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Approaching Infinity News

New Quests, Items, and Locations... and... PLAYABLE!

[h2]Greetings space captains! [/h2][p]Development continues, 12 years and counting.[/p][p][/p]
PLAYABLE!
[p]Approaching Infinity has been found to be "playable" on the Steam Deck.[/p][p][/p][p]You may have already known that, since there are thousands of deck player-hours... But do you know there's a "Big Text" option (options => Text/buttons => Big Text) that makes text bigger? Mostly for the deck players but anyone can use it ;)[/p][p]The Steam Team has given me a list of requirements needed to get it up to "Verified", but I honestly doubt that AGK is up to the task of fulfilling all of them.[/p][p][/p][p][/p]
New Quests
  • [p]S.O.S. beacons can now give "rare plant" quests, where you need to find 2 different kinds of rare plant (which are now detectable from scans).[/p]
  • [p]Beacons can also give "Merc needs a gun" quests. I urge you to read these if you get them. This is great for players who like crafting, because you can usually build what they need...[/p]
  • [p]There's a new mini-quest through a hail interaction, where an alien ship needs a replacement component (engine, sensors, etc.) and they are willing to trade. You've got your choice of rewards with this one, I hope you find something you need ;)[/p]
  • [p]Another new hail quest, this one from stations: they need a certain consumable that you either have or can build, and are offering a choice of rewards. Some of the problems can have serious consequences...[/p]
  • [p]Finally, if there are space monsters in the sector (amoebas, nebula fleas, etc.), a station might hail and give you a quest to remove them. They'll also give you hints on how to do that, so you could learn a thing or two.[/p]
[p][/p]
New Items
[p]The Force Drill: a consumable that destroys 1 tile of force field in space, red, blue, or yellow (not purple). Found on the 6 level of narcratu hives.[/p][p][/p][p]The Firax Cipher: a consumable that eliminates 3 wrong choices when identifying an artifact! Found in galactic megastructures.[/p][p][/p][p][/p][p]Distillery: a device that gives 1 extra essence when extracting, and also 1 additional jitter juice or rage-a-hol when creating those consumables.[/p][p][/p][p][/p][p]Multi-Tool: a device that gives a 50% chance to not consume parts (repair kits, gadgets, crafting parts) when repairing shipwreck systems.[/p][p][/p][p][/p][p]Supply Converter: a device that gives 5x the amount of supplies when burning commodities in your reactor.[/p][p][/p][p][/p][p][/p]
The Narcratu Defile
[p]This is a new area that is both "a narrow dangerous passage" and a desecrated, corrupted place. It is completely taken over by the Narcratu. Do not go there unless you are ready to lose your game. I died 4 times in one I thought I was ready for. There are new enemy ship types. Look on the warp screen![/p][p][/p][p][/p][p][/p]
The Sector Map
[p]You can now see certain special sector types right on the warp screen before you go there. You'll also get popups explaining what those are. Additionally, the inhabitants of sectors are now shown in all sectors (it used to be only up to sector 33).[/p][p][/p][p][/p]
The Outer Hull
[p]With magnetic boots, you can walk on the outer hull of shipwrecks. But until recently, there wasn't much out there. Sometimes you could use it to get to previously unreachable areas, and exploring it gives data, but that's about it.[/p][p]That changes now.[/p][p]There is a new kind of monster out there: the "Sparnacle": an unmoving lump of silicoid life that is full of rare essences, if you can manage to harvest them before they float off into space (the grappler gun is a blessing here).[/p][p]There are also new exterior components (including a lootable "hull locker") and stuff like solar panels, which give bonus points when using a ship as your own. If there are items on the outer hull, there is guaranteed to be a "hull access" door that leads out while maintaining the atmosphere.[/p][p][/p][p]On top of that, auto-explore has been revamped to ignore the outer hull until the inner area has been explored. That was a player request. You're welcome ːsteamhappyː[/p][p][dynamiclink][/dynamiclink][/p][p][/p]
Other
  • [p]I think I have finally, no really this time, eliminated the "red switch behind yellow forcefield" problem. It's not released, but I've seen it in action several times now, it works.[/p]
  • [p]Silent Running and Stealth Coating can now reduce the distance you can be decloaked to 0.[/p]
  • [p]I made "Haste" away team cyber skill more effective.[/p]
  • [p]Disease cures cost less in early sectors (this was supposed to be a thing but the math was wrong!)[/p]
  • [p]Scrambler weapons now destroy nanostructure in a radius (not just plink 1 at a time!)[/p]
  • [p]I improved the spawning of sprawling planets: the areas will be more varied in both structure and terrain images.[/p]
  • [p]Unlearnable recipes should no longer show the "recipe unknown" icon.[/p]
  • [p]Shooting Vacuum Amoebas with various weapons now gives popups and suggestions.[/p]
  • [p]Antimatter now destroys vacuum amoebas in a 2-tile radius (5x5 area). [/p]
  • [p]Astral Phoenix now also has popups and suggestions because blister beam heals it and spinal driver kills it permanently.[/p]
  • [p]Space monsters (not ships) now drop essences[/p]
  • [p]I wrote one-time popups for 13 different sector types, the first time you see them on the warp screen. Many come with warnings.[/p]
  • [p]I found and fixed a few things that weren't obeying the "Ignore 3rd Party Attacks".[/p]
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Reviews
[p]Hitting "overwhelmingly positive" after launch was a great milestone and helps bring in new players, which in turn makes sure the universe will keep expanding for years to come.[/p][p]Please keep those positive reviews coming! [/p]

Disease Cures & Cryptid Hunt

Hail space captains!
