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Deep Space Outpost News

Scrap Field Addition - v0.6.0.9


You may now find scrap fields around the play area. Scrap will be generated in these areas, so your worker robots set to haul will collect any if you have available salvage depots. Better yet would be to build close by and use tractor beams to automate collection.

Due to these new scrap fields, i have also updated the no build indictor to include these, as well as asteroids and derelicts. There was also a little flaw with build detection, where you were restricted from building where it looked like you could. So you should now be able to build much closer to space items.

Full patch notes
  • Scrap fields added that generate scrap.
  • Scrap fields, asteroids and derelicts added to no build indicator.
  • Improve: Pirate laser damage add smoke to target.
  • Fix: Formatting of some help text when French/Spanish.
  • Fix: Simplify build ok test, use non rotated rectangle for asteroids/derelicts.
  • Fix: Set time to normal if double, only if new high alert message (o2/fire/power/breach).
  • Fix: Disallow airlock/door placement next to a docking connector.

Pirate Boarding Addition - v0.6.0.6

Pirate ships that dock with your station may now also attempt a pirate raid. Pirates will try and break through your airlocks, board your station and attack items. Don't worry though, your crew with fight them, just make sure you have enough workers to fend them off!

Combat is an emergency job so make sure you have enough crew set to do those tasks, at least when pirate ships appear. Make sure you have droid maintenance to repair any combat damage, plus crew quarters if your human workers actually take health damage. You can see damage, with new health bars that appear above crew and pirates during combat.

Patch notes:-

  • Pirate ships can now spawn pirate raiders.
  • Pirates will attempt to attack your station items and crew.
  • Crew will attack pirates as part of the emergency job type.
  • Any visitors will return to their ships when pirates attack.
  • Health bar addition to characters in combat.
  • Pirate raid numbers added to game stats.
  • Improve: Game will drop to normal speed if running at x2 speed and high alert message occurs (Can be disabled in gameplay options).
  • Improve: Human jobs now cancelled en route if item no longer exists (sleep/eat/heal/recreation).
  • Fix: Worker cancelling a repair job due to emergency failed if position was next to repair.


Nick

Pirate Boarding - v0.6.0.2 Beta

Hi Folks,

I've added pirate boarding to the game, but have added this as a beta release currently as I need to do a bit more balancing and testing. If you want to check it out you can enable the beta by clicking the games properties in your steam library and selecting the beta tab, and selecting beta in the beta participation dropdown.

For more info on pirate boarding, visit the beta discussion.

Cheers,
Nick

Pirate Ship Improvements - v0.5.0.116

Hi folks,

Just a small update with a few improvements to pirate ship behaviour. You may know i'm currently busy adding pirate boarding addition to the game, so this means some changes to pirate ships. I have improved a few things here, so thought i'd get these changes out to you now, rather than wait for the next big update. Also, as it includes some fixes that are better to get out asap.

Patch notes:-

  • Improve: Pirate ship stealing now starts when tether attached to station.
  • Improve: Pirate ship tether now retracts on depart.
  • Improve: Pirate ship steal amounts/time adjustments.
  • Improve: Missiles - smooth turn/acceleration, and target higher risk threats.
  • Fix: Trader/pirate airlock movement block incorrect when up orientation.
  • Fix: Auto message delete per instance.


Nick

Production Balancing - v0.5.0.114


Main change with this little update is the efficiency modifiers with production items (refinery/armoury/farm/electrolyser). Previously when low O2, output was lowered but input remained the same. This isn't what is wanted, what would make more sense is that production is slowed, so input is now reduced along with output (not altering the chemistry!).

Few other little fixes, noted below:-

  • Improve: O2 efficiency modifier on production applied to input as well as output.
  • Fix: Trader always had 3 visitors, should be random.
  • Fix: Ship comms, disembark button could be clicked even if it appeared disabled.