v0.6007, January 20, 2014
As promised, here's another quick update to address the late-encountered issues with the Tutorial screens and their listing panel. We've pushed in a few other fixes as well.
FIXED: Several problems with the Tutorial screens and updated the listing
FIXED: Several resolution-related problems
FIXED: A problem where Tutorials weren't saved/loaded properly
FIXED: Licenses now get flushed from memory when starting a new game after you've already loaded a previous save
v0.6006, January 17, 2014
Here comes the first update in 2014, one of many to come. The absolute higlight of this update are Fighters. You can now finally launch them on their mission of utter destruction. Release the Kraken! ;)
We've also done some more work on the Tutorials. A new button is added on the upper-right HUD console (shaped like a question mark). This opens up a panel where you can review all unlocked tutorials whenever you need them. This is the first step on improving the general tutorial section in the game.
That's only a part of the job done since the last update. The foundation of a lot more has been set and the next update is planned to come with ship visual customization (ship name, banner, colorizing etc.)
IMPORTANT: We've encountered some problems with the tutorial panels a few moments ago, but we won't delay the update further. We really want you to get those fighters today ;).The fix for the tutorials will come as soon as possible (likely a day or two). A thousand apologies for these issues!
Until next time, safe travels!
FIXED: You can no longer delete NewSave
FIXED: Starchart tutorial related crash
FIXED: Turret view shortcut (def. V) now works properly
FIXED: Mem-leak - Perks are flushed from memory on game reload
FIXED: Mem-leak - Officers are flushed from memory on game reload
FIXED: Mem-leak & exploit - Licenses could become doubled
FIXED: Bounty board panel can now be moved around
FIXED: Esc button now closes the Bounty board panel and then the Starchart
FIXED: Text on Commodities hint is no longer cut-off
FIXED: A bug related to opening the tutorial and the Starchart at the same time and pressing Esc button
FIXED: Errors on Fighter hints
FIXED: Actual shortcuts are now displayed in tutorial texts
FIXED: Wrong hint was shown on some hangar slots in the Drydock->Loadout panel
ADDED: A lot more random ships flying around in space. This is only the first step, as we'll return to the subject to tweak each individual region
ADDED: Fighter wings
Fighters can now be launched
Hangar Enhancements now work properly
Updated hints on Hangar and Fighter wings
Fighter idle AI - Fly out and stay near carrier
Mark target (on Context menu) designates the object as fighter primary target
Fighter definition files added to enable modding
Updated Fighters.wdt database table to enable modding
Added sitRep panels for each fighter wing on the left side of the HUD
Fixed several errors on Fighter hints and added more information
Fighters return to carrier prior to T-Gate jump
Some interceptors and all bombers carry both light and heavy weapons
ADDED: Invert mouse option in the Options -> Controls panel
UPDATED: First step on upgrading the tutorial mechanics is implemented
All unlocked tutorials are listed and can be accessed at any time with the button on the upper-right HUD console (shaped like a question mark)
Added new tutorials and changed some existing ones
ADDED: Mark target (context menu action) is now operational for hostile ships. Fire at will is not yet influenced by this command
ADDED: Fighting in the vicinity of a station forces the station to call for reinforcements for help
ADDED: Special "heroes" - persistent ships flying around Gemini who can be hunted down for special rewards. This is ONLY the first step, as we have yet to implement randomly generated news linked to heroes and their whereabouts.
ADDED: Auto-pilot now avoids planets. This is the first, basic implementation, simply to avoid those annoying space collisions ;)
v0.6005, December 19, 2013
A new day and time for a new update. This will be the last update this year ladies and gents. Well, that is unless a quickfix or two will be required :).
As the highlight this time we chose two features. The first is the Fire at will command. This is the basic model and we're looking forward to your feedback. The second is energy redistribution accessible through the panel in the bottom left (hover over your ship schematic). This feature was almost entirely implemented after a thorough and detailed suggestion by one of the community members.
Unfortunately, I cannot find the exact post and that way the original poster, so please if you're reading this, contact us. Credit where credit is due :).