[p]Work continues, and it's equal parts bug fixes, player suggestions, and crazy developer tangents...[/p][p][/p][p]One of the biggest complaints of the past few months is diseases. They're supposed to be terrible, but it turns out they're UN-FUN, and that's not cool. They make some players feel like they just had to wait hundreds of turns for symptoms to show up or get better. So I've made some changes.[/p][p][/p]
Disease Cures
[p]The virologist skill (science officer) has always existed, and it does work to cure your diseases over time. But there has never been any indication of when that would happen (and that's because it has always been like a 1% chance per turn. nobody knew when it would happen!)[/p][p]Now that skill (and the "Immunization Station" and "Med lab" devices) actively work to cure your diseases, and you get a read-out right on screen of their progress, it's displayed in the status icon as a "% cured".[/p][p]Higher levels of Virologist also do something totally new:[/p][h3]They offer a way to cure your disease with medicinal plants. [/h3][p]And if you have level 3, you get another self-cure option that involves a lot of other resources and crazy processes. Both of these cures are presented as quests so you can keep track of them.[/p][p]Of course the old "pay for a cure" option still works, but the cost has gone up dramatically. I suggest getting yourself a way to treat your own diseases, or better yet, use an Immune Booster consumable at the first sign of zombies![/p][p]And there are 2 bonuses to curing your own diseases:[/p]
  1. [p]There is no "remission period" at all. It's just gone.[/p]
  2. [p]You become immune to that disease! (This is not realistic, but it could be useful...)[/p]
[p][/p]
Cryptid Hunt
[p]This is the crazy developer tangent I mentioned...[/p][p]Years ago, David sent me lots of new monsters that still aren't in the game. I was looking through that and got inspired. So now, somewhere after sector 15, you might start finding clues about a mythical creature that probably doesn't even exist... [/p][p][/p][p][/p]
Fixes and Changes
[p]Everything else since the last update...[/p]
  • [p]Auto-explore no longer gets stuck in an endless loop when there are 2 nutrition cubes and you're at full health...[/p]
  • [p]Pirates now use missile weapons, except for the profiteering beam, which is... a beam.[/p]
  • [p]Orbital Bombing cyber-skill can now be used to destroy shipwrecks. It produces less loot, but there are valid use cases.[/p]
  • [p]Orbital Bombing now affects the first level of caves, and the side-areas of sprawling planets. It also hurts monsters within damaged areas.[/p]
  • [p]Randomly creating heavy, light, rapid, etc. versions of ship weapons while crafting now only happens when you use both data and double parts.[/p]
  • [p]No more environmental damage warnings when returning to the central map on a sprawling planet.[/p]
  • [p]Pirates, Mercenaries, and Bankers now target your officers directly (their attacks have a chance of injuring officers regardless of away team HP).[/p]
  • [p]Many traps (cave-ins, laser gates) also have a chance of injuring officers.[/p]
  • [p]Hard Hat now prevents officer injuries from cave-ins.[/p]
  • [p]Radiant Reflectors prevents officer injuries due to laser-gates.[/p]
  • [p]I reduced the cost of cyberskills for sale in stations.[/p]
  • [p]Rally skill now has a status icon on the right with duration counter and tooltip information.[/p]
  • [p]Repair Terminal now displays reasons why auto-repair isn't available (not enough this, too many that, etc.).[/p]
  • [p]I fixed a bug that spawned embassies in sector 1 (and probably 50 and 1000 \[:facepalm])[/p]
  • [p]I introduced a new class of rare plants called "medicinal". They have their own sort option in the Herbarium (Infinipedia).[/p]
  • [p]Blaster will no longer try to opportunity attack allies.[/p]
  • [p]I created a new type of cave level : the underground lake.[/p]
  • [p]I'm forcing stairs to exist in caves if the final depth is greater than the current depth (should already happen, but some reports say otherwise...)[/p]
