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Cosmoteer: Starship Architect & Commander News

Update 0.25.2 Patch Notes

Cosmoteer patch 0.25.2 is now available! This update adds support for 3-4 teams and free-for-all to the new Build & Battle PvP mode, as well as new built-in ship designs and a handful of bug fixes.

Enjoy!

Full patch notes:
  • Build & Battle:

    • Free-for-all is now supported with up to 8 players.
    • Team games now supports up to 4 teams.
    • Team starting positions in the battle phase are now randomized each round.
    • Once all players have marked themselves as ready, there will now be a 5 second countdown before the battle phase begins.
    • If the player has any default crew roles saved, those will now be loaded automatically at the beginning of the match.
    • Chainguns will now start the battle phase fully stocked of ammo even if they were firing at the end of the build phase.
  • User Interface:

    • In the ship editor, a "bullets" icon will now be displayed on Chainguns and Chaingun Magazines to indicate when they are properly connected.
  • Built-In Ships:

    • Added 4 new Monolith combat ships: Almocaden, Almogavar, Project Mistilteinn, and Thyreos.
    • Added 4 new Cabal combat ships: Cassiopeia, Eclipse, Gienah, and Nashira.
    • Added 2 new Imperium combat ships: Augustus and Thunderbird.
    • Added 4 new Fringe combat ships: Desecrator, Desolator, Hentzau, and Sicario.
    • Renamed the 'Elanine' to 'Robin' and the 'Can Opener' to 'Desperado'.
    • Miscellaneous updates to various other built-in ships.
  • Bug Fixes:

    • The recent fixes to the thruster logic screwed up Direct Control Mode, which should now also be fixed.
    • Occasional crash caused by recent thruster A.I. fixes.
    • Crash when deleting a planet in creative mode while its options window is open and U.I. animations are turned off.
    • The battle phase in Build & Battle could end prematurely if a ship makes an FTL jump, which could lead to various other issues.
    • In some circumstances, a ship's A.I. was unable to back away from a very close asteroid or other object.
    • Using the "grab" tool to move parts wasn't properly copying the existing part settings to the new part.
    • Deconstructing damaged parts was sometimes not giving quite as much resources back as you would have received had you repaired the part first.
    • Various text rendering issues when a ship contains an ampersand (&) in its name.
  • Modding:

    • OpenCloseSprite should now properly move/rotate when the component it is chained to moves or rotates.
    • Blueprints now support sprite animations.
    • Buff provider components can now be set to 'BlueprintsOnly = true'. This will remove most performance costs for buffs that are only used for display purposes and have no affect on gameplay.

Release Candidate 0.25.2 - Build & Battle & Bug Fixes

Cosmoteer release candidate 0.25.2 is now available for testing! (To play this release candidate, you must opt in to test it. Please see this post for info on how to test release candidates.)

This release candidate contains improvements to the new Build & Battle PvP mode, new built-in ship designs, and a handful of bug fixes.

Have fun, and thanks for testing!

RC1:
  • Build & Battle:

    • Free-for-all is now supported with up to 8 players.
    • Team games now supports up to 4 teams.
    • Team starting positions in the battle phase are now randomized each round.
    • Once all players have marked themselves as ready, there will now be a 5 second countdown before the battle phase begins.
    • If the player has any default crew roles saved, those will now be loaded automatically at the beginning of the match.
    • Chainguns will now start the battle phase fully stocked of ammo even if they were firing at the end of the build phase.
  • User Interface:

    • In the ship editor, a "bullets" icon will now be displayed on Chainguns and Chaingun Magazines to indicate when they are properly connected.
  • Built-In Ships:

    • Added 4 new Monolith combat ships: Almocaden, Almogavar, Project Mistilteinn, and Thyreos.
    • Added 4 new Cabal combat ships: Cassiopeia, Eclipse, Gienah, and Nashira.
    • Added 2 new Imperium combat ships: Augustus and Thunderbird.
    • Added 4 new Fringe combat ships: Desecrator, Desolator, Hentzau, and Sicario.
    • Renamed the 'Elanine' to 'Robin' and the 'Can Opener' to 'Desperado'.
    • Miscellaneous updates to various other built-in ships.
  • Bug Fixes:

