Celestial Command - Romenics


Currently we are working on improvements for a combat aspect of gameplay.
Combat should be important part of the game, but at this moment large amount of flaws do not allows to play and enjoy it.

Here is a list of things which will be added in the next update in order to solve that:

  • The starting ship now have a proper weapon right from the start. Some basic kinetic cannon and small rocket launcher as well as some amount of ammunition in storage.

  • Activation of weapon is much more convenient now, just press 1 to enable weapon group, instead of complex Shift+1 combination. Also weapon range will be showed automatically and no longer requires to press Ctrl+1. Launching of rocket also much more easy now because hotkeys already designated from the start.

  • AI of enemy ships now much better in terms of navigation. It will properly direct its ship on the target and will not cause FPS drop in the process.
    Also when it is unable to continue combat due lack of any weapon, it will try to retreat instead of sit and waiting while someone destroying its ship.



  • Cannon's projectile can penetrate trough several objects if previous object has less HP than damage of this projectile and also damage to the next object will be reduced accordingly. This feature is important for game balance when large slow firing cannon shooting at a ship which consist of many small modules with low HP, so single module with 1 HP no longer able to stop a projectile which able to cause 100 damage



  • Now you may encounter not only an enemy combat ships but allied ships too, which will fight each other.



  • Currently, reconstruction of missing modules after combat is tedious, this will be fixed with the system which adds a blueprint module each time when some module on your ships is destroyed.
    These blueprints can be easily built on shipyard as it showed in previous post.

And also some reminder about possibility to get Celestial Command with -25% discount until January 2.

Happy New Year!




Celestial Command - Romenics


Hello!
We are preparing so much improvements for the next update, so we decided it will be a version alpha 0.9.

It will be a huge update where almost every aspect of the game will be greatly improved and we will fix most of the crucial issues which exist in the game for a long time.

For example, a ship constructor, it is the most important feature of the game, but currently it have an important issue which should be fixed.

For a long time we are thinking how to solve the problem that ship construction in sandbox mode is much more fun than in non-sandbox mode.

The good ship editor should allow to quickly place and remove parts in order to experiment with different designs and build a ship you want.

However, currently construction and deconstruction of modules it is a complex process, which requires a lot of time and resources, and result it is not possible to experiment with designs and unleash your creativity.



Currently the only way to build something specific, it is to launch the game in sandbox mode, build the ship there, make a screenshot, calculate required amount of resources in notepad and after that load non-sandbox game back and rebuild this ship using screenshot as an instruction.
This is super tedious and inconvenient. Definitely not the way how it should work.

Of course, instant construction \ deconstruction of modules could solve this issue, but we don't want to make it instant because we like a nice animation of robotic arms and its welding effects.

But for the next update we developed the solution - Isolated ship editor!

Now in non-sandbox game mode you can press the button any time and open a special editor screen where you can edit your ship using the same rules as in sandbox mode.
Modules are free and can be placed or removed instantly. Here you can unleash your creativity designing your ship, and after you finished, you can press the button and engineering modules in game world will automatically build a new ship for you!



Also this method will allows to load a blueprint which was saved in sandbox mode or a file from Workshop (which will be added later) and build it in non-sandbox game mode.

In addition, such approach will solve an important issue of orbital game mode where it is very inconvenient to design a ships due drifting of separated modules due tidal forces.
This no longer will be a problem because development of blueprints can be done in isolated environment.

Besides that, recipes of most modules will be simplified, because currently modules requires way too much different resources, in result gathering of resources for ship construction became tedious. We want to make ship construction more accessible for players.

Also take a look on a new energy shield effects:








Celestial Command - Romenics


There was no news from us quite a while, this is because we are working on some big improvements for the next update which requires to do some research about new methods and features, so we were not ready to show result before we will be sure that these new features will work as desired.

The upcoming improvements will be related to the most important aspect of the game - construction of ships.

Currently in the game most modules has the same size and most ships also has the same size, of course there is some a bit larger modules and also you can build a ships of any size you want, but even larger ships mostly looks like a large, flat construction made of small parts.

This is not intentional design choice. From the first day of development, Celestial Command supposed to be the game about ships of very various sizes, where smaller vessels will be able to fly inside a hangars of huge carriers and battleships.

Earlier we had more priority tasks related to core systems instead of a lot of new modules of various sizes, but now we decided to focus on this direction.

