BETA 17 Released
Space Impossible BETA 17 has landed. It brings with it the Kal'Giri and Druminence Federation bosses, other additions, some balancing adjustments and a few fixes.
You can discuss BETA 17 and let us know your thoughts on Discord or as usual on the Steam Discussion Topic
[h2]Kal'Giri & Druminence Bosses[/h2]

The Kal'Giri and Druminence Federation bosses are in, each with a new distinct weapon, and offer a serious challenge. They can be found in high level systems, and require their factional communiques in order to appear. Be on the look out for Druminence President --[Untranslatable]-- and The Kal'Giri's First Speaker Kal'Otek, they each offer to put up a real fight.

[h2]Balancing & Fixes[/h2]
The gun weapons favored by Kal'Giri have been given a balance pass to bring them in line with equivalent energy weapons.
Then there's the usual bug fixes, nothing too serious in nature.
Finally there are a few removals/exploit-ish changes. Traders will no longer buy items for more than they sell them to a player to prevent an obvious economic exploit, and Fabricator related bridges have been removed from game as they were just too good, and no manufacturing recipe that had required a physical material should just suddenly stop requiring it.
[h2]Details[/h2]
NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community!
[h3]Additions[/h3]
[h3]Changes[/h3]
[h3]Fixes[/h3]
[h3]Removals[/h3]
[h2]COMING NEXT[/h2]
As previously announced, we'll be moving towards Space Impossible v1.0 soon. In support of that we have no further BETA releases planned. However we do have a number of improvements, changes and balance fixes to implement. To help with this we intend to release a running set of Pre-Releases leading up to the v1.0 release.
You can discuss BETA 17 and let us know your thoughts on Discord or as usual on the Steam Discussion Topic
Update Notes
[h2]Kal'Giri & Druminence Bosses[/h2]

The Kal'Giri and Druminence Federation bosses are in, each with a new distinct weapon, and offer a serious challenge. They can be found in high level systems, and require their factional communiques in order to appear. Be on the look out for Druminence President --[Untranslatable]-- and The Kal'Giri's First Speaker Kal'Otek, they each offer to put up a real fight.

[h2]Balancing & Fixes[/h2]
The gun weapons favored by Kal'Giri have been given a balance pass to bring them in line with equivalent energy weapons.
Then there's the usual bug fixes, nothing too serious in nature.
Finally there are a few removals/exploit-ish changes. Traders will no longer buy items for more than they sell them to a player to prevent an obvious economic exploit, and Fabricator related bridges have been removed from game as they were just too good, and no manufacturing recipe that had required a physical material should just suddenly stop requiring it.
[h2]Details[/h2]
NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community!
[h3]Additions[/h3]
- Added bosses for Kal'giri and Druminence bosses
- Added Power Fluctuator weapon
- Added Breach Pod Launcher weapon
[h3]Changes[/h3]
- Custom faction creation will now create a transponder item for the faction instead of lawless faction
- Ingame codex now has automatic correct labels depending on whether you are using KB+M or Controller
- Certain keybinds are now locked/unavailable for rebinding like ESC. Certain UI navigation keys are also locked in to prevent accidentally breaking the UI.
- Trading sell price modification can no longer be greater than buy price modification to prevent sell back exploitation
- Added a cargo bay to the Madd Striker and fixed the orientation of its rear Particle Cannon
- Missile shields will no longer stop friendly projectiles. This mainly affects AI ships, but we feel it was a little too easy to exploit factional ships missile shields to block nearby allies weapons.
- Re-balanced gun weapons' ranges, spread and damage. This is especially significant at highest level of the gun weapons to bring them in line with energy weapon damage. Biggest take away for play is: assault guns now have a slight lock on delay before firing.
- Changed how boss regions/fleets behave. They will still spawn as before in an appropriate system, but they no longer wander around. We feel it was too much an annoyance to have to track them down again after a possible defeat. They also have a distinct region icon now, and should last an infinite time (or until destroyed).
- Fleets that result from region splits (like chasing the player) will now inherit the initial remaining time to live, or 200s, whichever is greater.
- Boss regions will now turn into debris fields when all present AI are destroyed
- Exiting the Options screen will now prompt player to either apply or discard changes
- Changed Leviathan region AI to prevent them from attempting to merge with space station regions during a conflict while the player is present. They will also always attempt to pull objects into them, not merge with the regions. Leviathans will also chase and gobble up any ship/fleet region regardless of faction or player presence.
- Changed /debug_systemconflict_toggle to require attacker faction being entered as it was corrupting universes if left as optional (and un-entered)
[h3]Fixes[/h3]
- Fixed imbalanced collider size adjustment, this was causing slight misalignment when touching objects
- Fixed more widget anchoring for UI on screen size changes
- Fixed a problem with audio not correctly switching between multiple clips
- Fixed issue with toggling auto place mounts not updating the tile highlight
- Fixed an issue with the Madd Striker vessel being incorrectly classified
- Fixed issue with a player's first system for a play session appearing as "Unknown".
- Fixed exception when resizing a vessel that has taken damage
- Fixed an issue with the client possibly displaying incorrect enhancements effects on objects that shouldn't have them
- Fixed an issue with Missile Shield incorrectly playing the "destroyed missile projectile" effect when it, in fact, has not destroyed a missile projectile.
- Fixed a long overlooked issue with weapon effects not displaying correctly on shields
- Fixed an issue with bosses from Beta 16 being incorrectly tagged, which resulted in incorrect dialogue and defeat tracking
[h3]Removals[/h3]
- 📡Removed enhancements and related items/components for fabricators. This includes fabricators overdrive bridges. Fabricator themselves are unchanged. Vessels that had these bridges should now just have an empty bridge mount. This change was made because we feel that things had required physical inputs (like sheets) shouldn't suddenly not require sheets just because a certain modification threshold was reached.
- Removed salvo spread effect from broad and precise targeting enhancements. These enhancements now only affect angle arc and range.
[h2]COMING NEXT[/h2]
As previously announced, we'll be moving towards Space Impossible v1.0 soon. In support of that we have no further BETA releases planned. However we do have a number of improvements, changes and balance fixes to implement. To help with this we intend to release a running set of Pre-Releases leading up to the v1.0 release.