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PULSAR: Lost Colony News

Beta 29.2 Release Notes

Hey everyone!

Beta 29.2 is now available. It’s mainly focused on bug fixes based on your reports!

Changes
- Game can show controls for more turret actions like firing missiles or activating the pulse laser
- Signal Jammer Beacons no longer stack to reduce EM detection below 50%
- Maximum number of AI overrides per priority raised to 15 (from 10)
- Syber’s Threat program updated to add turret charge speed instead of turret damage
- Thumbnails in the Customize Appearance menu no longer show model with additional rotation
- Join game menu now shows the current region and number of crews found in total
- Increased the respawn time of some rat creatures on one of the cave planets

Fixes
- Saved AI data could sometimes be outdated without the game notifying the player
- Some game menus were smaller than intended, should be fixed now
- Starmap camera in saves sometimes wouldn’t let you select sectors on the edge of the galaxy
- Fixed various internal errors reported by analytics
- Certain ships could spawn Neutral drones which have been replaced with Bandit drones
- In new galaxies The Estate now does additional checks to ensure it has sectors within warp range
- Updated power test for the Engineer in The Academy to take into account new changes
- EngBot a little better at managing power while cloaked (requires a reset of AI priorities)
- Scrap icon for the hull repair system on the Interceptor can no longer be seen through walls
- The scanner should no longer pick up certain long range dialogue actors as NPCs on planets
- Ships and beacons should no longer spawn inside of asteroids
- Syber’s Threat program’s effect should now apply properly and show as blue when active on the computer screen
- Fixed some ammo-based pistols that wouldn’t properly fire their last shot
- Added message to inform the player if the game can’t write the bindings file to disk
- Updates to resource and memory management to prevent crashes in certain situations
- Ship cargo could sometimes not sync their positions correctly initially

Thanks for your reports and feedback!

Best,
The Leafy Games Team

Beta 29.1 Release Notes

Hey everyone!

Beta 29.1 is now available! It is focused on bug fixes with some changes to missiles and AI priorities in saved games

Changes
- Load game menu now provides an option to reset the AI priorities and automatically enables it if newer defaults are detected
- Missile tooltips now show more info
- Missiles now increase their damage when upgraded
- Error message should now appear when a player attempts to join a Secured game without being logged into Steam
- Processor Shop now includes Overcharge Processors (may require new galaxy)

Fixes
- Fixed High Roller Fragment bug related to coolant refill causing broken coolant screen / incorrect refills
- High Roller Fragment notification now shows actual coolant refill amount (15%) rather than (25%)
- Fixed Commander Fragment issue with upgraded hulls not repairing correctly
- Fixed issue with internal virus components being dropped on ship destruction
- Fixed issue with shopkeepers and stores that could cause de-sync and other problems
- Fixed issue with black hole sectors that caused performance issues and collision issues with asteroids
- Fixed issue with High Rollers if ship warped while a player was playing Liar’s Dice
- Fixed some small internal errors reported by the analytics system

Thanks for your reports and feedback!

Best,
The Leafy Games Team

Beta 29 Release Notes

[previewyoutube][/previewyoutube]

Hey everyone!

Beta 29 is out now! This might be one of the biggest updates we’ve done yet! This update focuses on a few big additions as well as several balance passes and quality of life features.

Lost Colony Data Fragments have been added to the game. These are required to get to the Lost Colony and can be gained through numerous ways. While the Lost Colony isn’t in the game yet, data fragments are the last feature we needed to add in order to introduce the Lost Colony content in an upcoming update. Many of the fragments grant passive effects to your ship, which we think add a nice bonus to acquiring them.

Two new places to acquire Lost Colony data fragments are the Auction found on the Spiderbarge in the Burrow, and the Highrollers Station which will contact crews and invite them to play Liar’s Dice at an exclusive station.

