Economy first pass: This patch includes the beginning of our new economy simulation. With the simulation, it should now possible for players to make profit through arbitrage (taking advantage of price difference in separate markets). Each sector has a market which simulates the trade of 5 different commodities, and the prices of modules, subsystems, ammunition, and trade goods are tied to one of these. This is greatly simplified compared to our final plans, and we will be posting a detailed write up on the subject soon.
Mining Laser Weapon Subsystem. These weapons are not able to be aimed at and fired at enemies, nor are they available to be able to manually control currently.
Planets now have a gravitational field around them, the closer a ship gets the stronger the effect, the total mass of the ship is also a factor, large ships should be advised to stay away from planetary bodies. Micro Warp, and use of a ships KFG will allow you to escape the gravitational pull of a planet.
If a hardpoint/weapon mount does not have a weapon attached to it, it will now highlight yellow. The icon in the right side weapon window will also be highlighted yellow.
While in Sector pressing [Left Shift] + [ B ] will do the same as right click and align to. *This will be bind-able later researching an issue with it currently.
The rotation tool in shipyard now was a degree increment tool. The degrees are: 5, 15,45,90,180.
A Main Menu button has been added to both Shipyard and Sector.
Ship Inventory in Shipyard now has a Unload All button, this will dump the current contents of the ship to your station storage.
A Missing Subsystem Warning system above the launch button in Shipyard.This is a quick reference to see if you ship is missing any of the critical subsystems.
Added a load screen between scenes with hints on them.
Added a Overlap Tool to turn off an off the overlap. Meaning you can now have 100% overlap if you so desire. This is located in the shipyard tools fly out.
Added a Zero Rotation tool, this will allow you to zero out the rotations of the part after it’s been placed off the mouse. But before it is connected to the ship. This is located in the shipyard tools fly out.
New DCM Module modes and icons.
Added a Sector label for available cargo space so you do not have to open the inventory while mining in order to see how full your cargo is.
Added keybinding for increasing and decreasing grid size in shipyard Defaults are [T] and [G]
Added key bindings and UI buttons to increase and decrease rotational degree snapping, default keys are [Shift]+[T] and [Shift]+[G]
Added Kinetic Field Strength to the KFG Info display in shipyard
Holding [Shift] While confirming the placement of a part will duplicate that module for rapid placement of the same module.
New module highlight effect
Updated Sector UI. To be more cohesive with the Shipyard UI.
Module and subsystem balance and scale - All modules and subsystems have been adjusted, they now follow a more logical scaling factor, this is not final and will be subject to many changes for balance and play ability.
Players should notice a sizable increase in performance this patch due to changes in our camera rendering and the way we are handling materials.
Missile AI has been improved they will no long fly in a spiral pattern.
Added a career option to the New Galaxy Menu.
The camera should start farther away from the ship when loading into the Shipyard.
Improved the Mirroring tool location of mirrored part.
Shipyard tools that are a Toggle now stay lit up to show if they are on/off.
Modifying a part now just goes to the 3D movement tools instead of attaching it to the mouse.
Reset button has been moved into the shipyard tools.
Weapons & DCMs will start with their bases down toward the part you are attempting to place them on.
Cockpits, Hulls, and Engines will start with their backs toward the part you are attempting to place them on.
Subsystem - Increased Jump Drive mass, reduced base charge time. Range and Recharge time now scale with tier
Adjusted max and minimum brightness of skybox nebula.
Removed crew quarters and crew requirements, these systems will be re-implemented later.
Right Click Menu > Modify now enables fine tune mode with transform and rotation gizmo.
Increased ambient lighting on the underside of ships in the shipyard.
Changed the Rotation and Translation Gizmo, the new tools are much cleaner looking.
Moved the ship reset button to the Shipyard Tools flyout
All stock ships have been rebuilt and equipped to function under the current changed.
Game Guide has been corrected so that it is accessible in the shipyard. *Note images still need to be updated.
Fixed button not following sound settings.
Fixed an issue with the Subsystem Manager filter when closing/opening it would not display the correct filter list.
Fixed an issue with camera’s overlap rendering should increase performance across the board.
Fixed an issue with the store that would take the credits but not give the goods to the player.
Fixed a bug with warp gates not being spawned.
Fixed Hardpoints 9/10 this should no longer have placement issues.
Missiles should now once again trigger their audio when firing.
Station inventory tooltip no longer displays ERROR! the first time it's displayed.
When loading a ship some parts will no longer display the error hologram, even though they are in legal placement.
Fixed issues with the weapon manager tab not displaying module size properly.
Resolved scrolling issues with the weapon manager.
