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Cosmoteer: Starship Architect & Commander News

Update 0.30.3 - Quality-of-Life, Balance, & Bug Fixes

[p]Cosmoteer update 0.30.3 is now available! This is a small update that makes quality-of-life improvements, adds new ships, improves balance, and fixes bugs.[/p][p]Enjoy![/p][p][/p][p]Patch Notes:[/p]
  • [p]Built-In Ships:[/p]
    • [p]Added 4 new Fringe combat ships: Hotshot, Scorcher, Smoulderer, and Stoker.[/p]
    • [p]Added 11 new Cabal combat ships: Adustio, Antares, Heliogabalus, Helios, Ignis Castus, Ignis Excaecator, Ignis Immanis, Ignis Iustus, Ignis Nitidus, Ignis Primus, and Ignis Recensus.[/p]
    • [p]Added 4 new Imperium combat ships: Alicanto, Ashoka, Aspatha, and Mithridates.[/p]
    • [p]Added 5 new Great House Io combat ships: Lerna, Sabnock, Sargus, Vapula, and Zent.[/p]
    • [p]Misc updates to existing ships.[/p]
  • [p]Balance:[/p]
    • [p]Point Defense (Non-Overclocked):[/p]
      • [p]Increased range from 150 to 200.[/p]
    • [p]Point Defense (Overclocked):[/p]
      • [p]Reduced rate of fire from 15 to 11.25.[/p]
      • [p]Reduced heat generation from 450 to 200.[/p]
      • [p]Increased power use from 0.035 to 0.04/shot.[/p]
      • [p]Decreased energy generation from 0.131 to 0.125/second.[/p]
      • [p]Reasoning: Improve the number of PD that can be supported per Heat Exchanger.[/p]
    • [p]Heavy Laser (Overclocked):[/p]
      • [p]Reduced shield area damage from 1600 to 700.[/p]
      • [p]Reasoning: Was overperforming in damage potential vs shields, especially stacked shields. (Full single-shield hits is still above non-overclocked damage.)[/p]
    • [p]Railgun (Overclocked):[/p]
      • [p]Reduced base damage pool from 20000 to 16000.[/p]
      • [p]Reasoning: Was generally overperforming.[/p]
    • [p]Large Cannon (Overclocked):[/p]
      • [p]Reduced projectile speed from 195 to 170.[/p]
      • [p]Reasoning: Was overperforming because bullets were too hard to dodge or intercept.[/p]
    • [p]Thermal Resonance Lance:[/p]
      • [p]Increased shield overload duration from 1 to 1.5 seconds.[/p]
      • [p]Increased shield overload per amplification from 0.6% to 0.75%.[/p]
      • [p]Increased shield overload per dilation from 12.5% to 16%.[/p]
      • [p]Increased shield overload base amount from 4.4% to 5%.[/p]
      • [p]Reasoning: Thermal Resonance Lance's were underperforming vs shields after prior fixes/nerfs.[/p]
    • [p]Heat:[/p]
      • [p]Damage resistance modifier reduced by 28%.[/p]
      • [p]Reasoning: Part damage bonus from Thermal Resonance Lances was too strong.[/p]
  • [p]Ship A.I.:[/p]
    • [p]When A.I. ships retreat back to their origin, they will no longer turn their backs to their enemies.[/p]
  • [p]User Interface:[/p]
    • [p]Translation updates for all supported languages.[/p]
    • [p]Amplification and Dilation Pump stats now show their power usage scaling.[/p]
    • [p]In multiplayer, observers are now grouped under their own "team" header in the scoreboard.[/p]
    • [p]Updated Railgun overclock description and stats to describe its new-ish projectile fragmentation.[/p]
  • [p]Audio:[/p]
    • [p]Lots of tweaks to sound effects, including balance levels.[/p]
    • [p]Reduced the volume of multiple shields enabling or disabling at the same time.[/p]
    • [p]The default music and interface volumes have been adjusted to provide a better balance.[/p]
    • [p]Audio levels are now limited by Cosmoteer instead of relying on the OS. (This shouldn't have any noticeable effect when playing, but should fix audio issues when recording/streaming.)[/p]
  • [p]Graphics:[/p]
    • [p]Fixed the 'fade_straight_triangle_half_empty` decal so that it properly matches surrounding decals.[/p]
    • [p]The Great House Io faction icon now has a glow like the other icons. (Was literally unplayable.)[/p]
  • [p]Bug Fixes:[/p]
    • [p]On some computers with AMD GPUs, Cosmoteer would fail to start (often showing as a black box) with the error message "No suitable default monitor was found" in the log files.[/p]
    • [p]Ships attacking a station would sometimes fly to the wrong station.[/p]
