaller features that have been added to the game now too, from being able to use your frienddrive to travel to your party members, more map controls for the navigational map, a deadzone option for mouse controls, and tons of quality of life additions and new features. Some highlights include the ability to add notes to star system descriptions and custom markers on the local map.[/p][p][/p][previewyoutube][/previewyoutube][p]Mister Maudlin's drinks now being fully consumable items with special eldritch knowledge cutscenes...[/p][p][/p][previewyoutube][/previewyoutube][p]And Kardoz's private journal being fully implemented and evolving as the main storyline goes on:[/p][p][/p][p]Phew! Okay, I'm done going through everything. Still with me? Want some more cats?[/p][p][/p][p] [/p]
Changelog is as follows:
[h2]
KNOWN ISSUES[/h2]
  • [p]Initial loading times and RAM usage will have gone up with this update due to the addition of the housing system. This’ll be the last time this happens (mostly) and from here on out things will (hopefully) start going down.[/p]
  • [p]Housing controls may not be initially mapped. You'll simply have to reset them to their defaults for this to be fixed.[/p]
[p][/p][h2]NEW FEATURES[/h2]
  • [p]Added options for godrays on stations and planets.[/p]
  • [p]You can now fast travel to Squadmates whose personal quests you’ve resolved.[/p]
  • [p]Added a new series of powerful scanners that the player can construct. Here’s a hint: Look for a heart.[/p]
  • [p]Added new customization dyes to several points of interest.[/p]
  • [p]You can now apply hood ornaments to all flyable ships. These can be applied under the “ornament” section in the ship customization UI. Additional hood ornaments can be found through missions and exploring.[/p]
  • [p]Planet Demendar now has full detailing.[/p]
  • [p]Planet Demendren now has full detailing.[/p]
  • [p]Planet New Demendrere now has full detailing.[/p]
  • [p]Planet Pasceli now has full detailing.[/p]
  • [p]Planet New Cateli now has full detailing.[/p]
  • [p]Planet Pelindus now has full detailing.[/p]
  • [p]Added a “quit to desktop” button for the respawn menu.[/p]
  • [p]Added a deadzone option in gameplay settings. By default, this is not enabled.[/p]
  • [p]The data center at Kaisus Circle now has detailing.[/p]
  • [p]Added a button that makes the navmap camera show an overhead flat view.[/p]
  • [p]Scornharbors. That’s all. Take careful note of whatever stations you find.[/p]
  • [p]All landable planets now have takeoff and landing cutscenes.[/p]
  • [p]Mister Maudlin's drinks are now physical items you'll have to actually down, complete with cutscenes of the subsequent knowledge, if you want to pass through gates.[/p]
  • [p]Player housing! You can now buy nine different houses around the galaxy and customize their interiors with new furnishings, services, etc.[/p]
  • [p]Added the ability to buy and acquire furniture, trophies, etc, throughout the galaxy.[/p]
  • [p]Added over 300 new furnishing pieces.[/p]
  • [p]You can now furnish and decorate all ship cockpits as well, using the same pieces and things you use for housing decorations.[/p]
  • [p]You can now apply ship paints and dyes to your cockpit, allowing you to recolor it as you’d like.[/p]
  • [p]Redid various graphics for the ruins in Grevid.[/p]
  • [p]Added many new traders to the Axle’s shops.[/p]
  • [p]Added a dedicated close button to the ship garage. You could always just, you know, have pressed the button of the ship you owned to exit things. This was really obvious. Don’t know why this is needed, but maybe I can’t relate because I actually try the options I’m presented with.[/p]
  • [p]You can now purchase trophies of world bosses you’ve defeated from a new NPC found in various locations. They like to travel.[/p]
  • [p]Added new nonviolent conflict resolution techniques to the Haywire Hulk. Here’s a hint: Talk your problems out first.[/p]
  • [p]Macrovari sculptures you’ve scanned in the Interests can be purchased as housing items from a vendor on Variom.[/p]
  • [p]Added bobbleheads. God dammit.[/p]
  • [p]Every faction now has a logo/insignia.[/p]
  • [p]Added over 30 decals, mostly logos for all factions. [/p]
  • [p]Capitalship wrecks can now drop new kinds of dyes (including the highly sought after hot pink, cyan, and teal) as well as decals associated with their original owning faction.[/p]
  • [p]Elite missions for factions can now reward cosmetics associated with that faction, including decals, furniture, and wearable items[/p]
  • [p]Many things in dungeons now drop new housing items.[/p]
