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Cosmoteer: Starship Architect & Commander News

Update 0.21.3 Patch Notes

Cosmoteer update 0.21.3 is now available! This update has a bunch of miscellaneous quality-of-life improvements and bug fixes. Enjoy!

(For those of you hungry for new features, rest assured! A new "Hyperdrive Beacon" ship part is nearing completion and *should* hopefully be in the next update two weeks from today. You can check out a preview of it on the discord. I am also working on the "crew do ship construction and repairs" feature, for which I am hoping to be able to release a test/preview build within the next couple of weeks. Thanks for your continued patience and support!)

  • In Career mode, it is now possible to switch your view to any star system in which you have ships by opening the galaxy map and clicking on the star system. (Star systems in which you have ships will have a blue rocket icon.) In multiplayer, this will transfer the view of
  • all* players and thus requires a unanimous vote.
  • Losing all your ships in Career mode will no longer trigger the "ALL HANDS LOST" message if you still have ships in other star systems.
  • Updated visuals for fire VFX and exterior icons.
  • New and updated built-in ships:
    - Added two new Monolith ships: Gavel and Sledgehammer.
    - Added two new Fringe ships: Pinion and Splinetooth.
    - Miscellaneous updates to other existing built-in ships.
  • Lobbies are now separated into "Co-op" and "PvP" categories. You can only host Career and Creative mode games in Co-op lobbies, and you can only host Elimination, Arena, and Domination games in PvP lobbies.
  • The name used for you in multiplayer can now be customized in the Miscellaneous settings tab. By default your Steam name will be used.
  • Crew can now enter airlocks at higher speeds, which makes them much better at entering when ships are moving.
  • Crew now don't slow down quite as much when picking up floating resources, making them just a bit faster at gathering.
  • Resources thrown out airlocks now have a little bit of random velocity variation.
  • You can now double-click missions to accept and redeem them.
  • Ctrl+Q and Ctrl+E are now default hotkeys for decreasing and increasing the game speed. (Page down and page up still work too.)
  • Added a "Lock Camera To Ship" setting for Direct Control Mode that, if disabled, will allow you to control the camera normally while in Direct Control Mode (except you can't use keys to control the camera). Disabled is the new default behavior. Enabling will revert to the old behavior.
  • Reduced the size of the red eye focus icon when attacking.
  • Crew O2 warning icons are no longer clickable and thus will no longer block clicks to anything underneath.
  • In Creative Mode, you can now press Ctrl+Shift+V as a shortcut for restocking all resources.
  • When starting a multiplayer game (or resyncing after a desync), a percentage will now be shown to indicate progress sending the game data.
  • Added a new paint decal (plain68).
  • Bugfix: When a player left a multiplayer Career game, all their ships would become enemies with all neutral ships.
  • Bugfix: Railgun accuracy had unintentionally been greatly reduced.
  • Bugfix: Rare crash when jumping to a star system.
  • Bugfix: Very rare AI-related crash.
  • Bugfix: Multiplayer desyncs caused by A.I. ships.
  • Bugfix: Multiplayer desyncs caused by Tractor Beams.
  • Bugfix: Copy/pasting resource storage rooms wasn't properly adding their resource type designations to the undo history.
  • Bugfix: It was impossible without zooming in to jump to hyper-jump beacons within sight of the player's other ships if ship blips were turned off.
  • Bugfix: When using the "FPS Follows Cursor" framerate display option, the FPS was being rendered farther from the cursor than was intended.
  • Modding: Almost any sound effect can now play a sound from a random list by using the syntax 'RandomSounds = ["sound1.wav", sound2.wav"]'.
  • Modding: Almost all sound effects can now be given a fixed or random start time measured in seconds from the beginning of the sound file. Use the syntax 'Start = 1.0' or 'Start = [1.0, 2.0]' depending on whether you want a fixed start time or random range.
  • Modding: In-game sound effects with a MaxConcurrent set can now be limited to a maximum per-ship instead of a global maximum by setting 'ConcurrencyMode = PerShip'. ('ConcurrencyMode = Global' is the default.)

Release Candidate 0.21.3

Cosmoteer release candidate 0.21.3 is now available for testing! (See this post for info on how to test release candidates.)

This updates contains miscellaneous fixes and improvements.

