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Version 2.1.0b and the Shipyards DLC

[p]In preparation for the launch of the new Shipyards DLC, I bring you fixes, changes, and new features. Please update to version 2.1.0b today![/p][p][/p]
Shipyards DLC
[p]Design your own starting ship! Spend points to assign stats like hull, speed, and cargo. Then assign weapons and devices from everything in the game. Start with 2 singularity launchers, a warp breach, and a quantum constrictor, or any crazy combo you can think of![/p][p]All space stations will have 4 ships for sale instead of just one, and you can tow 5-deck shipwrecks in exchange for shipyard tokens that increase the number of points you have to spend on your next ship. Finally, the new Shipwright can upgrade your unique ship so you never have to part with it.[/p][p][dynamiclink][/dynamiclink][/p]
Ship Design Contest
[p]Using the Shipyards DLC, design the most interesting ship. But what's the most interesting ship? You decide. But I'm not looking for "best stat min-maxing"...[/p][p]I'm looking for creative combinations of built-in devices, starting equipment, and stats. Think of something you like to do and make a ship that does it better than any other.[/p][p]Submit entries on the sharing thread (here). You have until the end of the year. But what's the prize? [/p][h3]The most interesting ship will become a new unlockable starting ship! [/h3][p](And if there's a DLC you don't own, I'll send you a key ːsteamhappyː)[/p][p][/p][p][/p][h3]It's not all just about DLC though...[/h3][h3][/h3][p][/p]
NEW FEATURES FOR EVERYONE!
  • [p]On the new game screen where you select your ship, you can now mouse-over tool-tip the various stats of the ship for a brief explanation.[/p]
  • [p]I created a new kind of cave level: the Metallicum Mine. They appear on level 7 of barren and molten planets.[/p]
  • [p]I added 9 new devices: spike field, envirodaptor, guest quarters, survey module, recyclotron, hoverboard, lockup, cuff'em, and MonsteRelax™.[/p]
  • [p]David made lots of new art for shields, sensors, engines, warp drives, and reactors.[/p]
  • [p]I created the "Cage Grenade". It has 0 radius and traps creatures for collection with creature cages.[/p]
  • [p]Intelligent beings can now be found in cells on shipwrecks. You can free them and help them get back to their people. If you have the Guest Quarters device, you have more options and better rewards.[/p]
  • [p]If you are carry refugees (from dying ships or released from cells), you can hail a ship of their faction at close range to transfer them over and complete the mission.[/p]
  • [p]New ship weapon: Ion Missile. Seeker missile with an ionic warhead designed to cause critical hits even on shields.[/p]
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FIXES
  • [p]After you launch escape pods, you will be able to buy a proper ship (Not just a "garbage scow", SORRY!)[/p]
  • [p]If you've unlocked the special faction officers on one computer but the unlocks don't transfer to a different computer, the game will now unlock them if you go to the achievements screen.[/p]
  • [p]Fixed a bug where you couldn't salvage a device in the inventory screen if it was also one of your built-in devices.[/p]
  • [p]Hard hat effect and device had some wrong values, they have been fixed.[/p]
  • [p]Red-eye raiders can no longer be put into creature cages.[/p]
  • [p]Savior beacon is now 100% classified as an away team device, and the art reflects this. It is still installed in a Tentaculon ship (they have their ways).[/p]
  • [p]I tried one more thing to avoid the hang when going into star temples.[/p]
  • [p]I fixed phantom templars (they were just sitting alone in the corner).[/p]
  • [p]I (at least partially) fixed a weird occurrence with the tourist quest where it thought you were done but also still had another destination.[/p]
  • [p]I discovered and fixed some bugs in navigating the "Classic Plus DLC" ship selection screen.[/p]
  • [p]Arrest skill should now work against red-eye raiders.[/p]
  • [p]You can finally look at the away team's installed device in the inventory screen.[/p]
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CHANGES
  • [p]When starting a new game, a ship's "Planet Scan" stat will boost the quality of your away team gear.[/p]
  • [p]Your first Remnant encounter in each new game will come with a warning instead of a spawn.[/p]
  • [p]I added which faction wants an art piece directly to the art's description in the inventory.[/p]
  • [p]Beastmaster (Gruff officer power) now tames twice as many creatures per level, to make it more useful.[/p]
  • [p]Gun Runner asteroid base room now only needs 10 small arms to build instead of 50.[/p]
  • [p]Star temples will once again be furnished.[/p]
  • [p]More locations just got essence doors...[/p]
  • [p]Consumption Engine (eater device) now absorbs nebula by default.[/p]
  • [p]Nebula scoop removed from Eater starting ship "ravager", replaced with Cyclic Capacitor (+33% beam weapon damage).[/p]
  • [p]Creature cages device can now hold up to 3 different species of creatures instead of just 1.[/p]
  • [p]Arrest skill does not work on "boss" creatures (big bad, etc.)[/p]
  • [p]"Naturalist" skill now affects different creatures at levels 2,3,4. Predators moves down to level 2, but silicon and insect move up to level 3. Slime moves to level 4 with energetic/elemental creatures (undocumented!)[/p]
  • [p]MAJOR CHANGE: "Another Volley" (red activated skill) now doubles weapon cooldown time upon second firing, so you'd better be sure you can kill your target![/p]
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