Update 6: Progress Report
Hey everyone! With the autumn sale underway we wanted to make sure everyone is up to speed with the community forums. Update 6 is almost ready to go, let's take a look at what's already in the beta branch:
Here's the roadmap moving forward:
As always thanks for your support and we'll see you in the forums!
- New Targeting/Lockon System: Targets in the center of the screen are now automatically selected (box reticle), you can still use the target button to lock your current target (circle reticle) or long press to target lock the nearest preferred enemy for your current ship.
- New Turret Aiming System: We replaced the old world space reticles with a single center screen aim point. Your turrets will set their range to the distance of your current target so you can focus on blasting.
- Improved accuracy of AI turrets and target leading HUD when using autocannon weapons.
- New options and menu fixes: Fixed a number of gameplay sliders resetting when quitting the menu, added sensitivity options and relative mouse settings.
- Added Anti-Aliasing mode options to video settings.
- Added permanent world space tags to make defending Refinery's easier.
- Formatted lobby UI to be easier to read and prevent clipping in ultrawide.
- A bunch of smaller gameplay fixes.
- Added 'fire until empty' value to beam weapon modding.
Here's the roadmap moving forward:
- Update 6 should be ready in the next week or two, we're still working on a few bugs and a new carrier dedicated to providing repair ships.
- The current number of locations in the internal build is up to 24, so we're ready to start implementing infinite survival mode in Update 7 which will also be expanding the NPC roster and mission content. Right now we're shooting for late December.
- We're looking at replacing the refinery donate system with a fleet level up system. Earning money for the fleet would level up the Mothership, each level would provide a refinery, carrier, or other bonus that would respawn if destroyed.
- We've been working on a new flight system for fighters and an in HUD radar in the beta branch but both still have significant issues to work out. Depending on how these two wildcards shake out we may shuffle the update schedule around but both of these are important features we want to finish before we leave Early Access next year.
As always thanks for your support and we'll see you in the forums!