In order to add more variety to space combat, sectors now have a chance of including a “beacon”. These beacons create sector-wide modifiers to ship systems, and can either help or harm your ship. Some of the effects include thrust boosting, damage increases, armor increases and many others. Keep in mind that other ships also have these bonuses, and it’s possible to target and destroy these beacons if necessary (with no rep loss to do so).

This update also includes some big changes to Crew AI. AI can now charge programs, patrol sectors, and even launch nuclear devices! These effects don’t just apply to your crew, but enemy crews as well. The default AI priorities and behaviors have been greatly improved and updated. A few new additions include the Pibot being able to fly into Long Range Warp Stations, and the Engbot automatically lowering the shields when the Pibot enters a repair depot.

With the changes to crew AI, this means that enemy ships can launch nukes if they own them and are desperate enough. In order to help you manage this, the Scientist can now see if there is a nuke on board their ship through the sensor screen, and the Weapons Specialist now has a pulse laser affixed to many of the main turrets. This pulse laser can fire rapidly, allowing them to deal pinpoint damage to nukes and missiles.

We’ve also worked on new sector types including asteroid fields and faction battles. Faction battles are in-progress fights between a small number of ships and/or drones that can be approached in many different ways. Asteroid fields are cluttered with asteroids of various sizes requiring pilots to pay close attention to their surroundings to defeat enemy ships. Asteroids across the galaxy have also been updated with a new sharper look.

Ship combat has been tweaked to look and feel more impactful with new effects like hull debris flying off the ship and sparks flying on the bridge. Enemy ships are now more capable in ship combat, they are now able to warp out of difficult fights and call for backup with a distress signal. Ships can now also warp-in to provide backup to an enemy during a fight including both drones and powerful crewed ships!



Additions
- New Sector: Asteroid Field
- New Sector: Faction Battle - Neutral / CU
- New Sector: Faction Battle - CU / Infected
- New Sector: Faction Battle - Neutral / WD
- New Sector: Faction Battle - WD / Infected
- New Beacon: Sniper - Fires at enemy ships from range
- New Beacon: Warp Disable - Disables activation of warp drives
- New Beacon: Shield Boosting - Boosts shield recharge rate
- New Beacon: Power Boosting - Boosts reactor power
- New Beacon: Boarding Drones - Sends boarding drones to ships with disabled quantum shields
- New Beacon: Block Comms - Blocks Long Range Comms (no rep loss, no flagged condition for stealing ships)
- New Beacon: Energy Damage Boost - Boosts damage output of energy based turrets
- New Beacon: Corruption - Broadcasts the corruption virus
- New Beacon: Disable Cloak - Prevents and disables cloaking technology from working
- New Beacon: Program Recharger - Recharges more program slots during manual program charging
- New Beacon: Fire Spread - Increases the spread and growth of fires aboard ships
- New Beacon: Overcharge - All ships and beacons will accumulate overcharge when near one another
- New Beacon: Random Component Effect - Boosts the efficiency of a random ship component per ship
- New Beacon: Armor Reduction - Reduces effectiveness of armor for all ships
- New Beacon: Physical Damage Boost - Boosts the damage output of physical turrets
- New Beacon: Warp Range Booster - Boosts the range of your ship’s warp drive
- New Fragment: Auction fragment - Grants special deals in general store
- New Fragment: AOG fragment - Your current ship clears its flagged status each jump
- New Fragment: CU fragment - +50% max shield integrity, +15% warp range
- New Fragment: Liar’s Dice fragment - Random bonus each jump (+50 credits, +25% coolant, +1 processed scrap)
- New Fragment: Fluffy Biscuit Fragment - 2x food supply, 2x credits from sales
- New Fragment: W.D. Fragment - 15% tracker missile refill each jump
- New Fragment: Racing Fragment - 30% thrust increase
- New Fragment: Sector Commander Fragment - 5% hull repair each jump
- New Fragment: Sylvassi Fragment - 2 additional program slots
- Faction Battles: New sector types at the frontlines of competing factions
- Enemy ships have functional distress signals and can receive backup
- Some enemy ships can now warp out
- Most mega turrets now have a fast-firing pulse laser
- New Ship HUD Elements for distress signals, warp drive charging, and ship system damage.
- Sparks can fly from lights in the ship when taking damage or while at low hull
- Hull damage can cause some hull bits to fly off into space
- Ships emit some smoke and sparks occasionally when hull is low
- Lifeform Scan
- Radiation Alarm
- New Processor - Overcharge Processor - Creates overcharge based on incoming energy damage
- Added more dialog to hailing crewed ships; some options include hints for finding Lost Colony data fragments
- New UI Element: a colored line appears above the ship info HUD in the upper right corner of the screen, If this line is there, then the ship’s Quantum Shields are online and boarding is prevented.

