Update 23 released
[p]
[/p][p]After a phenomenal launch bringing 50,000 new players into the game, we've not taken our foot off the Metreon gas pedal!
[/p][p]As well as the usual round of fixes and smaller improvements, enjoy mass-configuration of fabricators and other equipment in seconds with marquee and double tap smart select. [/p][p]
New crew animations breathe life into your ship, deepening that 'contraption satisfaction' as your facility whirrs into action.[/p][p]
Fighter bays introduce a brand new combat dynamic and logistical tail. Build and deploy a massive wing of screaming unmanned hell cats to open a whole can of whoop-ass on any ships that dare defy you![/p][p][/p][p]Here's the Mark & Chris video showing all of the new features:[/p][h3][dynamiclink][/dynamiclink]
Full Change List[/h3][p][/p][p]Fighters[/p][p] - Fighters have been completely reworked and are now available to all ships without needing to edit saves.[/p][p] - New Equipment: Fighter Bays[/p][p] - Can be bought from the trade screen or produced at an assembly table[/p][p] - Can be placed inside your ship, occupying a 3x3 area.[/p][p] - 7x7 landing bay doors can be seen on the exterior of the ship, above where the equipment is placed.[/p][p] - Supply fighter bays with frames, motors, and a processor to produce a fighter.[/p][p] - If the fighter is destroyed in battle, a new one can be produced mid-battle.[/p][p] - Activate battle stations when a hostile is present in the system to launch the fighters from the bay.[/p][p] - Reworked Fighters:[/p][p] - Fighters need to be supplied with bullets and fuel at their fighter bay before they can launch.[/p][p] - Fighters will return to their bay when they run out of fuel or ammo or all hostiles have been eliminated.[/p][p] - Fighter toughness and damage has been increased.[/p][p] - Fighter turrets can penetrate armour, unlike gatling guns.[/p][p] - New tech tree branches to upgrade survivability and agility of fighters.[/p][p] - If a fighter is stranded from a bay it will explode some time after running out of fuel.[/p][p] - Any old designs will keep their fighters (if they have any) and will behave the same as previous versions. [/p][p] - New artwork[/p][p][/p][p]Drones:[/p][p] - In rare cases drones would pick themselves up, which, of course, cannot be allowed.[/p][p][/p][p]Shuttles:[/p][p] - Production Missions : shuttles will not collect from ships with no conscious crew.[/p][p] - Dead body, trade collection : shuttles will leave if there are no conscious crew.[/p][p][/p][p]Crew Animation:[/p][p] - New walk animations for all crew and civilians[/p][p] - Small bobbing animation added to any item being carried[/p][p] - Smoothed item drop-off and pickup to and from equipment (so you can see the item being loaded/unloaded)[/p][p] - Entities now slow down when close to their destination[/p][p] [/p][p]Translations:[/p][p] - Some hardcoded strings added to language files[/p][p] - Copy To Clipboard button in Translation Editor copies English to clipboard.[/p][p] - Japanese font updated to support new characters, and to be more readable in general.[/p][p] - Translations separated into manual and fallback files so that manual corrections will not be lost.[/p][p] - The Translation Editor improved to show fallback translation as well as previous versions of language strings.[/p][p] - Add vector font glyphs Italian, Polish, Portuguese, Swedish, Norwegian, Turkish.[/p][p] - New fonts for simplified and traditional Chinese, Japanese and Korean[/p][p] - New Danish translation (PCMS_DK)[/p][p] - Many updates, thanks to:[/p][p] Chinese (timercrack, Qionglu735), [/p][p] Dutch (Loosecannon1983), [/p][p] French (Resziak, Laurent SCOTTÉ, Bastien URBAIN, Vinoz),[/p][p] German (Flauschküken), [/p][p] Japanese (sakuyan#5658, raidhin, Kensuke Ichinohasama), [/p][p] Russian (skoniks), [/p][p] Spanish (astaroth198-gif, Snargleplax), [/p][p] Swedish (Malkolmi, Svish), [/p][p] Turkish (drokian, The Suxe)[/p][p] If you contributed a change and we didn't credit you, please write us so that we credit you in the next release.[/p][p][/p][p]Equipment Multiselect:[/p][p] - Allow to multiselect factory equipment and setting the recipe for the entier selection (cannot have different types of equipment in selection)[/p][p] - LMB/RMB: select a single equipment[/p][p] - SHIFT + LMB/RMB: to add or an equipment to selection[/p][p] - LMB x2: select all nearby equipment[/p][p] - LMB Drag: select all equipment in drag (type is decided by majority)[/p][p] - Shift + LMB Drag: select all equipment in drag matching existing selection type[/p][p][/p][p]SMALL CHANGES[/p][p] - Added option to adjust camera pan speed[/p][p] - Added option to adjust character text speed during missions[/p][p] - Small warning will appear in tactical mode when trying to dock without thrusters[/p][p] - Ships rescued in distress calls can be seen inside before deciding to add them to the fleet or take cash reward[/p][p] - When selecting item type in the equipment UI panel, focus the search box to allow keyboard input. [/p][p] - Better layout for Equipment panel type selection.