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Space Impossible News

Dev Update: What's coming with Pre-Release 4?

[p]Hello everyone![/p][p]A little news post to talk about the next Pre-Release update since it's going to take another 2-3 weeks.[/p][p]We are doing a major pass on the economy, including: item & component prices, trade price modifiers, trader loot tables and trader ships. Some things will be worth less, and many things will be worth more. [/p][p]This is intended to make money a bit more valuable in some areas, and a bit less easy for some cheese strats or reduce some otherwise unintended overly bountiful sources. Don't worry, we are not trying to take all the fun out of things, we are just trying to raise the floor up a bit, and bring some of the biggest out-of-whack money avenues to an "in-whack" state.[/p][p][/p][p]The other thing we are adding is the initial appearance of a new faction, The Seti Rimanoo. These are a race of insectoid marauders who will be seen moving from system to system, causing chaos wherever they go. Their special mothership has to be defeated to stop their havoc, for a time at least. These bugmen will have a few new component series for those players looking to further specialize their vessels.[/p][p]Should be a good Pre-Release update. We are looking forward to it, especially the economy balance, as that is a long time coming.[/p]

V1.0 Pre Release 3.1 Hotfix

[p]NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community! [/p][h2]Changes[/h2]
  • [p] 📡When creating a new vessel in Creative Mode, the player who creates the vessel will automatically be assigned owner[/p]
  • [p]It is now possible to enter a vessel controlled by AI (via command or new bridge) if owner is "unknown"[/p]
[p][/p][h2]Fixes[/h2]
  • [p]Fixed an issue where sometimes the wrong object was selected as a hail source. No more talking asteroids.[/p]
  • [p]Fixed an issue in AI target selection and improved performance[/p]
  • [p]Fixed an inconsistent but persistent client side "ship spins when leaving" issue[/p]
  • [p]Fixed an issue where ghost mounts could exist following a split in construction[/p]
  • [p] 📡Fixed a client issue where the client was making an incorrect assumption regarding mounts after an object split, resulting in two mounts, one real, one imaginary[/p]

Space Impossible v1.0 Pre-Release 3 Now Available

[p]Space Impossible V1.0 Pre-Release 3 is now available. Reminder what this means: As we gear up for the official Space Impossible 1.0 release, we are done with BETAs, and instead proceeding with rolling Pre-Releases as additional content, gameplay tweaks and fixes roll out at an increased rate compared to the ALPHA and BETA release schedule.[/p]

Update Notes
[p]Pre-Release 3 adds a new bridge, brings some weapon balance, a hailing improvement, bribe price scaling, a change to the navscanner, and universe AI weapon damage settings. [/p][h2]
Automated Tactical Defense[/h2][p][/p][p][/p][p]
This new bridge, Tactical Defense Controller, allows the player to turn their vessel (or anything else they can access) into a limited AI controlled turret. Great for mining defense, station defense, ambushes and more. It is regarded by other vessels as the player, if the player is the owner of the bridge's vessel. However, if a player enters the vessel, the bridge will become inactive.
[/p][h2]
Weapon Balancing[/h2][p]
Following a number of player reports regarding weapon balance, we looked through things and realized most of it was legitimate issues. Nearly all weapons have had their mass adjusted, and damage reduced on the salvageborer, and damage increased for lasers of all sizes. All large and giga weapons have had their damage increased as well. Our goal is for all weapons to have some use in the right situation, and this should bring things closer to that goal.
[/p][p][/p][h2]Scanner Upgrade[/h2][p][/p][p][/p][p]The Navscanner (those blue/red lines) can now be yellow. These yellow bars indicate AI vessels know of you and are willing to target you, but something else is currently higher priority. A great benefit when entering things like fleet battles.[/p][h2] [/h2][h2]Customized Difficulty[/h2][p]
Finally of major interest, the game now has exposed AI weapon damage. Since the very early ALPHA days, AI vessels have done 50% weapon damage to the player. Well, now that can be adjusted in the universe. Reduced is 25%, Default is standard 50%, Equal is 100% and Increased is 200%.


