Beta 1.7e2
Here is a list of changes available in the beta branch this week. It's free to join and doesn't break saves.
That's a lot for 1 week! [h3]Still much more to come...[/h3]
- You don't pick up medkits if you're at full health, or oxygen tanks if you have 90+% of your max oxygen.
- Black Ooze monster slowly destroys most items it touches.
- There is a warning on the warp screen that the warp point in sector 7 is blockaded.
- When a ship won't respond to your hail, it gives a floating text message, such as (...silence...) or Done talking.
- The eater devourer (ship) now takes several actions to completely destroy a planet. For instance a terran planet would first become barren, then molten, then dying, and then be destroyed.
- Flying next to a black hole can cause "time dilation", which will allow other ships around you to take additional moves (slows you waaay down).
- Further (but gently) slowed the spawning of code fragments
- Creatures in cells should be ignored for "monster vs. monster" attacks.
- Gave asteroid bases a music selection.
- Whitespace creatures shouldn't exist in our realm (and will be deleted if they do).
- Stationary ships should not spawn shipwrecks when destroyed.
- Banker monitors are always hostile
- The supply use of multi-fire weapons has been REDUCED.
- Big changes to end of the resistance quest line...
- If its a banker warehouse, you should always be allowed to dock, regardless of supplies.
- Created (yet another) check to ensure all areas of a shipwreck are connected
- Added "notes" to scans of planets and shipwrecks.
- Fixed a visual bug when entering a new sector and an alien hails you immediately, the map is only partially drawn. Shouldn't happen anymore.
- Stunned or tangled monsters shouldn't be able to dodge.
- I gave the Resistance destroyer its own unique starting quest.
- When you enter the warp screen and your drive is cooling down, the popup now gives you the option of closing it immediately.
- Bone piles are now dissipated when you move onto them. More will come from them in the future. (Archaeologically speaking)
- Created a new function intended to help if you go in a transit tube and end up outside the ship. It's never supposed to happen, so we'll see if this can be a solution. The only way to test it is for the bug to occurr...
- Added 2 new bad effects for artifacts and diseases
- "Comm jammer" power can now fail due to witnesses. Limoquee witnesses, as well as those of the same race as the one you're shooting, will always interfere. But if you kill a pirate and a gruff sees it, they're not going to tell anyone.
- When intelligent aliens tell you why they're on a shipwreck, they'll remind you with occasional floating text messages.
- Supply drops during hails are now actual supplies dropped in space
- You now get a pop-up warning when you would shoot or throw a grenade at a quest item.
- I fixed several bugs with artifacts (there were more than expected)
- Activate cheat modes in a game-in-progress:
- Oxygen always full: "O2 Problem Solved"
- Unlimited daily codes: "Cryptographer's Delight"
- No Resistances: "The Galactic Empire"
- You can press [TAB] in the commodities exchange to view the warp screen.
That's a lot for 1 week! [h3]Still much more to come...[/h3]