AI
- Crew AI Priority menus have been tweaked. The Top priorities section now includes the current top behaviors from both Main and Class specific priorities, this should hopefully give a better idea about what priorities are currently important to that particular crew AI.
- New crew AI ability: Manual Program Recharge
- New crew AI ability: Launch Nuclear Device
- New pilot AI ability: Use Warp Station
- New pilot AI ability: Patrol - Fly to random points in the sector
- New engineer AI ability: Lower Shields
- New engineer AI ability: Shutdown Ship
- New engineer AI ability: Eject Reactor Core
- New engineer AI ability: Overclock
- New scientist AI ability: Sensor Sweep
- Scientist AI ability fixed: Search for Ships
- New AI priority override: Healing item is equipped
- New AI priority override: Healable crewmate is nearby
- New AI priority override: Fuel capsules on ship is > X
- New AI priority override: Unfilled program charges on ship is > X
- New AI priority override: Current ship has a nuclear device installed
- New AI priority override: Active Long Range Warp Station in sector
- New AI priority override: Target ship's combat level > X% of ours
- New AI priority override: Captain is sitting in the Captain's Chair
- New AI priority override: Reactor stability is > X%
- New AI priority override: Ship has been out of warp > X seconds
- New AI priority override: Ship has been in warp > X seconds
- New AI priority override: Target ship's warp drive is > X% charged
- New AI priority override: Target ship's distress signal is active
- New AI priority override: Nuke path is clear
- New AI priority override: Ship is inside a repair depot
- New AI priority override: Captain is onboard a ship
- New AI priority override: Target ship's hull > X% of ours
- New AI priority override: Last time doing this priority > X sec ago
- New AI priority override: Target ship's armor > X% of ours
- New AI priority override: Target ship's shields > X% of ours
- New AI priority override: Time since manual program recharge > X sec
- New AI priority override: Reactor is currently overclocked
- New AI priority override: Reactor core safety is enabled
- New AI priority override: Target ship can currently be detected
- New AI priority override: Quantum shields are online
- New AI priority override: Overcharge > X%
- New AI priority override: Reactor core is in meltdown
- New AI priority override: Ship does have a Reactor equipped
- New AI priority override: Reactor core was recently ejected
- Crew AI will stay in place longer when responding to Close To Captain order
- Scibot is a bit smarter about running programs
- Engbot is smarter about leaving their station, they will reduce usage and coolant flow so the ship is less likely to overheat or waste coolant while they are away.
- Engbot can now use the Aux Reactor. A priority of (1) will signify that.
- Custom Events menu has been improved to be more space efficient (tabs)
-The Custom Event “Repair Depot Nearby” is now a sector-wide check instead of distance based
- AI will now generally move slower, and also ramp up speed when starting to move from a standing position


