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Patch notes: v0.6.132 (2022.11.23)

v0.6.132 (2022.11.23)
- [Balance] Automatically validate, adjust and correlate base market item prices
- [Balance] Adjust merchant ripoff levels
- [Balance] Adjust base price for multiple market items
- [Balance] Make certain items cost much more when you buy them compared to what you get if you sell them
- [Tech] Prevent autosave generating "_autosave_0_autosave_1" file names if an autosave file was loaded
- [Bug] Fix "TrainingSpeed" had no effect on training speed for modding
- [Bug] Fix edge case race condition happening in Pathfinding system when registering failed positions
- [Bug] Fix grounded beings could get stuck if they managed to get to the edge of the map
- [Bug] Add a workaround for mouse clicks not working after invoking steam overlay with Shift + TAB

Patch notes: v0.6.131 (2022.11.22)

v0.6.131 (2022.11.22)
- [Balance] Colonists with "Descontructing things" mental breakdown will never deconstruct floors
- [Tech] Add ML Booth "TrainingSpeed" configuration variable for creating faster ML Booths
- [Tech] Catch looping AI task related errors originating from mods and warn the player
- [Bug] Fix Breach Capsules are no longer shot at by directional turrets since v0.6.130

Patch notes: v0.6.130 (2022.11.21)

v0.6.130 (2022.11.21)
- [Balance] Mega Asteroid will be once per game event (only in Challenging difficulty)
- [Balance] When your ship is moving, Meteoroids, Asteroids, Storage Capsules and Stasis Pods will not follow your ship
- [Balance] Add a new game modifier that allows disabling selected story events
- [UI/UX] Load materials before checking skill levels on construction tasks, to prevent confusing skill check failures for "Hauling"
- [Bug] Fix Turrets would shoot at the location where Breach Capsule would land right after capsule spawns
- [Bug] Fix selecting landed storage capsules would display their former trajectories

Roadmap Voting Results (Round 1)

Hey Space Travelers!

Last week I published an interactive roadmap and asked you to vote on the features you wanted to see added first.

Everyone could cast one vote on a Category, and one vote for a specific Feature. There were over 1300 responses, and I believe this is definitely the way big decisions will be made in future. When time comes, I will ask for your votes again!

Here are the results of the Category votes:

[h2]Category Votes[/h2]


I am very excited that Space category got so many votes, because this is the direction I rooted for, and voted for myself! That doesn't mean other categories will be completely neglected, but I will put higher priority on the categories with more votes.

[h2]Feature Votes[/h2]


Since it aligns with Space category, Derelict Ships will be the next big thing I will shift my focus towards. I was frankly surprised about the demand for Auto Rebuild, and it will be a pretty difficult feature to implement, as it will require rewiring the internal plumbing a bit, but it will come!

I will also read through every single answer to "what bothers you the most" question, to get a feel of what can be done to improve your experience.

For those who missed the opportunity, don't get upset, there will be more voting rounds after the first Major Update.

Thank you all for voting!
spajus

Patch notes: v0.6.129 (2022.11.18)

v0.6.129 (2022.11.18)
- [UI/UX] Show unreachable events and warning icons for material piles that were repeatedly unreachable by flying workers
- [UI/UX] Add unreachable position diagnostics to Walking Difficulty overlay
- [Tech] Add a new workaround for Radeon nebula glitch
- [Bug] Fix remaining problems with auto processors (Grinder, Refinery) inability to find processable materials
- [Bug] Repeatedly unreachable material was attempted to be reached over and over by all workers
- [Bug] Fix humans would try to reach equipment that was in unsafe locations
- [Bug] Fix multiple instances of beings trying to go to locations where they clearly couldn't go
- [Bug] Fix Solar Panels would not produce any electricity right after the game was loaded