    • [p]Missions to defeat Great House Io ships were never spawning.[/p]
    • [p]It was possible to get free resources or unlimited money by buying resources and then switching to another star system before the trade was complete. (Doing so would refund the money, but then the trade would still complete upon returning to the original star system.)[/p]
    • [p]Overclocked Capacitors no longer produce heat when filled by "Restock All".[/p]
    • [p]Overclocked Standard, Large, Huge, and Boost thrusters had much longer thrust recovery times than intended.[/p]
    • [p]Overclocked Point Defense was not generating heat when needing less power than one recharge tick's worth.[/p]
    • [p]Boost Thrusters had 25% higher power usage and heat generation while boosting than was intended.[/p]
    • [p]Boost Thruster max power usage had been unintentionally reverted in 0.30.2; it has been un-reverted (1.38 to 1.1).[/p]
    • [p]Resources pre-purchased but not-yet-received from a ship or station that becomes junk weren't being refunded.[/p]
    • [p]Diamond Smelters would produce diamonds even when powered off.[/p]
    • [p]Following a ship in Career that goes far enough away from the player to be despawned will now properly turn the player's follow command into a move command to the target's last-known location.[/p]
    • [p]Mirrored part selection now works properly for Thermal Batteries.[/p]
    • [p]Recentering blueprints would cause heat pipes to appear disconnected.[/p]
    • [p]Heat Pipe blueprints were unintentionally rendering over part selection/hover overlays.[/p]
    • [p]Certain audio effects (such as the nuke's thruster rumble) could cause annoying audio pops when stopped.[/p]
    • [p]Viewing .rec files could sometimes freeze when jumping to another system, and would definitely freeze on the 2nd jump.[/p]
    [p]Modding:[/p]
    • [p]Rules files path syntax now supports a ':' syntax which means "go to the most-derived inheritor". (This syntax is not currently being used by the vanilla rules files but will be in the future.)[/p]
    • [p]Some part components (currently only resource storage components, but possibly more in the future) now support multiple triggers under different names.[/p]
    • [p]All resource storage components now support a "CrewResourcesReceived" named trigger that will be triggered when they receive resources specifically from crew.[/p]
    • [p]ResourceChange components now support using a specific named trigger. (Currently this is the only component, but in the near future all components that use triggers will support named triggers.)[/p]
    • [p]Fixed crash in some circumstances if a translation .rules file is edited while the game is running.[/p]
    • [p]Fixed NetworkPorts routing to/from NetworkNodeProxies not removing their routes when the proxy was disabled.[/p]
    • [p]Fixed mods reducing part crew requirements in existing saves which could corrupt the save, causing crashes.[/p]

Release Candidate 0.30.3 - Quality-of-Life, Balance, & Bug Fixes

[p]Cosmoteer release candidate 0.30.3 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.)[/p][p]This release candidate makes quality-of-life improvements, adds new ships, improves balance, and fixes bugs.[/p][p]Thanks for testing![/p][p][/p][p]RC1 Patch Notes:[/p]
  • [p]Built-In Ships:[/p]
    • [p]Added 4 new Fringe combat ships: Hotshot, Scorcher, Smoulderer, and Stoker.[/p]
    • [p]Added 11 new Cabal combat ships: Adustio, Antares, Heliogabalus, Helios, Ignis Castus, Ignis Excaecator, Ignis Immanis, Ignis Iustus, Ignis Nitidus, Ignis Primus, and Ignis Recensus.[/p]
    • [p]Added 4 new Imperium combat ships: Alicanto, Ashoka, Aspatha, and Mithridates.[/p]
    • [p]Added 5 new Great House Io combat ships: Lerna, Sabnock, Sargus, Vapula, and Zent.[/p]
    • [p]Misc updates to existing ships.[/p]
  • [p]Balance:[/p]
    • [p]Point Defense (Non-Overclocked):[/p]
      • [p]Increased range from 150 to 200.[/p]
    • [p]Point Defense (Overclocked):[/p]
      • [p]Reduced rate of fire from 15 to 11.25.[/p]
      • [p]Reduced heat generation from 450 to 200.[/p]
