Usually we are trying to release updates as often us possible, following by logic "As soon as we have a new feature - we should release it", but for the next update we want to use a different approach.
In the comments to our previous post, people suggested us to focus on the big update, instead of a sequence of smaller updates which are not so noticeable - and that is a great idea! This will be very good for popularity of the game, and more important, for quality of gameplay.
Some people also thought that since the game already 4 years in development and still not very popular - it will not be popular any time soon. This seems logical, but actually this is not true.
Currently we are working on the various game design tasks and made a conclusion that the game already have large amount of interesting and complex features, however most features just not accessible due wrong game-design solutions, wrong balance of various values or low usability of interface.
So, we are going to solve most of these issues in the next, big update, which should put quality of the game on completely new level.
Overall, the development focused on 3 main directions: - Construction - Combat - Trading
Construction
Building of space ships and stations it is the most important feature of the game, it is very fun to create various ships in sandbox mode, however, surprisingly we realized that creation of ships in non-sandbox game mode is completely not fun. Usability is so much worse due various reasons and we are not happy with how it works in survival game mode, so it should be solved.
In sandbox mode your creativity is not restricted and this is great, but in survival mode, the game just does not allows to do any mistakes.
Everything is too slow, too expensive and seems like the only way to build something in survival mode is to design a ship in sandbox, make a screenshot and use a screenshot as a plan to build that ship in survival mode.
But this is not a way of gameplay which we want. You should be able to unleash you creativity even in non-sandbox game mode.
In order to do that, we will make just a couple of simple, but very important things:
1. Move tool will be much more accessible. It can be used not only within area of shipyard, but also in large circle around it, so it will allow to construct not only a ship inside shipyard, but also a space station itself. Also modules for construction can be placed in much larger radius than radius of engineering module.
Large yellow circle shows a radius where you can easily place or remove modules (but modules still should be finished with engineering module which have smaller radius.
And here large yellow circle shows a radius where you can use "move tool" to quickly design or redesign your ships and space station (like on GIF animation above).
2. Most modules will be much more cheaper, especially structural and decoration modules. It is not normal that you are forced to mine huge amount of resources just to build a few decoration elements around your space ship or station. Recipes for crafting should create an interest, it should not restrict a creativity.
This seems simple, but turned out it makes construction so much better and more fun.
New scaffold frames around unbuilt modules
Combat
Fighting against other space ships it is the second, very important feature of the game. The problem is - it is basically non existed in sandbox game mode.
Technically the game is capable to provide an amazing space battles between huge ships, but it is almost impossible to encounter during non-sandbox gameplay.
And this is another critical flaw of the game which should be fixed in the next update. Encounters with enemy ships will be much more often and ships will be much more balanced, as well as access to weapons, ammunition and tools for more convenient repairs between combat encounters.
These changes also will have a dramatically impact of overall quality of the game.
Trading
Trading between space stations it is an interesting way to earn more credits, but we received a lot of feedback from community about trading and how inconvenient it is - and this is completely true, currently it is a way too overcomplicated, both in terms of functionality and user interface.
So, in the next update the trading will be completely redesigned. A functionality of trading now should be much more obvious and easier to use. Also we implemented a special type of commodities which is suitable specially for trading between space stations.
Previous version of trading window (so unintuitive)
And this is how new trading window will look (not a final version but close to it)
Besides that, a lot of smaller improvements also will be implemented, each improvements separately seems non significant, but in complex it makes the game so much better. The result should be amazing!
When it will be released? We are not sure yet. We planning to release the next update within this month, but we want to make it very polished so maybe it will take a bit more time. Anyway, we will keep you informed about development progress.
Also we want to say thanks for everyone who support us on Patreon! You provided a huge help for us in this month, which helps us to develop this big update.
Hello! Approximately a year ago, for some reason our sales of Celestial Command were reduced in several times, as a result, at this moment it is barely enough to cover our monthly expenses for food and bills.
Of course, we are very, very happy that we have a possibility of full time develop the game we love, and receive enough money for basic needs, however, we almost do not have any financial reserves. It means that at this moment, even a small, insignificant issue may ruin an entire development of Celestial Command which was built for more than 4 years and correctly closer to finished game closer than ever before.