FIXED: A bug where a target ship schematic was left hanging on the context menu after a ship was captured and transferred to the garage
FIXED: Several errors in region files
FIXED: Several errors in game text files
FIXED: Several errors regarding bonus modifiers
FIXED: Fleet->Ship systems panel now works as intended
FIXED: Numerous errors in the Material Editor (for modders)
FIXED: Several errors in the boarding mechanics that could cause adverse effects
FIXED: A bug where particle and other various effects continued to show after player died and loaded a save game
FIXED: Selling your ship now correctly adds 20% of it's value to your account instead of 100%
FIXED: Several errors regarding object and target markers that were left hanging on the HUD after jumping through a TGate
FIXED: Enhancement markers for the light and heavy weapon on the back battery switched to correct positions
FIXED: Left and right heavy weapon slots on the schematics panel (bottom left part of HUD) were switched to correct positions
FIXED: Shield capacity boost no longer applies after shield status update, which caused the shield to refill up to the base capacity value instead of the modified one resulting in partially filled shields.
ADDED: Licenses are now available for purchase on stations (planets will receive them in the next update). Licenses can only be acquired when you're allied to a faction
ADDED: New holo panels to several station models. This is just the starting point of the new system and will be further upgraded to show various information dynamically.
ADDED: Credit numeric values now have delimiters , to make them more readable (community suggested)
ADDED: Energy redistribution mechanics. Energy can be easily transferred between Propulsion, Weapons and Shields via the panel in the bottom left. The panel switches with the player ship schematic. (community suggested)
ADDED: Fire at will command in its basic form uses a smart algorithm to switch between targets. This feature is a work in progress and feedback is most welcome.
ADDED: New station model
ADDED: Structures can now be guarded. Damaging them can trigger security forces to arrive in its defense.
ADDED: New planet background for planet Korkyra
ADDED: Environment detail can now be set in the Options->Video menu to improve game performance. This option impacts asteroid visibility the most.
UPDATED: Planet Iolia and planet Hogosha models
UPDATED: Several new bonus modifiers are now functional (Heavy weapon reload, Weapon battery recharge...)
UPDATED: Improved two ambients
UPDATED: AI routines
AI ships can now form fleets (basic implementation; will be further upgraded)
AI ships now use Power to Engines
Improved AI decision making on when to engage an enemy vs. when to flee
Hi everyone! We've been receiving reports of some troubling issues these last days since the last update and naturally we had to look in more detail. What we encountered wasn't nice at all so we had to act. It is possible that some save files could have gotten corrupted. So here's the deal:
1)Anyone experiencing difficulties loading their save files the last couple of days, please try loading them with the v0.6004 update. It should repair almost all of the potential problems on its own.
2)If numero 1 doesn't work, please contact Oliver directly firstname.lastname@example.org and preferrably send him your save file so we can see if we can help.
We're terribly sorry for these problems and hope it ddn't cause too much problems.
Thanks everyone for your support, suggestions and patience. We honestly and really appreciate it!
Time for a new update. The highlight is GUI enhancement in the form of the Tactical overlay. A quick note: Check the Options->Controls panel and set the wanted Tactical Overlay shortcut or you won't be able to see it! We plan to make the Tactical overlay appear automatically for a period of time when something important happens, but for now it is shortcut toggle only!
LIST OF CHANGES
FIXED: Several bugs that could cause the game to crash.
FIXED: A bug where the game would crash if player jumped through TGate while the boarding panel was opened (ship capture panel).
FIXED: Officers bonuses are now properly recalculated if an officer leaves your service or is dismissed.
FIXED: A bug where the main menu could not be used properly after having a conflict in the controls tab and pressing the Esc button.
ADDED: Tactical overlay
The tactical overlay is a convenient way to have all the important info on your ship, especially the status of your shields and weapon systems
ADDED: Shortcut to toggle the overlay - IMPORTANT: Configure the shortcut manually if needed in the Options->Controls panel
ADDED: Individual shield info
ADDED: Individual light weapon battery energy levels and heavy weapon battery reload and ammo status
ADDED: Each individual turret on the ship has it's own indicator when it can fire
ADDED: Quick target info is now linked to the Tactical overlay
ADDED: Player can now be ambushed when nearing randomly appearing derelicts. This is the first of upcoming micro-events linked to derelicts. More diverse events will be added over time, and the similar mechanics will be applied to other game objects.