      • [p]Increased power use from 0.035 to 0.04/shot.[/p]
      • [p]Decreased energy generation from 0.131 to 0.125/second.[/p]
      • [p]Reasoning: Improve the number of PD that can be supported per Heat Exchanger.[/p]
    • [p]Heavy Laser (Overclocked):[/p]
      • [p]Reduced shield area damage from 1600 to 700.[/p]
      • [p]Reasoning: Was overperforming in damage potential vs shields, especially stacked shields. (Full single-shield hits is still above non-overclocked damage.)[/p]
    • [p]Railgun (Overclocked):[/p]
      • [p]Reduced base damage pool from 20000 to 16000.[/p]
      • [p]Reasoning: Was generally overperforming.[/p]
    • [p]Large Cannon (Overclocked):[/p]
      • [p]Reduced projectile speed from 195 to 170.[/p]
      • [p]Reasoning: Was overperforming because bullets were too hard to dodge or intercept.[/p]
    • [p]Thermal Resonance Lance:[/p]
      • [p]Increased shield overload duration from 1 to 1.5 seconds.[/p]
      • [p]Increased shield overload per amplification from 0.6% to 0.75%.[/p]
      • [p]Increased shield overload per dilation from 12.5% to 16%.[/p]
      • [p]Increased shield overload base amount from 4.4% to 5%.[/p]
      • [p]Reasoning: Thermal Resonance Lance's were underperforming vs shields after prior fixes/nerfs.[/p]
    • [p]Heat:[/p]
      • [p]Damage resistance modifier reduced by 28%.[/p]
      • [p]Reasoning: Part damage bonus from Thermal Resonance Lances was too strong.[/p]
  • [p]Ship A.I.:[/p]
    • [p]When A.I. ships retreat back to their origin, they will no longer turn their backs to their enemies.[/p]
  • [p]User Interface:[/p]
    • [p]Amplification and Dilation Pump stats now show their power usage scaling.[/p]
    • [p]In multiplayer, observers are now grouped under their own "team" header in the scoreboard.[/p]
  • [p]Audio:[/p]
    • [p]Lots of tweaks to sound effects, including balance levels.[/p]
    • [p]Reduced the volume of multiple shields enabling or disabling at the same time.[/p]
    • [p]The default music and interface volumes have been adjusted to provide a better balance.[/p]
    • [p]Audio levels are now limited by Cosmoteer instead of relying on the OS. (This shouldn't have any noticeable effect when playing, but should fix audio issues when recording/streaming.)[/p]
  • [p]Graphics:[/p]
    • [p]Fixed the 'fade_straight_triangle_half_empty` decal so that it properly matches surrounding decals.[/p]
    • [p]The Great House Io faction icon now has a glow like the other icons. (Was literally unplayable.)[/p]
  • [p]Bug Fixes:[/p]
    • [p]On some computers with AMD GPUs, Cosmoteer would fail to start (often showing as a black box) with the error message "No suitable default monitor was found" in the log files.[/p]
    • [p]Ships attacking a station would sometimes fly to the wrong station.[/p]
    • [p]Missions to defeat Great House Io ships were never spawning.[/p]
    • [p]It was possible to get free resources or unlimited money by buying resources and then switching to another star system before the trade was complete. (Doing so would refund the money, but then the trade would still complete upon returning to the original star system.)[/p]
    • [p]Overclocked Capacitors no longer produce heat when filled by "Restock All".[/p]
    • [p]Resources pre-purchased but not-yet-received from a ship or station that becomes junk weren't being refunded.[/p]
    • [p]Diamond Smelters would produce diamonds even when powered off.[/p]
    • [p]Following a ship in Career that goes far enough away from the player to be despawned will now properly turn the player's follow command into a move command to the target's last-known location.[/p]
    • [p]Mirrored part selection now works properly for Thermal Batteries.[/p]
    • [p]Viewing .rec files could sometimes freeze when jumping to another system, and would definitely freeze on the 2nd jump.[/p]
    [p]Modding:[/p]
    • [p]Rules files path syntax now supports a ':' syntax which means "go to the most-derived inheritor". (This syntax is not currently being used by the vanilla rules files but will be in the future.)[/p]