For example, If one of our computers will require a repair, or if fridge in the kitchen will require a repair, or if someone will need a meeting with a dentist, or any similar insignificant situation which will require a bit of additional expenses - we will be out of money, and we will not be able to develop Celestial Command anymore.
You are probably noticing that our updates are frequent, and we are adding a lot with each update by adding more and more features and moving to the goal of finished, polished and super enjoyable game. We are answering on all questions for the community, working during holidays or more than 10 hours per day, and we want to continue to do that without distractions of things like lack of money on basic needs.
We need relatively very little amount of money. Only 1500$ per month if enough for basic needs of our entire team (there are 3 people in our team). This is very little in comparison to average costs of products and salaries in the game development industry, which usually cost a lot more. 1500$ per month it is a tiny amount of money for average game-dev company, but it is very large and important for us.
It would be super disappointing if more than 4 years of development of unique space simulator will be ruined due lack of such a little amount of money.
But you have a possibility to help us with that! At this moment we sold 25000 copies. If only 2% owners of Celestial Command (500 people) will donate just a 3$ per month (one cup of coffee and hot dog) - it will completely cover a basic needs of our team and we will be able to develop the game even if it will have zero sales.
3$ per month it is almost nothing for most owners of the game, but it will keep development safe. Even the lower amount of money will provide us a huge help, because with the combination of our regular sales it should be enough for basic need too.
If you wish to help us, you can do it on our Patreon page
What is Patreon?
It is popular service where you can provide financial help for creators of various things on per month basis. Just select how much you wish to donate and the money will be automatically transferred to us each month. It is completely safe, secure and you may abort monthly donations any time. Also you will receive some cute gifts.
Also there is an update version 0.8831 with some critical bug fixes and nice improvements.
CHANGE LOG
Improvements
Now you may repaint your ship faster by holding left mouse button, also color picking now simpler, just right mouse click instead of Ctrl+LeftClick. Also tips during paint mode now displayed not near a cursor (that was inconvenient)
Ally NPC now much more tolerant to the friendly fire and no longer turned into enemy right after a small damage on them
Speed of research module change from 0.2 to 0.25, power consumption from 300 to 50, so research at the beginning of the game now can be performed with reasonable speed.
Added alternative model for command module (for supporters on Patreon)
Added ability to summon pet drone (for supporters on Patreon)
Fixes
Fixed an issue when a game can't be loaded due index overflow (happened if game world exist for long period of time)
Fixed an issue when asteroid location had more warp gates than it should
Large shipyard modules now works properly
Science reward for missions no longer reset to 0 after save load
Move tool can be used on NPC stations again
Server list no longer appears after you saved a game
Main menu blog timeline no longer appears after you exit from options window which was opened during a game
Message "This faction now hostile to you" no longer spammed
Fixed internal error when double click on any module
Fixed a double amount of shards when asteroid mined with two mining lasers at the same time
Hello! In the previous update we talked about new game design goal where we should focus on "Gather resources, refine it, construct own production base and produce more powerful stuff by yourself" aspect instead of "Complete missions, earn credits and buy new stuff on the market".
So we are continuing to work in that direction. After we careful tested a crafting gameplay, it turned out extrimely complex, so we implemented a large number of improvements which should make production aspect is much more enjoyable.
Added new, smaller version shipyard, which is not so expensive and affordable to construct at the beginning phase of the game.
You may combine several shipyard modules to make working area larger. It will automatically define a working area and will apply nice spotlight visual effects. Also we added new type of engineering module which works in combination with shipyard modules. Once it attached to shipyard, it will be able to perform engineering operation within working area of shipyard. Such shipyard will act as a player base which is affordable and could be built within the first 1-2 hours of gameplay.
Also it have new animation which suits an concept of space shipyard! (see GIF animation on the top)
This should be important improvement for usability of ship construction. Earlier it was very inconvenient to build something because range of starting engineering module is very tiny and even if you will build T2 engineering module, it's range still not large enough, so it was necessary to build several T2 engineering modules, which is much harder due high resource cost. Also it seems illogical because you may think "Hey, I don't need a faster construction, I just want a larger construction area for my improvised shipyard!".