For the next update we started to use a new method which allows to create large amount of modules in reasonable time. Now some modules consist of two parts, superstructure above and standardized base structure below.

Besides that, some modules have optional variant with different vertical profiles, allowing to create a huge ships which does not looks flat.



Initially we thought that such method may create undesired "repetitive tiling" effect because base structure of different modules will looks the same, but turned out it is not a problem because most of the time you observe ships from above where superstructure overlaps most of its area, plus different vertical profiles creates very interesting shapes.

Here is some early examples of what is possible to build using new modules:













Besides that we will add huge hangar parts, a lot of new weapons and many various functional improvements, such as mirror tool, magnetic docking, more challenges and a lot more.

That is how research and development area of new modules in 3D editor:



When it will be released? We are not sure yet, we want to make it high quality because when people will start to design and save new ships we want to be sure that save files will not be wasted due some changes in the another update after.
Also we want to provide some kind of game goals to create a purpose for a newly designed ships.
We will keep you informed about update progression.

Thanks for the patience! : )





Celestial Command - Romenics


Currently mining lasers in the game has a very short range, and this is not too correct because if mining device suppose to be a short range it could be just a simple mining drill, but since we have lasers, we should have long range version.
So here it is, long range mining lasers!

Also now it can be mounted on turrets and automatically collect required ore within range! It acts like a great advanced tool for mining and should partially solve a situation with lack of fuel for large ships because mining is much easier now.

A bit later this issue will be completely solved with addition of large mining devices which can be placed on large asteroids in order to extract even more ore.

CHANGE LOG

Large improvements
  • Added long range mining laser which should be mounted on turret. Such turrets will automatically mine asteroids with desired resource within its range. Also added a possibility to select which resource you want to mine
  • Damage and mining rate of all lasers no longer depends on distance to target (this feature didn't adds any interesting aspects to the gameplay, on the contrary it was confusing and non intuitive, also it turned lasers into some kind of "shotguns" which should be used from the minimal distance, that is not a desired game-style for combat lasers). Also visual effect of laser ray no longer falloff with the distance and in result it looks much better
  • Lasers now activated and deactivated not instantly, but during a short time, as result its visual effect looks much better
  • Lasers now will consume energy from internal power storage which will recharge over time, so now in cases when you have not enough energy, lasers will wait for full charge instead of attempt to emit thin and weak ray. Overall, combat and mining operations now looks much better in cases when ship has not enough energy

Small improvements
  • Added possibility to setup hotkey for auto center of thrust calibration
  • Text elements such as "+2 Iron ore" which appears over cargo containers now displayed only at close range
  • Graphs of power monitor now hidden by default
  • Xenon collector max radius in orbital mode increased from 5 to 30 (it should be much easier to use now)
  • Added missing info on control panel of xenon collector
  • Target of turret now visualized only on selection of module

Fixes
  • Critical bug with impossibility to save \ load a game with error "Position is NaN" should be fixed (but we are not sure, so let us know if you will encounter this issue again)
  • Ships with activated warp drive no longer able to move inside a warp field (solved an issue when you press W during warp flight and ship explodes due contact with warp sphere)
  • Fixes impossibility to load a game which was saved during warp flight
  • Fixes issue when options and save load windows still visible after menu reopened with Esc button
  • Fixes internal error when galaxy map opened during warp flight
  • Xenon collector works again in orbital mode
  • Pause on Esc now correctly works after save load



Celestial Command - Romenics




CHANGE LOG

Improvements
  • Added button which will automatically setup maximum thrust level for all main engines in order to align center of thrust with center of mass. Very useful for asymmetrical ships or for ships with unbalanced distribution of cargo.
  • Added notification if you try to buy goods to container of not suitable type or if it has not enough free space

Fixes
  • Possibility to buy goods on trading stations now works again (it was accidentally broken when cargo types were reworked)
  • Game speed no longer affects on functionality of double click
  • Fixed possibility to load a game from existed game (no longer infinite loading screen)
  • Fixed internal error when cursor hovered on item in global inventory window during sell mode
  • Station size fuel tank now may contain only 1 type of resource instead of 2 (earlier it caused various issues with fuel production and consumption)
  • Auto saves now works properly (now each file has correct data such as date, time, version etc.)
  • Fixed an issue when sometimes salvaging module consumed resources but did not unloaded a product
  • Added missing on hover info about characteristics for modules: Life support, crew quarters, escape pods
  • Added missing on selection info about characteristics for modules: Engineering module, escape pods
  • Added localization for characteristics of some modules