[/p][p] - Improvements to ship editor layout[/p][p] - Moved "Orders" window to be above the button and made a little wider[/p][p] - When drawing walls in the editor, move objects under the wall to a free space. Prevent drawing walls over equipment.[/p][p] - Software Mouse option to allow mouse cursor to be rendered by the game, useful in case of issues with disappearing hardware cursor.[/p][p] - Render atmosphere level of rooms with a hull breach and auto close vents of connected doors. Remove open/close vents orders.[/p][p] - Add "Open game folder" button to "Other" section in settings. The opened folder contains your saves, ships, etc. (but not cloud saves)[/p][p] - Remove unsold stock from being included in stargate progress bar[/p][p] - Crackable asteroids have their remaining health shown underneath them[/p][p] - Reorganised settings menu for improved layout and readability[/p][p] - Add tooltip for auto trade options triangle toggle[/p][p] - The "Drone Assembly" technology is no longer needed to fabricate processors[/p][p][/p][p]BUG FIXES:[/p][p] - Fix "BeginCall" appearing in mission summary when destroying all hostiles in a distress call mission[/p][p] - Fix "Any Equipment" and "Any Cargo" text not fitting in their buttons in the storage window[/p][p] - Fix Interstellar Logistics Buy/Sell orders interfering with shopping basket in the trade window.[/p][p] - Fix cost overlap in editor[/p][p] - Fix \[PASSED] and \[FAILED] overlap in contract requirements[/p][p] - Fix jumpgate information sometimes not saving[/p][p] - Fix meteor storms spawning in fortress systems[/p][p] - Fix many drone related issues, particularly when leaving them behind in an FTL jump[/p][p][/p][p] - #520: You can get stuck at a jump gate that's damaged and not be able to repair it.[/p][p] - #643: It is possible to lose ships when sector jumping in FreeRoam mode.[/p][p] - #681: Ships getting stuck docked together during interstellar logistics[/p][p] - #668: Keybindings sometimes display incorrectly in the settings menu[/p][p] - #687: Trouble with Tiddlets Part 1 - Artemis ship crew can run out of fuel and no longer dock with player[/p][p] - #717: Survival fleet can still get separated[/p][p] - #710: Robot arm is picking from a spot it should not be able to reach[/p][p][/p]
[/p][p]As well as the usual round of fixes and smaller improvements, enjoy mass-configuration of fabricators and other equipment in seconds with marquee and double tap smart select. [/p][p]
New crew animations breathe life into your ship, deepening that 'contraption satisfaction' as your facility whirrs into action.[/p][p]
Fighter bays introduce a brand new combat dynamic and logistical tail. Build and deploy a massive wing of screaming unmanned hell cats to open a whole can of whoop-ass on any ships that dare defy you![/p][p][/p][p]Here's the Mark & Chris video showing all of the new features:[/p][h3][dynamiclink][/dynamiclink]
Full Change List[/h3][p][/p][p]Fighters[/p][p] - Fighters have been completely reworked and are now available to all ships without needing to edit saves.[/p][p] - New Equipment: Fighter Bays[/p][p] - Can be bought from the trade screen or produced at an assembly table[/p][p] - Can be placed inside your ship, occupying a 3x3 area.[/p][p] - 7x7 landing bay doors can be seen on the exterior of the ship, above where the equipment is placed.[/p][p] - Supply fighter bays with frames, motors, and a processor to produce a fighter.[/p][p] - If the fighter is destroyed in battle, a new one can be produced mid-battle.[/p][p] - Activate battle stations when a hostile is present in the system to launch the fighters from the bay.[/p][p] - Reworked Fighters:[/p][p] - Fighters need to be supplied with bullets and fuel at their fighter bay before they can launch.[/p][p] - Fighters will return to their bay when they run out of fuel or ammo or all hostiles have been eliminated.[/p][p] - Fighter toughness and damage has been increased.[/p][p] - Fighter turrets can penetrate armour, unlike gatling guns.[/p][p] - New tech tree branches to upgrade survivability and agility of fighters.[/p][p] - If a fighter is stranded from a bay it will explode some time after running out of fuel.[/p][p] - Any old designs will keep their fighters (if they have any) and will behave the same as previous versions. [/p][p] - New artwork[/p][p][/p][p]Drones:[/p][p] - In rare cases drones would pick themselves up, which, of course, cannot be allowed.[/p][p][/p][p]Shuttles:[/p][p] - Production Missions : shuttles will not collect from ships with no conscious crew.[/p][p] - Dead body, trade collection : shuttles will leave if there are no conscious crew.