  • [p]Added a new console command to unlock all vanity items.[/p]
  • [p]Added an art seller and an art smuggler to Pasceli and the Master’s Ball, respectively.[/p]
  • [p]Added a traveling trophy merchant who can sell unique housing items related to your achievements.[/p]
  • [p]Added over 150 new advertisements on billboards found throughout the galaxy.[/p]
  • [p]Added more dialogue to Mister Maudlin.[/p]
  • [p]Added new banner textures to relevant stations.[/p]
  • [p]Added the ability to add custom markers to a star system’s map and custom notes to a star system’s description. There’s a new key for this, which by default is G.[/p]
  • [p]The Axle now has signs showing which doors lead where.[/p]
  • [p]Added various ambient NPCs to various stations, with priority on stations that had quests taking place there.[/p]
  • [p]Added various spaceships and detailing aspects to various stations, with priority on stations that had quests taking place there.[/p]
  • [p]Added full detailing to the Peerless Casino.[/p]
  • [p]Added full detailing to the Matta Platform starchasing center.[/p]
  • [p]Added full detailing to Pridlaneura Yards.[/p]
  • [p]Added even more NPCs to talk to.[/p]
  • [p]Kardoz’s personal journal is now fully in. He’s got a lot of thoughts during the main campaign. [/p]
[p][/p][p][/p][h2]CHANGES AND REBALANCES[/h2]
  • [p]Redid some lighting and graphical issues aboard Lorne.[/p]
  • [p]Redid some outfits for characters aboard the Matta Platform. [/p]
  • [p]Significantly buffed summoning items: Pods now last longer and track targets better.[/p]
  • [p]Changed several special crafting items to no longer take up any cargo space.[/p]
  • [p]Adjusted lighting on most stations.[/p]
  • [p]Adjusted the size of some navmap icons to prevent overlap.[/p]
  • [p]Remade various station detailing and fixed it.[/p]
  • [p]Added a delay of spawning hazards to fix issues with storm spawnage.[/p]
  • [p]The campaign now has characters being more emotive during on station dialogue.[/p]
  • [p]Bullet tracking now incorporates the range of a gun and takes that into account.[/p]
  • [p]Storms killed by the player now have a longer cooldown versus ones that were destroyed by the controller system.[/p]
  • [p]Added retroactive and auto-updating messages for certain new crafting recipes and game codex entries, to let you know if you’re acquired them or not.[/p]
  • [p]Changed some ship colors during Heist of the Year.[/p]
  • [p]The Uncleship is now properly haunted by the ghosts of dead uncles.[/p]
  • [p]Things that drop cosmetic or vanity items now have an extra filter, which will prevent you from getting duplicates.[/p]
  • [p]The space factory’s scannable item is no longer tied to its gem, so you can scan it even after you disable it.[/p]
  • [p]Hyperdrive effects no longer show up when in cockpit mode, for better visibility. [/p]
  • [p]Redid sounds on multiple stations to be more appropriate for certain areas.[/p]
  • [p]Buying vanity items from vendors will now remove those items from the vendor’s stock.[/p]
  • [p]Adjusted some internal following code to prevent bumpage and allow for smoother following for party members.[/p]
  • [p]Adjusted some of the graphics of the in-game codex and fixed some rendering errors.[/p]
[p][/p][h2]FIXES[/h2]
  • [p]Fixed issue where the ship was too close in some stations.[/p]
  • [p]Fixed issue during Tale of the Tick that could cause a player to be out of the proper ammo type.[/p]
  • [p]Fixed issue where final campaign mission would break if you loaded in too fast.[/p]
  • [p]Fixed issue where untranslated dialogue for the Portalmaker would cause all dialogue to become untranslated.[/p]
  • [p]Fixed issues where Anomaly Evaluation couldn’t be completed when other random missions were active.[/p]
  • [p]Fixed issue where collection missions taken from the same area wouldn’t allow for multiple completions.[/p]
  • [p]Fixed some mission description issues.[/p]
  • [p]Your former employees will no longer talk shit about you if you’re high enough level.[/p]
  • [p]Fixed some colliders during Off-Track.[/p]
  • [p]Fixed issue where the player could leave the Marching Star prematurely.[/p]
  • [p]Fixed some mission description errors.[/p]
  • [p]Fixed some rendering issues on the Marching Star.[/p]
  • [p]Fixed some rendering issues during Heist of the Year.[/p]
  • [p]Fixed some typos in party member dialogue.[/p]
  • [p]Fixed issue where missions that involved dropoffs via dialogue could fail.[/p]
  • [p]Fixed issue where assassination missions would cause you to go up against things that made no sense lorewise.[/p]
