Release Candidate 0.23.3
Cosmoteer release candidate 0.23.3 is now available for testing! (See this post for info on how to test release candidates.)
This release candidate contains a handful of quality-of-life improvements.
Thanks for testing!
RC1:
RC2:
This release candidate contains a handful of quality-of-life improvements.
Thanks for testing!
RC1:
- Saved games now store the mods that were active when the game was saved.
- Trying to load a saved game with mods will now alert the player if they are missing any mods and prompt to automatically subscribe/enable them as necessary. (Only works for save files created as of this version or later.)
- When trying to join a multiplayer game where the host is using incompatible mods, you will now be given an option to synchronize your mods with the host.
- The saved game dialog will now show when a game was saved with mods enabled. (Only works for save files created as of this version or later.)
- The Mods Manager now shows the install source, mod ID, and Steam Workshop ID when selecting a mod.
- It is now possible to unsubscribe from mods by right-clicking on them in the Mods Manager.
- Saved games with parts, doors, bullets, ship classes, or doodads from missing mods will now
- usually* still be loadable but with those objects missing. Other glitches, including immediate separation of ships with missing parts, may still occur.
- Significantly improved performance when large ships have many structure tiles queued for deconstruction.
- Factories will no longer deliver resources to non-designated storage tiles if no resource limit has been set. If a resource limit has been set in excess of the number of tiles, they will still produce and deliver resources to non-designated tiles up to that limit.
- Right-clicking on the large resource buttons along the bottom of the Resources Management screen will now provide options to eject some or all resources of that type.
- The crew management screen now shows how many crew are assigned to each role.
- The "Trap Mouse Cursor" setting no longer has any effect until the game has fully loaded.
- Added 1 new Monolith ship: Liquidator
- Added 1 new Imperium ship: Chrysaetos
- Added 1 new Cabal ship: Hadar
- Miscellaneous updates to other existing ships.
- Reduced the steel cost of 1x1 Armor/Structure hybrid tiles from 6 to 5.
- Reduces the steel cost of Armor/Structure hybrid triangle tiles from 4 to 3.
- Bugfix: Asteroids and (especially) megaroids had very noticeable visual patterns.
- Bugfix: When an asteroid or megaroid split into multiple pieces, the sprites for any of the new pieces would get randomly reset.
- Bugfix: Ion Beams were unable to hurt structure tiles of their own ship when targeting their own ship.
- Bugfix: After a ship split into multiple pieces, thrusters on the new pieces could still appear to be firing without applying any actual force to the ship.
- Bugfix: Removing a crew assignment from a part (or assigning crew that had no assignments to a different part) wouldn't cause any crew operating that part to leave it.
- Modding: Typing into Part Debugger text boxes will no longer trigger normal game inputs.
RC2:
- The mods synchronization feature will now show errors for any locally installed mods whose version numbers don't match the host's.
- Updates to crew roles and priorities for many trade ships and stations to prevent issues when crew are hired by the player or transferred to the station.
- Bugfix: Crash if an under-construction part is destroyed immediately after its construction is completed.