The new approach should fully solve this issue! Now you can build only one engineering module, which is cheap and affordable, and if you need bigger working area for your bigger ship, you may just extend a length of the shipyard scaffolds. Should be much easier to use now! Tell us what you think about it.
Another serious issue of the previous version was "Which parts I need to build for that module? How much ore I need mine for it? All of these recipes and production buttons seems too confusing!" So we implemented a few things which should solve this issue.
Recipe of module now have icons and much more readable. Also you may see which resources you already have and now it is clearly visible which parts is missing and should be built.
Another important feature, now you can right click on module icon to automatically order a construction of missing parts in production module on your ship! Moreover, production window also have similar list of required resources and shows missing elements. And ore refinery too!
As result, now it should be much more obvious what you need to mine in order to construct desired module, like "I want to build a shipyard, but some parts missing, but I may produce it if I will have some steel and copper and this list in ore refinery window it is an ores I need so lets mine it!"
We are very happy with this solution. We were a bit upset when turned out that craft is too complex and started to thought "Maybe it should be more casual? Just a few resources and modules right from raw ore, like before? It would be not good, we like a complex craft with many resources". But we came up to this solution and seems like it should solve an issue! It should make crafting easier to use but still keep it deep and complex.
Also we have implemented a new selection effect, which has turned out to be very important due to implementation of larger modules such as new shipyard. It looks much nicer than before.
And also a couple of new fuel tanks!
In the next updates we are going to continue improve such base building gameplay. We will improve balance, usability, implement initial "mini tutorial" which will direct you and explain how to construct your first space base.
Also we will make NPC stations more rare, but significant (now they are everywhere) and also we plan to bring a great improvement in combat aspect soon, in order to make it fun and enjoyable, like it should be in good crafting survival game, but it will be explained in details in further posts.
Thanks!
CHANGE LOG
Large Improvements
Shipyard modules are now functional, it can be assembled to define a shipyard area, after that new special engineering modules can be attached to build ships on the shipyard
Added possibility to quickly add required or missing parts for module to queue list of production module
Added smaller shipyard modules
Added two new fuel tanks
Redesigned info window which shows you amount of required parts for module construction
Now you can use "Move tool" using own shipyard
Various module recipe rebalanced so player own space station \ shipyard now much more accessible at the beginning phase of the game (which is important because we are want to implement base building \ crafting gameplay)
Implemented new method of visualization of selected \ hovered module, now it is displayed with outline effect, which is better than previous "frame effect", especially for large modules such as warp drive and shipyard
Now you can add or remove amount of items in queue of production module by left or right click
Small Improvements
Large modules such as shipyard modules now can be placed in larger radius around your ship (previously it was hard to do because radius of small engineering bay is too small for it)
Updated icons of modules
Radar markers no longer displayed at close range where it is not required, as result it no longer creates visual garbage
Rebalanced thrust of various engines. Now starting ship much more agile, like it supposed to be for starting ship
Damage from collisions a bit reduced, earlier it was too high (but further rebalance is required and will be performed later)
Sandbox window now can be closed by second click on its button
Message "RMB - Show content" now displayed only after you hover cursor on the same container for 1 second, as result it no longer creates visual garbage when you are hovering cursor over your ship
Yellow warning icons above modules now scaled depending on zoom level and no longer creates visual and allows to select modules under it
Small engineering module now have a bit more correct animation when working on large modules such as shipyard
Collision audio effect now a bit more soft and pleasant to hear
Added two additional hydrogen tanks for starting ship
Fixes
Fixed: "Science data required" still shows when research device turned off
Audio volume of NPC engines no longer so loud
Some refined metals no longer can be placed in containers for raw ore
Fixed issue when blue selection frame of modules didn't disappear when you selected another module with move tool
Ship building and production it is the most important aspect of the game, however we realized that production is so complex, unbalanced and inconvenient to use so basically no one use it in the game.
So we decided to focus on this aspect and greatly improve it! We added a lot of various significant improvements which should make the game much more enjoyable.
Overall, the main idea that game design based on "Complete missions, earn credits and buy new stuff on the market" is much less interesting than game design based on "Gather resources, refine it, construct own production base and produce more powerful stuff by yourself".