Changes
- UI - Tab menu now has a spot to display any currently held Lost Colony data fragments and their descriptions / effects.
- UI - Tab menu has been tweaked and the crew reputation section has been slightly reworked.
- Starmap now starts with fewer sectors (around 1700). This helps with the problem of mission sectors being labeled (2001, 2002, etc)
- General stores now sell higher level ship components based on chaos level
- WD ships have increased the number of missile slots from 2 to 3.
- Tweaked galaxying syncing, should be a bit faster.
- Tweaked galaxy generation, should be a bit faster and show progress percentage.
- Tweaked the warp-out SFX
- Overhauled the visuals and level of the Fluffy Biscuit mission planet for “Deliver Biscuits to Restricted CU Site 881”. Should be a better overall experience. Dialog of NPCs also tweaked to accommodate the changes.
- Fluffy Biscuit mission location for “Deliver Biscuits to Food Reviewer” has been slightly tweaked. Added moving walkways to the long hall.
- Tweaked the starmap clipping range
- Removed all sensor types but EM sensors, simplified some screen visuals
- Ship destruction credits / XP / rep only given if you have have done significant damage
- Laser-type turrets can shoot down many missiles including nukes and Defender Turret missiles
- Shield visuals tweaked
- Players can now leave the Liar’s Dice Gaming table by pressing “R” instead of “ESC”
- Liar’s Dice Rules have been changed. The number of dice must always increase with each bid, though the face value can change. The first to three points wins.
- Missiles have lower reload times
- Lock-on time for missiles has been reduced
- Damage calculation for missile explosions has been tweaked to be more predictable
- Missiles deal more damage overall
- Nukes can also be shot down but may take multiple shots to destroy
- Auto-aiming turrets and bot AI can now shoot down missiles
- Changes to how explosion damage is assigned to make it more predictable
- Crews can no longer shoot down their own missiles
- Ship shields should no longer block flares
- Lasers now check for collisions against the hull instead of the shield bubble when shields are down
- Turret networking updates more frequent
- Some settings from the Game Settings menu moved to Controls menu
- Game Settings menu has been cleaned up a bit
- Overall thruster power usage has been reduced
- Overall shield power usage has been increased
- Aux Reactor power amounts have been tweaked
- Scientist can now scan a ship’s installed programs
- Increased the variety of processors / programs on enemy crewed ships
- Tweaked / reduced spread rate of Infected sectors
- Infected can now take over graveyard, minefield and nebula sectors
- Optimised internal chaos updates
- Reduced initial spread rate of every faction. This will likely lead to “blotchier” sections of faction space with the intent of making navigation more interesting
- Galaxy pathing (course plotting and bounty hunters) is more efficient
- Nearly all asteroids have been overhauled with new visuals


Fixes
- Defender Turret missiles will now track their target properly on clients
- Fixed SFX issue on missiles that caused them to still be heard after destruction
- Fixed a missing material on desert terraforming station planet
- PiBot should be better at collecting scrap
- Fixed an issue with items incorrectly spawning under the level. This should be fixed, but older saves may still have the issue.
- Fixed a small railing issue found in the WD hub
- Fixed a rendering issue for the Character Customization menu
- Fixed a moon issue on the AOG Secret Hideout Planet
- Fixed an issue with Programs / Viruses not correctly saving the order in which they were placed in.
- Fixed an issue that would show screens through walls
- Fixed a crashing issue found on the Interceptor and the Swordship. If you continue to experience issues try verifying the game files.
- Fixed a floating mesh issue found in Cornelia Station
- Fixed a UI issue with the Missions in the TAB menu
- Fixed a skybox rendering issue
- Fixed an issue that would occasionally lead to bots dying unexpectedly
- Fixed an issue with tooltips not always disappearing
- Fixed an issue with ships sometimes spawning in asteroids
- Fixed an issue that would occasionally make bots invisible
- Fixed an issue that prevented certain dialogue options from being selected when a captain’s notification was being displayed

Thanks for your time and please be safe out there!

Best,
The Leafy Games Team

Beta 28.1 Release Notes

Hey everyone!

Beta 28.1 is out now! This should address some of the issues that were reported. As always, thanks for sending in those reports!

