Crossing into the 0.8 range this time. Getting closer and closer to release ;). I apologize in advance if I've noted anything that was introduced in one of the recent smaller updates.
OK. There's a lot of new stuff going on. I'll mention only the nebula optimizations (more will be done) and blueprints. How blueprints work is explained below in the change-list :).
The second, but perhaps even more important thing is the MODDING RELATED ISSUE. Here's the link where we explain the problem.
PLEASE CHECK IT OUT. Especially if you've modded the game yourself or if you're using mods.
CHANGE LIST
FIXED: Several errors in weapon range calculations
FIXED: An error where names of nebulas were not shown on the Starchart
FIXED: NPCs start firing weapons at more appropriate distances and not from miles away
FIXED: Your own SETH platforms will not shoot each other
FIXED: Beam weapons now work in Fire at will mode as intended
FIXED: NPCs no longer have impossible weapon range when using beam weapons
FIXED: An issue where the planetary screen gets overlapped with the station interface overlay
FIXED: Material editor->Ship editor now saves trail parameters as intended
FIXED: Station color-coding (friendly, hostile, neutral) is now equivalent in the main viewport and on the Starchart
FIXED: An error related to Weapons energy refill and Weapons downtime, where the two could get swapped in-game
FIXED: Equipment modifiers are now nullified on loading as intended
FIXED: An error that would manifest in an NPC ship powering up Power to Engines, but remaining in the same position
FIXED: Damage effects are now properly removed from the ship on repair
FIXED: An error that could crash the game when clicking on a mission icon in the starchart
FIXED: An issue with mission completion notification being displayed wrongly
FIXED: A bug related to Steam Workshop integration and updating mods that could cause the game to crash
FIXED: Grappling a captured ship no longer turns every neutral or allied ship against you
ADDED: Blueprints
You can collect blueprints pieces from various sources (more will be added over time)
Once you collect enough pieces, a complete blueprint will be assembled in your Items list automatically
After that, simply dock on any station or planet, and you will find that something new is available for purchase (depending on the blueprint)
Blueprints are used up in the process
Blueprints available: light weapons, heavy weapons, enhancements for all primary systems, an officer, fighter crafts
ADDED: Energy redistribution shortcuts to Options->Controls. They are NOT set by default. Set them manually!
ADDED: NPCs can now drop Orpheus mines. Frequency greatly depends on player level and difficulty setting.
ADDED: Explosion shockwaves can now impact asteroids and junk pieces
ADDED: Sporadic lightning flashes inside nebulas
ADDED: Profession parameter is now shown on the Quick scan
ADDED: Several skill modifiers changed/added
Sensor jam
Virus (Chance to drop target's shields on hit)
Life support sabotage (Reduce target's troop effectiveness)
Mainframe shutdown (Chance to completely shut-down target on hit)
Disabling shockwave (Range set to 600)
Energy drain => Power drain
Scramble now states Chance to disable weapons on successful hit
Disabling hit now states Drain target's battery energy (% per second)
Disabling hit
Tracer round
Razor
ADDED: Additional Perks are now fully functional
Hawkeye
Collector
Space wolf
Torrent surfer
Large vessels
ADDED: Officers that used the same bonuses as the above Perks are now also fully functional
ADDED: Another difficulty level added. This is mostly ground work for future use.
ADDED: Several game version checks to comply with latest Steam API
ADDED: Several notifications (entering hostile territory) received a boost to be more noticeable
ADDED: Ship is automatically decloaked when anchoring on stations/planets
UPDATED: Grappling a friendly/allied ship is now treated the same as if you were boarding it
UPDATED: Accuracy mechanic. Increased weapons fire spread on longer distances.
UPDATED: Game log records more data to catch potential problems.
UPDATED: Repairing your ship on a station or planet now removes the effects of Radiation and EMP damage.
