1. Cosmoteer: Starship Architect & Commander
  2. News

Cosmoteer: Starship Architect & Commander News

Release Candidate 0.25.1 - Bug Fixes

Cosmoteer release candidate 0.25.1 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 a small collection of mostly bug fixes, particularly for the new Build & Battle mode.

Have fun, and thanks for testing!

RC1:
  • 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: 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: 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.


RC2:
  • Bugfix: Rare crash when hiring crew.
  • 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.

Hotfix 0.25.0a Patch Notes

This hotfix fixes a handful of issues with the new Build & Battle PvP mode.

  • Bugfix: Crash when modifying a ship's missile launchers in some very specific circumstances if the player has some but not all of the launcher munition technologies.
  • Bugfix: It was possible to crash the game in Build & Battle by opening up a "Load Ship" or "Load Paint Scheme" dialog box from the paint, crew, or resource editors and then waiting for the battle phase to begin before clicking okay.
  • Bugfix: In Build & Battle, exiting build mode before building any parts and then deselecting your ship could make it impossible* to re-select it to continue building. (*Technically you could still press Ctrl+A to reselect it, but this was not well-known.)
  • Bugfix: In Build & Battle, if a ship is built without a control room, it wouldn't get teleported to the battle area and then would end up as junk in the build area that could get stuck inside the players' ships in future build phases.
  • Bugfix: In Build & Battle, when a ship spawned into the battle area, it could get stuck on any junk that was left behind from a previous battle phase. Any junk within the ship's spawn area will now be deleted.
  • Bugfix: In Build & Battle, it was possible for the READY and CANCEL READY buttons to get desynced from the players actual ready state, making it impossible to ready or unready.
  • Bugfix: It was unintentionally impossible to build 1x3 Armor Wedges in Build & Battle.
  • Ships in Build & Battle are now called "Unnamed Ship" by default.

New PvP Mode "Build & Battle" + Larger Hyperdrives -- Update 0.25.0

Cosmoteer update 0.25.0 is now available!

This update adds a brand new multiplayer PvP mode called "Build & Battle" which combines ship building with ship battles. Played over several rounds, competitors build or upgrade their ship using a randomly limited selection of parts and then battle against the other players. At the beginning of every new round, players receive credits with which they can build or upgrade their ship and unlock new parts. (Ships are repaired for free.) Then they fight against their opponent(s), and the winner earns a "victory point". The first player or team to (by default) 3 victory points wins the game!


This update also adds Medium and Large Hyperdrives. The larger drives store more hyperium and boost jump efficiency within a larger radius. As such, they will likely be more cost-effective and convenient for larger ships than the existing Small Hyperdrive.


Enjoy!

- Walt

P.S. Due to the end-of-the-year holidays, non-English translations for Build & Battle and the new Hyperdrives aren't available yet and will be in a later update (but hopefully soon!). Also, for those of you eagerly awaiting Career 2.0, rest assured that neither Build & Battle or the new Hyperdrives have taken any time away from Career 2.0, since those are/were being worked on by different individuals.

Full patch notes:
  • New PvP multiplayer game mode: "Build & Battle". Played over several rounds, competitors build or upgrade their ship using a randomly limited selection of parts and then battle against the other players.
  • Added Medium and Large Hyperdrives that can store more hyperium and boost jump efficiency in a larger radius.
  • Split the Launcher blueprint technology into four, one for each type of munition (H.E., E.M.P., Nuke, Mine). Existing saves that have already unlocked the Missile Launcher will now receive all four munition blueprint techs for free.
  • Modding: Career mode techs now support multiple techs unlocking the same part.
  • Modding: Career mode techs now support unlocking doors and individual UIToggle choices.
  • Modding: Rules files now support the old Mac OS style of line endings.
  • Modding: Mods that add blueprint techs with the Missile Launcher tech as a prerequisite will now act as if all four launcher munitions are prerequisites. It is recommended that mod authors update their mods to use the new techs as prerequisites if different behavior is desired.
  • Modding: Unlike Career mode, Build & Battle has an explicit whitelist of parts that don't require tech purchases to unlock. This will prevent modded parts from being automatically buildable; those parts must now be added to the whitelist or be given purchasable techs by the mod.

Release Candidate 0.25.0 - Build & Battle PvP Mode!

Cosmoteer release candidate 0.25.0 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 adds a brand new multiplayer PvP mode called "Build & Battle" which combines ship building with ship battles. Played over several rounds, competitors build or upgrade their ship using a randomly limited selection of parts and then battle against the other players. At the beginning of every new round, players receive credits with which they can build or upgrade their ship and unlock new parts. (Ships are repaired for free.) Then they fight against their opponent(s), and the winner earns a "victory point". The first player or team to (by default) 3 victory points wins the game!

This release candidate also adds Medium and Large Hyperdrives. The larger drives store more hyperium and boost jump efficiency within a larger radius. As such, they will likely be more cost-effective and convenient for larger ships than the existing Small Hyperdrive.

Have fun, and thanks for testing!

RC1:
  • New PvP multiplayer game mode: "Build & Battle". Played over several rounds, competitors build or upgrade their ship using a randomly limited selection of parts and then battle against the other players.
  • Added Medium and Large Hyperdrives that can store more hyperium and boost jump efficiency in a larger radius.
  • Split the Launcher blueprint technology into four, one for each type of munition (H.E., E.M.P., Nuke, Mine). Existing saves that have already unlocked the Missile Launcher will now receive all four munition blueprint techs for free.
  • Modding: Career mode techs now support multiple techs unlocking the same part.
  • Modding: Career mode techs now support unlocking doors and individual UIToggle choices.
  • Modding: Rules files now support the old Mac OS style of line endings.


RC2:
  • RC Bugfix: The logic that was supposed to detect when ships should become junk was extremely broken.
  • RC Bugfix: The Hyperium U.I. tile for the Large Hyperdrive was in the wrong location.


RC3:
  • The first round of Build & Battle now has an extra random part offering.
  • Updates to the official Build & Battle rulesets. They all now give different credit amounts in each round.
  • Loading of saved ship designs is now disabled by default in Build & Battle but can be re-enabled by the host.
  • New icon for Build & Battle mode.
  • It is no longer possible to abandon or self-destruct your ship in the build phase of Build & Battle, which could cause crashes and other issues.
  • The scoreboard will now have a scrollbar if it is too long to fit on the screen.
  • Modding: Using mods that had blueprints techs with the Missile Launcher as a prerequisite will no longer crash. Those specific blueprint techs will now require all four of the launcher munition techs as their new prerequisite. It is recommended that mod authors update their mods to use the new techs as prerequisites if different behavior is desired.
  • Modding: Build & Battle now has an explicit whitelist of parts that don't require tech purchases to unlock. This will prevent modded parts from being automatically buildable; those parts must now be added to the whitelist or be given purchasable techs by the mod.

Hotfix 0.24.3c Patch Notes

  • Bugfix: Crash in some circumstances if a ship's blueprints are discarded while it is undergoing crew construction.
  • Bugfix: A local-system hyper-jump command would fail to ever jump if it was issued while there were any pending crew EVA tasks.
  • Bugfix: Patch 0.24.3 broke the ability to click-and-drag ship command handles if they overlapped with the ship icons that appear when zoomed out.
  • Bugfix: Completing a mission and thus causing the player's fame or reputation to level up could cause the player to appear to temporarily lose money.
  • The Chaingun Magazine art appeared to have 5 holes in which ammo could be loaded instead of the actual number of bullets is can hold, which is 4. (Literally unplayable.)