Fixes
  • Fixed a few issues where star visuals would appear on some cloudier planets
  • Fixed an issue where players could clearly hear other ship’s thrusters regardless of distance (more updates / improvements coming soon for ship thruster SFX)
  • Fixed an issue that arose when some keys were renamed. The Tomb Keys on the Planet Bombardment mission should now properly open the doors.
  • Fixed an issue with certain enemy bots on planets that prevented their bodies from properly rendering
  • Fixed a destroyable object issue found on the Planet Bombardment mission that created some confusion as to when the prisoner gate was destroyed.


Thanks for your time!

Best,
The Leafy Games Team

Beta 28 Release Notes - Bounty Hunters & Galaxy Visuals

[previewyoutube][/previewyoutube]

Hey everyone!

Beta 28 is out now! This update adds space visuals that represent actual areas of the galaxy. While in space, you can now see sectors represented by stars, nearby nebulas, the galaxy core, and other sizable features. This should help the galaxy feel more interconnected and provide more visual information about your surrounding sectors.

We’ve also added bounty hunters that can track down your ship if your reputation with a faction is very low. Bounty hunters will appear on your starmap, informing you about their current location, and move in real-time towards the sector where your ship is. When a bounty hunter catches up with you, they’ll try to board your ship and attack your crew.

Missiles have also been tweaked, including new tracking behavior and improved networking. They should be better at hitting their targets overall, especially slow moving ones. AI ships can also use missiles now too. Turret camera input has also been redone in smooth turret mode to better allow for more flexibility and predictability in camera movement at certain angles.

AI piloting has some updates that add a little more unpredictability to their attack patterns. Projectile-based turrets are overall slightly less effective at range due to targets being harder to hit. AI pilots now are also aware of their ship’s turret ranges and can better distance the ship to potentially out-range an opponent.

This update also includes a number of other additions and fixes, many of them centered around the Academy and the feedback we’ve received.



Additions
  • Bounty Hunters: Factions can now employ Bounty Hunters to attack the playership if they have a low enough reputation with them. The chances of a bounty hunter appearing begin at -5 rep. They are pretty low at first, but more negative rep as well as higher chaos increase those chances. You can view the location of the Bounty Hunter on the Starmap and here is the real kicker: while time is usually tracked by the jumps of the playership, the Bounty Hunter can move independently of that, meaning if your ship lingers in an area for too long, your crew may be in for an unexpected surprise. Bounty Hunters can follow your crew into many sectors but not hub, missions or special sectors.
  • New Enemy Ship: Bounty Hunter Ship - This ship enters the sector and can pose a minor threat, alongside the actual bounty hunter.
  • Galaxy Visuals: These visuals represent a large portion of the surrounding galaxy. Previously there were no visual indicators of other sectors in the galaxy besides toggling the icons of the sectors, but now those sectors are often represented by stars. Nebulas and infected space sectors are also rendered. These visuals accurately represent nearby sectors, giving the galaxy a more connected and tangible form.
  • Sectors displayed in-game have had their vertical spread increased. The galaxy got thicker.
  • Added landmark nebulas for hubs and special sectors
  • Added a galactic core visual to represent the center of the galaxy. This is displayed nearly everywhere, even on certain planets!
  • Added globular cluster visuals to represent Exotic Shops
  • Added thruster visuals for the various unmanned drones in the galaxy
  • New sector visual behaviour: when the ship gets closer to aligning to a sector, the visual will slightly grow in size
  • Added an improved respawning system to the Academy. It should place players back near the challenge where they died, instead of needing to run back from the start.
  • You can now practice processing scrap in the Engineering Class hall of the Academy. You can reset the scrap and the failed attempts by exiting and returning to the room.
  • Added a sensor dish practical area to the Academy, where players can better understand the concept of sensor strength, how to collect scrap, fire probes and lock onto ships.
  • Added some additional objectives for the Piloting test in the Academy. They must now collect a piece of scrap and align the ship with a specified sector.
  • The Academy now supports the player being able to place waypoints on the starmap.
  • Added text to the following Academy posters: Silhouette of Long Range Warp Station, Racing Sectors, Silhouette of Automated Trading Station, Silhouette of Repair Depot, Mission Sectors
  • Added a description to the log screen in the Captain’s section of the Academy
  • Added more information to Academy HUD training assistant, Misc Info
  • Added more information to the Sectors training assistant in the Pilot’s section of the Academy
  • Added more information to the Ships and Temperature training assistant in the Pilot’s section of the Academy
  • Added NPC by piloting station in the Academy to explain the piloting test
  • Added NPC to the Scientist’s section of the Academy to explain the Sensors screen in more detail
  • Added NPC to the Scientist’s section of the Academy to explain handheld scanner and healing beam rifle
  • Added more to / changed Programs and Viruses training assistant in Scientist’s section of the Academy to explain the Computer screen in more depth
  • Added more to / changed training assistant in the Weapons Specialist’s section of the Academy to explain the nuke launching sequence in more depth
  • Added scanner pickup to the Scientist’s section of the Academy
  • Added NPC to Academy’s General Information Hall to explain player and crew death
  • Added NPC to Academy’s General Information Hall to explain ship boarding
  • Added NPC to Academy’s General Information Hall to explain Z menu
  • Added explanation of processing scrap to Engineer’s section of the Academy
  • Added brief explanation of scrap to Weapons Specialist’s section of the Academy
  • Added some additional information to the nuke screen to explain the arming process
  • Tweaked the missile screen to improve readability of missile descriptions
  • Status tab of the computer screen now shows a reading of the average incoming damage type



