There’s a Design a Ship Contest going on in the community right now! Make something in the Shipyard and share it in the screenshot section on steam with the ship size classification and “contest” in its description. You win the chance to get your design turned into an official illustration that will appear on a Steam Trading Card! Post as many designs as you want, a winner will be chosen for each ship classification within the game. This contest will end on June 24th. More information can be found in the post made on the Steam Forum here: http://steamcommunity.com/app/227160/discussions/0/864969953726393200/
Textures for BioDome_01, docking_02, GasPodS_01, Housing_01-
Housing_05, Ring_01, Ring_02, and Shipyard_01
Manual turret/Weapon control. After pressing X to toggle manual fire control (an aiming reticle should replace the default mouse), any weapons set to the
Manual fire group in the weapon manager will fire if left mouse is clicked. If the weapon is a turret, it will track with mouse movements. Press X again to disable (freeing you up to just target ships or whatever). If a turret is being manually controlled and the player is aiming outside of the turret’s arc, the turret will revert to its group target if available.
The graphics options should now only show resolutions supported by the user’s monitor.
Added RSS feed display to splash screen, fed from KV community announcements.
Turrets should now be much less likely to shoot the ship they are mounted on.
Optimized weapons fire for performance.
Corrected size of projectiles for each tier of weapon. (visual update coming soon)
Fixed a collision layer issue causing projectiles to collide when they shouldn’t
Removed two resolutions that were smaller than 1280x720 as they caused problems
Added texture for size 3 bridges 1 and 2
Updated icons for size 3 bridges 1 and 2
Fixed SpikeFin01 material assignment, it should now receive color channel information.
Placed a non-warp speed limit on ships to save relativity from further abuse.
Color profiles now save with the .col extension instead of the .bin extension.
When the Shipyard tries to load color profiles, if there are .bin files in SaveFiles/ColorProfiles, the game will rename them to the .col extension. If you have color profiles saved outside of this folder, manually changing the extension to .col will make them compatible with the game.
Factions can now be set to spawn specific ships. If a folder is created with the same name as the txt plus “ Ships” and saved ships are placed within it, AI belonging to that faction will use one of those ships. For instance, if a faction is described in Empire.txt, ship saves can be placed in a directory called Empire Ships in SaveFiles/Factions. If the folder does not exist or is empty, ships will be pulled randomly from SaveFiles/ as they are now. Empty directories with the appropriate name (based on the txt files in SaveFiles/Factions) are created automatically if missing upon generating a new galaxy, or if an AI of that faction spawns during gameplay.
Faction specific color profiles have been implemented. If a saved color profile is placed within the faction ship directories mentioned above, then that color profile will override the colors the ship was saved with. This applies even if no saved ships are present in the faction specific directory and the ship was pulled from the top directory.
Fixed an issue that prevented zooming in the shipyard camera in some cases
Will no longer start in fullscreen mode, if you set it to full screen after the initial launch it will remember. This is to resolve some issues people are having with incompatible resolutions.
A problem with collision layers resulted in the player being effectively invincible. This has been fixed, fly with care.
Fixed a bug where an engine would be destroyed but the ship would still act as though it had the thrust from that engine.