    • [p]Some part components (currently only resource storage components, but possibly more in the future) now support multiple triggers under different names.[/p]
    • [p]All resource storage components now support a "CrewResourcesReceived" named trigger that will be triggered when they receive resources specifically from crew.[/p]
    • [p]ResourceChange components now support using a specific named trigger. (Currently this is the only component, but in the near future all components that use triggers will support named triggers.)[/p]
    • [p]Fixed crash in some circumstances if a translation .rules file is edited while the game is running.[/p]
    • [p]Fixed NetworkPorts routing to/from NetworkNodeProxies not removing their routes when the proxy was disabled.[/p]
    • [p]Fixed mods reducing part crew requirements in existing saves which could corrupt the save, causing crashes.[/p]
[p][/p][p]RC2 Patch Notes:[/p]
  • [p]Updated Railgun overclock description and stats to describe its new-ish projectile fragmentation.[/p]
  • [p]Bugfix: Audio was playing more loudly than intended. (Note: This reverts to the "fix" for recording/streaming issues. If you experience audio issues when recording or streaming, try lowering the in-game audio volume.)[/p]
  • [p]Bugfix: Recentering blueprints would cause heat pipes to appear disconnected.[/p]
  • [p]Bugfix: Heat Pipe blueprints were unintentionally rendering over part selection/hover overlays.[/p]
[p][/p][p]RC3 Patch Notes:[/p]
  • [p]Translation updates for all supported languages.[/p]
  • [p]Fixed a couple issues with the 'Erato' Great House Io trade ship.[/p]
  • [p]Bugfix: Overclocked Point Defense was generating 1000 times more power than intended.[/p]
  • [p]Bugfix: Overclocked Point Defense was not generating heat when needing less power than one recharge tick's worth.[/p]
  • [p]Bugfix: Overclocked Standard, Large, Huge, and Boost thrusters had much longer thrust recovery times than intended.[/p]
  • [p]Bugfix: Boost Thrusters had 25% higher power usage and heat generation while boosting than was intended.[/p]
  • [p]Bugfix: Boost Thruster max power usage had been unintentionally reverted in 0.30.2; it has been un-reverted (1.38 to 1.1).[/p]
  • [p]Bugfix: Certain audio effects (such as the nuke's thruster rumble) could cause annoying audio pops when stopped.[/p]

Hotfix 0.30.2b Patch Notes

  • Fixed overclocked railgun splitting projectiles causing lag/stutter.

Hotfix 0.30.2a Patch Notes

  • Fixed frequent desyncs during gameplay, especially during ship construction.

Update 0.30.2 - Quality of Life & Bug Fixes

[p]Cosmoteer update 0.30.2 is now available! This update tweaks the new sound effects in response to player feedback (thanks!!), makes quality-of-life improvements, adds new ships, improves balance, and fixes bugs.[/p][p]Enjoy![/p][p][/p][p]Patch Notes:[/p]
  • [p]Built-In Ships:[/p]
    • [p]Added 20 new Great House Io combat ships: Aamon, Amy, Ananke, Andrealphus, Caligaris, Cetus, Charybdis, Clio, Decarabia, Furfur, Ianthe, Janus, Lernean, Lysithea, Murmur, Paimon, Surtr, Vesta, Vestarka, and Vine.[/p]
    • [p]Added 1 new Fringe ship: Gehenna.[/p]
    • [p]Miscellaneous updates to existing built-in ships.[/p]
  • [p]Balance:[/p]
    • [p]Overclocked Flak:[/p]
      • [p]Shrapnel fields will now repel each other and thus not overlap as much.[/p]
      • [p]Shrapnel fields will now be repelled by ships.[/p]
      • [p]Reduced shrapnel field damage pool from 1600 to 800.[/p]
      • [p]Reduced shrapnel field max bullet damage from 1000 to 800.[/p]
      • [p]Small and Large laser bolts now have 50% damage resistance to shrapnel fields.[/p]
      • [p]Tripled damage to shrapnel fields by Resonance Lance beams.[/p]
    • [p]Overclocked Point Defense:[/p]
      • [p]Increased recharge heat generation from 300 to 450 per second.[/p]
    • [p]Overclocked Small Cannon:[/p]
      • [p]Increased heat generated per shot from 350 to 370.[/p]
    • [p]Overclocked Large Cannon:[/p]
      • [p]Increased shrapnel fire chance from 3% to 3.5%.[/p]
    • [p]Overclocked Deck Cannon:[/p]
      • [p]Reduced bullet HP from 3000 to 2400.[/p]
