News about next update: Combat gameplay

Currently we are working on improvements for a combat aspect of gameplay.
Combat should be important part of the game, but at this moment large amount of flaws do not allows to play and enjoy it.
Here is a list of things which will be added in the next update in order to solve that:
- The starting ship now have a proper weapon right from the start. Some basic kinetic cannon and small rocket launcher as well as some amount of ammunition in storage.
- Activation of weapon is much more convenient now, just press 1 to enable weapon group, instead of complex Shift+1 combination. Also weapon range will be showed automatically and no longer requires to press Ctrl+1. Launching of rocket also much more easy now because hotkeys already designated from the start.
- AI of enemy ships now much better in terms of navigation. It will properly direct its ship on the target and will not cause FPS drop in the process.
Also when it is unable to continue combat due lack of any weapon, it will try to retreat instead of sit and waiting while someone destroying its ship. - Cannon's projectile can penetrate trough several objects if previous object has less HP than damage of this projectile and also damage to the next object will be reduced accordingly. This feature is important for game balance when large slow firing cannon shooting at a ship which consist of many small modules with low HP, so single module with 1 HP no longer able to stop a projectile which able to cause 100 damage
- Now you may encounter not only an enemy combat ships but allied ships too, which will fight each other.
- Currently, reconstruction of missing modules after combat is tedious, this will be fixed with the system which adds a blueprint module each time when some module on your ships is destroyed.
These blueprints can be easily built on shipyard as it showed in previous post.
And also some reminder about possibility to get Celestial Command with -25% discount until January 2.
Happy New Year!