So from this update we are going to move the game toward the second variant of game design. Of course, NPC, trading and missions will not be removed from the game, but importance of these aspects will be reduced in comparison to crafting and base building aspects, especially during initial phase of the game.
Simply put, initial phase of the game should be more like "co-op crafting survival game" and more late games may have some elements of "economical simulator game", but not vise versa (like in previous version of the game)
And we think it is a great plan which should make the game much more enjoyable than before. And this have a sense, because gameplay like "do missions and buy stuff for credits" is very standard gameplay for many space games, but co-op realistic crafting and survival gameplay in space is much more rare, so this is exactly an aspect which should have a maximum attention in the gameplay.
New tool for orbital navigation
Highly requested tool for better orbital navigation is here! Navigation in space no longer random. Orbital navigation is much more enjoyable now!
Now it should be much more enjoyable. Unrealistic and inconvenient sectors of asteroids was removed, So it no longer necessary to fly around an asteroid to mine it completely. New user interface show you what exactly you mining, when it will be done and where gathered materials unloaded
New salvaging
Now engineering modules is capable to automatically salvage debris in range. Salvaging now is much more comfortable and enjoyable to use!
New inventory UI, icons and production capable starting ship
Solved a nasty issue with inventory windows which overlaps entire screen and requires to rearrange windows manually. Now inventories is much easier to manage.
And new starting ship is capable to performs construction operations right from the start of the game. Also now it have proper engines, because flying around using maneuvering engines was weird.
This is initial update which started to move the game toward the new game design. In the nearest updates we will add even more improvements related to this aspect. We have a great plan about how to make the game is much more playable and enjoyable very soon!
Also, check a full change log for more information. Thanks!
And also, the game is 20% off during Lunar New Year Sale!
Added a special tool which helps to direct your ship on correct trajectory in order to approach to a certain object in orbital mechanics mode!
Implemented a new method of salvaging. Now salvaging of debris performed not with "cargo gate module", but with "engineering module". Robotic arm now able to extract parts from debris, manually on your command or automatically within its radius. This process also requires an energy. Cargo gate no longer functional and just a decoration element.
Significant improvements in mining system. Due various new effects, usability improvements and rebalanced, now a process of mining should be much more interesting and enjoyable than before!
Added salvaging module which allows to recycle broken parts and extract usable materials
Added small refinery, production and fuel generator modules
Starting ship redesigned, now it have engineering, production and refinery module which allows you to salvage debris, repair and construct new modules right from the start
Solar panels now rotating to a star automatically (necessity to rotate it manually didn't added any interesting aspects to gameplay and was just tedious)
Now when you hover cursor over a module in build menu you may see amount of modules which can be built using available parts on the ship or a list of missing parts
Various changes in recipes and resource distribution in asteroids now allows you to build your space station much earlier than before (earlier it was so complex so almost impossible)
Added missing icons for ores and refined ores
Redesigned inventory windows. Solved an issue with inconvenient rendering of large inventory windows for ships with multiple containers
Small Improvements
Added "Show trajectory for active ship" button which makes visualization of trajectory much more convenient. Trajectory now correctly displayed when you switch control between ships or if active ship received damage and lost some modules
In module control panel, texts "true" and "false" replaced with localized "Yes" and "No"
Added special icon to distinguish normal construction items (such as steel plates) from its damaged version
Date in blog time line window in main menu displayed in 09.01.2018 format instead of 9.1.2018
Reduced size of visual effect of large chemical engine, so now it looks more suitable to the size of the engine
Ammo production moved to basic production module
Reduced max thrust of reactive engines (1400->1000 and 3500->2000)
Added description to ore refinery, production module, research module, scanning module and orbital scanner
Optimized rendering of trajectories
Added audio effect for production modules
Scanning module will give a message if there Is no useful data in scanned object
Build menu of production modules a bit redesigned
Locked modules in build menu now completely invisible (instead of just locked with the lock icon)
Default amount of asteroids increased from 100 to 300
Fixes
Space stations no longer physically transparent
Parameters of turrets now properly save loaded
Production modules no longer functional until fully built
Build list of production modules now properly save loaded
Fire debris mode of turrets now works again
Amount of energy in power storage now displayed correctly in case of low values
"Show orbital parameters" button no longer displayed in aerodynamic mode
Removed incorrect "Star server" description of "Display options" button
Preview of module now have more accurate position relative to cursor
Added localization support for scanning module and orbital scanner
Hello! Here is a redesigned and improved window of saved ships, which now looks much better, have better usability and much easier to use.