      • [p]Reduced projectile speed from 360 to 330.[/p]
    • [p]Overclocked Chaingun:[/p]
      • [p]Increased explosive damage from 2100 to 2400.[/p]
    • [p]Overclocked Railgun:[/p]
      • [p]Projectiles now "splinter" as they penetrate and cause damage.[/p]
    • [p]Overclocked Mining Laser:[/p]
      • [p]Reduced non-shield damage vs enemies from 500 to 475.[/p]
    • [p]Overclocked Tractor Beam:[/p]
      • [p]Increased tractor beam force from 100kN to 120kN.[/p]
    • [p]Overclocked/Extended Small Shield:[/p]
      • [p]Increased heat generation per damage taken from 0.25 to 0.5.[/p]
    • [p]Overclocked Fire Extinguisher:[/p]
      • [p]Increased heat generated per restock from 400 to 600.[/p]
    • [p]Standard Thruster:[/p]
      • [p]Increased thrust from 1200 to 1300.[/p]
    • [p]Overclocked Standard Thruster[/p]
      • [p]Decreased thrust from 3600 to 3400.[/p]
    • [p]Large Thruster[/p]
      • [p]Increased thrust from 3200 to 3600.[/p]
      [p]Overclocked Large Thruster:[/p]
      • [p]Decreased thrust from 8000 to 7200.[/p]
    • [p]Boost Thruster:[/p]
      • [p]Increased thrust from 3200 to 3600.[/p]
    • [p]Overclocked Boost Thruster:[/p]
      • [p]Decreased thrust from 8000 to 7200.[/p]
      • [p]Reduced max power usage from 1.38 to 1.1.[/p]
      • [p]Reduced boost mode heat factor from 175% to 150%.[/p]
      • [p]Increased boost mode battery heat factor from 20% to 24%.[/p]
    • [p]Overclocked Huge Thruster:[/p]
      • [p]Decreased thrust from 16000 to 14000.[/p]
    • [p]Overclocked Small Reactor:[/p]
      • [p]Increased heat generation per second from 800 to 900.[/p]
    • [p]Overclocked Medium Reactor:[/p]
      • [p]Increased heat generation per second from 1400 to 1600.[/p]
    • [p]Overclocked Large Reactor:[/p]
      • [p]Increased heat generation per second from 2400 to 2750.[/p]
    • [p]Thermal Resonance Lance:[/p]
      • [p]Increased shield damage per dilation from 10% to 12.5%.[/p]
    • [p]Thermal Cannister Missile:[/p]
      • [p]Increased heat capacity from 7500 to 8500.[/p]
    • [p]Munition factory death explosions are now scaled by how full their output storages are.[/p]
  • [p]Ship A.I.:[/p]
    • [p]Ships making in-system hyper-jumps will now rotate to face their destination, but only if there are no enemies nearby.[/p]
  • [p]Career Mode:[/p]
    • [p]When wanted, only one faction will now hunt the player at a time.[/p]
  • [p]Multiplayer:[/p]
    • [p]Observers in PvP multiplayer games can now see inside gas clouds.[/p]
    • [p]In Domination, defeated teams will now become observers.[/p]
    • [p]The default game speed in all built-in Domination rulesets is now 1x.[/p]
  • [p]User Interface:[/p]
    • [p]Translation updates for all supported languages.[/p]
    • [p]You can now see inside of ships that you don't own by selecting them and enabling interior view.[/p]
    • [p]You can now temporarily enable interior view by holding Alt.[/p]
    • [p]You can now use weapon control group keys to select weapons on all owned ships if an enemy ship is selected and no owned ships are selected.[/p]
    • [p]Selected weapons can now be targeted on enemies even if their own ship is not selected.[/p]
    • [p]The fame tutorial no longer says that fame will never decrease, because that isn't true.[/p]
  • [p]Audio:[/p]
    • [p]Added an alert warning sound when crew gets too far from the ship.[/p]
    • [p]The alert sounds that play when crew first leave or are all back on board the ship will now only play when not in combat.[/p]
    • [p]New sounds when assigning crew roles.[/p]
    • [p]New sounds for assigning crew to and unassigning crew from squads.[/p]
    • [p]New sound for enabling blueprint mode.[/p]
    • [p]New sounds for deleting parts and blueprints.[/p]
    • [p]New sound when picking up using the grab tool.[/p]
    • [p]New sound when canceling floating resource collection.[/p]
    • [p]New sounds when assigning and unassigning resource storage tiles.[/p]
    • [p]New exterior idle sound for the Sensor Array.[/p]
    • [p]The crew management and resource management U.I.s will now play the appropriate sounds when undoing and redoing.[/p]