ADDED: Captain->Finances tab that shows the financial balance sheet of the current month
ADDED: Officers now require their monthly salary or they leave your service. The exact required amount will be further tweaked.
ADDED: Some equipment is now operational (both actual gameplay bonus as well as activation visual effect)
Shield booster - Amplifies shield recharge rate
Damage amplifier - Increases both light and heavy weapon damage
Speed booster - Increases maximum speed
Energy defense field - Grants resistance to Energy based damage
Projectile defense field - Grants resistance to Projectile based damage
Plasma defense field - Grants resistance to Plasma based damage
EMP defense field - Grants resistance to EMP based damage
Radiation defense field - Grants resistance to Radiation based damage
Hull integrity field - Increases Soak (general resistance to any kind of damage)
Borehole torpedo - Fire a special torpedo into asteroids. The torpedo has a wide blast radius and grants increased asteroid loot yield.
Atlas defense field - this is a new piece of equipment (community suggested) that can shoot down enemy missiles and torpedoes. Eventually it will also work on enemy fighter crafts.
ADDED: Texture detail option in the Options->Video panel. Lowering this setting sets the game to use lower resolution textures (mip-map), but increase performance.
UPDATED: Assassin random encounters no longer appear until player reaches experience level 10
UPDATED: Installed Enhancements are now properly saved (both for the current ship and those in the Garage)
UPDATED: Several changes to the game text files
UPDATED: Destroying structures now yields Experience influenced by character class and experience level
UPDATED: Destroying structures now slightly reduces Reputation
The entire text written for this announcement can't fit in the text box, so I'll keep it short. The change list is below.
The announced price change is left to Steam to apply at their own convenience, but we felt it would be unfair to keep you ladies and gents waiting on the update any longer than necessary.
LIST OF CHANGES
FIXED: Several bugs on the Fleet->Equipment panel. Proper quantity is now shown.
FIXED: Energy shield indicator on the Context menu.
FIXED: A big where player couldn't initiate Power to Engines after demolishing a grappled ship
FIXED: Several scripting errors that could cause adverse effects
FIXED: Heavy weapons ammo indicator is now properly refreshed on the Drydock->Systems panel
FIXED: Troopers are now properly transferred to the new ship when transferring command to a ship from the Garage
FIXED: Brightness setting can now be properly adjusted
FIXED: Several bugs in the current trading mechanics
ADDED: Reputation panel so players can have an overview of their standing with the 50+ game factions
ADDED: Perks panel so you can spend your hard earned Perk points on the available passive bonuses. A Perk point is gained every time you gain in Rank. Retroactive perk points are awarded to those of you who have already gained Ranks.
ADDED: You can now hire up to 3 officers (Navigation, Tactical, Engineering) that provide passive bonuses for as long as they are on your ship. Officers are available on the Station->Hiring panel.
ADDED: You can now loot captured ships in space.
ADDED: A couple of new ambients.
ADDED: Quick target info - when you first target an object, a small representation of the object appears so players can almost instantly see what the target is exactly and its status (community requested)
We have some bad news ladies and gents. The big update that has been announced for today, November 19th unfortunately has to be postponed slightly. We were working throughout the day to get everything working properly, but unfortunately not enough progress was made.
The update is completed, compiled and uploaded for final testing, but an unexpected problem occurred with Steam wrapper applied to every game. Versions of the wrapper have been switched and as a result our prepared .exe file cannot be initiated. We're working with Steam guys on this issue as fast as possible, but decided to delay the update for (probably) 1 day until we resolve this issue together with Steam. Price will naturally also remain intact until the update is live. It was planned to go together and it will remain so.
Problem of this nature really isn't something we could anticipate, but we sincerely apologize for the delay nonetheless. If the update went live without the correct wrapper, the game would definitely stop working for everybody and we definitely have to avoid that ;).
„Steamers“ are on it and the announced update will go live, as we are assured, tomorrow.
We were anxious to deliver the update to you all, but I’m afraid it won’t be today. Please accept the apologies from all of us here at LGM. We thank you for your immense patience and hope to get the update to you tomorrow.