Previous version
New version
Compact mode
Another interesting feature, when you save a ship, preview image will be created from the same point of view and with transparent background, as result, such images looks very nice, especially if shared somewhere with dark background, such as here, on Steam, or in Discord chat.
Also, turned out that some ships, especially a large carriers with several docked ships, especially inside enclosed space, may cause an explosion after this ship will be loaded from save file. Of course, this is a serious issue, and it it fixed in this update. So now a ships like this could be loaded without any issues! Important fixes for future capital ships.
CHANGE LOG
Improvements
Camera: Improved "Reset pan" button. Camera no longer zoomed close to the ship (it turned out not too comfortable), and rotation now have smooth effect
UI: Prices in trading window now displayed with convenient spaces
Tech Tree: Small redesign of tech tree
Tech Tree: All modules of the starting ship now available for construction right from the start and no longer requires research
Optimization: Ships save loading now a bit faster
Ship Save Loader: Redesigned window of saved ship. More convenient design and usability
Ship Save Loader: Saving a ship no longer freezes a game for 1-2 seconds
Ship Save Loader: Added option to reduce size of ship icons in the saved ships window
Ship Save Loader: Now images of saved ships adjusted automatically and always have the same camera angle and position, also images have transparent background. Various UI elements and planets no longer visible on ship images, as result it creates very nice looking data base of ships. Source images of ships also looks very nice on websites or Discord chat which have dark background
Ship Save Loader: Now it is not necessary to select a ship if you want to save it. If nothing is selected, the currently active ship will be saved
Ship Save Loader: Now you can quickly spawn multiple ships using Shift+Click
Ship Save Loader: Now you can save ships in non-sandbox mode (loading is not available yet, but will be added later)
Ship Save Loader: Now you can rotate camera while placing a ship. Place mode will not be disabled
Ship Save Loader: Added delete confirmation window, so now there is less chance that you will accidentally delete a ship file
Fixes
Fixed serious bug with incorrect loading of docking ports which sometimes may cause an explosion on loading, especially for a large carriers with several docked ships
Fixed serious bug with incorrect loading of links between modules which caused to incorrect link between ships which was located close to each other while save file was created, which sometimes caused an explosion on large carrier ships
Asteroids now properly respawned
Center of Mass and Center of Thrust icons now properly rendered
State of nuclear reactor now properly save loaded
Solved a situation when the game was saved while NPC ship was inside another ship, and after loading it caused an explosion
Another update with important fixes and improvements
CHANGE LOG
Improvements
Trading station no longer could be out of fuel \ food \ ammo, now it will replenish its stock of these basic resources when the stock will be almost empty, so you are always will have a place where you can buy fuel, food and basic ammo for your ships
Turret in manual mode no longer firing when cursor located on UI element
Large numeric values, such as prices, now displayed in more readable format, for example 12 483 750 CR instead of 12483750 CR
Increased time for mission to 20-30 minutes (earlier it was too hard to complete mission in time)
Tutorial: Changed required condition at "Solar panels" stage, now it needed just to direct solar panel to the star and start generate energy. It solves in issue if consumption higher than production and completion of this stage could be not possible
Tutorial: Added information about possibility to change speed of time
Fixes
Fixed an impossibility to drag and drop modules near shipyard
Repair on shipyard now works again. Now it restores not only HP of module, but also a broken \ missing parts inside this module. Also, selection of module no longer changed when you are repairing something by mouse click
Now if you will manually disable a radar, detection range of command module will be reduced accordingly
Current amount of goods on the station now correctly displayed after you bought \ sold something
Fixed incorrect behavior of engines of your starting ship during first second after it was spawned
Turrets and NPC ships no longer trying to attack and damage a space stations which are invulnerable
HP of asteroids now properly save \ loaded (early it always had 45 000 HP after loading)
Another update with fixes and improvements for the previously released version 0.88
CHANGE LOG
Improvements
Now modules which fall off from the NPC ships (due combat, for example), will have proper collisions with your ships as standard (non transparent) modules
Fixes
Ship hotkeys now works properly on ships which have rotor or piston
Fixed internal error when you are loading a ship with warp drive which previously had a target
Remained science data in planets now properly save \ load
Warp drive works again
Engines now works correctly at x2 \ x4 \ x8 speed
Fixed 1 second delay before engines of a new ship will be ready to use
Fixed wrong symbol of silver, now it Ag, not Ar
Fixed an impossibility to buy resource in a container which already contains the same resource
In the previous update we are rewritten a lot of game systems (for much better optimization), so it is not a big surprise that some systems which worked before, turned out broken, so here is a quick fix for that.