UPDATED: NPCs accuracy improved
UPDATED: Bounties improved weapons (enhancements)
UPDATED: Jumping away from a captured ship makes it highly possible for that ship to regain control and flee
UPDATED: NPCs now carry less Equipment
UPDATED: Strong gravitational pull is now only possible if influenced by a wormhole
UPDATED: SETH platform now has limited duration before it self destructs. This is to prevent a potential mem-leak
UPDATED: Nebulas are now limited to 120 particle patches at a time to improve performance
UPDATED: Nebula particles orientation
UPDATED: Several nebulas modified specifically to improve performance (Gulf)
UPDATED: Tweaked experience gain with trading
UPDATED: NPC random encounter spawning system now takes into account more variables and relies more on player level, but also on difficulty settings
UPDATED: (Permanent) Quick Target Scan is now active by default
UPDATED: When stations react to nearby trouble (someone starting a high-tech space cannon brawl), instead of reaching out to the faction in control of the region, they simply call their own reinforcements.
Crossing into the 0.8 range this time. Getting closer and closer to release ;). I apologize in advance if I've noted anything that was introduced in one of the recent smaller updates.
OK. There's a lot of new stuff going on. I'll mention only the nebula optimizations (more will be done) and blueprints. How blueprints work is explained below in the change-list :).
The second, but perhaps even more important thing is the MODDING RELATED ISSUE. Here's the link where we explain the problem.
PLEASE CHECK IT OUT. Especially if you've modded the game yourself or if you're using mods.
CHANGE LIST
FIXED: Several errors in weapon range calculations
FIXED: An error where names of nebulas were not shown on the Starchart
FIXED: NPCs start firing weapons at more appropriate distances and not from miles away
FIXED: Your own SETH platforms will not shoot each other
FIXED: Beam weapons now work in Fire at will mode as intended
FIXED: NPCs no longer have impossible weapon range when using beam weapons
FIXED: An issue where the planetary screen gets overlapped with the station interface overlay
FIXED: Material editor->Ship editor now saves trail parameters as intended
FIXED: Station color-coding (friendly, hostile, neutral) is now equivalent in the main viewport and on the Starchart
FIXED: An error related to Weapons energy refill and Weapons downtime, where the two could get swapped in-game
FIXED: Equipment modifiers are now nullified on loading as intended
FIXED: An error that would manifest in an NPC ship powering up Power to Engines, but remaining in the same position
FIXED: Damage effects are now properly removed from the ship on repair
FIXED: An error that could crash the game when clicking on a mission icon in the starchart
FIXED: An issue with mission completion notification being displayed wrongly
FIXED: A bug related to Steam Workshop integration and updating mods that could cause the game to crash
FIXED: Grappling a captured ship no longer turns every neutral or allied ship against you
ADDED: Blueprints
You can collect blueprints pieces from various sources (more will be added over time)
Once you collect enough pieces, a complete blueprint will be assembled in your Items list automatically
After that, simply dock on any station or planet, and you will find that something new is available for purchase (depending on the blueprint)
Blueprints are used up in the process
Blueprints available: light weapons, heavy weapons, enhancements for all primary systems, an officer, fighter crafts
ADDED: Energy redistribution shortcuts to Options->Controls. They are NOT set by default. Set them manually!
ADDED: NPCs can now drop Orpheus mines. Frequency greatly depends on player level and difficulty setting.
ADDED: Explosion shockwaves can now impact asteroids and junk pieces
ADDED: Sporadic lightning flashes inside nebulas
ADDED: Profession parameter is now shown on the Quick scan
ADDED: Several skill modifiers changed/added
Sensor jam
Virus (Chance to drop target's shields on hit)
Life support sabotage (Reduce target's troop effectiveness)
Mainframe shutdown (Chance to completely shut-down target on hit)
Disabling shockwave (Range set to 600)
Energy drain => Power drain
Scramble now states Chance to disable weapons on successful hit
Disabling hit now states Drain target's battery energy (% per second)
Disabling hit
Tracer round
Razor
ADDED: Additional Perks are now fully functional
Hawkeye
Collector
Space wolf
Torrent surfer
Large vessels
ADDED: Officers that used the same bonuses as the above Perks are now also fully functional
ADDED: Another difficulty level added. This is mostly ground work for future use.
ADDED: Several game version checks to comply with latest Steam API
ADDED: Several notifications (entering hostile territory) received a boost to be more noticeable
ADDED: Ship is automatically decloaked when anchoring on stations/planets
UPDATED: Grappling a friendly/allied ship is now treated the same as if you were boarding it
UPDATED: Accuracy mechanic. Increased weapons fire spread on longer distances.
UPDATED: Game log records more data to catch potential problems.
