Kepler 17311 Update
Since Kepler was promoted to default, I've updated the opt-in beta branch twice with a number of fixes and changes. Several dozen brave commanders have put enough time on these builds that I feel they're ready for the main branch.
Kepler 17311 Changes/Fixes:
In addition to those changes, there's now a preliminary "difficulty" setting that doesn't have a UI yet.
To change difficulty, open up the developer console with F11. Then enter SetDifficult(x) where x is a positive or negative number. Negative numbers make the game easier than default, positive numbers make it harder. The scale is exponential, so start with small numbers (e.g., +/- 0.5 or 1.0).
Difficulty is application-wide, rather than per save.
Kepler 17311 Changes/Fixes:
- If a player fighter drone is too far from ship, will be instantly recalled, allowing player to use fast travel without waiting for fighters
- Text scaling in Options
- Option to change default map zoom behavior
- Map "highlight investigate" now also draws attention to any unscanned or unsurveyed planets (a somewhat common cause of players getting stuck is players failing to notice a planet that was detected but never scanned)
- Changes to gamepad controls
- Change to the behavior of the gravity gun
- If Lost Goryr is not found within a few minutes of spawning, location will be revealed by crew.
- Minor new anomalies, off-path content
- Minor mission fixes, adjustments
- Shields and battlestation charges persist across saves (but not Havok, yet)
- Reduced the crew repair effect for large crews
- UI tips in map view
- Fixed missing "The End" achievement
- Removed unused resource (Metallic He) from display lists
- Minor optimizations
- Fixed null reference error
- Various minor bugs, typo fixes
In addition to those changes, there's now a preliminary "difficulty" setting that doesn't have a UI yet.
To change difficulty, open up the developer console with F11. Then enter SetDifficult(x) where x is a positive or negative number. Negative numbers make the game easier than default, positive numbers make it harder. The scale is exponential, so start with small numbers (e.g., +/- 0.5 or 1.0).
Difficulty is application-wide, rather than per save.