Changes
  • Tweaked Academy lighting in the class hall to better communicate that there are spaces beyond the pillars.
  • Tweaked lighting and arrows at the bottom of the flight-pack course to better clarify where to go if you fall down.
  • Made some minor tweaks and improvements to the Nuke Screen
  • Robots can get drunk off of engine sludge, but no other alcoholic drinks.
  • The Load menu will now provide a heads up message if the player is offline.
  • Changed Academy Infomaster’s dialog tree for better organization of topics
  • Tweaked dialog of starmap training assistant in the Academy
  • Tweaked text of Planets and Stations starmap poster in the Academy
  • Tweaked text of Scrapyards starmap poster in the Academy
  • Changed dialog tree of mission training assistant in the Academy to add an in progress dialog line
  • Tweaked dialog of Flagging training assistant in the Captain’s section of the Academy
  • Tweaked dialog of Sensor Dish training assistant in the Scientist’s section of the Academy
  • Tweaked dialog tree of Engineering Test training assistant in the Engineer’s section of the Academy; also tweaked dialog on coolant
  • Reorganized NPCs, screens, and props in the Scientist’s section of the Academy
  • NPC Vera Scems in Outpost 448 has been removed to avoid confusion
  • Academy description removed from NPC Infomaster Weise Quel in Outpost 448
  • Tweaked UI for crew allowance / credits
  • AI crewmembers are better at choosing appropriate items to use
  • Piloting for drones and AI crewmembers has been tweaked
  • Enemy Piloting AI can now occasionally act unpredictably, changing direction and distance
  • Piloting AI now understands the various turret ranges aboard their ship, and will attempt to keep within the smallest range of installed turrets. If you install a very short range turret, the AI piloting should try to get closer to their targeted ship.
  • Piloting AI can now utilise maneuvering thrusters
  • Nuke screen panel for active nukes updated to be clearer
  • Food item descriptions tweaked: Classic Biscuit, Perfect Biscuit, CU Rations, Marinated Sandshark Fillet, Protein Packet, CU Emergency Rations, W.D. Rations, Engine Sludge, Port Ale, Sylvassi Brew, Balmy Gloom, Bottled Sylvassi Brew, Fungal Spore Pod, Gloom Wine, Long Life Biscuit, Emergency Biscuit, Hearty Biscuit, Healthy Biscuit, Carrot Cake Biscuit, Healberry Crumble Biscuit, Garlic Biscuit, Frozen Biscuit, Funky Biscuit, Lucky Biscuit, Spicy Biscuit, Spicy Crumble Biscuit
  • Pickup item descriptions tweaked: Ancient Statuette, Broken Ancient Statuette, Ancient Sculpture, Broken Ancient Sculpture, Borthix Crystal, Simple Coronet, Ancient Coronet, Regal Coronet, Discarded Scrap, Old Battery, Shipping Logs, Research Medal, Thermal Regulator, Raw Warp Coil, Sealed Box, Sandshark Egg, Ancient Sylvassi Tablet, Train Keycard, Entrance Security Keycard, Level 1 Admin Access Card, Level 2 Admin Access Card, Level 3 Admin Access Card, Aberrant Organisms Lab Access Card, Blue Tomb Key, Orange Tomb Key, W.D. Control Room Access Card, W.D. Flagship Weapons Badge, Estate Access Card
  • Research material descriptions tweaked: Sylvassi Stems, IU-03020, Bulbtooth, Graywrack, Gracilia Floris, Bluffstem, BH-00300