Your ship will no longer continue flying away when you open the main menu.
Corrected calculation error in the warp-to command, it was adding an extra zero to the distance it allowed the ship to warp to.
In-store prices are not affected by the economy simulation right after creating a new game and before leaving the station.
Star fields are not rendering, once it is fixed we'll hot patch the live build.
Hardpoint connection detectors have been modified to prevent hardpoints from showing as disconnected when going from shipyard to sector and back to shipyard.
Fixed a store bug that was causing inventory not to transfer to the player.
Additional fixes include a modify bug that allowed pieces to attach to loaded ships from existing shipyard components (if you had a piece on your mouse, then clicked load, a new ship would load, then if you placed the part, both ships possibly merged in a horrific way), now players receive an error message to drop the piece first.
Shipyard Controls have been fixed ~ Using Escape key to return to shipyard will no longer affect the way controls work
Note: Using the Escape key to return to the shipyard is a development tool only, inventory may not persist if using this method to return to shipyard. We recommend docking at an actual Station to reach a shipyard to maintain persistent inventory.
Ships in Sector no longer periodically shake/act like jelly
Oberon Freighter will need to have a launch platform subsystem applied to its Hangar Module in order to launch drones successfully.
Warning: Parts May be Disconnected from Old Ships and will need to be reconnected. Known Issue: Hardpoint Placement: If you can’t get a hardpoint to accept its position, enter freeform mode (tab) and adjust it to be able to fit, then click “Connect Part to Ship”
AI can now warp and turn off drag to while travelling or when closing distance with a hostile target. This should be quite noticeable to players compared to the constant slow-boating they used to do.
Shipyard - Added the ability to place modules singly or mirrored, flip the mirrored modules as needed
Damage readouts in Sector. Icon will appear when a system has reached 75% health, with the color transitioning to red when it reaches 25% health. A tool tip has been added to give exact percentage of health.
AI ships can now make use of attack drones.
Jump drives: The jump drive subsystems are now functional. Instead of only being able to jump to sectors within your current star system, a jump drive allows you to make jumps based only on distance. The star map now displays how far a sector is from your current position in light years, and how far you can jump using your ship’s currently equipped jump drive. If you don’t have one, you’re stuck with jumping to same-system sectors and jump gates.
Ships now retain their damage upon return to shipyard. The new repair window allows the player to recover hull damage and repair subsystems for a cost. If the player lacks funds, their balance will go into the negative, representing debt. While in debt, repairs can still be purchased, but the player is unable to spend money in any other way. This is a temporary implementation pending further development passes.
Paint Styles are now available (beyond Color Profiles) - to add textures to colors on the ships.
Module counter in the lower left corner of the shipyard displays how many modules are on the ship as well as the ship module count classification (low/medium/high/extreme). As players add more components, a warning will pop up showing when performance may begin to be impacted by module #’s
Shipyard UI has been overhauled. The top bar is now controls: Reset, Save,Load,Workshop,Info,Store,Inventory,Repair Window,and all ship stats divide by classification.
The new right hand slide out controls Modules (Cockpits,Hulls,Engines,Misc), Weapons both hardpoint/weapon mount placement and assigning weapons to mounts, Drones placement of Hanger/DCM and hangar management. And last but not least is the customization of colors and styles.
The new left side slide out Shipyard Tools, Gizmo Controls, Mirror Placement, and Mirror Tools.
Modules are now placed on a grid system in Shipyard rather than a node system. Pressing Tab will still enable freeform mode.
Significantly decreased spread of all kinetic weapons
Doubled damage rating of all kinetic weapons
Reduced the mass of all ammunition
Reduced the volume of all ammunition, it should now be viable to stock your ships with it.
The AI aggro mechanic has been fleshed out a bit. Enemy ships smaller than you may run instead of fight, and larger ships may not see you as worth their time. Proximity is also taken into account, and distant ships may not bother with you.
Asteroids will now be of random scale.
Faction standings are now reciprocal. It is not longer possible for faction A to love faction B, while faction B hates faction A.
Drone collision avoidance has been updated
Warp effects modified
Fixed a bug that occured when holding a directional input while opening the map.
Fixed bugs affecting some particle effect scales.
Fixed a performance issue while warping that was introduced in D11.
Fixed a bug where auto warp would move the player away from their intended destination if they tried to warp to a large object while inside that object’s safety perimeter.
MOONS? MOOOOOOOOOONS! Moons. (Moons have been added back into the scene)
Last night we launched the May development build, if you are interested in checking out the latest features, please check it out under steams beta build system. You can get information on how to access it from this thread.