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Cosmoteer: Starship Architect & Commander News

Update 0.24.3 Patch Notes

Cosmoteer patch 0.24.3 is now available! This patch has a handful of bug fixes and quality-of-life improvements.

We're still of course working on bigger features as well. Specifically, we're shooting for the next update in a couple of weeks to have a new "Build & Battle" PvP multiplayer mode as well as larger hyperdrives. And work on Career 2.0 is progressing but still a ways off. Thanks for your patience!

Enjoy!

  • Updated translations for all languages.
  • Added 3 new Monolith defense platforms: Chaingun, Deck Cannon, and Railgun.
  • Added 1 new Cabal combat ship: Mebsuta.
  • Added 3 new Cabal defense platforms: Dual Ion, Heavy Laser, and Point Defense.
  • Added 1 new Imperium trade station: Large Imperium Trade Station II.
  • Added 1 new Imperium defense platform: Heavy Laser.
  • Added 2 new Fringe defense platforms: Flak and Large Cannon.
  • Added the 12 winning ships from the Oct. 2023 design contest: Chainbound, Combination, Echo of the Abyss, Empyrean Augur, Man O War, Missus Ket, Mister Rock, Omnipresence, Pandaemonium, Quartz, Superconductor, and Zhe Yu. (These ships do not yet spawn in Career mode but can be spawned in Creative mode.)
  • Miscellaneous updates and tweaks to existing built-in ships.
  • Crew will no longer be automatically unassigned from their bunk rooms if the path back to their room gets disconnected.
  • Delivering resources to a station before accepting a delivery mission will now count those resources towards completion of that mission.
  • Ships with diagonal flight directions should now be much better at strafing.
  • Ships without an operational control room are now able to hail other nearby ships or stations up to 400 meters away.
  • Point Defense turrets now have collision. (They are also slightly heavier as a result.)
  • The "Any unsaved progress in the current game will be lost" confirmation dialog will now show how long it has been since the game was last saved and will also explain that Auto Save and Quick Save slots are shared between all game modes, are not synced to Steam Cloud, and will eventually be overwritten.
  • The number of active mods will now be displayed in green on the "MODS" button on the title screen.
  • New Creative Mode games now default to the starry black background, which will improve creation/load times.
  • Cosmoteer will now wait for any in-progress Steam Workshop downloads to finish before loading game data. This should hopefully make it possible to use mods when playing on Geforce Now.
  • The health bars in Elimination mode now looks less janky.
  • The various part-specific tutorials (such as the cannons tutorial) will now only appear once the player has defeated their first enemy.
  • The game speed can now be adjusted using hotkeys while the game is being saved.
  • Bugfix: Crash if an explosion damages a shield and somehow destroys the shield generator itself on the very same tick. (Probably only possible with mods.)
  • Bugfix: Crash if a saved game file was selected to load in multiplayer but was deleted outside of Cosmoteer before launching the game. An error message will now be shown instead.
  • Bugfix: Redeeming multiple missions in rapid succession could cause the credits display to show more credits than the player actually has if any of the redeemed missions caused the player's faction reputation to rank up.
  • Bugfix: Right-clicking on an enemy ship and dragging away from it to set a distance/direction would cause the rotation to be automatically changed even if a specific rotation was saved using "Save Attack Defaults".
  • Bugfix: Command adjustment handles were clickable even when underneath other U.I. elements.
  • Bugfix: Railguns were unwilling to shoot at junk ships and asteroids.
  • Bugfix: Railguns were unwilling to shoot at structure tiles of enemy ships even when those structure tiles were explicitly targeted.
  • Bugfix: Shields could sometimes fail to block a portion of sun damage.
  • Bugfix: Resource delivery missions could be exploited by buying the required resources from the station
  • before* accepting the mission and then selling those same resources back to it after accepting the mission.
  • Bugfix: Loading a Creative Mode game in multiplayer, saving over that saved game file, returning to the game setup screen, and relaunching without changing the saved game file would cause it to load the old original game data from before the file was overwritten.
  • Bugfix: A recent Discord change broke the ability to drag ships straight from Discord into Cosmoteer. This should now work again.
  • Bugfix: Typing long messages into text boxes and then deleting that text could cause the text insertion caret and any subsequently typed text to become offset.
  • Bugfix: Minor graphical glitches caused by asteroid/megaroid 1x1 wedge tiles.
  • Bugfix: The crew priority for delivering Tritanium to storage bays was missing. (It was using the Iron priority.)