RC1:
  • In Career mode, it is now possible to switch your view to any star system in which you have ships by opening the galaxy map and clicking on the star system. (Star systems in which you have ships will have a blue rocket icon.) In multiplayer, this will transfer the view of
  • all* players and thus requires a unanimous vote.
  • Losing all your ships in Career mode will no longer trigger the "ALL HANDS LOST" message if you still have ships in other star systems.
  • Updated visuals for fire VFX and exterior icons.
  • New and updated built-in ships:
    - Added two new Monolith ships: Gavel and Sledgehammer.
    - Added two new Fringe ships: Pinion and Splinetooth.
    - Miscellaneous updates to other existing built-in ships.
  • Lobbies are now separated into "Co-op" and "PvP" categories. You can only host Career and Creative mode games in Co-op lobbies, and you can only host Elimination, Arena, and Domination games in PvP lobbies.
  • The name used for you in multiplayer can now be customized in the Miscellaneous settings tab. By default your Steam name will be used.
  • Crew can now enter airlocks at higher speeds, which makes them much better at entering when ships are moving.
  • Crew now don't slow down quite as much when picking up floating resources, making them just a bit faster at gathering.
  • Resource thrown out airlocks now have a little bit of random velocity variation.
  • You can now double-click missions to accept and redeem them.
  • Ctrl+Q and Ctrl+E are now default hotkeys for decreasing and increasing the game speed. (Page down and page up still work too.)
  • Added a "Lock Camera To Ship" setting for Direct Control Mode that, if disabled, will allow you to control the camera normally while in Direct Control Mode (except you can't use keys to control the camera). Disabled is the new default behavior. Enabling will revert to the old behavior.
  • Reduced the size of the red eye focus icon when attacking.
  • Crew O2 warning icons are no longer clickable and thus will no longer block clicks to anything underneath.
  • In Creative Mode, you can now press Ctrl+Shift+V as a shortcut for restocking all resources.
  • When starting a multiplayer game (or resyncing after a desync), a percentage will now be shown to indicate progress sending the game data.
  • Added a new paint decal (plain68).
  • Bugfix: When a player left a multiplayer Career game, all their ships would become enemies with all neutral ships.
  • Bugfix: Railgun accuracy had unintentionally been greatly reduced.
  • Bugfix: Rare crash when jumping to a star system.
  • Bugfix: Very rare AI-related crash.
  • Bugfix: Multiplayer desyncs caused by A.I. ships.
  • Bugfix: Copy/pasting resource storage rooms wasn't properly adding their resource type designations to the undo history.
  • Bugfix: It was impossible without zooming in to jump to hyper-jump beacons within sight of the player's other ships if ship blips were turned off.
  • Bugfix: When using the "FPS Follows Cursor" framerate display option, the FPS was being rendered farther from the cursor than was intended.
  • Modding: Almost any sound effect can now play a sound from a random list by using the syntax 'RandomSounds = ["sound1.wav", sound2.wav"]'.
  • Modding: Almost all sound effects can now be given a fixed or random start time measured in seconds from the beginning of the sound file. Use the syntax 'Start = 1.0' or 'Start = [1.0, 2.0]' depending on whether you want a fixed start time or random range.
  • Modding: In-game sound effects with a MaxConcurrent set can now be limited to a maximum per-ship instead of a global maximum by setting 'ConcurrencyMode = PerShip'. ('ConcurrencyMode = Global' is the default.)


RC2:
  • Fixed RC1 crash caused by Tractor Beams.


RC3:
  • Bugfix: Multiplayer desyncs caused by Tractor Beams.
  • Modding: Restored the "fire" ship sprite layer.

Update 0.21.2a Patch Notes

  • Bugfix: Crash when forfeiting a PvP multiplayer battle with the view zoomed out with ship colors set to "Random Per Player".
  • Bugfix: Crash for a very small number of players when launching the app.
  • Bugfix: Crash caused by being subscribed to Steam Workshop ships.

Update 0.21.2 Patch Notes

Cosmoteer update 0.21.2 is now available! This update has a bunch of miscellaneous quality-of-life improvements, balance changes, and bug fixes. Enjoy!

  • Railgun balance changes:
    - Increased Loader mass from 12 to 24.
    - Increased Accelerator and Launcher mass from 24 to 36.
  • Mine balance changes:
    - Halved iron/ammo cost to manufacture mines.
    - Increased health from 800 to 3200.
    - Increased the number of mine parts that can fit in a tile stack from 4 to 8.
  • E.M.P. Missile balance changes:
    - Increased E.M.P. missile range from 600 to 700.
  • Various new and updated built-in ships:
    - 5 new Monolith ships: Accoster, Ambuscader, Bombardier, Quickdraw, and Roughhouser.
    - 4 new Cabal ships: Astraeus, Aurelian, Ejecta, and Eos.
    - 8 new Imperium ships: Austral, Avicida, Black Knight, Elanine, Hercinia, Longspur, Ninox, and Skirath.
    - 8 new Fringe ships: Bigfoot, Chimney Slug, Clockwork, Junk Carver, Nutcracker, Sprocket, Streamliner, and Umbrage.
    - 1 new Medium Imperium Trade Station.
    - Miscellaneous updates to other existing built-in ships.
  • Ships that are set to "junk" can no longer be controlled, which the U.I. now makes clear with a red icon on the HUD similar to the icon shown when the ship doesn't have enough command points.
  • Delivery missions will no longer be shown if they don't have enough space to hold the requested resources.
  • Mining lasers will no longer shoot at parts marked for salvaging when set to Hold Fire.
  • Collateral damage from area-of-effect weapons will no longer damage neutral ships/stations. This should prevent accidentally damaging stations while trying to rescue them.
  • Tweaked collision avoidance so that ships will be less likely to interfere with each other when flying around suns.
  • Changed the default hotkey for toggling the "Toggle Auto Face Cursor" direct control mode option from Ctrl+F to Ctrl+Shift+F to reduce accidental presses.
  • Ships owned by player can now be abandoned even if there are no crew on the ship.
  • Added settings to turn off the flying crew and resource pick-up dotted lines.
  • Using the "Load Ship (Replace Existing)" option in the ship editor will now automatically update the ship's flight direction to match the loaded ship.
  • Increased the default number of auto-save, quick-save, and lost ship files from 10 to 25. (Only applies to new players.)
  • Replaced the clock icon (shown next to a player's name in multiplayer when they are slowing the game down for everyone else) with a turtle icon.
  • Bugfix: Crash in some very specific situations when transferring crew to a junked ship.
  • Bugfix: Rare crash when jumping to a new star system.
  • Bugfix: Occasional crashes almost immediately when a multiplayer game desyncs.
  • Bugfix: After a multiplayer desync, any observers would become like "Player 1" but unable to actually control anything.
  • Bugfix: On occasion, more crew than necessary could be assigned to deliver batteries.
  • Bugfix: Ion Beam Prisms were very slow to change targets after destroying their current target.
  • Bugfix: If a player gets disconnected from a multiplayer game while making an in-system hyper-jump, the jumping ship(s) would disappear until another player travels to near where it jumped to.
  • Bugfix: Copying, rotating, and pasting groups of parts could break resource and crew assignments when done between non-rotatable parts.
  • Bugfix: The "Break Formation To Attack" setting was not functioning at all.
  • Bugfix: Missions that were redeemable at any trade station in a star system would also erroneously show star icons on faction bases.
  • Bugfix: Typing multiplayer chat messages longer than the text box would cause the text to be offset the next time a chat message was typed.