UPDATED: Repairing your ship on a station or planet now removes the effects of Radiation and EMP damage.
UPDATED: NPCs accuracy improved
UPDATED: Bounties improved weapons (enhancements)
UPDATED: Jumping away from a captured ship makes it highly possible for that ship to regain control and flee
UPDATED: NPCs now carry less Equipment
UPDATED: Strong gravitational pull is now only possible if influenced by a wormhole
UPDATED: SETH platform now has limited duration before it self destructs. This is to prevent a potential mem-leak
UPDATED: Nebulas are now limited to 120 particle patches at a time to improve performance
UPDATED: Nebula particles orientation
UPDATED: Several nebulas modified specifically to improve performance (Gulf)
UPDATED: Tweaked experience gain with trading
UPDATED: NPC random encounter spawning system now takes into account more variables and relies more on player level, but also on difficulty settings
UPDATED: (Permanent) Quick Target Scan is now active by default
UPDATED: When stations react to nearby trouble (someone starting a high-tech space cannon brawl), instead of reaching out to the faction in control of the region, they simply call their own reinforcements.
Here's a short one ladies and gentlemen. I suppose the biggest change is the mounted camera. Please check below on how to use it. This is the first iteration, so more work will be done based on Your feedback!
FIXED: Weapon battery bug. There was a mixup with system parameters. Thanks for the assistance Ryouchan!
ADDED: Mounted camera. You can cycle to with with the Switch camera button. IMPORTANT FOR MODDERS: Mod ships are now one version behind in the *.shp file. Check one of our ship files to see the new Mounted camera parameters. The game won't crash, but the camera won't be available in-game until this part is added to the file!
UPDATED: Nebulas slightly optimized
UPDATED: Flares optimized (ONLY on Low environment detail setup)
UPDATED: Game log now records more data used for hunting down mem-leaks and other issues
Here's a short one ladies and gentlemen. I suppose the biggest change is the mounted camera. Please check below on how to use it. This is the first iteration, so more work will be done based on Your feedback!
FIXED: Weapon battery bug. There was a mixup with system parameters. Thanks for the assistance Ryouchan!
ADDED: Mounted camera. You can cycle to with with the Switch camera button. IMPORTANT FOR MODDERS: Mod ships are now one version behind in the *.shp file. Check one of our ship files to see the new Mounted camera parameters. The game won't crash, but the camera won't be available in-game until this part is added to the file!
UPDATED: Nebulas slightly optimized
UPDATED: Flares optimized (ONLY on Low environment detail setup)
UPDATED: Game log now records more data used for hunting down mem-leaks and other issues
Greetings captains! First an apology is in order for being late on the delivery of this update. We hit some bumps in the last days, so we needed to take care of those. It did give us time to put a few more things into the game, so we've got that going for us ;).
To cut a long story short, below is the latest change-list. Enjoy!
CHANGE-LIST
FIXED: Game configuration file is now properly saved in the default game folder instead of a mod folder, if a mod was active.
FIXED: A problem with Bounty spotted title being separated into two lines on the Station->News panel
FIXED: Engine sound volume is now affected with the appropriate Options slider
FIXED: An issue with only one fighter craft in a wing firing, while the others were just flying about like nothing important is taking place
FIXED: An error where ship markers would not change color to red even if they became hostile to the player
FIXED: A bug where a ship would turn back to friendly after the player left its vicinity
FIXED: Material editor -> Ambient editor Save and Load buttons are displayed correctly
FIXED: A problem where fighters would not acquire targets on-the-fly, but only on launch
FIXED: An instance where not all fighters would return to their carrier when recalled
FIXED: An issue where ships would first turn hostile when attacking them, but then they turned back to neutral/allied after you destroyed one of their ships
FIXED: A bug in the Material editor where flares and lights from an old ambient remained in the new one, on loading the new ambient
FIXED: Planet icons now highlight properly on the Starchart
FIXED: Slow rate of firing at allied NPCs will no longer make them revert from hostile back to allied
FIXED: A text overlap issue when smuggling onto planets fails
FIXED: An issue where the Planetary customs panel would overlap some other opened panel
FIXED: An issue where the Loot panel would overlap some other opened panel
FIXED: Ship system prices are now displayed as intended on both the Drydock->Systems tab as well as the Drydock->Loadout tab
FIXED: PTE temporarily disrupted notification is now properly displayed when the disruptor hits and NPC
FIXED: An error with Engineer skill Hack, more specifically the modifier Immunity. It now works as intended.