    • The recent fixes to the thruster logic screwed up Direct Control Mode, which should now also be fixed.
    • Occasional crash caused by recent thruster A.I. fixes.
    • Crash when deleting a planet in creative mode while its options window is open and U.I. animations are turned off.
    • The battle phase in Build & Battle could end prematurely if a ship makes an FTL jump, which could lead to various other issues.
    • In some circumstances, a ship's A.I. was unable to back away from a very close asteroid or other object.
    • Using the "grab" tool to move parts wasn't properly copying the existing part settings to the new part.
    • Deconstructing damaged parts was sometimes not giving quite as much resources back as you would have received had you repaired the part first.
    • Various text rendering issues when a ship contains an ampersand (&) in its name.
  • Modding:

    • OpenCloseSprite should now properly move/rotate when the component it is chained to moves or rotates.
    • Blueprints now support sprite animations.
    • Buff provider components can now be set to 'BlueprintsOnly = true'. This will remove most performance costs for buffs that are only used for display purposes and have no affect on gameplay.

Hotfix 0.25.1b Patch Notes

Bugfix: Occasional crash caused by recent thruster A.I. fixes.

Hotfix 0.25.1a Patch Notes

Reverted the upgrade to Microsoft .NET 8 because it was incompatible with Steam Deck and Linux. (The upgrade may be reinstated in the future if/when Proton adds .NET 8 support.)

Update 0.25.1 Patch Notes

Cosmoteer patch 0.25.1 is now available! This patch primarily has a handful of bug fixes and quality-of-life improvements for the new Build & Battle multiplayer PvP mode.

Meanwhile, we're continuing to work on Career 2.0. That update won't be ready for a while yet, but nearer in the future you can look forward to a new ship part and some more improvements to Build & Battle (such as the oft-requested support for 3+ teams and free-for-all).

Enjoy!

Full patch notes:
  • If Build & Battle is played with an unequal number of players on each team, the team with fewer players will now be given more money each round to compensate.
  • For Build & Battle games, the lobby will now show the current round (and maximum rounds) instead of the time remaining.
  • In Build & Battle, the beginning of each build or battle phase will now be "introduced" with large text displaying the round number and phase type.
  • Build & Battle is now translated into all officially-supported langauges.
  • Miscellaneous other translation updates.
  • Cosmoteer now runs on the Microsoft .NET 8 Runtime. This may provide a very small boost to performance.
  • Bugfix: Crash in Build & Battle if the Unstash button was spammed.
  • Bugfix: Crash in Build & Battle if all the players were on Team 2.
  • Bugfix: Rare crash when hiring crew.
  • Bugfix: In Build & Battle, the players' ships could sometimes be spawned overlapping their teammates when returning to the build phase.
  • Bugfix: In the information box for a Build & Battle game, the victory point limit was being incorrectly displayed with a credits (money) icon.
  • Bugfix: In the information box for a build & Battle game, the credits per round was not being correctly displayed with a credits (money) icon.
  • Bugfix: The thruster algorithm wasn't properly taking thruster ramp-up times into consideration, which was causing ships with large thrusters to be more unstable or "wobbly" when flying than necessary.
  • Bugfix: The small amount of lateral force exerted by thrusters wasn't ramping up and down properly.
  • Bugfix: At high game speeds and/or low framerates, ship thruster VFX could appear very glitchy.
  • Bugfix: Any errors initializing UDP sockets for multiplayer should no longer prevent you from playing "Online" via Steam.
  • Bugfix: Hosting a multiplayer game with a very large number of mods activated could prevent the game from appearing in the lobby's list of games.
  • Bugfix: Visual and audio effects would sometimes not play or were glitchy while in Direct Control Mode while the controlled ship was moving quickly and either the game speed was set very high or the framerate was low.
  • Bugfix: Minor background color issues on some sprites including structure tiles, resources, projectiles, and crew.
  • Modding: In Build & Battle, multiple techs can now unlock the same resources and toggle choices.
  • Modding: Fixed crash when crew construction is enabled if a part lists the same resource type multiple times.
  • Modding: Particle effects now support optional 'FpsCompensation' and 'FpsCompensation' parameters that will "fast-forward" emitted particles by varying amounts to compensate for low FPS. This can be used in addition to or as an alternative for FpsCompensator. It uses more CPU than FpsCompensator and can't spread out the initial starting location of particles like FpsCompensator can, so it is recommend that you still use FpsCompensator unless you have a specific need for the new FpsCompensation parameter.
  • Modding: The particle 'Lerp' updater was usually reading LerpIn values from the wrong particles when used as an initializer.
  • Modding: Fixed crash when trying to open the planet generator editor.