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  3. Space Impossible v1.0 Pre-Release 1 Now Available

Space Impossible v1.0 Pre-Release 1 Now Available

[p]Exciting times ahead. Space Impossible V1.0 Pre-Release 1 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]What is in Pre-Release 1? Good question. We added a gameplay enhancement we're calling "Bridge Target/Combat Information". This has two elements to it. First is when a controlled vessel (either player or AI) loses control via bridge destruction, there will be several indicators: a (X_X) face emote (that can be toggled off if unwanted), a distinct visual particle effect, and an audio cue. This should help with those annoying moments of "Did I really blow the ship up or not?".[/p][p][/p][p]The second element is the scanner (default P) will now highlight objects if they are under control by player or AI. This is intended to help with those moments of "how do I track down that tiny chunk that was blown off the ship?". The scan can also be triggered by pressing and holding left-mouse-button while hovering empty space. This will only work on objects within visual range, so surprises and ambushes should still be a thing to worry about.[/p][p][/p][p]There are also a number of tweaks and changes, including shooting through another vessels missile shield won't be considered a hostile action, server settings are now saved per universe--so if you create a universe as Creative, it will now stay Creative--and we fixed the issue with custom factions that popped up in BETA 16. Check the details section below for bug fixes and other minor changes. [/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/36/596277840826154115/
and how to access it here: https://steamcommunity.com/app/416240/discussions/36/596277840826153665/
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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 color highlighting for controlled objects to the nav scanner. Objects that are under player or AI control will now have a colored overlay visible, and will reflect faction standing towards you as a player. You can perform this scan by pressing the scan button (P) or pressing and holding left-mouse-button while hovering open space.[/p]
  • [p]Added "view details" hint to the problem summary on the side of the screen. Default Key J.[/p]
  • [p]Added the "bridge control lost" emote[/p]
  • [p]Added a "bridge control lost" visual effect[/p]
  • [p]Added a "bridge control lost" sound effect[/p][p][/p]
[h3]Changes[/h3]
  • [p]📡Changed so hitting a missile shield no longer counts as an aggressive action[/p]
  • [p]📡Certain projectiles (mines + missiles) now respect the direction of the mount's facing in regards to initial launching speeds[/p]
  • [p]📡Dedicated server will now use the 'fileport' number if 'extfileport' number is not explicitly set from serverconfig.txt[/p]
  • [p]Changed how custom faction transponders are generated. They are now auto generated, instead of being drawn from pre-generated item data. This will once again allow custom factions to again be playable in multiplayer without previously sharing the custom faction mod.[/p]
  • [p]Faction Creator will now save and increment the mod's version when saving the faction. This will allow players to be alerted when loading a universe that uses this custom faction.[/p]
  • [p]📡Server settings are now loaded per universe rather than globally. This allows settings (like gamemode) to be loaded across saves.[/p]
  • [p]Due to the server settings change, sv_maxplayers is removed, the parameter is now called "maxplayers", which can be changed after game start as an input command. It can now be set in serverconfig.txt for dedicated servers.[/p]
  • [p]Removed ability to change gamemode from "Advanced Options" when loading an existing universe, as the universe will obey whatever the gamemode was set at creation. However, the game will respect the /sv_gamemode command once the universe has loaded. This means that universes created as "Creative" will always be creative. If you wish to alter and save a universe after creation, /saveserversettings will save the changes for that universe on next load.[/p]
[p][/p][h3]Fixes[/h3]
  • [p]Fixed a bug with multi tile bridge detection on object splits[/p]
  • [p]Fixed engine stop spam when game is not in focus (reduces overall network usage)[/p]
  • [p]Fixed issue with custom faction transponder item UVs[/p]
  • [p]Fixed an issue where editing a custom faction without restarting the game would not load the changes.[/p]
  • [p]Fixed an issued with the scanner not correctly displaying objects which overlap the scanner origin (mid screen center)[/p]
  • [p]Fixed several issues that left fleet and trader ship regions static and empty when exiting[/p]
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