Release Candidate 0.24.3 - Bug Fixes & Quality-of-Life

Cosmoteer release candidate 0.24.3 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 has a variety of bug fixes and quality-of-life improvements.

Thanks for testing!

RC1:
  • Added 3 new Monolith defense platforms: Chaingun, Deck Cannon, and Railgun.
  • Added 1 new Cabal combat ship: Mebsuta.
  • Added 3 new Cabal defense platforms: Dual Ion, Heavy Laser, and Point Defense.
  • Added 1 new Imperium trade station: Large Imperium Trade Station II.
  • Added 1 new Imperium defense platform: Heavy Laser.
  • Added 2 new Fringe defense platforms: Flak and Large Cannon.
  • Miscellaneous updates and tweaks to existing built-in ships.
  • Crew will no longer be automatically unassigned from their bunk rooms if the path back to their room gets disconnected.
  • Delivering resources to a station before accepting a delivery mission will now count those resources towards completion of that mission.
  • Ships with diagonal flight directions should now be much better at strafing.
  • Ships without an operational control room are now able to hail other nearby ships or stations up to 400 meters away.
  • Point Defense turrets now have collision. (They are also slightly heavier as a result.)
  • The "Any unsaved progress in the current game will be lost" confirmation dialog will now show how long it has been since the game was last saved and will also explain that Auto Save and Quick Save slots are shared between all game modes, are not synced to Steam Cloud, and will eventually be overwritten.
  • The number of active mods will now be displayed in red on the "MODS" button on the title screen.
  • New Creative Mode games now default to the starry black background, which will improve creation/load times.
  • Cosmoteer will now wait for any in-progress Steam Workshop downloads to finish before loading game data. This should hopefully make it possible to use mods when playing on Geforce Now.
  • The health bars in Elimination mode now looks less janky.
  • The various part-specific tutorials (such as the cannons tutorial) will now only appear once the player has defeated their first enemy.
  • The game speed can now be adjusted using hotkeys while the game is being saved.
  • Bugfix: Crash if an explosion damages a shield and somehow destroys the shield generator itself on the very same tick. (Probably only possible with mods.)
  • Bugfix: Crash if a saved game file was selected to load in multiplayer but was deleted outside of Cosmoteer before launching the game. An error message will now be shown instead.
  • Bugfix: Redeeming multiple missions in rapid succession could cause the credits display to show more credits than the player actually has if any of the redeemed missions caused the player's faction reputation to rank up.
  • Bugfix: Right-clicking on an enemy ship and dragging away from it to set a distance/direction would cause the rotation to be automatically changed even if a specific rotation was saved using "Save Attack Defaults".
  • Bugfix: Command adjustment handles were clickable even when underneath other U.I. elements.
  • Bugfix: Railguns were unwilling to shoot at junk ships and asteroids.
  • Bugfix: Railguns were unwilling to shoot at structure tiles of enemy ships even when those structure tiles were explicitly targeted.
  • Bugfix: Shields could sometimes fail to block a portion of sun damage.
  • Bugfix: Resource delivery missions could be exploited by buying the required resources from the station
  • before* accepting the mission and then selling those same resources back to it after accepting the mission.
  • Bugfix: Loading a Creative Mode game in multiplayer, saving over that saved game file, returning to the game setup screen, and relaunching without changing the saved game file would cause it to load the old original game data from before the file was overwritten.
  • Bugfix: A recent Discord change broke the ability to drag ships straight from Discord into Cosmoteer. This should now work again.
  • Bugfix: Typing long messages into text boxes and then deleting that text could cause the text insertion caret and any subsequently typed text to become offset.
  • Bugfix: Minor graphical glitches caused by asteroid/megaroid 1x1 wedge tiles.

Please help nominate Cosmoteer for the Steam Awards!

Ahoy Cosmoteers!

The Steam Awards have started again, and this year Cosmoteer is eligible for the "Labor of Love" award. Please consider nominating Cosmoteer! (I've been working on Cosmoteer for over TWELVE YEARS! If that's not a Labor of Love, then what is??)