[/p][p][/p][p]Crew Animation:[/p][p] - New walk animations for all crew and civilians[/p][p] - Small bobbing animation added to any item being carried[/p][p] - Smoothed item drop-off and pickup to and from equipment (so you can see the item being loaded/unloaded)[/p][p] - Entities now slow down when close to their destination[/p][p] [/p][p]Translations:[/p][p] - Some hardcoded strings added to language files[/p][p] - Copy To Clipboard button in Translation Editor copies English to clipboard.[/p][p] - Japanese font updated to support new characters, and to be more readable in general.[/p][p] - Translations separated into manual and fallback files so that manual corrections will not be lost.[/p][p] - The Translation Editor improved to show fallback translation as well as previous versions of language strings.[/p][p] - Add vector font glyphs Italian, Polish, Portuguese, Swedish, Norwegian, Turkish.[/p][p] - New fonts for simplified and traditional Chinese, Japanese and Korean[/p][p] - New Danish translation (PCMS_DK)[/p][p] - Many updates, thanks to:[/p][p] Chinese (timercrack, Qionglu735), [/p][p] Dutch (Loosecannon1983), [/p][p] French (Resziak, Laurent SCOTTÉ, Bastien URBAIN, Vinoz),[/p][p] German (Flauschküken), [/p][p] Japanese (sakuyan#5658, raidhin, Kensuke Ichinohasama), [/p][p] Russian (skoniks), [/p][p] Spanish (astaroth198-gif, Snargleplax), [/p][p] Swedish (Malkolmi, Svish), [/p][p] Turkish (drokian, The Suxe)[/p][p] If you contributed a change and we didn't credit you, please write us so that we credit you in the next release.[/p][p][/p][p]Equipment Multiselect:[/p][p] - Allow to multiselect factory equipment and setting the recipe for the entier selection (cannot have different types of equipment in selection)[/p][p] - LMB/RMB: select a single equipment[/p][p] - SHIFT + LMB/RMB: to add or an equipment to selection[/p][p] - LMB x2: select all nearby equipment[/p][p] - LMB Drag: select all equipment in drag (type is decided by majority)[/p][p] - Shift + LMB Drag: select all equipment in drag matching existing selection type[/p][p][/p][p]SMALL CHANGES[/p][p] - Added option to adjust camera pan speed[/p][p] - Added option to adjust character text speed during missions[/p][p] - Small warning will appear in tactical mode when trying to dock without thrusters[/p][p] - Ships rescued in distress calls can be seen inside before deciding to add them to the fleet or take cash reward[/p][p] - When selecting item type in the equipment UI panel, focus the search box to allow keyboard input. [/p][p] - Better layout for Equipment panel type selection.[/p][p] - Improvements to ship editor layout[/p][p] - Moved "Orders" window to be above the button and made a little wider[/p][p] - When drawing walls in the editor, move objects under the wall to a free space. Prevent drawing walls over equipment.[/p][p] - Software Mouse option to allow mouse cursor to be rendered by the game, useful in case of issues with disappearing hardware cursor.[/p][p] - Render atmosphere level of rooms with a hull breach and auto close vents of connected doors. Remove open/close vents orders.[/p][p] - Add "Open game folder" button to "Other" section in settings. The opened folder contains your saves, ships, etc. (but not cloud saves)[/p][p] - Remove unsold stock from being included in stargate progress bar[/p][p] - Crackable asteroids have their remaining health shown underneath them[/p][p] - Reorganised settings menu for improved layout and readability[/p][p] - Add tooltip for auto trade options triangle toggle[/p][p] - The "Drone Assembly" technology is no longer needed to fabricate processors[/p][p][/p][p]BUG FIXES:[/p][p] - Fix "BeginCall" appearing in mission summary when destroying all hostiles in a distress call mission[/p][p] - Fix "Any Equipment" and "Any Cargo" text not fitting in their buttons in the storage window[/p][p] - Fix Interstellar Logistics Buy/Sell orders interfering with shopping basket in the trade window.[/p][p] - Fix cost overlap in editor[/p][p] - Fix \[PASSED] and \[FAILED] overlap in contract requirements[/p][p] - Fix jumpgate information sometimes not saving[/p][p] - Fix meteor storms spawning in fortress systems[/p][p] - Fix many drone related issues, particularly when leaving them behind in an FTL jump[/p][p][/p][p] - #520: You can get stuck at a jump gate that's damaged and not be able to repair it.[/p][p] - #643: It is possible to lose ships when sector jumping in FreeRoam mode.[/p][p] - #681: Ships getting stuck docked together during interstellar logistics[/p][p] - #668: Keybindings sometimes display incorrectly in the settings menu[/p][p] - #687: Trouble with Tiddlets Part 1 - Artemis ship crew can run out of fuel and no longer dock with player[/p][p] - #717: Survival fleet can still get separated[/p][p] - #710: Robot arm is picking from a spot it should not be able to reach[/p][p][/p]