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Cosmoteer: Starship Architect & Commander News

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.)

Hotfix 0.24.3b Patch Notes

  • Bugfix: The 0.24.3a hotfix would crash if a shield generator was destroyed inside a sun's damage zone.
  • Holding Shift will now bypass the confirmation dialog when starting a new game from within an existing game.

Hotfix 0.24.3a Patch Notes

This hotfix fixes a few issues in Friday's 0.24.3 update that didn't get caught during testing.

  • Bugfix: Patch 0.24.3 broke shields' ability to block sun damage when flying away from the sun at high speed.
  • Bugfix: Patch 0.24.3 broke the ability to right-click-and-drag away from ship icons to set an attack/follow distance and direction.
  • Cosmoteer will no longer wait for Workshop downloads to finish if no mods are enabled or the game is being run in No Mods mode.
  • While Cosmoteer is waiting for workshop downloads to finish, you can now press the spacebar to skip waiting and load without the mods.