  • [p]Spelunkers who know the final depth/max of a cave will now see that in the location name at the top of the screen "Sector 73, Caverns (depth 3/10) of Voxivegoloron"[/p]
  • [p]Narcratu are no longer resistant to Cryo[/p]
  • [p]The away team can no longer be slimed while standing on liquid (water, lava, etc.)[/p]
  • [p]The away team can't use stairs when slimed or webbed.[/p]
  • [p]Golden pollen now increases less when found, but is decreased more slowly and provides better healing.[/p]
  • [p]When working to cure a disease and your science officer is on the away team, you'll get a once-per-game popup suggesting you leave them on the ship to work on the cure.[/p]
  • [p]Rare plants can now be detected from orbital scans.[/p]
  • [p]I may have fixed the problem of allies remaining behind on old maps[/p]
  • [p]You become immune to diseases you cure yourself.[/p]
  • [p]I fixed a bug where standing on mountains would basically stop monsters from being able to move (!)[/p]
  • [p]I haven't introduced a new monster that only lives in heavily forested side-areas of certain sprawling planets...[/p]
  • [p]Grappler-type away team weapons can now be used to pick up items![/p]
  • [p]Dying on the outer hull of shipwrecks causes tombstones to float off into space![/p]
  • [p]Stations are now 9x as likely to sell cyber-skills so you can complete your collection. They'll even sell multiple ones in a row.[/p]
  • [p]I fixed many bugs related to the "ammo belt" power.[/p]
  • [p]I fixed a bug where algae harvester and oxygen conservation caused your oxygen reserves to skyrocket (sorry)[/p]
  • [p]I fixed the power "cross both mountains and water".[/p]
  • [p]I introduced a new monster power : The lower its health, the more melee damage it does! (Nothing has this power yet but it's there, waiting...)[/p]
  • [p]I added a new code to re-lock all your ship and officer classes, in case you want to have less stuff and/or do it again. It's "Relock".[/p]
  • [p]I added a new setting to automatically use the tech extractor device on ships with less than 3 decks.[/p]
  • [p]Parts Junkie asteroid base room prices are now more in line with space station crafting part prices.[/p]
  • [p]When selling large amounts of data, entering 0 or pressing escape will no longer sell all your data! 😮[/p]
  • [p]I've made several changes to the spawning of quest items for Bankers quests, to make sure you find what you need![/p]
  • [p]Bankers quests now pay higher rewards based on your reputation with them and their faction power. They reward loyalty. Doesn't make it right though...[/p]
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All that in 2 weeks!
[p]I should take a break. [/p][p]I won't.[/p][p]Because I'm already almost done with another update, this time for the people who hate the fact that magnetic boots + auto-explore makes you go outside the ship...[/p][p][/p][p][/p][p][/p][p][/p]

Freezing, Features, and Fixes

Freezing
[p][/p][p]Cryo weapons now have a base 25% chance to freeze enemies! Anything that resists cryo is immune to this effect, and so are all creatures on frozen planets. The Transmutor skill "Elemental Trigger" adds 33% chance per level. Hitting frozen enemies with smashing/blunt , sonic, or explosive does double damage ;)[/p][p]Have fun with this one![/p][p][/p][p][/p]
Injuries
[p][/p][h3]We're not waiting for the end of away missions anymore...[/h3][p][/p][p][/p][p][/p][h2]There are a lot of changes for this:[/h2]
  • [p]Injuries immediately disable passive skills.[/p]
  • [p]Injury over 25 disables active (cyber) skills too.[/p]
  • [p]Minor injuries heal 1 per turn (or more with skills/powers/devices), but...[/p]
  • [p]Injuries over 150 do not heal on their own![/p]
  • [p]Injuries of 100 or more slow the away team by 25, and 350+ slows the away team by 60![/p]
  • [p]Injuries greater than 250 get worse every turn! (They heal naturally on the ship.)[/p]
  • [p]Max injury is 500[/p]
  • [p]Regenerate power (and med kits) speed up the healing of these injuries while on away missions.[/p]
