Update 1.12
Heya space travelers,
It's time for another update! Since the last major update, we've been focusing on bug fixes and quality of life improvements. While the groundwork is already being laid for the next expansion of the story, we managed to check off a lot of older tasks, be it fixes, improvements or even some practical features - and finally a first step towards expanding the skill tree.
Have fun and safe travels!

[h2]New Skills[/h2]

...are joining the tree! Some are connected to new features (like scanning or mining advantages) while others just tweak existing stats. The tree is to be expanded further, but this update introduces the first batch:
[h2]UI[/h2]
[h3]Service Insights[/h3]
With this new feature, you finally get a quick in-space overview of the services offered at a landable location (once you have unlocked the associated scan skill) - and no longer have to click through the various locations to get this information.

[h3]Damage Type & Producer Icons[/h3]
As part of some overarching tooltip changes, we're introducing a first batch of icons for the producer and damage type information. Layout and usage may still change in the course of general tooltip changes.

[h3]Other[/h3]
[h2]Weapons[/h2]
[h2]Localization[/h2]
[h2]In Progress[/h2]
[h3]Asteroid mining nerf[/h3]
With this update, the damage that regular weapons cause to asteroids will be significantly reduced (-50% compared to the previous value). The reason for this is to further increase the advantage of mining weapons. As this is only a part of a larger project to fine-tune the weapons, expect more changes in the future!
[h3]Interface[/h3]
As you might notice, there is still more UI stuff going on, with a focus on:

[h2]Ships[/h2]
[h2]Equipment[/h2]
[h2]World[/h2]
[h2]UI[/h2]

Let's have a chat on Discord:

Learn more & stay tuned!
It's time for another update! Since the last major update, we've been focusing on bug fixes and quality of life improvements. While the groundwork is already being laid for the next expansion of the story, we managed to check off a lot of older tasks, be it fixes, improvements or even some practical features - and finally a first step towards expanding the skill tree.
Have fun and safe travels!

[h2]New Skills[/h2]

...are joining the tree! Some are connected to new features (like scanning or mining advantages) while others just tweak existing stats. The tree is to be expanded further, but this update introduces the first batch:
- Express Reveal - speed up the scan process
- Spatial Scan - increase scan range in 3 steps
- Equipment Scan - reveal weapons and shields
- Cargo Scan - scan NPC cargo
- Deep Scan - display combat-relevant stats
- Core Mapping - increase mining yield
- Ore Filter - extract rare materials
- Velocity Control - faster ship deceleration
[h2]UI[/h2]
[h3]Service Insights[/h3]
With this new feature, you finally get a quick in-space overview of the services offered at a landable location (once you have unlocked the associated scan skill) - and no longer have to click through the various locations to get this information.

[h3]Damage Type & Producer Icons[/h3]
As part of some overarching tooltip changes, we're introducing a first batch of icons for the producer and damage type information. Layout and usage may still change in the course of general tooltip changes.


[h3]Other[/h3]
- "Hack" mission target icon
[h2]Weapons[/h2]
- Engetsu Gun - slightly-homing Loyalist weapon with unique projectile design
- Carriers: stats-improved launch bay versions added for the player
[h2]Localization[/h2]
- DE interface (statistics, info, descriptions) are back to 100%
- DE tooltip optimizations and abbreviations for clarity
- Note: The dialog and story content are currently not at 100%, but we will address this as a top priority.
[h2]In Progress[/h2]
[h3]Asteroid mining nerf[/h3]
With this update, the damage that regular weapons cause to asteroids will be significantly reduced (-50% compared to the previous value). The reason for this is to further increase the advantage of mining weapons. As this is only a part of a larger project to fine-tune the weapons, expect more changes in the future!
[h3]Interface[/h3]
As you might notice, there is still more UI stuff going on, with a focus on:
- Item tooltips: how information is communicated (both visually and content-wise), the screen fill issue and comparison clarity
- General: reduction of the overall window "weight" impression

