Builds Beta, Creature Cages
Beta 2.0.19F+3
[p]Everything you're about to see is in the "betafromnowon" branch, but should reach all players within a week, as long as everything checks out. Anyone can play the beta branch, and it won't break your saves.[/p][p][/p]Builds
[p]Last week, someone here on Steam mentioned have switchable device load-outs. I had tried that over a year ago and ran into problems, but my mind was in the right place now: I came up with a new approach, worked 8 hours straight, and got it. I spent the rest of the week testing it. It's in beta now.[/p][p][/p][p]Builds are permanently unlocked once you reach sector 10+ in your current game, or if you've ever reached sector 100+. This is to avoid confusion for new players, since there's already so much to learn.[/p][p][/p][p]Creature Cages
[p]- [p]One Creature Cage device can hold any number of a single species.[/p]
- [p]I added information popups regarding cells on shipwrecks.[/p]
- [p]Intelligent beings can not be put into creature cages![/p]
- [p]Creatures in cages no longer count against being able to tow a shipwreck.[/p]
- [p]Each faction prefers a certain kind of creature, but they also despise some kind. For instance, the Gruff prefer predators but hate prey. The Limoquee like insects but hate silicon life (go figure).[/p]
Fixes
- [p]I fixed a bug where all uniforms were not shown on the officer change uniform screen.[/p]
- [p]I fixed the math to agree with the words : resistance stations can train your officers up to level 12[/p]
- [p]I fixed the visual bug in crafting that says you're missing parts but doesn't take into account your "essence efficiency" power.[/p]
- [p]I fixed my previous changes to cloaking: with proper powers, you can make your ship basically undetectable to all but the most powerful scanners.[/p]
Other Changes
- [p]Knives, swords, and hammers now have more than 1 possible icon image.[/p]
- [p]If you do a lot of smuggling, eventually Limoquee will create "patrol" and "scanning" ships that break cloak much more aggressively.[/p]
- [p]Scanning ships can partially see through smuggler's compartments, cutting their power in half![/p]
- [p]Beyond sector 9, stations now sell 3 additional devices each.[/p]
- [p]Beyond sector 33, in "normal" sectors, there can be 2 embassies.[/p]
- [p]The Sil, when "appeased", will drop more antimatter and leave you alone for longer. They'll also vacate sectors where they were previously hostile.[/p]
- [p]Amoeba Scoop device now works automatically by proximity, not just by bumping into the target. And the range is dependent on the power, so higher levels matter.[/p]
- [p]In inventory, in "list" view (Options => Text => Inventory (List) ), you can see how much cargo space each item takes up. Zero is not shown.[/p]