  • [p]Med kits can now be used to treat individual injured officers, both in space and on away missions, removing up to 200 injury.[/p]
  • [p]There is a new help page explaining this: Options => Help => Skills => Injury[/p]
[p][/p][p] [/p]
Shipwreck Auto-Repair
[p]If you've repaired a shipwreck to take over and use as your own ship at least once, you will now have the option to auto-repair a fully-explored 3+ deck ship with the push of a button![/p][p][/p][p][/p][p]Auto-Repair is activated at any repair terminal, once you've fully explored the ship, and if you have all the necessary items. The resources are consumed upon exiting the ship, and only if you choose "use it as my own ship". [/p][p][/p][p][/p]
Nanopocalypse Fixes
[p]People have reported some problems with the Nanopocalypse quest line, but I had no idea how many issues there were until I played through it, fixed a bunch, played through it again and fixed more.[/p][p]Wow. Sorry. [/p][p][/p][p][/p]
New Youtube Series
[p]People have requested that I bring back my developer play-through video series on Youtube so I present to you "The Marshal, the Quartermaster, and Crafting", 8 episodes where I unlock 2 of the alien officer classes and mess with the crafting system. New videos will release every 4 days, with the final installment coming out August 30th.[/p][p][dynamiclink][/dynamiclink][/p][p][/p][h2]Everything Else[/h2][p]There are always lots of little changes going on, here's the list:[/p]
  • [p]In station pawn shops, selling multiple copies of the same item (machine gun, rock plow, etc.) reduces the sale price by 10%, to a lower minimum of 25% of value. A sonic SMG won't affect the price of an incendiary SMG, but trying to sell 10 eviscerators will have diminishing returns.[/p]
  • [p]This "sales memory" is tracked per faction (selling to bankers doesn't affect price at gruff stations, etc.), and will clear over time, deleting the first 3 items on the list after every warp.[/p]
  • [p]In the pawn shop, art is now arranged by faction, starting with the faction who owns the station.[/p]
  • [p]Races with faction power less than 50 don't spawn random ships in a sector. They can still have ships related to a given event or quest.[/p]
  • [p]Races with faction power less that 30 no longer spawn embassies in new sectors. They are effectively removed.[/p]
  • [p]Large faction ships (size 3) have a minimum faction power of 75%, and huge (size 4) have a minimum of 100%.[/p]
  • [p]I reduced the price scaling of crafting parts: it got WAY out of hand in high sectors.[/p]
  • [p]The inventory screen now tells you what furniture items (if any) a crafting part or gadget can be extracted from. It also tells a little more about gadgets in general.[/p]
  • [p]Syndicate bases (loot stockades / "many small structures") will now usually contain 1 random gadget.[/p]
  • [p]Virtual University (asteroid base room) now allows training of all 6 officers with much less conversation annoyance.[/p]
  • [p]In stations, if you have more than 10K data, it will now ask you how much you want to sell.[/p]
  • [p]You can now long rest in space to heal injured officers.[/p]
  • [p]Hills block sight unless you are standing on hills or mountains. (This has actually been true for a while now.)[/p]
  • [p]You can only de-grok each monster once per game.[/p]
  • [p]The transmutor skill "elemental trigger" now increases the chance that stun and tangler weapons will affect the target.[/p]
  • [p]Ion weapons now have a 25% chance to stun robot enemies, and that is +33% per level of "elemental trigger".[/p]
  • [p]Shipwrecks with 3 or more decks will now have more "vital systems", so you don't explore a whole ship and get the "not enough vital systems" message.[/p]
  • [p]David gave me new tiles for basic lands on planets, so now we have greater variation. He also made a new galaxy sprite for the warp screen.[/p]
[p][/p]
Sale
[p]If you haven't explored the Approaching Infinity universe yet, now is the perfect time: the game is 20% off until Monday.[/p]

Cryo-Chamber For Everyone!