[h2]Ships[/h2]
- Add a temporary autopilot mode when an NPC ship is attacked from outside its radar range
- Add a 5% chance for an NPC ship engine failure (max speed) if below 10% health
[h2]Equipment[/h2]
- Preferred weapon & shield groups (re-)created and assigned
- Added producers to weapons, items and devices that had none
- "Wave" weapon stats improvements and cleanup
- Some shields added
[h2]World[/h2]
- Improved Hacking tutorial later at Shizhong
- A new (hidden) quest stage for the Lorca story
- Additional dialog lines for various npcs added
- Added a quest counter and progress switch after receiving new Testament for 'Religion Upgrade!'
- Improved the 'Scheherazade Embargo' sidequest
- Descriptions for Poems and Flowers added
- Improved the 'Fernandez' sidequest
- Changed Elzo Fartrader's aggro behaviour during the escort sidequest
- Noob Henderson now gets assigned suspicion affinity on the player, after the player decides to ignore him (also distributed some more suspicion settings to other npcs)
[h2]UI[/h2]
- Options Menu: Show the primary display name
- Add a "stations visited" statistic
- Tutorial now makes use of quickbar highlighting for better orientation (also some more explanations were added)
- Inventory HUD: Highlight the selected slot
- Skill tree: Highlight the active path
- Skill tree: show the skill level number even if not skilled yet

- A progression reset for 'The Sphere' story mission
- Vex's Note has now been marked as quest item and won't spawn randomly anymore
- Distance Callback for Kalypso inserted during 'Let Sleeping Docs Lie' story mission to remove the possibility of triggering the "...waiting" dialog more than once
- Jurgen Winters should now be removed from the player's cargo at the correct moment
- Player should not be able to loot cargo chests anymore if at full cargo capacity.
- Devil's Fruit should now only be obtainable once
- Broken dialog for 'Border Patrol' story mission, when the player decides to lie to the Loyalist forces
- Dr. Cram Bokaj should now leave Caduceus station before the end of the first storyline, not only if his sidequest was finished before
- A possibility of Noob Henderson dying after the player has persuaded and/or ignored him
- The 'Fernandez'-sidequest doesn't reset progress anymore, in case the player decides to switch routes during the quest
- Ultra wide (3840x1080) resolutions are broken
- Loading a game resets active device cooldowns
- Not enough free cargo space to switch the loadout
- Repair laser should only hit an enemy when it's selected
- Items received from cargo crates inside wrecks don't check cargo capacity
- The Schwarzschild Singularity: "Infinite Machines" dying from collisions
- Using the thruster/weapon for the first time doesn't show the Cooldown HUD
- Editing a map marker removes the name
- Target cursor image offset is not centered
- FTA Samson is the only place where the cargo container is a separate person
- Display groups for freight containers
- Monitor refresh rate detection fails if we use a windowed mode resolution that is larger than the display supports
- Some possibilities in which Kouji dialog still appeared after she died.
- Removed a perma notification during an encounter with Mr Shiro way earlier
- Zopa's wrong dialog on one route due to story variables for the Early Siege Break sequence
- The weapon slot for the Bengal carrier
- Removed some trade/repair quick access icons from npcs (for example: dead npcs)
- 'Profit Loses Seldom' now ignores the double dialog switch for Pgt. Decimus
- Scan amount for the Javelot fixed
- A sequence in which Callisto did not correctly unlock for the player during the 2nd storyline, softlocking the route for the player
- Missing dialog switches for Auxilium on some routes
- 'Corporate Retreat' (Nookrium sidequest) ending fixed
- Final dialog fixed for the Musashi sidequest
- The possibility of 'Crash Course' breaking and softlocking the player in one route, after destroying the first three Caduceus drones at a much later moment
- Some weapon and slot assignments
- A sequence in which Chondros' death would result in a bugged state of the fight at Lashkar Gah
- A possibility of restarting 'Building a Barrier' at Jiraiya
- Some dialog blocks and switches of minor npcs
- Possibility of the Supreme Court still being locked for the player one some routes later on
- Removed the possibility of Delga and Nobunaga's death dialog spawning at a much later moment
- Guard Pommern and Guard Endsor now only get move orders during 'The Tale of Lost Luggage' if they're still alive
- The three Caduceus transports during 'Genocide Arrest' should now correctly stop and return to their origin places after the player has defeated the guards.
- The Cure, Anti and Dote won't cause error reports anymore after being killed
- Auxilium doesn't auto-talk to the player anymore after the Caduceus transport has been stopped during 'Genocide Consignment'
- McKenzie doesn't lose respawn during 'Genocide Consignment'
- Missing exp rewards added to some missions
- Missing exp_death rewards added to some rare ships and stations

Let's have a chat on Discord:

Learn more & stay tuned!