Celestial Command - Romenics


CHANGE LOG

Improvements
  • Power generator now automatically adjusts its production level according to current power consumption and availability of power storages. Fuel and energy no longer wasted and power generator now should be much easier to use. Also added some additional information to its control interface.
  • Now when you press Esc to open game menu, the game will be put on pause (only in single-player game)

Fixes
  • Now titanium can be found in asteroids
  • Recycling module now works properly
  • Ore refinery no longer consumes energy while waiting for a free cargo space and also now it properly displays warning message about lack of free space
  • Fixed a bug when some planetary systems was not revealed after warp jump even if it located within range of warp drive
  • Mining skill now has correct description
  • Removed outdated "reaction wheel power multiplier" from world settings
  • Parameter "Max players" for multi-player game now works correctly




Celestial Command - Romenics


Hello!
Another medium size update. Inventory system now should be much easier and more intuitive to use and also, we fixed many frequently occurred and critical bugs.

Also we want to express a huge gratitude to everyone who support us on Patreon! We just achieved a first Patreon goal, such support is really helpful and allows us to resolve financial things. Thanks you very much!

Currently we are working on a huge content and gameplay update which should be released approximately within the next month, before that we plan to release a smaller updates from time to time, similar to this one, with important fixes and core improvements.


CHANGE LOG

Large improvements
  • Cargo containers now divided on 2 types instead of 3 (for solid cargo and for liquid\gas cargo), type "for raw ore" is removed (all existed ore containers now may store any solid cargo). Solid container no longer can store liquids or gas. Some containers still may hold only 1 resource, but more effective which should be an interesting feature. Previous the system with containers was too non intuitive, now it should be much easier to use.
  • Global inventory window now opens for all docked ships (also a window appears above command module, not in random position)
  • Added possibility to drag resource icon from one global inventory window to another (also now it is possible to hold shift to specify transfer amount)
  • Changed names and descriptions for all crew skills

Small improvements
  • Prices of all modules recalculated and now equal to sum of prices of its crafting components
  • Crew now may survive without life support modules much longer (solved a situation when entire crew died within seconds after life support module was removed)
  • Reaction wheel removed from the game (because it does not suit a concept and ideology of the game, we want to use engines for ship rotation, engines have nice visual \ audio effects and can be destroyed in combat, engines it is realistic and important aspect of the game, while reaction wheel was a boring method of magical rotation which does not have any effects and can't be destroyed in combat since located inside the ship. Also, hardcore fuel economy should not be a main aspect of the game even in orbital mechanics game mode)
  • Debris scanner removed from the game (because science data now collected from salvaging of command module debris from defeated enemies)
  • Gas collector now shows correct warning in aero mode in case if it is located too far from the planet
  • Module placement radius increased from 15 to 30 and now equal to move tool radius (solved issue with impossibility to place modules inside shipyard which located too far from the command module)
  • Simplified recipe for Warp Drive 1
  • Specific resources in other regions no longer includes basic resources (Iron, Carbon, Ice, it presents anyway) and no longer repeats
  • Now it is guaranteed that adjacent locations via warp gate will contain silver and niobium which required for warp drive

Fixes
  • Fixed most bugs related to skills of command officers
  • Fixed impossibility to activate move tool near NPC station after save load
  • Fixed a bug when turrets in manual control mode was directed at some random point instead of cursor
  • Middle mouse button click on module in build menu now works as intended
  • Max range of large warp drive increased from 7000 to 15000 (earlier, in some cases it was unable to jump anywhere)
  • Large warp drive now has proper collider on its ring
  • No longer possible to move crew members from ship to the same ship
  • No longer possible to move command officers and cargo via global inventory window from ship to another ship which are not docked together
  • Engineering modules no longer will auto salvage turrets with weapons attached on it, now it will salvage weapon first
  • Fixed incorrect list of required resources when you selected fuel generator after selection of production module
  • Multiplayer: Fixed impossibility to take control over spawned ship for connected players
  • Bug with duplication of every object after loading of game from existed world should be fixed (but not sure)
  • When loading menu opened from in-game menu, the previous menu will we properly hidden
  • New asteroids which spawned in replacement of destroyed one now have a proper spawn position (random altitude)
  • Build menu with modules now properly rescaled and now usable on displays with 1366 resolution or lower.