There have been many smaller changes and additions to including the addition of a new option when hailing a station that lets you open their Fabricators similar to the "Let's trade" option to a change that sees Pirate bribe prices scale with system level. See the details below for a full breakdown.
[/p][p][/p]
How To Access
[p]
If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and universes created may not be compatible with the final release. Let us know your thoughts via the forums or on our discord.

If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/36/598534283538357173/
and how to access it here: https://steamcommunity.com/app/416240/discussions/36/596277840826153665/
[/p][h2]
Details[/h2][p]NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community![/p][p][/p][h3]Additions[/h3]
  • [p]Added Tactical Defense Controller Bridge[/p]
  • [p]Added new Algae tile which can now spawn randomly on rock asteroids[/p]
  • [p]Added Cortic Algae item for bridge manufacturing.[/p]
  • [p]Added "Open Manufacturing" hail option[/p]
  • [p]Added yellow navscanner bar and AI logic[/p]
  • [p]Added AI weapon damage scaling choices to universe creation[/p]
  • [p]Added 'sv_respawnpricemod'. This influences the price of vessel respawning. 0 is default, -1 will make a vessel free.[/p]
  • [p]Added 'sv_aidamagemult'. This is responsible for the AI damage scaling. 0.5 is default 50%, 0 is no damage, 1 is 100% damage, etc[/p][p][/p]
[h3]Changes[/h3]
  • [p]Comets will now move again once a player leaves the region[/p]
  • [p]Text will now obey indentation when word wrapping[/p]
  • [p]All weapons had their mass adjusted, most increased[/p]
  • [p]Salvageborer damage reduced[/p]
  • [p]All 'Laser' weapon damage increased[/p]
  • [p]All Large and Giga weapons have had their damage increased[/p]
  • [p]Optimized AI target search process[/p]
  • [p]AI damage multiplier now affects damage done to shields and suits[/p]
  • [p]Bribe now scale with system level[/p]
[p][/p][h3]Fixes[/h3]
  • [p]Fixed docking label not hiding correctly[/p]
  • [p]Fixed Scrapper Scrub Vessel option incorrectly displaying when vessel was already owned[/p]
  • [p]Fixed an issue with AI pathing that could result in them getting stuck[/p]
  • [p]Fixed an issue where an object being hangared was incorrectly flagging a region's discovery state[/p]
  • [p]Fixed both stations from hailing you on entering Trader's Drift[/p]
  • [p]Fixed an issue in Construction regarding a mouse event when Construction previously experienced an error[/p]
  • [p]Fixed it so crystal tiles can now drop kelorit and/or plagistine dust, this was not working for last few BETAs[/p]
  • [p]Fixed a significant tile editing bug that had to do with multi-tile mounts and order-of-operations[/p]
[p]

[/p]

Space Impossible v1.0 Pre-Release 2 Now Available

[p]Space Impossible V1.0 Pre-Release 2 is now available. Reminder what this means: As we gear up for the official Space Impossible 1.0 release, we are done with BETAs, and instead proceeding with rolling Pre-Releases as additional content, gameplay tweaks and fixes roll out at an increased rate compared to the ALPHA and BETA release schedule.[/p]

Update Notes
[p]Pre-Release 2 adds two new Star System Problems. One of the problems, "Planet Destroying for Profit" require the player help a system with diminishing resources execute on a plan to acquire more mining resources. The other, "Local Assaults" tasks the player to help in investigating and ultimately putting a stop to a series of mysterious attacks occurring within the system.[/p][p][/p][p][/p][p]There are also a number of changes and fixes, many related to Problems. Already available, Pre-Release 1.1, incase you missed it, had a number of more fixes, several of them critical, and was released before PR2 was ready.[/p][h2]
How To Access[/h2][p]
If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and universes created may not be compatible with the final release. Let us know your thoughts via the forums or on our discord.