  • Handheld item descriptions tweaked: Fire Extinguisher, Beam Pistol, Smuggler’s Pistol, Burst Rifle, Heavy Beam Pistol, Heavy Pistol, SplitShot, Scanner, Pulse Grenade Launcher, Heal Grenade Launcher, Mini Grenade Launcher, Fire-Killer Grenade Launcher, Repair Grenade Launcher, FB Multitool, Beam Rifle, Healing Beam Rifle, Stun Grenade Launcher, I.M.P.A.C.T. Prototype, S.P.I.K.E.R. Prototype, W.D. Heavy, Ammo Clip
  • Items tweaked to better fit the inventory item preview window: Thermal Regulator, Ancient Green Artifact, Ancient Red Artifact and the Sensor Station Battery.ai
  • Miscellaneous component descriptions tweaked: Sensor Dish, Cloaking System, Sylvassi Cloaking System, Scrap, Stolen Medical Supplies, Smuggled Medical Supplies, Borthix Crate, Refined Sundust, Protector Head, Colonial Classic Captain’s Chair, Colonial Modern Captain’s Chair, W.D. Classic Captain’s Chair, Standard O2 Generator, “Calypso” O2 Generator
  • Weapon component descriptions tweaked: Acid Missile, W.D. Small, C.U. Enforcer, Tactical Nuke, Biscuit Bomb, Railgun Turret, Plasma Turret, Defender Turret, Scrapper Turret, RapidFire, W.D. Prototype ‘FlashFire’, Modified CU Long Range, Automated Railgun Turret
  • Thruster component descriptions tweaked: Dark Thruster, Inertia Thruster, Mini Inertia Thruster, Super Inertia Thruster, Gimbal Inertia Thruster, Maneuvering Thruster, Heavy Maneuvering Thruster, Racing Maneuvering Thruster
  • Processor component descriptions tweaked: ARX-CD, QDI-RCG, BKP-HEAT, BKP-WARP, BKP-THRUST, BKP-WPN-POWER, ARX-TGT, QDI-FIX-ENG, QDI-FIX-WPN, QDI-FIX-LIFE, QDI-FIX-SCI, Research Pipeline Module, Improved Defenses, Sylvassi Cyber Defense Processor, Warp Range Processor
  • Reactor component descriptions tweaked: Null Point Reactor, Colonial Fusion Reactor, Military-Grade Fusion Reactor, Fluffy Biscuit Jumbo Reactor, G.T.C. Quiet Cupcake, Advanced Fusion Reactor, P.F. Anti-Matter Reactor, Strongpoint Reactor, Leaky Reactor, Sylvassi Reactor
  • Shield generator component descriptions tweaked: Tactical Holoscreen, Heavy Tactical Holoscreen, Military-Grade Shield Generator, G.T.C. Blue Goose, W.D. Corp Particle Shield, Fortified Holoscreen, Dense Particle Shield, WD XC-7 Prototype Config 4, Modified Military-Grade Shield Generator, Sylvassi Shields
  • Warp drive component descriptions tweaked: Long Range Jump Module, G.T.C. Silent Cricket, ‘Workhorse’ Jump Drive, G.T.C. Custom, Dark Drive, Snap Drive, WD XW-5 Prototype Config 1, Old Wars Super Jumper
  • Program / virus component descriptions tweaked: Sitting Duck, Warp Disable, Phalanx, Backdoor, Emergency Shield Boosting, Gentleman’s Welcome, Siphon Credits, 0x84B7A2, 0xF592B1, Barrage, OverDrive, Syber’s Shield, Armor Flaw, Shutdown Defenses, Discharge, Digital Coolant, Quantum Defenses, Shock The System, Reinstall++, Quantum Tunnel, Extended Shields, Burst AV, Random Access
  • Tracking capability of “Tracker Missiles” have been improved
  • Tracking missiles have improved networking
  • Missile physics system has been overhauled / improved
  • Improved ship location / rotation networking and error correction
  • Tweaked implementation of Defender Turret Missiles
  • Improved missile visuals / flares
  • Damage calculation for missile hits should be better
  • Thruster visuals for many ships have been tweaked / improved
  • Improved space sector readability. They now have backgrounds to prevent the text from getting lost in bright spots.
  • Older star skyboxes have been removed since they now conflict with the represented visuals