Thank you for your consideration! :)
Walt

Hotfix 0.24.2a Patch Notes

  • Bugfix: Crash when loading multiplayer saves in single-player.
  • Bugfix: Crash when starting a PvP multiplayer game if there are any observers or AI players.

Update 0.24.2 Patch Notes

Cosmoteer patch 0.24.2 is now available! This patch has a handful of bug fixes and quality-of-life improvements.

Enjoy!

  • All factory munition and resource storages now have roof hatches, allowing flying crew and Resource Collectors to access those storages from outside the ship.
  • Ship control groups (F1-F8) will now be saved and restored for all players when loading a multiplayer saved game or resyncing after a desync.
  • Resource type filters for each ship are now synchronized between all players in multiplayer and will be properly restored when loading a saved game or resyncing from a desync.
  • Reduced mining laser oscillation by 1/3 to account for its recently increased range.
  • Increased the search range for new fires to put out after a crew finishes putting out a fire or the part they were on the way to was destroyed. This should make crew less likely to drop fire extinguishers when there are still fires to be put out.
  • Weapons will now be willing to fire through asteroids/megaroids when targeting other asteroids/megaroids.
  • Stations whose Hyper-Jump Beacons were destroyed will now become jumpable again once you travel far enough from them such that they despawn from the game simulation, at which point they are assumed to repair themselves. (Previously you would have to return to the station for them to become jumpable again.)
  • Using "Clear Everything" in Creative Mode will now clear all dead crew and particle effects.
  • The four buttons at the bottom of the Battle Helper will now resize themselves if necessary to fit their text.
  • You can now press the Spacebar while the game is saving to pause (or unpause) once the save is finished.
  • Added a title-screen tip that explains how to change the difficulty level while playing.
  • Bugfix: Multiplayer desyncs that could be caused in some situations when a part is salvaged and the ship being salvaged is selected by one or some but not all of the players.
  • Bugfix: Point Defenses were unable to shoot down projectiles fired from ships that have since become junk.
  • Bugfix: Salvaging a storage pod and then flying far enough away from it would cause the storage pod to unintentionally respawn with all of its resources after returning to it.
  • Bugfix: In certain situations, crew could get "stuck" trying to construct wedge armor or structure if it was impossible to start construction on the wedge without splitting the ship.
  • Bugfix: Salvaging (without actually deconstructing) structure wedges could cause "temporary" structure tiles to spawn in their place which the ship's crew would then immediately try to deconstruct.
  • Bugfix: Ships with Resource Collectors would spawn with crew already manning the Resource Collectors, even though Resource Collectors aren't supposed to be manned until they have a target to collect.
  • Bugfix: If a Chaingun with a specific aim direction is copied and then pasted over another Chaingun that had a different specific aim direction, then that Chaingun would display multiple aim locations when selected.
  • Bugfix: Copying a Chaingun with a specific aim location, mirroring/flipping it, and then pasting it could cause the aim location of the new Chaingun to be incorrectly mirrored.
  • Bugfix: Transferring resources to a friendly ship wouldn't cancel properly if the destination ship was destroyed or removed.
  • Bugfix: If the game is saved and reloaded in between a thruster's ship losing command and the thruster shutting down as a result, then upon reloading the saved game the thruster would appear to fire indefinitely but exert no actual force or use any power.
  • Bugfix: If the save data for a particular star system is corrupted or unloadable for whatever reason, trying to travel to or load it will no longer crash the game. Instead, the star system will be regenerated from scratch.
  • Bugfix: Hovering the mouse cursor over the "NO WORK NEEDED" button would then prevent the construction cost breakdown from being displayed once work is actually needed.
  • Modding: All non-grid resource storage components now support optional 'ExternalPickUpLocation' and 'ExternalDeliveryLocation' parameters which will set the location where crew must go when picking up or delivering resources from outside the ship. (These override the existing 'PickUpLocation' and 'DeliveryLocation' parameters when picking up or delivering externally.)
  • Modding: Mod changes that would previously cause saved games to fail to load with the error message "Unexpectedly not standing on a part" will now instead simply cause those crew to be ejected into space instead of preventing the save from being loaded.