Celestial Command - Romenics


Another medium size update with some nice and important improvements!
Also we set 25% discount due 50th anniversary of the Apollo 11 mission to the Moon!

CHANGE LOG

Improvements
  • Planets in aerodynamic mode now located below 0 plane, added stations at the center above planet, added gas giants with its rings.
    We decided that possibility to crash into planet in aerodynamic mode does not have too much sense. We have an orbital mode for that, but in aero mode such planet just caused some issues for solar panels and also planets which located below zero plane looks much better from top-down view.



  • Added passive skills for command officers in command module which improves various systems of a ship
  • Redesigned window with info about command officer, added icons for skills





  • Added "Total Cargo Window" which shows all cargo stored in entire ship with possibility to drag and drop all resource from one ship to another



  • Added oxygen monitor (like food monitor) which displays time for how long oxygen is enough
  • Solar panels no longer blocked with distant asteroids which located somewhere far away (now it blocked only by obstacles within some distance)
  • Fuel generator and recycle module no longer have internal inventory, now it will unload produced resources in containers somewhere on the ship
  • Now you may buy, sell and repair modules on any NPC station (earlier it was illogical that a huge space station can't provide a shipyard services for you)

Small improvements
  • Added possibility to hire command officers on NPC stations. Interface a bit redesigned.
  • Starting location now may have only terrestrial or desert type planet (no longer weird lava, oceanic, etc)
  • Planets of thunderstorm type no longer have unrealistic surface ripple effect
  • Various rebalance for recipes of modules, overall, cargo containers and structural modules now more affordable
  • Warp drive 1 in-system warp speed reduced from 0.1 to 0.05 a.u. per second (warp flights were too short)
  • Star of staring system now have constant (not random) irradiance level
  • Starting planet now can be only on 2, 3 or 4-rd position from the star (no longer starting on some outer planet with very low star irradiance)
  • Added info that window with starting hints can be reopened with F1 button
  • Added info that multiplayer game in non-sandbox mode still in development and could be unstable
  • Fuel generator crafting speed changed from 0.33 to 0.2
  • Maximum level of music volume reduced to 30% (it was too loud at 100%)

Fixes
  • Radar icons of debris no longer displayed on map
  • Multiplayer: Settings of energy shield now properly synced
  • Engineering modules in auto mode no longer will try to salvage or repair asteroids
  • Offset value of energy shield now properly save loaded
  • When the game on pause, exit to main menu no longer freeze the game
  • Unavailable gunpowder no longer required for rocket ammunition
  • Distance to target of selected warp drive now displayed correctly
  • Warp flight to star no longer teleports a ships right inside the star
  • Fixed issue with incorrect portrait of character after game loading



Celestial Command - Romenics


Some hotfixes for recent big update.

CHANGE LOG

Improvements
  • Icons of storage containers a bit redesigned and looks a bit better. Also now different types of containers have different icon according to its type (image above with prev \ new comparison)
  • Added button in sandbox menu which increases radius of radar so entire region became visible
  • Crew oxygen consumption reduced from 0.1 to 0.02 per minute
  • Power consumption of hydroponics no longer so huge (2000), now it requires only 50 and 75 for T1 and T2 version
  • Added info about speed of production modules in build menu
  • T2 kinetic cannon properly renamed

Fixes
  • When you move crew members from ship A to ship B, crew members will instantly occupy its workplaces of ship B
  • Fixed an issue with asteroids which stuck at 0 content and can't be mined further
  • Debris which appears near starting point during start of the game now have correct orbital velocity in orbital game mode
  • NPC cargo ships no longer "dancing" around the same station or flies only between two the same stations
  • Fixed an issue when you sometimes unable to dock to NPC space station
  • Officers skills now start working right after you selected it
  • Multiplayer: You no longer see "+1 Item" message during salvage operation of another player
  • T1 shipyard parts no longer more massive than T2 version
  • Default position of "System name" on map no longer overlaps with bottom panel
  • Default position of "Relative velocity" block no longer overlaps with bottom panel
  • Fixed internal error related to Discord DLL
  • Fixed internal error when escape pods launcher placed
  • Unavailable refined carbon no longer required for crafting of warp coil
  • Unavailable heavy frame removed from recipes of all modules
  • Incorrect list of required resources no longer displayed in menu of salvage module and fuel generator
  • Attempt to grab black box from defeated drone using a grabber no longer should cause physics glitch








Celestial Command - Romenics


Hello!