  • [p]Fixed issue where the show player button wouldn’t work on the navmap when on a station.[/p]
  • [p]Fixed issue where party member skill calculations were wrong and persisted on scene transitions for no reason.[/p]
  • [p]Fixed some bad materials on carpets on stations.[/p]
  • [p]Fixed duplicating animations on station NPCs.[/p]
  • [p]Fixed inaccessible Demendrere Pricemaster.[/p]
  • [p]Fixed issue where Deadstation 0’s stationmaster wasn’t an Us.[/p]
  • [p]Fixed some unmoving animated elements on some stations (as in they’re now animated where previously they were not).[/p]
  • [p]Fixed issue where moving between rooms in a base wouldn’t make the camera angles match properlike.[/p]
  • [p]Fixed various typos in quests and party member dialogue.[/p]
  • [p]Fixed issue where some Ast animations wouldn’t stop playing.[/p]
  • [p]Fixed issue where Washers in storms had the wrong icon.[/p]
  • [p]Fixed issue where cockpit mode could prevent beams from hitting you. Funny exploit, honestly.[/p]
  • [p]Fixed overflowing text in the Champion Fighter’s cockpit.[/p]
  • [p]Made Pyrona’s upgraded perk and damaging scanners more reliable.[/p]
  • [p]Fixed issue where some controls could be accessed while in a jump cutscene.[/p]
  • [p]Fixed issue with repeating events that shouldn’t be repeating.[/p]
  • [p]Fixed issue where the Sacrifice mission for the Washers wasn’t completing properly.[/p]
  • [p]Fixed issue where vanity items were sold for prices much lower than intended.[/p]
  • [p]Fixed overdraw issue in trader menus.[/p]
  • [p]Fixed some misnamed NPCs during quests.[/p]
  • [p]Fixed issue where data drops would give knowledge about inaccessible locations (such as unstable jumpholes or quest-only stations)[/p]
  • [p]Fixed some rendering issues on Planet Ijunus.[/p]
  • [p]Fixed some rendering issues in trade rooms and customization rooms while on stations due to directional lighting not being properly suppressed. [/p]
  • [p]Fixed issue where the Tyrant didn’t have a unique texture.[/p]
  • [p]Fixed text count overflow issues in the trade menu.[/p]
  • [p]Fixed issue where some smuggling missions and some repair missions shared items, causing strangeness.[/p]
  • [p]Fixed issue where the navmap wouldn’t properly display information about a star system.[/p]
  • [p]Fixed mismatched icons during several dialogue moments in the main campaign.[/p]
  • [p]Fixed tutorial keybinds not updating when your keybinds would update.[/p]
  • [p]Fixed some rendering issues during Campaign Mission #9.[/p]
  • [p]Fixed some floating NPCs on stations.[/p]
  • [p]Fixed some malfunctions with dynamos and rebalanced them slightly.[/p]
  • [p]Fixed issues where some places would spawn storms that shouldn’t spawn storms.[/p]
  • [p]Fixed cutoff issues in the character customization menu.[/p]
  • [p]Fixed issue where the quick select menu would stop working sometimes.
    [/p]
[p]And that's all for this update! It'll be a couple of weeks before I'm back at my computer, and we'll have some smaller updates between now and our FINAL milestone update, which is not only the 1.0 release but also includes voice acting, multiplayer, and all the goodies you've been begging for. Have one more cat for the road, and I'll see you soon![/p][p][/p][p] [/p]

Underspace: The Color Out In Space

[p]Hello starchasers! It's been a hot minute or two since we last talked, huh? What was it, April? April seems like it was years ago. I bet you've been starving for cat pics, huh? It's taken quite a bit to get this update out, seeing as these two damn things want my attention at all hours of the day.[/p][p][/p][p][/p][p]In between being forced to sit on the floor with these things, I've been hard at work on Underspace's next big milestone update, which is due to arrive soon. Originally this was meant to come with Intergalactic Architecture, but given just HOW MUCH is in this update it's taken quite a while, but we're finally gearing up for release at the end of the month. This next big milestone is called The Color Out In Space. And, appropriately, it is heavily themed around customization.[/p][p]I won't try to spoil every big thing that's coming, but this update will include a ton of new character clothing options, tons of new places to explore, tons of new detail in the world, tons of new ship customization options (such as decals, hood ornaments) and of course housing, housing decoration, cockpit decorating, and a ton of other stuff. The patch notes are almost four pages long so there's a lot.[/p][previewyoutube][/previewyoutube][p][/p][p]The Color Out In Space plans to launch June 26th, we've got a sale going on right now too. I'll see you then![/p]