Week 21
This week I have worked on adding new weapons and fixing bugs, since the campaign is pretty much done. I just have to have the voice lines recorded and implemented.
There are now 48 ships, 47 weapons, 23 modules. Ship module slots range from 1 to 5 per ship, and weapon slots from 1 to 5 per ship. Someone can probably use that data to calculate all possible configurations

Weapons, modules & ships
Bugfixes
Thats it for this week. Next week I will probably do more similar fixes. I've also fixed most game breaking bugs so far, so thats good :)
There are now 48 ships, 47 weapons, 23 modules. Ship module slots range from 1 to 5 per ship, and weapon slots from 1 to 5 per ship. Someone can probably use that data to calculate all possible configurations

Weapons, modules & ships
- Fixed weapons not firing
- Fixed Lasershield
- Nerfed Gauss Cannon
- Nerfed Gauss Repeater
- Reduced harvester cost
- Nerfed refinery costs
- Made several defense buildings cheaper
- Fixed fish moving weirdly
- Added Gauss Shotcannon
- Added Plasma Shotcannon
- Reduced camera lag
- Changed Corvette tooltip
- Made Emperor ship cheaper
- Made Longback ship cheaper
- Added a Heavy Corvette
- Made the Heavy Frigate tankier
- Added the Dageria heavy ship (fast, cheap, fragile)
- Added light frigate
- Added Heat Sinks module
- Added Weapon Booster module
- Added the MissileDef cannon

Bugfixes
- Removed stealth icon bug
- Improved wave defense boss weaponry
- When you win or lose you will no longer automatically leave the game. Instead you will get a leave button.
- After win/lose your HUD / GUI will dissapear apart from the minimap
- 5 seconds after win/lose your win/lose message will dissapear and the Leave button will move to the bottom left
- Cinematic camera can now be used after losing
- All other options apart from building new things will stay available after losing
- All of the above basically boils down to that you can keep watching after losing
- Made weapon tester into a neutral building + camera smoothness is now different for cinematic cam and follow cam, and regular camera smoothness is more instant
- I've moved the check to see what units can jump elsewhere (excludes buildings and AI units). Then checks if the selected unit is a friendly or not. It makes a new list from this then uses that list to jump. That should exclude any errors caused by 'wrong units' being selected for jumps. This seems to have solved the jump issue.
- Transports now spawn more randomly
- Rewards for killing transports is now between 250 and 350 per destroyed transport in multiplayer and between 250 and 750 of each resource in singleplayer
- In BR now 3 transports spawn at random positions instead of 1, making it easier for players to get them
- Made transports easier to target
- Zabu beacons in multiplayer are now spread out more
- Battle royale jump cooldown is now 1/3 of regular jump time. I have also set the jump cooldown very low temporarily to test it
- Added check that unit must have more than 0 health before being allowed to jump
- Added an extra check that won't even send the network command to jump a unit if its health is lower than 0
- Made all blue and green projectiles less bright by setting the transperancy from 255 to 70. Also changed projectiles visual
- Tweaked recoil
- Fixed neutral transports needing to be dead to win in BR
- Testing neutral transports needing to be dead to win in BR fix (success)
- Added a check to see if unit references were still set when seeing if player should lose in br
- Noticed that when you win the win in br the win screen almost instantly dissapears. Just checked it, same goes for the lose screen. Has to do with screen sizes, fixing now.
- Increased time that the victory or lose message stays to 10 seconds
- Improved leavegame positioning
- transports in BR now give between 150 and 300 of each resource
- Repair stations in BR work again
- Decreased jump delay by 1 second (will take 3-4 seconds to jump now instead of 4-5)
- Fixed Reinforcement beacon (+ build speed increaser) from applying benefits to allies
- Removed 'music playing double' until it can be reproduced
- Might have fixed the population bug. Can't really test, almost impossible to reproduce. But I suspect its because the owner of the units of the ally that died were counted as friendly units, reducing your own population below 0. I've added an extra check that checks if those objects are owned by the local player to hopefully fix this issue
- Added the same check to populationCap
- Increased loot drop chance in all singleplayer game modes by 30%
- Added some checks that if selected units are null that they get removed from the selected units list in the formation helper. Might fix move issues
- Cleaned up shipyard death
- Repositioned leave button
- Increased height indicator display distance while placing buildings
- Changed height from "xx Meters" to "Height: xx"
Thats it for this week. Next week I will probably do more similar fixes. I've also fixed most game breaking bugs so far, so thats good :)