FIXED: Deleting models and particles from an assembly via the Material Editor now works as intended
FIXED: Last seen info for bounties now shows appropriate info instead of the place-holder value
FIXED: An issue regarding physics engine that caused problems in calculating collisions with large objects like stations
FIXED: A memory leak occurring when hitting a ship, that could potentially cause the game to crash
FIXED: F2 no longer activates the Phaseshift effect on the player's ship
FIXED: anomaly SetPosition function now works as intended
FIXED: Add turret button is now greyed out and unusable when a hangar slot is selected
FIXED: A physics error where a derelict created when a ship explodes would push the ship faaaaaaaar away
ADDED: SSAO (ambient occlusion) is now unlocked in the Video options and can be activated. Be careful though; remember the game isn't optimized yet ;). The options is OFF BY DEFAULT!.
ADDED: TDrive effect in the Video options is now added and unlocked and can be activated. Try it out, and if you don't like it, turn it back off. The options is OFF BY DEFAULT!.
ADDED: Camera now shakes while in Power to Engines
ADDED: Best Buy/Sell panel is now introduced into the game in its first form
You can access it via the starchart. A new button on the upper-right panel
This is the first iteration, and it will be further improved, mainly accessing it will be made easier and we'll make it easily and quickly accessible in numerous places, so you don't have to open the Starchart every time ;).
ADDED: All Nebulas are now added to the game map
Gas pockets that can be found inside nebulas can be Scanned and then Collected as loot
Nebula collector equipment can be used on the gas pockets for increased collecting yield
Nebulas are visible on the Starchart, but can be toggled with the button on the top-right panel
ADDED: You can now enter Area effects that can cause various detrimental effects
For now, Area effects are only linked to nebulas, but in time, other objects will also be able to have them
ADDED: Junkyard is now visible on the Starchart
ADDED: Phaseshift equipment is now available for purchase on numerous stations
ADDED: Scavenger nanobots equipment is now fully operational
ADDED: There is a chance that you will jump into the wrong location when passing through a wormhole
ADDED: If you have the Free scientist license, you will now get paid for each anomaly you scan
ADDED: Some Experience is rewarded when trading
ADDED: Ship markers on the radar now fade-in when they appear
ADDED: Depending on cargo value and other region-based parameters, it is possible for you to get ambushed by outlaws trying to get your cargo
ADDED: VO warning is now heard when your Troopers are in trouble
ADDED: More situations now affect player Reputation change, governed by a new database
ADDED: Soft-particles make nebulas blend better with other objects
ADDED: Camera shake slider in the Options
ADDED: You can now encounter various battle encounters while flying about. Warzones have higher chance of appearance, but still... be careful ;).
ADDED: Several new micro-events that can happen when you're undocking from a station. A lot more will be added over time.
UPDATED: Station equipment stock no longer replenishes each time player undocks
UPDATED: Stations will now also turn hostile if you start attacking its friends in the vicinity
UPDATED: Cloaking no longer reverts attacking ships back to neutral/allied
UPDATED: There is a chance that cloak is deactivated when colliding
UPDATED: Cloak is automatically deactivated when grappling a target
UPDATED: Contest bounties now have proper OnSeen and OnKilled news texts
UPDATED: Numerous tooltips to display useful information
UPDATED: Skill hint tooltip to be properly displayed in all versions
UPDATED: Chase camera shortcut transferred from Boarding into Views section in the Options->Controls panel
UPDATED: Heroes/bounties are now always hostile towards the player
UPDATED: PTE no longer remains active after passing through a wormhole
UPDATED: Cloak no longer remains active after passing through a wormhole
UPDATED: Saved games list is now sorted by date instead of alphabetically
UPDATED: Numerous typos and errors in both German and Russian localizations
UPDATED: Derelict cool-off shader effect
UPDATED: Outlaws that appear to claim a derelict, will no longer attack you if you're on good terms with them
UPDATED: Structures now have increased Hull
UPDATED: SETH activation now has its own animation as intended
UPDATED: Additional in-script checks are made to prevent continuous spawning of ships near derelicts, stations and structures that was possible in some instances, eventually leading to the game crashing
UPDATED: Numerous ship textures and materials for improved visuals
Greetings captains! First an apology is in order for being late on the delivery of this update. We hit some bumps in the last days, so we needed to take care of those. It did give us time to put a few more things into the game, so we've got that going for us ;).
