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Star Explorers News

Testing Branch Updated to Version 5.5.25c

[h3]Update - 5.5.25c[/h3][h3] [/h3][h3]Inventory Slots Bug[/h3][p]The new inventory system strikes again! (Again!) This time we (and by me I am referring to play-testers who have suffered the consequences) have encountered a bug where inventory slots could get disabled when picking up certain items. [/p][p][/p][p]It turns out that if you entered a cave or some other structure, and left some of the ore or crystals there, and left the cave. If you came back to that cave and picked up those items, they would not function properly and just mess up your inventory.

I believe this issue is resolved. At least in this particular situation, it no longer messes up inventory slots.[/p][p][/p][p]It's possible there is some other situation that might cause a similar problem, so please let me know if you find the issue again. [/p][p][/p][p]If your inventory got messed up, let me know. I can repair the file if you'd like.[/p][p][/p][h3][/h3]

Testing Branch Updated to Version 5.5.25a

[h3]Update - 5.5.25b[/h3][h3] [/h3][h3]Ancient Oxygenator Bug[/h3][p]The new inventory system strikes again! This time I realized too late that I had updated the way the ancient oxygenator works, but failed to update all the relevant files to reflect that. Previously, when you had the ancient oxygenator, you could use it to refill your suits oxygen any time you wanted. But in this old system, you could still run out of oxygen if you did not manually refill it with the oxygenator. [/p][p][/p][p]The new systems makes more sense. You use the ancient oxygenator once, and from then on, you will no longer lose oxygen. It is constantly replenishing your suit's oxygen, and you don't have to worry about it any more. It also removes the oxygenator from your inventory, and adds a small icon to the bottom right corner of the inventory panel, so you know you have it.[/p][p][/p][p]So far so good![/p][p][/p][p]The problem is that after adding this update, I forgot to write the new variable (letting the game know that you have installed the oxygenator) to the saved game file. So after going through all the trouble of finding and building the oxygenator, and installing it, that player (who once again is not hypothetical) would reload their saved game to find the oxygenator gone, and no longer working. [/p][p]This update addresses the issue so no one else should ever have to suffer through my personal failings (at least this particular one) ever again. [/p][p][/p][h3][/h3]

Testing Branch Updated to Version 5.5.25a

[h3]Update - 5.5.25a[/h3][h3] [/h3][h3]Radiation Damage Bug[/h3][p]I recently updated the whole inventory system, which included a different way of calculating damage based on your space suit's stats. I also updated how environmental things like acid, mercury and ammonia effect your suit and health, to match how the suit stats work. However I forgot to update the way radiation damage was determined, and it did not match the way the space suit stats worked, so it was basically multiplying the amount of damage you would take based on how much your suit was supposed to be protecting you!

So a player who had 100% radiation protection would actually be taking 100x more damage from radiation. (Note: this is not hypothetical ... this player exists and was not happy)

Sorry!

So it should be working as designed now.



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Testing Branch Updated to Version 5.5.25

[h3]Update - 5.5.25[/h3][h3] [/h3][h3]Tractor Beam[/h3][p]I was able to fix the problem where the tractor beam would show the wrong object name if you clicked on more than one at a time. Also, to hopefully make the process of collecting ore a bit more streamlined, you can now right click on space ore while in combat mode.
[/p][p][/p][p][/p][h3]Treasure Caches[/h3][p]When updating the whole inventory system, I forgot to include the variable that activates treasure caches on planets. So for the previous builds, no treasure caches will have appeared. Now the game will once again produce treasure caches on some planets. [/p][p][/p][p][/p][p][/p][p]There is one setback from this update. Planets which have been visited before will have to be re-generated. It should happen automatically when you land on them. Once they are newly regenerated they should then behave and reload as normal.[/p][h3][/h3]

Testing Branch Updated to Version 5.5.24

[h3]Update - 5.5.24[/h3][h3] [/h3][h3]Sonic Cannon[/h3][p]The sonic cannon should be working (again). I think I have this issue resolved now. I've been learning a lot about how to code more correctly with all the more recent games I've been making, and it's helping me spot some of the older, obvious mistakes in the Star Explorers code base. I am hoping this will help me eventually make Star Explorers more stable[/p][p][/p][p][/p][h3]Sector Cube Issue[/h3][p]A weird bug was making the target sector cubes in the final mission show up as solid blocks, instead of vector outlines. I believe this is resolved. It was not any kind of game breaking bug, but it should be more consistent now. [/p][p][/p][h3][/h3]