Patch 0.17.0 - Neat and tidy edition
Welcome pilots, the 0.17.0 update is here.
This latest update was intended to include the campaign's Chapter 4, which will be released in the next planned milestone release. With this features update out of the way I will be focussing on the story campaign. In an effort to get more content out of the space dock, new features will be limited to allowing progression through the campaign missions.
Patch Notes 0.17.0 Overview
Added
Changed
Fixed
This latest update was intended to include the campaign's Chapter 4, which will be released in the next planned milestone release. With this features update out of the way I will be focussing on the story campaign. In an effort to get more content out of the space dock, new features will be limited to allowing progression through the campaign missions.
Patch Notes 0.17.0 Overview
- New cruiser and battlecruiser ships available to fly in Skirmish, along with existing weapon variants for their slot sizes
- New and improved Multiple Launch Missiles (MLMS-CTAT, MLMS-POXY)
- Performance and visual improvements
- Lots of other additions, bug fixes and improvements
Added
- Missing descriptions for certain guns and turrets
- Reinforced Armour Plating module L and XL sizes
- Engine Optimiser XL modules
- Engine Tuning XL size modules
- Explosive Armour Protection XL size modules
- Frictionless Coils XL modules
- Kinetic Armour Protection XL modules
- Kinetic Damage Enhancer L and XL modules
- Magnetic Callibrations XL size modules
- Nanite Repair Optimisation XL size modules
- Thruster Optimiser XL size modules
- Thruster Tuning XL size modules
- XLarge Artillery Main Gun
- Large Artillery Main Gun
- Hardpoint and Launcher mounting sizes
- Battlecruiser for enemy military faction
- Cruiser for player military faction
- Mining Outpost model
- Science Vessel model (functions like all Transports)
- Rocket S, M, L and XL
- Multiple Launch Missiles (MLMS) S, M, L, XL sizes (replacing previous MLMS secondary weapon)
- Multiple Launch Missiles with Proximity detonator (MLMS-POXY) S size
- Added scripting logic for defining Wingleader/Wingmen behaviours
- Distinct debris for enemy faction transport
Changed
- Added MLMS-POXY/02 secondary weapon to player starting ship default loadout in the main campaign
- Reduced disk size requirements by using texture packing techniques (on going)
- Changed Autogun muzzle flare VFX
- Changed Autogun projectile VFX
- Changed Autocannon muzzle flare VFX
- Changed Autocannon projectile VFX
- Changed Artillery muzzle flare VFX
- Changed Artillery projectile VFX
- Changed Railgun muzzle flare VFX
- Primary weapons will target the center of a turret rather than the turret pivot point
- Engine Optimiser S, M and L size modules modifier, prestige and fitting cost values adjusted in line with rulest
- Engine Tuning L size modules modifier, prestige and cost values adjusted in line with ruleset
- Explosive Armour Protection L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
- Frictionless Coils S, M, L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
- Kinetic Armour Protection L modules modifier, prestige and fitting cost values adjusted in line with ruleset
- Magnetic Callibrations L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
- Nanite Repair Optimisation L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
- Thruster Optimiser L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
- Thruster Tuning L size modules modifier, prestige and fitting cost values adjusted in line with ruleset
- Allowed Substructures to be protected by the damageable layer of the parent on a per substructure basis
- Update the dying throes of all enemy faction ships
- Reduced number of particle explosions called for death explosions across all ships from prologue to campaign, by using fewer more appropriate sized particle explosions
- Blaster 4/8/16 direct and subsystem damage along with Fitting and Prestige costs
- Torpedo model and VFX
- Rocket model and VFX
- Multiple Launch Missiles model and VFX
- Improved raycasting times for AI actor collision avoidance checks
Fixed
- Medium and Large turrets now use correct size projectiles and muzzle flares for their sizes
- Null Reference error in Subsystem Repair
- When a substructure is destroyed any attached turrets are destroyed resulting in null reference exceptions
- Using the "Target turret under reticule" targets turrets which are offline and under repair and therefore invisible
- Engine subsystems will stop being repaired when 2 or more engine subsystems exist but at least 1 engine subsystem is attached to a substructure which has been destroyed
- Reinforced Armour Plating modules missing Thruster Max Velocity modifier
- Reinforced Armour Plating modules modifier values adjusted in line with ruleset
- Calculations for DPS and RPS for guns with multiple rounds per shot (Blaster & Burst Cannons)
- Turret highlights become disconnected from F2 Cruiser when targeted
- Explosion VFX on ships are included in the target highlight
- Sub-targeting turrets will use the wrong turret mesh for the highlight (and other weird highlight behaviour)
- When a ship is fitted with the Kinetic Damage Protection module and a substructure (i.e. Turret) takes direct damage, the damage feeds down to the ships hull even though if the ship has enough armour to absorb the full amount of damage
- Group spawning without a wing leader will clump spawn at same location (spawning inside each other)
- Equipment Screen: Equipped Turret slots arcs display issue
- Invalid Operation Exception when disabling an active AI Actor by script