To cut a long story short, below is the latest change-list. Enjoy!
CHANGE-LIST
FIXED: Game configuration file is now properly saved in the default game folder instead of a mod folder, if a mod was active.
FIXED: A problem with Bounty spotted title being separated into two lines on the Station->News panel
FIXED: Engine sound volume is now affected with the appropriate Options slider
FIXED: An issue with only one fighter craft in a wing firing, while the others were just flying about like nothing important is taking place
FIXED: An error where ship markers would not change color to red even if they became hostile to the player
FIXED: A bug where a ship would turn back to friendly after the player left its vicinity
FIXED: Material editor -> Ambient editor Save and Load buttons are displayed correctly
FIXED: A problem where fighters would not acquire targets on-the-fly, but only on launch
FIXED: An instance where not all fighters would return to their carrier when recalled
FIXED: An issue where ships would first turn hostile when attacking them, but then they turned back to neutral/allied after you destroyed one of their ships
FIXED: A bug in the Material editor where flares and lights from an old ambient remained in the new one, on loading the new ambient
FIXED: Planet icons now highlight properly on the Starchart
FIXED: Slow rate of firing at allied NPCs will no longer make them revert from hostile back to allied
FIXED: A text overlap issue when smuggling onto planets fails
FIXED: An issue where the Planetary customs panel would overlap some other opened panel
FIXED: An issue where the Loot panel would overlap some other opened panel
FIXED: Ship system prices are now displayed as intended on both the Drydock->Systems tab as well as the Drydock->Loadout tab
FIXED: PTE temporarily disrupted notification is now properly displayed when the disruptor hits and NPC
FIXED: An error with Engineer skill Hack, more specifically the modifier Immunity. It now works as intended.
FIXED: Deleting models and particles from an assembly via the Material Editor now works as intended
FIXED: Last seen info for bounties now shows appropriate info instead of the place-holder value
FIXED: An issue regarding physics engine that caused problems in calculating collisions with large objects like stations
FIXED: A memory leak occurring when hitting a ship, that could potentially cause the game to crash
FIXED: F2 no longer activates the Phaseshift effect on the player's ship
FIXED: anomaly SetPosition function now works as intended
FIXED: Add turret button is now greyed out and unusable when a hangar slot is selected
FIXED: A physics error where a derelict created when a ship explodes would push the ship faaaaaaaar away
ADDED: SSAO (ambient occlusion) is now unlocked in the Video options and can be activated. Be careful though; remember the game isn't optimized yet ;). The options is OFF BY DEFAULT!.
ADDED: TDrive effect in the Video options is now added and unlocked and can be activated. Try it out, and if you don't like it, turn it back off. The options is OFF BY DEFAULT!.
ADDED: Camera now shakes while in Power to Engines
ADDED: Best Buy/Sell panel is now introduced into the game in its first form
You can access it via the starchart. A new button on the upper-right panel
This is the first iteration, and it will be further improved, mainly accessing it will be made easier and we'll make it easily and quickly accessible in numerous places, so you don't have to open the Starchart every time ;).
ADDED: All Nebulas are now added to the game map
Gas pockets that can be found inside nebulas can be Scanned and then Collected as loot
Nebula collector equipment can be used on the gas pockets for increased collecting yield
Nebulas are visible on the Starchart, but can be toggled with the button on the top-right panel
ADDED: You can now enter Area effects that can cause various detrimental effects
For now, Area effects are only linked to nebulas, but in time, other objects will also be able to have them
ADDED: Junkyard is now visible on the Starchart
ADDED: Phaseshift equipment is now available for purchase on numerous stations
ADDED: Scavenger nanobots equipment is now fully operational
ADDED: There is a chance that you will jump into the wrong location when passing through a wormhole
ADDED: If you have the Free scientist license, you will now get paid for each anomaly you scan
ADDED: Some Experience is rewarded when trading
ADDED: Ship markers on the radar now fade-in when they appear
ADDED: Depending on cargo value and other region-based parameters, it is possible for you to get ambushed by outlaws trying to get your cargo
ADDED: VO warning is now heard when your Troopers are in trouble
ADDED: More situations now affect player Reputation change, governed by a new database
ADDED: Soft-particles make nebulas blend better with other objects
ADDED: Camera shake slider in the Options
ADDED: You can now encounter various battle encounters while flying about. Warzones have higher chance of appearance, but still... be careful ;).