Fixes
  • Fixed a few screen clipping errors in the Academy
  • Fixed a dialogue camera issue for the Atrium description text
  • Fixed a few sensor issues in the Academy
  • Fixed an issue with reviving humans the moment after your ship’s claim was removed by an enemy
  • Fixed some placeholder text in the Captain’s hailing tutorial in the Academy
  • Fixed some placeholder text in dialog of Turrets training assistant in the Academy
  • Fixed a typo in dialog of Flagging training assistant in the Academy
  • Fixed an issue with fires on ships that could cause networking issues / invisible fires
  • Shops can no longer spawn in an Infected sector in initial galaxy generation
  • Fixed an issue with sector faction changing while crew was in the sector and possible desync for new clients
  • Fixed an issue causing the active item for players to not be properly synced to other players in some situations
  • Fixed an issue with some ship screens that could cause them to not to update on initial game join for the host
  • Fixed an issue with boarding bots that could cause them to sometimes be invisible for some players
  • Fixed issue with laser turret SFX continuously playing if its owner ship is destroyed while the turret is firing
  • Enemy crews are no longer able to board your ship if your QT shields are up
  • NPC Otwin Velis has had dialogue camera removed
  • Fixed an issue with the Sector Search results displaying “no planet” for sectors with planets in them
  • Fixed an issue regarding the anti-cheat system and ship names
  • Fixed a computer screen tab issue for hosts
  • Fixed an issue that prevented enemy ships from properly firing missiles
  • Infected reputation is no longer visible / tracked through UI
  • Fixed a moon position error that could occur when entering / exiting piloting mode
  • Fixed a visual issue with phase pistol firing into infinity (the sky)
  • Fixed an issue that prevented the Screen Space Ambient Occlusion (SSAO) effect on planets
  • Fixed an issue that prevented radiation SFX from properly playing
  • Fixed a pathing issue on the Outrider-class starship
  • Fixed a pathing issue on the W.D. Destroyer-class starship
  • Fixed an AI pathing issue related to certain slopes


Thanks for your time and feedback!

Best,
The Leafy Games Team