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Celestial Command News

Update 0.9.0.4



[h2]Change log[/h2]
Improvements
  • Added Steam Cloud
  • In the graphics settings, you can now choose the shadows quality (this addresses the issue of disappearing shadows)
  • Added a description when hovering cursor over the navigation data counter
Fixes
  • Now new systems on the map are correctly unlocked when collecting enough navigational data.
  • The amount of navigational data required to unlock new systems on the map is now saved and loaded
  • Scientific data collected from wreckage of enemy ships is now correctly counted in the navigational data counter
  • The global map looks like a galaxy again
  • On the map, the "back" button no longer disappears
  • The energy generator no longer functions without fuel
  • The ship marker from the editor is no longer displayed in the regular world
  • The sound volume is no longer set to 10% when default settings are applied
  • The outdated F1 window has been removed
  • Obsolete keys have been removed from the control settings
  • Obsolete buttons have been removed from the sandbox menu






Update 0.9.0.3



[h2]Change log[/h2]
Improvements
  • The thresholds for the docking port have been doubled, so docking should be a little easier
  • The design of the window "All ships are lost" has been slightly improved
Fixes
  • Warp drive works in orbital mode
  • Drones work after a warp jump
  • Docking now works in orbital mode
  • Destroying the starting ship no longer causes a window stating that all ships are lost, even if there are still other ships
  • The "Load last save" button now works correctly
  • Removed the useless respawn button from the in-game menu
  • The "Engine 5 Side" module now has the correct rotation when placed with a mirror tool






Update 0.9.0.2



[h2]Change log[/h2]
Improvements
  • The warp drive now transfers with it all docked ships, not just all ships within its radius, as it was before
  • The warp drive will now show a warning and will not activate if all small ships are not docked to the main ship
Fixes
  • Drones can again build modules that are above or below zero level
  • The small ship is no longer destroyed during the activation of the warp engine






Update 0.9.0.1 now works correctly

It was discovered that there was a critical bug in update 0.9.0.1, which was causing saving and loading to not work. As a result, we rolled the game back to version 0.9.

However, it has now been fixed, and everything should work properly.

Update 0.9.0.1

UPD: It appears there are critical issues with the save/load functionality in version 0.9.0.1. As a result, we have reverted back to version 0.9.

The first update with fixes in a very long time, hooray!
It was very challenging to develop when the project was in a semi-dismantled state, and actual update was very far away in the future. Now, with the possibility to release any improvements soon after implementation, everything is going much better.



We have also decided to introduce a new version numbering system to better reflect the content. Previously, the system was in the form of a range from 0 to 1, but now it consists of three numbers to represent major, medium, and minor updates, with an initial digit of 0 that will change to 1 upon full release from early access.

[h2]CHANGE LOG[/h2]
Improvements
  • Added a tooltip when hovering cursor over a planetary system to indicate its level of danger, so that the number under the name is understood.
  • Added a tooltip for deconstructing a module on X key.
  • Improved text at various stages of tutorial, now explaining about module rotation, module deconstruction on X key, and blueprint removal.
  • Added a description that the radar is a decorative module.
  • Added a confirmation window when closing the tutorial.
  • In orbital mode, asteroids are now only present in the main asteroid belt and those that randomly flew throughout the location have been removed, as they interfered too much with flying.
Fixes
  • Starting debris now spawns in orbital mode.
  • The tutorial no longer activates in orbital mode (because it is designed for an aero mode, which is easier for new players to understand).
  • Drones now work properly in orbital mode (and as a bonus, when hovering the cursor over them, their selection frame no longer flickers).
  • The "Cargo Holder" module has been temporarily hidden from the build menu because it will be used for upcoming cargo missions and is currently useless.