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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][/p][p]There are 9 "build" buttons in total: 3 for ship components (weapons, defenses, engines, etc), 3 for ship devices, and 3 for away team gear. This allows for maximum customization and purpose-built load-outs.[/p][p]Change your focus to missiles or beam weapons, stealth, efficiency, cargo, power, or crafting, all with the push of a button.[/p][p]You can find info about builds in Options => Help => Items & Stats => Builds[/p][p][/p][p][/p]
Creature Cages
[p][/p][p]This is a new ship device that lets you rescue those poor creatures trapped in cells on shipwrecks, without having to kill them. You can then sell them to various stations for money, or you can release them in their natural habitat for an XP boost. [/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]
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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]
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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]
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