[p]Things have been great since the official launch back in April, the game hit "overwhelmingly positive" and I've enjoyed having a stable build up for the past month. But it's time for some updates! Everything here is released for all players today in version 2.0.16c (now 'd', see below).[/p][p][/p]
The Cryo-Chamber
[p]When there are 14 different officer classes (including the new alien officers) to choose from, and only 6 officer slots, it can be hard to decide who to have on your team. In the past, you had to dismiss an officer to hire someone new. That changes now with...[/p][p]The Cryo-Chamber![/p][p]It needs to be unlocked through a quest chain, and it'll be easier if you have asteroid bases unlocked... Anyway, once you have 5 or 6 officers, if you touch a cryo-tube in a cave or shipwreck, one of your officers will come up with a brilliant idea... and the quest for the cryo-chamber will begin.[/p][p]It's optional, of course, and once you're completed the quest in one game, it unlocks cryo-chambers for sale in future games. They're expensive, and there's no reason you couldn't do the quest again. It's up to you.[/p][p]Freeze & Thaw[/p][p]Using the cryo-chamber now costs 1 essence of ice to freeze someone, and 1 essence of heat to thaw them. I was originally planning on higher costs, but for now, these token costs are fine.[/p][p][/p]
Price Fixing
[p]And speaking of 'costs', I know that the prices of some items get way out of hand in the higher sectors... like $53 MILLION for a knife. So I did a few things to make prices more reasonable. This should help keep trading relevant, and money in general too. [/p][p]I also made it impossible to sell an item for more than you bought it for (this used to be exploitable with the greed inducer or salesman skill). Crafting parts will also be more expensive in the later game.[/p][p][/p]
Arrest By Distance
[p]It was pointed out to me that the new Limoquee Marshal's "Arrest" skill wasn't nearly as cool as I thought it was... Sure you can take certain enemies out with a single melee attack, but you had to get close first, and you would take too much damage getting there.[/p][p]So now that skill works by distance, and the distance is equal to the skill level. So at level 3, you're arresting all criminals within 3 tiles every turn. Goodbye syndicate![/p][p]If you don't have the new alien officers yet, I encourage you to complete the quest lines of the Pirates, Gruff, Limoquee, and Sigorn. They can be game-changing.[/p][p][/p]
Environmental Damage Remodel
[p]Someone else pointed out to me that even though it's a powerful limiting factor at first, in the late game, planetary environmental damage becomes a non-issue.[/p][p]So now, enviro-damage continues to scale with sector, like most things. Terran planets are unaffected, frozen planets scale the least, and dying planets scale the most. I've now seen planets with over 3000 environmental damage per turn. And since dying planets are so very dangerous, I've made it so that natural resources (ore, transuranium, gemstones) found there can appear in stacks, not just single units.[/p][p]So of course, your suits' resistance now continues to scale as well. And there's a skill that used to give you +5 environmental resistance. Now that skill gives +5 or +5%, whichever is higher. So if you're in the 1000's, you get +50, etc.[/p][p][/p]
The Tentaculon De-Grok
[p]What?![/p][p]So "grokking" a monster is to fully understand it and get a 25% chance to score critical hits on it. This is tracked in the bestiary, you can spend data to learn it, and there are some achievements for grokking lots of monsters.[/p][p]But now the Tentaculons have come up with a way to suck that knowledge out of your brain (and computers). Of course they'll pay you for such valuable information. You even get to choose from 6-8 different rewards, and the stronger the monster, the bigger the reward![/p][p]But "grok" is across all games. If you 'spend' the info (and crit chance) now, you won't have it later until you've shot that monster with lots of different guns, or collected its DNA many times.[/p][p]Still, it's a fun new thing to play with, and the really powerful monsters grant some insanely high-powered weapons.[/p][p][/p]
The Rest
[p]Everything else I've done since the last update, in semi-chronological order. Like I've said, I don't plan on stopping. Approaching Infinity will continue to grow.[/p]
  • [p]There are now random modifications for missile weapons : hardened, heavy, light.[/p]
  • [p]Ship weapon modifications can now randomly appear during crafting (heavy, rapid, light, etc.).[/p]
  • [p]Shields that reduce damage of certain weapon types (cannon, beam, missile) now reduce that damage by 50%, not 30%.[/p]
  • [p]I modified crafting recipes (mostly making them more expensive).[/p]
  • [p]I tried to make it so that items that don't have recipes can't be salvaged (for example tac-nuke grenade and ion storm cannon).[/p]