As we announced in previous post, in this update we prepared super huge amount of significant changes which improves almost every aspect of the game.

Overall we have worked on gameplay for survival game mode, because despite the fact that playing in sandbox is fun, survival game mode was extremely confusing due large amount of flaws, so we are polished many systems and moved the game to the shape how it should be. There are still some flaws, but this is a huge step forward to the truly polished game with enjoyable gameplay for many hours.

By the way, we have made a new trailer! That is great, because previous one was outdated long time ago and the game already much improved.

https://steamcommunity.com/sharedfiles/filedetails/?id=1790923976

Base building now is MUCH MORE convenient, because earlier it was extremely user unfriendly. The process of construction something in survival mode was terrible, but now it should be fixed!

Space bases are now much larger and way more epic than before. Tech tree was improved for quite a lot, overall game progression should feel much more enjoyable.

Extremely inconvenient trading system also was significantly improved and now it should be fun.

Also, the game visually now looks much better!

Note, in this blog post we are trying new format: Pictures now located inside "Change log" block under each item of change log.
Earlier a lot of information was duplicated in the main text and change log, which is not good, so we think that a new way of delivering update logs should be better. Also, some items in change log contains more information about why exactly it was done and what exactly it is. So, for more information read a full change log below.


CHANGE LOG

large Improvements
  • Completely new NPC space stations which are built from several highly detailed modules. Now it looks much larger and more significant, like cities in space. There are several variations of stations so not all stations look the same. Later more variations will be added. Also, all these modules available in sandbox mode.



  • Player's own space base now looks much larger. Added new command module for own space station which acts like a core module for player base and should be built in first minutes of gameplay. Production modules also replaced with completely new models of much larger size. Earlier player's space base was too small, that was not correct, so now it is fixed.



  • Visual effects: Changed color space from gamma to linear, which means more realistic lighting, also it allows to implement better glow effect, especially for weapons and engines.
  • Visual effects: Improved effects for stars



  • Visual effects: Improved effects for lasers, engines, shields, explosions





  • Trading: Completely redesigned trading system, now it should be much more fun and intuitive to use. Now there is a list of special trading commodities for trading between stations. Previous confusing system with a lot of building parts and weird trading rules is gone. Now each station has easy to understand system of supply and demands and obvious trade routes. Trading GUI redesigned, now it more compact and easier to use. Buy \ Sell methods also improved and no longer so inconvenient to use in case if you have many cargo containers.



  • Crew: Completely new crew system, with the new management of living modules, life support modules, working escape pods launchers, consumption of oxygen and crew requirements for various functional modules, such as engineering modules or mining lasers. Note: New skills system for officers is not completed yet and will be improved later.



  • Crew: Added possibility to select portrait of captain, its name and name of spaceship before the game started. The spaceships seems alive now, not just a chunk of metal in space.



  • Crew: Added functional escape pods, like in Sci-Fi movies!



  • Crew: Added notification about lack of food which will not disappear until supply of food will be restored. The same works for oxygen and life support supply

  • GUI: Added ship control panel with various control elements for main systems of ship. Earlier it was hard to monitor a status of your shields or control weapons or other systems of the ship. The game interface was like for strategy game, but this is not strategy game, usually you are in control of one ship and you should have a convenient tools to control it, so here it is, a control panel with most often used systems of a ship. We plan to add more control elements on this panel which are frequently used.
  • GUI: Added weapons groups which allows to much more convenient control on many turrets on the ship. Some may remember that we had similar system earlier, but now it returned with more quality implementation and usability.



  • Usability: Added a starting window with hints about main aspects of gameplay and instruction how to get started. Of course, interactive tutorial would be better, but it will take longer to implement, so it will be added later, but at this moment this window should be a good temporary solution.