If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/36/598532381694168920/
and how to access it here: https://steamcommunity.com/app/416240/discussions/36/596277840826153665/
[/p][h2]
Details[/h2][p]NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community![/p][p][/p][h3]Additions[/h3]
  • [p]Added two new Star System Problems, "Local Assaults" and "Planet Destroying for Profit"[/p]
  • [p]Added new enhancements to accompany the problems[/p][p][/p]
[h3]Changes[/h3]
  • [p]On exiting a region, player will now always spawn near source region instead of at the system's star if an otherwise ideal position is not found. This is changed since regions have not had collision for a while now, and it feels better to be moved less distance.[/p]
  • [p]Star System Region UI circles can now scale visually, allowing better visibility at different levels of zooming[/p]
  • [p]The command /removeregion can now be done when inside a region, as long the targeted region does not have a player inside.[/p]
  • [p]AI, when fleeing, will no longer be classed as "in battle" as far as Problems and Conflicts are concerned[/p]
  • [p]📡Problems currency rewards are no longer hardcoded. They now are scaled relative to level as well.[/p]
  • [p]Railgun puff particles should behave more correctly when the shooter rotates.[/p]
  • [p]📡If you enter an "Ambush" Distress call, but are friendly with the ambusher, there is a chance a "victim" trader vessel will spawn[/p]
[p][/p][h3]Fixes[/h3]
  • [p]📡Fixed Level 3 Large Building Yard missing a reactor which resulted in the top assembler being unpowered.[/p]
  • [p]📡Fixed an issue with opening inventories while in a suit when playing with a game controller.[/p]
  • [p]📡Fixed weapon duration modifications not working correctly. Weapons no longer have to be re-slotted to be effected by enhancements.[/p]
  • [p]Fixed command tab completion. It was not always properly looping when total list was larger than displayed list.[/p]
  • [p]Fixed dynamic spawning rules for Star System Problems to have a higher weight to encourage better spawning over normal system spawning. This should reduce some waiting needed when looking for Problem specific fleets, distress calls and similar regions.[/p]
  • [p]Fixed Solar Upheaval Problem's platforms to no longer hail the player[/p]
  • [p]Fixed a possible exception with AI targeting when fleeing[/p]
  • [p]Fixed temp enhancements with infinite duration to work correctly.[/p]
  • [p]Fixed a tractor-state issue that could cause janky behavior when tractoring an objective into a target area[/p]
  • [p]Fixed several issues with region mutation.[/p]
  • [p]📡Fixed missing Druminence text entry for the Eugenics Problem[/p]
  • [p]📡Fixed Gate Bosses using wrong dialogue when hailed.[/p]
  • [p]📡Fixed an issue where entering wormholes just so could result in not being ejected on the other side, leading to getting caught in a wormhole loop[/p]
[p]

[/p]

V1.0 Pre Release 1.1 Hotfix

[p]NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community! [/p][h2]Fixes[/h2]
  • [p]📡Fixed completing a conflict battle rewarding a bugged transponder item which could also cause universe corruption leading to save/load issues[/p]
  • [p]📡Fixed hails not popping up sometimes after trading with a vessel. Hailing a vessel with messages already unanswered will now always show those before sending a new hail.[/p]
  • [p]📡Fixed battle music playing when there is an unfriendly trader in a region[/p]
  • [p]📡Fixed stacked warp spool up enhancements causing spool up time to go below zero preventing warp[/p]
  • [p]📡Fixed lamps not having power on the docking arms in traders drifts[/p]
  • [p]📡Fixed several vessels which had components with insufficient power[/p]
  • [p]📡Fixed Sixiser non-trader stations offering trade as a dialogue when they have no trades[/p]
  • [p]📡Fixed Celestial Kite using the wrong shield type (it is now fitted with Robust shields, the Ticeroy preferred type)[/p]
[p][/p][p]Normally we'd have waited for Pre-Release 2, which is not far off, but because the transponder bug corrupting player's saves we decided to push these fixes for the optional Pre-Release now.[/p]