  • [p]I fixed the math in the "oxygen conservation" power and added to the description: " Chance caps at 90%."[/p]
  • [p]I added some descriptions for monsters that didn't have one.[/p]
  • [p]You can no longer research creatures you haven't met yet (in the beastiary).[/p]
  • [p]The cryo zapper now automatically freezes liquid terrain you try to move into.[/p]
  • [p]I tried to fix naturalists petting bunnies.[/p]
  • [p]I added rep and faction power to the top of station displays.[/p]
  • [p]When looking at Commodities in the inventory, it will show you which races affect the price of each commodity.[/p]
  • [p]Ammo Belt skill no longer selects nano-bullets.[/p]
  • [p]Bartol Grimes now admits there is a way to get rid of radiation on shipwrecks.[/p]
  • [p]High-Gravity planets also have stacks of resources, but half as much as dying planets.[/p]
  • [p]I tried something else to prevent entering whitespace from destroying the sector [/p]
  • [p]I randomized some base stats of newly created items (in stores, crafting, etc.)[/p]
  • [p]Star Temple quests now have an XP reward! (they didn't?!)[/p]
  • [p]The total armor of Ablative Armor is now reduced every time it is damaged.[/p]
  • [p]When Limoquee scan you and detect illegal items, you immediately go into red alert (so no last-second docking!)[/p]
  • [p]I improved the spawning of certain secret cave levels...[/p]
  • [p]I improved the usage of consumables on away missions (UI issues).[/p]
  • [p]I added extra sounds and visual effects when the away team gets hit.[/p]
  • [p]I am allowing the "Identify Artifacts" process to be carried out on away missions. LMK if there is too much weirdness about it.[/p]
  • [p]Spelunker level 2 will always detect caves from orbit, and level 3 reveals their final depth.[/p]
  • [p]Medical Bay device now doubles the speed at which you recover from cured diseases.[/p]
  • [p]I created a new type of quest: the "Shopping List". It requires you to gather up a list of a specific number of crafting parts, gadgets, commodities, rare plants, consumables, and/or essences. For example, maybe the Vordalene need 100 raw ore, 200 wiring, and 1 repair kit to complete a project. That could be a quest.[/p]
[p][/p]
Thank You!
[p]I'd like to point out just how many of the above changes have come from player feedback both here on Steam and in our Discord. I can't think of everything, but with your help, we get a lot done! Thanks ːtentaculonː[/p][p][/p][p][/p][p]Saturday morning update:[/p][p]Some users were experiencing a loss of sound when the away team was attacked (I just put in some new sound effects for this). So I tried to fix that (please let me know!), and I also tried to improve the internal logic when repairing shipwreck floors (it won't always be a wall now, and sometimes it will ask you "wall or floor?"). Version is now 2.0.16d.[/p][p] [/p][p] [/p][p][/p][p][/p]

Update #169

[p]After a week at the beach, and before 4th of July, I addressed some issues, added some features, and tweaked some numbers. This is released for everyone, version 2.0.14a:[/p][p][/p]
Fixes:
  • [p]I fixed a lot of issues with mutated diseases. Sorry about all that![/p]
  • [p]I fixed a bug where scanning or boarding certain syndicate shipwrecks caused a hang / crash.[/p]
  • [p]I put in more checks to auto-complete the quest in sector 7.[/p]
  • [p]I fixed a visual bug in classic UI mode when exiting stations.[/p]
[p][/p]
Changes:
  • [p]The captain's log no longer auto-formats your messages with capitals and lowercase letters.[/p]
  • [p]Bandit machines (slot machines) now payout stacks of Commodities instead of just 1, and they only give certain Commodities.[/p]
  • [p]Bandit machines can now pay out consumables (like squik poison and porta-doors).[/p]
  • [p]Banker Soldier attack range increased to 7.[/p]
  • [p]Ship classes that don't allow built-in devices (like the cruiser) will no longer show built-in slots on the inventory screen.[/p]
  • [p]I refined the saving/loading of settings a bit more.[/p]
  • [p]Diplomacy officers get more XP for large trades. Profit and distance traveled don't matter. Number of items and total sale price do.[/p]
[p][/p]
New Features:
  • [p]From the inventory, you can now learn price grades of Commodities by spending data.[/p]
  • [p]I created a one-time popup explaining that your crew does not need FOOD.[/p]
  • [p]If you have the "classic plus" DLC and your ship is one of the standard types (not custom built from a shipwreck), you can change back to the stock image for that ship type.[/p]
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Wiki:
[p]"Wonder" from the Discord has started to put together a wiki! I've been helping out by exporting game data according to templates, but there is still lots of work to do. Check it out here:[/p][p]https://approachinginfinity.fandom.com/wiki/IBOL:_Approaching_Infinity_Wiki[/p][p]or here, in this add-less mirror: https://approachinginfinity.antifandom.com/wiki/IBOL:_Approaching_Infinity_Wiki[/p][p][/p]