Thanks everyone for quick bug reports!
CHANGE LOG
Improvements
NPC ships spawned from sandbox mode does not requires an ammo for its weapons, which allows them to use weapon in case if it is an old ship file which does not have ammo in containers
NPC ships spawned from sandbox mode now will properly engage enemies which can be found around
Pirate invasion in starting system is disabled until guards will be implemented, otherwise their attacking right in the beginning of the game is unfair
Fixes
Quests works again
Fixed error "Out of range of shipyard" when you are trying to repair or sell a module on a shipyard
NPC no longer circling around the same point (usually around station) for no reason
Hello! We are glad to introduce a big and super important update! The world of the game no longer empty and lifeless, from now, it is filled with others ships and space stations of different factions.
Now, when you will travel to another sectors, you will encounter an hostile ships and stations which can be captured.
This may sounds simple, NPC ships pretty standard feature for a space game, but since ships in Celestial Command is fully physical, we made a great improvements to AI of these ships.
But the most important it is optimization. Earlier, just a couple of AI ships caused significant FPS drop, but for this update we rewritten and redesigned many various systems of the game, so now you may see 20-40 AI ships around with good performance!
Boost of performance is especially noticeable during combat. Earlier we used "sphere collider" component, so PhysX engine detected object in range for us, but turned out it is extremely slow in case if each ship made from many physical modules. Turrets had such sphere collider too, as result, two battleships near each other dropped performance to just a few frames per second.
But turned out, simple distance checking algorithm is very effective and much faster than previous solution. Especially if it will be performed only once per second, which is more than enough for functionality of radars. So now you may observe a battle of massive fleets without any performance issues!
Here you may see how many spherical colliders (green spheres) was in the region which caused an intense drop of performance. Now this issue completely solved!
By the way, new implementation of radars turned out not only more effective, but also it opens a possibilities for new features, for example, we plan to do the next: Each ship will have different radar detection range depending on its size \ emission. Now it is possible to implement and it could be quite an interesting feature. For exmaple, low detection stealth ship will be possible.
Also, we plan to check line of sight to some objects, so it will be possible to hide from radars behind planets and large asteroids.
Note, that it is just a first version of world populated with AI ships. Its logic and behavior is pretty basic, however, we are going to add more interesting features in the nearest update. Cargo ships will move goods between stations, guardians will protects them from pirates and allied fleets will try to engage on enemy sectors.
Also note that AI is not available yet in orbital mode, because implementation of AI was extremely complex task and it is not fully done even in aerodynamic mode, but when it will be properly improved and tested, we will add it to the orbital mode too.
Overall, we made a lot of improvements which are greatly improves many various aspects of the game, please refer to the full change log for more information.
And also, Celestial Command is 25% off during winter sale! Happy holidays!
CHANGE LOG
Large improvements
NPC! Game world now filled with life!
Now other system populated with the hostile factions and its station. You may invade their sectors and capture a stations
Super huge optimization of everything! A lot of code was rewritten. Now everything should be much better performance, both in terms of CPU and GPU! Performance no longer dropped to 2 frames per second during combat of several battleships! Completely rewritten radar and turret systems
Changed a way how radars works. Now it acts as "upgrade" module for radar of command module. When additional radar placed anywhere on the ship, it will extend radius of radar of command module. Only 1 additional radar can be active on the ship.