  • Production: Completely changed recipes and prices for all modules. Everything much cheaper and affordable. Building is no longer so complex and user unfriendly. We get rid of frames, generic components and plates, and replaced it with nice and convenient "Prefabs" - main building component of all modules.
  • Production: Completely changed distribution of resources in asteroids, now common resources can be found everywhere and rare resources specific to planets, which is have much rare chance to spawn. This makes process of seeking resources much more interesting like it should be in good survival game (like wood and stone everywhere, but iron is rare). Here iron and carbon is a basic materials which can be found everywhere, but advanced resources such as copper, silicon of lithium is much rare.
  • Production: Generic components and steel plates removed from all recipes because it didn't added interest to the game, just makes crafting less convenient
  • Production: Added salvage module which allows to recycle broken parts into resources
  • Ship editor: Now you can place modules for construction and use move tool in much larger radius which now displayed with yellow circle. Previous attempts to place modules within a tiny radius of engineering modules was terribly inconvenient and now it is fixed!
  • Ship editor: Now you can instantly remove placed modules which were not built yet (contains only 1 part), the part will be returned to inventory. Makes building process much more convenient in cases where you wish to quickly place and remove modules just to check overall shape of a spaceship.
  • Ship editor: Improved visual model of scaffold frames around unbuild modules. Now it has proper 3D models with correct size.



  • Ship editor: Added "Auto build" and "Auto salvage modules" modes for engineering modules. You no longer need to select engineering modules and manually click on targets, now you can automatically construct or salvage modules within a radius. Building and looting much more convenient now!



  • Ship editor: Move Tool in sandbox mode now can be used anywhere (not only near space station). Super useful for creativity!

  • Now you may find a random hostile drone which protects valuable resources or just located randomly in space. The important aspect of the game is combat, but earlier it was hard to find a proper enemy to test your combat capabilities, now it is fixed. Also, it creates additional challenge for the gameplay, like it should be in any good survival game.



  • Audio: Now music is changing during combat. It should provide better experience during combat. Later we will add more variations of music and better transitions.
  • Camera: Now by default right mouse button will pan the camera and middle button will rotate it (because pan is much more often used than rotation). It could be hard to get used to it if you already familiar with previous system, but we recommend trying, the control will be much more convenient. But you may change settings back if you wish.
  • Camera: Now camera can be rotated by holding space bar + mouse movement
  • Camera: Now "Rotate as target" mode (Z key) will smoothly follow a rotation of your ship (not instantly)
  • Physics: Safe collision velocity increased from 5 m\s to 40 m\s, maneuvering and physics now is much more fun because modules no longer explodes even on easy touch, Collisions at high velocity still may cause a significant damage.
  • Shields: Reworked energy shields. Now it can be activated much faster and overall more obvious and easier to use. It can shift its center position. And also, now it have restoration delay parameter (damage stops regeneration for a few seconds)
  • Weapons: Weapons now have different damage to hull and shield. Mostly, energy weapons is more effective against shields, while kinetic weapons against hull. New values displayed when you hover cursor over its icon in build menu.



  • Weapons: Combat lasers now fires with pauses between shoots. It looks better and more tactical for small laser weapons. Mining laser still capable to emit continuous ray. Later, large combat lasers also will be capable to emit continuous ray.
  • Warp drive: Added small warp drive which is more affordable but does not have interstellar capabilities.
  • Warp drive: Reworked and improved usability of warp drives. Now it have better interface, can shift its center of warp field and have instant power consumption. Overall now it should be much easier and more intuitive to use.



  • Redesigned galaxy map, now it looks better and no longer cause FPS drop due better optimization



  • Significantly redesigned tech tree. Now its unlocking should be more interesting and should provide new interesting capabilities with each research

Small improvements
  • Now each station has a proper name instead of boring number



