System Polish (v0.6.11)
[p]Another update. This one includes a load of more requested features and some pretty critical bug fixes. If there are any issues, let me know and I’ll hotfix them over the weekend.[/p][p][/p][h2]Auto Special Icons[/h2][p]If you like your automated weapons and drones, this one is for you. They now show up on the ship bar like activatable weapons. You can’t actually activate them yourself, but they show when they’re activating, when they’re on cooldown, and how many of your drones are currently deployed. I’ve drawn a load of new icons for them as well![/p][p]
[/p][p][/p][h2]Assembler: Valid Modifiers List[/h2][p]If you’re confused about what modifiers can go on an item, you can now click the little question mark next to its name when replacing modifiers in the Assembler. This will bring up a new window that lists every possible modifier that can be transferred.[/p][p]
[/p][p]In addition to this, Engineer Relios will now give you a bit more explanation about how things work the first time you open each of the sections in the Assembler. Hopefully this will help new players better understand how it all works.[/p][p][/p][h2]Trader Improvements[/h2][p]You’ll now find slightly fewer traders in each sector. However, instead of selling a mix of item rarities, they now sell only rare items.[/p][p]
[/p][p][/p][h2]Enemy Tethers[/h2][p]In Skirmish and Warzone encounters, if you somehow attract the aggro of lots of enemies at once, you can now run away and they will give up the chase after a while. This should make these encounters a bit more forgiving if you’re getting overwhelmed.[/p][p]This does not apply to Species-XI invasions, Intercepts, Rescues, Elite encounters, or boss fights.[/p][p][/p][h2]Keystone Fix[/h2][p]I’m aware that Sector Keystones had vanished from the final sector gateways. This was an error on my part caused by renaming the final sector to ‘Sector 4 - Phase 1’, as the keystones were mapped by name. This issue should now be resolved in all existing saves.[/p][p][/p][h2]German Translation[/h2][p]Eganos, one of our Discord users, has been hard at work updating the German translations. If that’s your language, you should now find the game easier to understand.[/p][p][/p][h2]Sector 4 Progress[/h2][p]Work on Sector 4 and other features continues behind the scenes. Some screenshots are shown below![/p][p]![]()
[/p][h2]Roadmap Updated[/h2][p]Finally, I’ve updated the roadmap to include everything I’ve previously mentioned in passing, along with every concrete plan I’ve shared for the game before we leave Early Access.[/p][p]
[/p][p]You can view the roadmap in full either in-game or on our Discord. As it’s becoming clear that the content rollout is going to take some time, I’ve prioritized the addition of New Game+. This will appear as a popup at the end of the current content and will allow you to restart the story from Sector 1 with everything at a higher level. This should let players continue progressing without running out of challenging enemies.[/p][p]I expect New Game+ to arrive in the next update, so hopefully that won’t be too far away. Enjoy![/p][p][/p]
Patch Notes
[p][/p][h3]New Features / Content[/h3][p]• Added a new roadmap with more details on past updates and plans for Early Access.[/p][p]• Auto Special weapons now display on the ship bar, showing charges and cooldowns.[/p][p]• Players can now view a list of valid modifiers in the Assembler.[/p][p]• Enemies in Skirmish and Warzone encounters now abandon the chase if you flee too far away.[/p][p][/p][h3]Balance Changes[/h3][p]• Slightly reduced frequency of trader encounters across all sectors.[/p][p]• Traders now only stock rare items rather than a mix of rare and different.[/p][p]• Spiral Laser damage increased by 10%.[/p][p][/p][h3]Quality of Life / Accessibility[/h3][p]• Added new tutorial popups for Infected Seeds and Waypoints.[/p][p]• Added some dialog from Engineer Relios explaining the Assembler a bit more.[/p][p]• Added text animations throughout the game as text loads in.[/p][p]• Added a short delay to dismissing dialog popups to avoid missing them by mistake.[/p][p]• German translations updated.[/p][p][/p][h3]Bug Fixes[/h3][p]• Fixed Sector Keystones not appearing in the final sector gateway.[/p][p]• Physics bodies now correctly interpolate for smoother movement at higher frame rates.[/p][p]• Save code now attempts a manual delete and write operation if the replacement fails.[/p][p]• UI canvases now disable during scene transitions to avoid GridLayout errors.[/p][p]• Removed redundant placeholder text from some input elements in ship design.[/p][p]• Fixed an issue where the hyperdrive jump button in navigation would stop working.[/p][p]• Global modifier list now displays in a more logical order.[/p][p]• Fixed inconsistencies with some salvage and damage type names from different sources.[/p][p]• Drones no longer spawn from the initial ship during the tutorial cutscene.[/p][p]• Drones now correctly attribute aggro to their parent ship.[/p][p]• Fixed patch notes and credits panels opening at incorrect scroll positions.[/p][p]• Newly purchased items can now be dragged directly into occupied equipment slots.[/p][p]• Stackable items can now be purchased even if cargo space is full.[/p]