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November patch of pumpkins

Long time no bugfix! A collection of smaller issues has accumulated over time. This is a patch addressing most of the currently known issues:

- Crash: Mass Reactors used in combination with Energy-Driven Industry and some planet types could cause a "product list sync discarded exported product" crash. This should no longer happen.
- Campaign: A combination of using undo, saving and restoring at the exact worst time, and Jupiter being in retrograde would prevent the completion event from popping up for the Forebear Archive and Forebear Megastructure. The events should now show up consistently, and if you have a broken save where they failed to fire, reloading should fix it.
- Upgrade: Planets would fail to upgrade to successful if they only had one native export, but they had an unexportable resource such as science or happiness added through a tech or project. Only exportable resources should now count for the upgrade requirements.
- Terraforming: Changing planet types would sometimes change their radius, making slipways at the very limit of their range no longer reach. Terraforming a planet will no longer cause that, and all planet types are considered the same radius for the purpose of calculating slipways.
- UI: The "fold details" button on the scenario end screen used to show up even if there are no details to fold (like on the bankruptcy screen, for example).

This patch brings the version numbers up to "v1.3 (b1100)" on Windows and "v1.3 (b1101)" on Mac.

Sunday small patch

This is a small bugfix patch addressing the following issues:

- Campaign - Hard Truths: Losing a council member while having a tech upgrade that is both made available by them and also in some other way (like Infraspace available through Silthid Mass Lensing, but also through Slipstream Relay) would cause weird problems with the upgrade, including a way to trigger a crash. It should now behave reasonably.
- Endless: The "maximum achieved" stats in the Miscellaneous Stats tab weren't display correctly in some cases.

This patch brings the version numbers up to "v1.3 (b1092)" on Windows and "v1.3 (b1093)" on Mac.

Tuesday touch

This patch is a small batch of bugfixes targetting ranked and campaign:

- Ranked preview: When viewing a ranked run played by another person, their settings would "bleed through" for a second, causing weird effects during loading - including resolution changes and even crashes, in some cases. This should no longer happen. This fix should also help with other issues you might be having if you're sharing saves played on different machines.
- Campaign: Ghost in the Machine: Established planets would be so eager to help that they would redirect their income towards the reactivation effort even before they actually had anything to contribute. They should now restrain themselves until they reach "successful" and can actually help.
- Campaign: Through the Looking Glass: Xenostudies is now usable inside rifts, as an alternate vessel-based version. This was intended from the start, but the relevant modification was missing from the mission files.

After this round of fixes, the version numbers should be up to v1.3(b1086) on Windows and v1.3(b1087) on Mac.

Patch Notes (Jun 26 - July 9)

Today's patch is a tiny one, really fixing only one issue:

- Crash: In some circumstances, the inactive, experimental gamepad support code could wake up and cause a crash. Maybe as vengeance for being turned off. In any case, it should no longer be able to do that (at least not in that specific way).

The current version of the game after the batch is v1.3(b1083) on Windows and v1.3(b1084) on Mac.

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In addition to that, due to a weird quirk of the Steam interface that I can't really talk about, I've had to remove several of the previous patch note events. To ensure that no information gets lost, I'm including the patch notes for several previous patches in the last two weeks below.

[h2]Archived patch notes[/h2]

July 6, v1.3(b1080):

- Port in the Storm vs rewinding time: Rewinding time using a ruins event, then undoing this was a bit too much for the spacetime continuum in this mission, resulting in a crash. I applied additional duct tape to the continuum.
- Tutorial slowdown: Two in-game tutorials could exhibit a pretty heavy frame drop because *somebody* left debugging code in. I have reprimanded myself and the tutorials should now work normally.
- Campaign mission descriptions: Ingame text for the fargate, the vaults and the advanced pylons has been revised for more clarity (hopefully). Only in the English version for now until the next localization update.

July 3, v1.3(b1077):

- Machine Sentience/Cybernetic Bodies: An earlier fix to another problem broke the delicate seventyfold balance that is crucial to making these technologies work correctly. The balance should now be restored. If you were already experiencing problems with machine sentience/cybernetic bodies in a run, this patch unfortunately won't retroactively fix old saves - but the problems should no longer occur on new ones.
- Greener Pastures mission: Various problems caused by activating a terminal and then doing a deep undo many steps back should now be taken care of.
- Insecurity sector quirk: This quirk fell into the classic trap of activating again once it was already inactive, specifically with projects that were adding new needs (eg. Megastructures). This resulted in crashes when products that were already exported got removed. This should no longer happen, and the quirk will only look at "base needs" that are part of the planet's core industry.

July 2, v1.3(b1074):

- Project interaction: Megastructures and Elysium did not play along when built on the same planet, resulting in duplicate, unsatisfiable needs. They're now best buddies.
- Void Synthesizer vs Fargate Terminal: Void Synthesizers had a bunch of weird behaviors when connected to a fargate terminal in the "Greener pastures" mission, leading to crashes. These issues should now be resolved.
- Automation dependence quirk: the behavior of the quirk did not match its description, affecting structures as well as planets. It should no longer do so, and the description is more precise about what's going to happen.
- Campaign: The forebear archive and fargate terminals now have an option to return to them later after you trigger their completion event, instead of forcing you to go through with activating them.
- Isolated sector: "Borrowed" technology options that are duplicates of what you already have are now greyed out and disabled on the "copy techs" screen.

June 28, v1.3(b1065):

- Game summary screen: You can now fold the run details - especially useful with the ranked "peek at a run" feature, where the full run record can easily take half the screen
- Key shortcuts: the key shortcuts for the various "lenses" (the views enabled by the "eye" icon in the bottom right) are now rebindable to whatever you want

- Ranked: Sometimes, a previously downloaded run by the same player would be displayed instead of their current run.
- Campaign: A tooltip was visible when you moused over empty space, revealing spoilers about the campaign's third act.

June 27, v1.3(b1059):

- Vattori mission: Labs in rifts incorrectly started producing science even before researchers (vessels) were provided.
- Isolated sectors: Duplicate technologies would appear for two council races in the "copy techs" screen, causing issues. The random generator now ensures no duplication happens.
- Steam Deck: Fixed touchscreen errors appearing on the new Proton version.

June 26, v1.3(b1053):

- UI: Having a controller attached could still cause weird problems due to left-over experimental controller code in the game. This code should now be fully dormant and should no longer cause issues with controllers plugged in.
- Isolated sectors: Runs with this sector type should now have the "borrowable" technologies correctly randomized according to the sector seed. Before the fix, they were always the same for all runs.
- Ranked: A problem was fixed that would have prevented tomorrow's seed from working correctly.

Wednesday welding

This is another small bugfix patch, fixing the following issues:

- Port in the Storm vs rewinding time: Rewinding time using a ruins event, then undoing this was a bit too much for the spacetime continuum in this mission, resulting in a crash. I applied additional duct tape to the continuum.
- Tutorial slowdown: Two in-game tutorials could exhibit a pretty heavy frame drop because *somebody* left debugging code in. I have reprimanded myself and the tutorials should now work normally.
- Campaign mission descriptions: Ingame text for the fargate, the vaults and the advanced pylons has been revised for more clarity (hopefully). Only in the English version for now until the next localization update.

After these fixes, the version numbers should be up to v1.3(b1080) on Windows and v1.3(b1081) on Mac.