  • Move tool now have hotkey (C button) very useful for quick construction
  • System map now have "space background" instead of just a boring solid color
  • Default QE control is inverted (now it is logically correct). It could be hard to get to it if you already familiar with inverted control, so you may just change it back in game settings if you wish.
  • World: Improved method of placement of NPC stations in aero mode, now it located on proper distance between each other
  • World: Asteroids now 50% larger (earlier it was too small and not epic enough)
  • World: Depleted asteroids now splits into chunks only once (instead of 2 times as before) because earlier it was too tedious to gather 4 last chunks, especially in orbital game mode
  • World: Starting location now can be located only around planets (not moons)
  • World: Width of asteroid belt now 2 times larger, which makes space less empty
  • Crafting: Asteroids no longer contains decimal amount of resources, as result, amount of crafting items in your inventory now will be mostly integer which makes it more comfortable to use
  • Crafting: Now mined ore firstly will be loaded to containers where such ore already stored (to stack items), after that to containers for ore, after that to other containers. Now mining more convenient.
  • Crafting: Ammo and Rocket fabricator modules removed from the game, now ammo can be produced in regular production modules. It didn't add too much interesting to the game and were just confusing. Standard production module performs its task very well.
  • Weapon: Light cannons now have 1 second delay between burst fire (overall, burst fire weapons looks better than "constant damage flow" weapons and combat seem more tactical)
  • Weapon: Energy projectiles no longer can ricochet which seems logical
  • Weapon: New visual effects for small rockets, now it has proper engine, smoke effect and explosion size
  • Weapon: Small rocket launcher now fire rockets from left and right barrels alternately, looks very nice



  • New info when radar selected: Radius
  • AI: Enemy ships no longer physically transparent, now you can ram into them! Or vice versa
  • AI: Enemy now will start to attack you if you attacked them from outside of its detection range
  • Usability: Radar markers now visible at closer range
  • Usability: Asteroids now marked with colors on radar, now it is much easier to detect an asteroid with required ore, hovering a cursor on each asteroid no longer required!
  • Usability: Radar range circle no longer hided at low camera angle, only at low zoom level
  • Usability: Now "Hide GUI" button also will hide gravity and atmosphere circle around planet, better for nice screenshots
  • Usability: Cargo movement slider no longer have decimal values (it was useless and just not convenient), a bit more comfortable now
  • Usability: Now you can hover cursor on system map and see which specific resources you can find in this system
  • Usability: Missing parts for module now can be auto ordered by right or middle mouse button (Ctrl and Alt no longer required)
  • Usability: Camera movement on RMB no longer stops placement of weapon
  • Camera: Now default camera angle not 90 degree but a bit inclined (70 degree) which looks better
  • Added buttons which allows to reduce maximum thrust of all engines on the ship which is useful during docking or similar maneuvers which requires high accuracy
  • Improved velocity indicator on ship control panel, now it has dynamic velocity bar
  • Improved audio effect for combat lasers, now should seems more like a real weapon
  • Radar markers no longer displayed for rockets (it looks better during combat)
  • Enemies more durable, earlier it was too weak
  • Black hole disk now looks a bit better (but have incorrect distortion, know issue, will be fixed later)
  • Rebalanced hit points for mining lasers, engineering modules, engines
  • Improved readability of on hover tooltips, it no longer transparent and have outline effect
  • Added description for Food and Foodstuffs to make it clear that only a first one suitable for crew members
  • Updated localization. Added Turkish, Catalan and Hungarian languages. Thanks for community!


Fixes
  • Fixed a bug when respawned asteroids had much more radius than it should
  • Fixed a critical bug which broke the game after several usage of move tool
  • It is no longer possible to move asteroids and debris using move tool
  • Fixed impossibility to move modules from one ship to another using move tool
  • Fixed incorrect behavior of physics after you moved entire ship using move tool
  • Movement of turret-based weapons using move tool no longer allowed (it is not required; you should move its turret module instead)
  • Ships which have only one module now have proper moment of inertia (no longer so low, especially for large modules)
  • Fixed issue with incorrect amount if mined ore in case if you have several cargo containers and one of them already almost full
  • It no longer possible to insert negative multipliers for planet mass and space density which allowed to brake laws of physics and crash the game
  • Changing of air density multiplier no longer changes collision damage multiplier as well
  • Now researches require 100 science data instead of 101 (or similar)
  • Fixed internal error if you your command module lost during weapon placement
  • Fixed internal error if hover cursor over heavy cannon
  • F11 "Hide GUI" button no longer shows main menu after reactivation
  • Weapons no longer instantly built on turrets and should be finished as other modules
  • Star in starting system will be always radiate constant energy
  • Fixed solar panel, now produce much more energy
  • Laser turn off, when storage full
  • Explosion effect now have correct velocity in aero mode
  • Now in asteroid field showing correct model
  • Rockets now have correct damage against shields
  • Small rockets no longer change its direction during flight
  • "List of required resources" of production module now showed for correct ship
  • Shift+1 hotkey no longer will be activated if "1" pressed without Shift, or vice versa
  • Fixed incorrect preview of solar panels




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