Release Candidate 0.21.2

Cosmoteer release candidate 0.21.2 is now available for testing! (See this post for info on how to test release candidates.)

This updates contains miscellaneous fixes and improvements.

  • Railgun balance changes:
    - Decreased Loader cost from 12500 to 10000.
    - Decreased Accelerator and Launcher cost from 7500 to 5000.
    - Increased Loader mass from 12 to 24.
    - Increased Accelerator and Launcher mass from 24 to 36.
  • Mine balance changes:
    - Halved iron/ammo cost to manufacture mines.
    - Increased health from 800 to 3200.
    - Increased the number of mine parts that can fit in a tile stack from 4 to 8.
  • E.M.P. Missile balance changes:
    - Increased E.M.P. missile range from 600 to 700.
  • Various new and updated built-in ships:
    - 5 new Monolith ships: Accoster, Ambuscader, Bombardier, Quickdraw, and Roughhouser.
    - 4 new Cabal ships: Astraeus, Aurelian, Ejecta, and Eos.
    - 8 new Imperium ships: Austral, Avicida, Black Knight, Elanine, Hercinia, Longspur, Ninox, and Skirath.
    - 8 new Fringe ships: Bigfoot, Chimney Slug, Clockwork, Junk Carver, Nutcracker, Sprocket, Streamliner, and Umbrage.
    - 1 new Medium Imperium Trade Station.
    - Miscellaneous updates to other existing built-in ships.
  • Ships that are set to "junk" can no longer be controlled, which the U.I. now makes clear with a red icon on the HUD similar to the icon shown when the ship doesn't have enough command points.
  • Delivery missions will no longer be shown if they don't have enough space to hold the requested resources.
  • Mining lasers will no longer shoot at parts marked for salvaging when set to Hold Fire.
  • Collateral damage from area-of-effect weapons will no longer damage neutral ships/stations. This should prevent accidentally damaging stations while trying to rescue them.
  • Tweaked collision avoidance so that ships will be less likely to interfere with each other when flying around suns.
  • Changed the default hotkey for toggling the "Toggle Auto Face Cursor" direct control mode option from Ctrl+F to Ctrl+Shift+F to reduce accidental presses.
  • Ships owned by player can now be abandoned even if there are no crew on the ship.
  • Added settings to turn off the flying crew and resource pick-up dotted lines.
  • Using the "Load Ship (Replace Existing)" option in the ship editor will now automatically update the ship's flight direction to match the loaded ship.
  • Increased the default number of auto-save, quick-save, and lost ship files from 10 to 25. (Only applies to new players.)
  • Replaced the clock icon (shown next to a player's name in multiplayer when they are slowing the game down for everyone else) with a turtle icon.
  • Bugfix: Crash in some very specific situations when transferring crew to a junked ship.
  • Bugfix: Possible multiplayer desyncs caused by railguns.
  • Bugfix: On occasion, more crew than necessary could be assigned to deliver batteries.
  • Bugfix: Ion Beam Prisms were very slow to change targets after destroying their current target.
  • Bugfix: If a player gets disconnected from a multiplayer game while making an in-system hyper-jump, the jumping ship(s) would disappear until another player travels to near where it jumped to.
  • Bugfix: Copying, rotating, and pasting groups of parts could break resource and crew assignments when done between non-rotatable parts.
  • Bugfix: The "Break Formation To Attack" setting was not functioning at all.
  • Bugfix: Missions that were redeemable at any trade station in a star system would also erroneously show star icons on faction bases.
  • Bugfix: Typing multiplayer chat messages longer than the text box would cause the text to be offset the next time a chat message was typed.