Turrets now works in cooperation with radar. It will search targets from the list of targets visible by radar. If radius of radar will be reduced, turrets will be able to track targets within this new radius, even if weapon range is much larger.
AI now capable to fly on ship which have only 2 main engines
AI now much better in ship rotation
AI now will react on your attack and will fight back
AI will try to retreat from combat in critical situations
NPC Shipyard station new really looks like a shipyard
Station's modules now available for construction!
All warp gates now located on the edge of the region and directed toward the region where it leads
Camera now smoothly follows movement of your active ship, as result it create better feelings of its velocity
Added PvP mode option, if enabled, your ships will consider ships of other players as an enemy faction
Added audio effect on ship collisions
Added audio effect on energy shield impact
Added new module: Small radar RLM-1
Cannons no longer limited by "burst fire" functionality, since it have not too much sense for large ship's cannons. Now cannon may keep their rate of fire without interruptions
Cannons no longer have 100% accuracy, direction of projectile now will have a random deviation, so now, distance of combat is important, cannons is more accurate at close range and fire-fight at large ranges now much more dynamic
Improvements
Added Christmas lights for NPC space stations. It is added only to allied stations, but enemy stations will have it too after it will be captured. Spread the celebration across the galaxy!
Added detailed description for game modes which explains benefits and features of each game mode
Redesigned HP bars, now they are located closer to the module and scaled down at high zoom level, as result, it looks much more better and much less annoying during combat
Rebalanced speed and damage of rockets so it no longer so overpowered
Turrets in manual mode no longer will fire if not directed at the position of cursor
Added "projectile velocity" info when cannon selected
Improved design of turret range \ angle visualizer
New impact audio effect for light kinetic projectiles
Map now can be dragged by any mouse button
Added option to hide list of stations on the map
Now when you open a system map, camera will be located at the center of system
Switching between main view, system map and galaxy map now much more comfortable since camera located in better positions by default
Research window now can be dragged by any mouse button
When the game started, on the galaxy map will be revealed neighbor systems near a starting system with warp gates (not just systems within specific range)
Fixes
Fixed various bugs related to broken warp gates and impossibility to save the game after warp gate was broken
A lot of things no longer cause intense FPS drop! Especially during combat, the game should be much more smoother
AI now will properly avoid collision with a warp gates
Info about lasers now translated
Outdated fuel generator removed from tech tree
All weapons now can be properly selected after placed on turret
Ships now properly save \ loaded if it had rotor \ piston which was destroyed recently
Fixed "infinite rate of fire" value for heavy cannon
Hello! In the previous update we added a tech tree and possibility to scan debris, but this is not enough for science! In this update we are added another way to obtain a science data!
Now you can scan planets and other celestial bodies using special, new module, orbital scanner.
In order to scan, it should be close to the planet and directed on it. In orbital mechanics mode, "keep your ship always directed to a planet" - it is quite an interesting task.
In order to do that, you should calculate a proper angular velocity. It is quite simple and depends of orbital period (duration of one rotation on a orbit). For example, if orbital period = 120 seconds, it means that your ship should make one full turn (360 degrees) during these 120 seconds. 360 / 120 = 3 deg\s. So all what you need is to keep your angular velocity at 3 deg\s and your ship will be always directed to the planet!
Later we will add a special tool (unlockable via research tree) which will automatically direct your scanning ship on the planet, but at this moment, you may use a way described above.
Also we want to remind that the game still have 20% discount!
Thanks! In the next update we are going to add something even more significant.
CHANGE LOG
Improvements
Added possibility to obtain science data by scanning moons \ planets \ stars \ black holes
Added new module: Orbital scanner
Added more powerful version of mining laser
Starting ship now have a grabber, so you can perform delivery missions using normal way
Changed names of many modules (so now it have more Sci-Fi classification)
Renamed "Allow usage" to "Allow consume fuel" for fuel tanks
Capacity of Cargo container 2 changed from 120 to 280 (so it no longer useless), same for long fuel tank
Fixes
Long names of the modules now properly displayed in build menu
Fixed incorrect description of some modules
Fixed incorrect empty lines and spaces in some descriptions