    • [p]New sound when accepting a mission.[/p]
    • [p]New sound when the player's fame levels up.[/p]
    • [p]More audio variations for Large Cannon, Deck Cannon, and Mine shrapnel impacts.[/p]
    • [p]Revisions to various sounds based on player feedback.[/p]
    • [p]Restored the old reactor sounds based on player feedback.[/p]
    • [p]Miscellaneous other sound tweaks.[/p]
  • [p]Graphics:[/p]
    • [p]Minor fix to the T.C.M. Launcher blueprints.[/p]
    • [p]Heat Exchangers will no longer animate on junk ships.[/p]
    • [p]The 'shape_poly_9' decal is now properly symmetric.[/p]
    • [p]The icon for Great House Io now has a proper glow like the other faction icons.[/p]
  • [p]Performance:[/p]
    • [p]Improved spawn times for ships with Radiators.[/p]
    • [p]Improved performance of heat pipe network changes.[/p]
  • [p]Bug Fixes:[/p]
    • [p]Occasional crashes and desyncs caused by crew simulation multithreading.[/p]
    • [p]Crash when opening the galaxy map on some galaxy seeds.[/p]
    • [p]Toggling overclock off and on could occasionally cause a crash or incorrect behavior.[/p]
    • [p]Overclocked large cannon shells would disappear when targeting structure.[/p]
    • [p]The drain effect from overclocked Disruptors was not affecting neutral ships.[/p]
    • [p]The Overclocked Disruptor's increased range wasn't affecting its display arc or targeting behavior.[/p]
    • [p]Ship drag ("air resistance") was acting strangely at high velocities.[/p]
    • [p]Electron Clouds weren't increasing ship speed as intended.[/p]
    • [p]A.I. ships were more willing to switch targets than was intended.[/p]
    • [p]A.I. ships would sometimes not target enemies within their patrol area.[/p]
    • [p]The "insufficient command points" icon's text was wrapping weirdly with large numbers of command points.[/p]
    • [p]"Durability" was missing from the Large Laser Blaster's overclock stats.[/p]
    • [p]A non-host muting another non-host in a multiplayer game would actually just mute the host.[/p]
    • [p]It was possible to switch an in-system's hyper-jump destination as the ship was jumping.[/p]
    • [p]Trade ships were sometimes unintentionally changing their destination mid-route.[/p]
    • [p]The overclock toggle button tooltip showed "MISSING PART BLUEPRINTS" when the blueprints were unlocked but the ship simply didn't have enough command points.[/p]
    • [p]The Great House Io crew transport "Charon" wasn't spawning in Career as intended.[/p]
    • [p]Undo/redo sounds in the crew management screen weren't being affected by the interface volume setting.[/p]
    • [p]Loading a ship design into an empty ship grid wouldn't load the attack defaults even if that option was selected.[/p]
    [p]Modding:[/p]
    • [p]Mod rules files can now add 'UseThisFileIfNoVersionMatch = true' to tell Cosmoteer to load that rules file if no rules file with a matching version number can be found.[/p]
    • [p]BeamEmitter now detects colliders overlapping the emission point if the new 'ColliderOverlapTest' parameter is set to true.[/p]
    • [p]In developer mode, all game modes now support teleporting ships to their destination (ctrl+enter) and deleting ships (del).[/p]
    • [p]ToggledComponents containing network components could cause a crash when being toggled on/off by another network component.[/p]
    • [p]Bullets that used ProximityAcceleration with ships could cause desyncs. (Only affected certain mods.)[/p]
    • [p]For backwards-compatibility, the logo ship fly in/out sounds are now optional.[/p]
    • [p]Part and bullet components that are "void" (only have a name ID without =, {}, or \[]) will now be treated as if they don't exist. You can use this effectively "remove" components from lists of inherited components.[/p]
    • [p]The SpawnBullets effect now has an "EffectScale" parameter which is passed to the spawned bullets.[/p]
    • [p]Bullet PenetratingHit components now support splitting bullets based on damage applied from a DamagePool via the new "DamagePoolBulletSplitting" rules. (See overclocked railgun bullets.)[/p]