ADDED: Several new micro-events that can happen when you're undocking from a station. A lot more will be added over time.
UPDATED: Station equipment stock no longer replenishes each time player undocks
UPDATED: Stations will now also turn hostile if you start attacking its friends in the vicinity
UPDATED: Cloaking no longer reverts attacking ships back to neutral/allied
UPDATED: There is a chance that cloak is deactivated when colliding
UPDATED: Cloak is automatically deactivated when grappling a target
UPDATED: Contest bounties now have proper OnSeen and OnKilled news texts
UPDATED: Numerous tooltips to display useful information
UPDATED: Skill hint tooltip to be properly displayed in all versions
UPDATED: Chase camera shortcut transferred from Boarding into Views section in the Options->Controls panel
UPDATED: Heroes/bounties are now always hostile towards the player
UPDATED: PTE no longer remains active after passing through a wormhole
UPDATED: Cloak no longer remains active after passing through a wormhole
UPDATED: Saved games list is now sorted by date instead of alphabetically
UPDATED: Numerous typos and errors in both German and Russian localizations
UPDATED: Derelict cool-off shader effect
UPDATED: Outlaws that appear to claim a derelict, will no longer attack you if you're on good terms with them
UPDATED: Structures now have increased Hull
UPDATED: SETH activation now has its own animation as intended
UPDATED: Additional in-script checks are made to prevent continuous spawning of ships near derelicts, stations and structures that was possible in some instances, eventually leading to the game crashing
UPDATED: Numerous ship textures and materials for improved visuals
Dear community, while we come closer to having a finished product we would like to show you our gratitude again for all the feedback and support we have received. We are having a contest where you will get the chance to leave your mark in the Gemini Universe! We ask you to visit our forum for more information about the contest: the SPG forum] .........
1977, the cold war, NASA sends out 2 Voyager space crafts into deep space containing a Golden Gramophone with sounds and images representing Earth’s culture, science, nature, languages and DNA. The records are intended for any intelligent extraterrestrial life form, or for future humans…
We can only wonder if these Global Records will ever be found in the vast Gemini system, but if one does, it must make an impact! What would you like to send into deep space? Submit your idea in any format (audio/image/text/video) you seem fit to the official Golden Record thread, and maybe you will come across your Golden Record while exploring Starpoint Gemini 2!
The top 5 best submissions will be put in the game and win a limited edition T-shirt! #SPGoldenRecord
Dear community, while we come closer to having a finished product we would like to show you our gratitude again for all the feedback and support we have received. We are having a contest where you will get the chance to leave your mark in the Gemini Universe! We ask you to visit our forum for more information about the contest: the SPG forum] .........
1977, the cold war, NASA sends out 2 Voyager space crafts into deep space containing a Golden Gramophone with sounds and images representing Earth’s culture, science, nature, languages and DNA. The records are intended for any intelligent extraterrestrial life form, or for future humans…
We can only wonder if these Global Records will ever be found in the vast Gemini system, but if one does, it must make an impact! What would you like to send into deep space? Submit your idea in any format (audio/image/text/video) you seem fit to the official Golden Record thread, and maybe you will come across your Golden Record while exploring Starpoint Gemini 2!
The top 5 best submissions will be put in the game and win a limited edition T-shirt! #SPGoldenRecord
This one's quite extensive ladies and gentlemen, but it also took longer to deliver for which we sincerely apologize. I won't be highlighting any item as special this time. Instead, please check out the linked change-list below and as always... safe travels captains! :)
Since the entire change-list cannot fit in an announcement, here's a link to the update thread on the forum:
This one's quite extensive ladies and gentlemen, but it also took longer to deliver for which we sincerely apologize. I won't be highlighting any item as special this time. Instead, please check out the linked change-list below and as always... safe travels captains! :)
Since the entire change-list cannot fit in an announcement, here's a link to the update thread on the forum: