New reaction explosion visual effect, with destroyed ship parts now flying through space.
Improved the performance of the explosion shader and added it to the shader cache, so the first explosion in a game won’t cause a lag spike anymore.
Tactical markers of ships that exploded will now disappear immediately.
Moonlets and other big entities won’t appear too close to each other anymore.
The search and Rescue team will not ask you if you have seen any disabled ships if they can see a derelict ship themselves.
Fixed a race condition in HUD initialization that caused tuning settings specific to a type of HUD you are using to not show up in the Tuning menu at random times
Changed the visual prompt for “waiting for a keypress” when adding keybind to the Settings / Controls menu to be visible when the bloom option is disabled.
When you send your crew over to salvage a derelict ship, they will refuel it when they reach their destination, not when they launch from your craft. This prevents a derelict from booting up prematurely and acting without crew direction.
Derelict ships that your crew judges are too damaged to attempt salvage will be actually damaged if you tow them back with a salvage manipulator.
Derelict options would not show up if there were hostile ships or drones nearby, even if you were not aware of them and they were not aware of you.
Improved performance of the derelicts - they will now use far less resources than a working ship uses.
The storyteller module is now more aware of the performance considerations and will attempt not to trigger two demanding events in close proximity.
Improved performance of nanodrone systems.
In an exclusive full-screen mode, the resolution scale slider did not work immediately and required a game restart or changing the display mode.
Carbon Anomaly would not de-spawn after the first appearance, causing degraded performance and constant music shift.
You can now use a custom paint job for the Vulture Prospector with custom-vulture-prospector.png file.
Adjusted the physical shape of AT-K225 simulation again. The previous collider could be overzealous and accounted ore hitting the sides of your ship as cargo briefly.
When discussing a location with another ship and astrogating to another location while still having comms open, the event exposed to you will now be based on the location the ship you were talking to was when you started, not the new location of your ship. This includes when you both astrogate to a new location.
Adjusted in-ring astrogation trajectory abort conditions. Speeding over the required velocity will not disable the trajectory immediately anymore.
Changing your active crew will update the relative skill indicators on the hiring tab immediately.
0.583.2 - I Am Shift
Fixed the controls display in the Setting menu for keyboard controls, which showed a shift key for all controls.
Your ship logs will not scroll upwards anymore when you enter the menu for a second time.
0.583.1 - Inner Alignment
Added more aggressive dynamic physic limitation will now focus the simulation around your ship if there is a lot going on there. While a system like that existed in previous versions, in some events it could allow the physics simulation to track and simulate an unreasonable amount of objects, which for some playstyles caused the performance to degrade dramatically.
Ships and drones that are not actively powered, are in cargo bays or inside cradles will use much fewer resources. This improves performance for playstyles that favour multiple cargo containers constantly attached to your ship, especially on Antonoff-Titan AT-K225.
Docking arms that rotate ships attached to them will now allow your ship to dock both ways, making it possible to dock to habitats, ships and stations with your engines pointed at them. This makes it easier to perform some of the more challenging docking manoeuvres.
Big ships with docking arms now have their docking sequence adjusted to keep your ship further away from their hull. This makes it easier to dock with big and heavy ships.
Ship logs at the Enceladus Prime station will now will in from the end, making the most recent events immediately visible.
Adjusted physical shape for AT-K225 to prevent ore from sticking into certain areas and preventing astrogation.
When a terrified pirate was asking for a truce the dialogue could be cut short if you did not actively approach them.
Addressed the gameplay-story segregation of crewed derelict recovery. Previously, derelicts that turned out to be too damaged to salvage were rigged to explode. Now, they actually sustain the type of damage indicated by the dialogue. In the event of recovery of such craft by other means, the results will be consistent with the presented story. This will also prevent derelicts from spontaneously combusting if you recovered them in such a way.
Tooltips will now simply fade in and out, instead of sliding through your screen. There is a bit more delay when displaying the tooltip.
Fixed an illegal access bug that could cause the game to crash if a point defence turret examined a possible target in the very same instant it was docking or undocking.
When attempting crewed derelict recovery and not having enough propellant on board to perform the action, in 66% of cases the relevant crew reply didn’t show up.
You could attempt to perform crewed salvage on a derelict that was in the process of being towed away by a Search and Rescue ship if it was a part of a crew quest.
Extended the “ignore minor collisions” tuning range for EIAA-1337 autopilot.
Changed the way the tutorial displays keyboard, gamepad and mouse controls to make it clear that some actions can be performed by more than one keypress, and the choice is up to the player.
Updated translations.
0.580.4 - Newsbreak
New Enceladus News Network broadcast for the Enceladian Billboards.
Added baked-in depth-of-field effect for the Enceladian Billboards to reduce aliasing artefacts and make displayed information easier to read.
Point Defence Systems of stations and ships would try to snipe out equipment from your cradle that they didn’t like. Due to their overzealousness, this often resulted in an escalation of violence. All PDT systems will now treat hardware attached to your ship through cradles the same as your ship - but the crew might still not like that you bring wiretaps to their area.
Some claim beacons could boot up while they were still attached to your ship - and tried to contribute to your ship manoeuvres with their own thrust. While commendable, this often resulted in overheating damage.
Adjusted physical collider shape on Antonoff-Titan AT-K225.
Ingesting cargo containers into your main hull and flying with them back to the station this way will now yield their contents, just like you had them attached to a dedicated cradle arm.
Changed the collision algorithm for carbon-based ice. Previously used raycast was precise for small, fast-moving objects, but tended to experience problems with multiple items confined in a cargo hull.
Limited the number of music tracks that can be mixed simultaneously. While all our soundtracks were designed to be mixed seamlessly, if you put 4 together, that didn’t sound very coherent.
Ship logs now display progressively, eliminating a lag spike in late-game saves.
Ghosts of deceased spacemen won’t haunt you with eerie music for the rest of your dive if you fail to put them to rest.
Adjusted OSX fullscreen mode handling. On some M1 systems, window manipulation could induce a race condition that caused the game to crash when you switched modes while it was running.
Updated translations.
0.579.3 - Phantom Pain
Ship in equipment menu simulations are not real and thus should not cause the simulated ore they catch of have in their cargo hold to transfer into the players inventory on a subsequent dive.