Welcome starchasers! Have a good week? Didn't die in the summer heat? Didn't get compared to a loaf of bread and get heinously angry over being compared to a loaf of bread like my cat?
Well that's all well and good but be quiet now. It's patch time!
Update Highlights
There's a bunch of new stuff this update that we don't have time to cover because I want to go get a cheeseburger, but I'll run through the big stuff.
NEW GRAPHICS
Lots of existing things have gotten a bit of a graphical facelift. Docking lights have been replaced with shiny holographic docking arrows, several stations have some lighting, placement improvements (if not full models), and even more takeoff and landing cutscenes.
Unique dungeon-exclusive weapons also now have their own unique models. We've also added two new unique dungeon weapons (the Arcane Arsenal and the Cornucopia) to several neglected interiors. Keep an eye out for loot crates!
NEW (OLD) BOSSES
The bad part about being a one man show is that if you miss something entirely and nobody else knows about it then how do you really know it's missing? Yeah see what I mean? A fair amount of storm-specific bosses were wiped out in a batch edit and never re-added or properly tested because of this. But they're here and they're back now! Get blown up by a greedy asteroid, face a giant sentient naval mine, or get overwhelmed by a fleet of hivemind starships. But conquer them, and you'll find some new sources of lucrative loot and new (old) equipment.
MODDING IMPROVEMENTS
You can now modify and add new starships via the modding system! This system's still in its infancy, but those experienced with it will be able to turn text files into entire new ships, or rebalance existing ones. We're still working on getting new models and textures in entirely via a runtime-model-importer, which has had great early success. But I don't think people want the first ship mods to be about flying around Oscar's breadsticks. Maybe. You might be weird like that.
Changelog is as follows:
NEW FEATURES
Added some initial technology that allows mods to add and modify in new ships! We’ll be having more on this later, once we get things like model importing working.
Added several new billboards.
All dungeon-specific guns now have their own unique models.
Added two unique guns to the Ordnance Tomb and Harvest Grove, respectively.
Battleship Greatclaw now has a full interior.
Gravecity now has takeoff and landing animations.
Turns out at launch the editor wiped out a bunch of storm data entries that controlled what spawns… spawn. Which means a bunch of storm bosses that exist were never spawning. I feel stupid, but that means the game has now been updated to contain a whole variety of new critters.
Re-added and fixed up Mama Mine.
Re-added and fixed up the Overwhelm.
Re-added and fixed up the Volatile Planetoid.
The Disium now spawns disium asteroids around itself for mining. Gotta keep up with it though!
CHANGES AND REBALANCES
Updated the eyeballs of Ballden on-station characters to no longer be glowy squares that lead to the plane of eternal fire.
Docking lights have now been replaced with docking arrows.
Docking arrows for lanelines have gotten a small graphical rework to make them match docking arrows.
Added some more clarification to certain tutorials.
Marked several quest-starty-people as important in your contact HUD.
Rebalanced some later stages of “Our Good Name” that were unintentionally too high level.
Adjusted some scannable distances of things.
The Hellmouth Prince now gives his proper broken reward. He’s not a smart guy.
Improved some storm hazards, making them more dangerous and more engaging! Examples including making damaging asteroids rotate and move, or stalking rifts move faster.
Added some edge case fixes for places with landing cutscenes that can malfunction and cause on-station camera weirdness.
Many of the ambient starchasers that can join you in your starchasing now have new icons for their individual characters.
FIXES
Fixed issue where large ships were launching far too many permanently immortal mines too often. Sorry.
Fixed UI issue where secondary heavy weapons on bombers would show both bars as being drained.
Usable items (such as maps, fast travel things, quest items) are now saved by the game.
Your selected contact HUD category is now saved by the game.
Fixed some floating or misplaced objects.
Fixed issue where some placeholder stations could have the player fall through everything.
Fixed issue where some chapters wouldn’t advance.
Fixed some broken teleports on Union battleships.
Fixed issue where the Hellmouth Prince was missing some attacks and wouldn’t jump out properly.
Fixed some issues where nonexistent mods would be loaded by accident.
Fixed issues where station geometry could be walked through.
Fixed issue where some storm hazards wouldn’t spawn.
Fixed some issues in the capital systems that caused their skyboxes to be lower resolution than was intended.
Hello starchasers! If you haven't seen it, we've announced our next big milestone update: Faces In The Fog. This is far larger than Gods & Corpses was, and has many new locations, quests, and features. We'll be sharing more detail on this as we get closer to its launch at the end of the summer.
Excited? My cat definitely is, considering she got so riled up she forgot she was a cat and decided to be a shoe.
For now, we've got a smaller patch today, so let's get into that.
Update Highlights
Most of my time this week was spent working on content for FITF (as it shall be known), but we still have some small goodies.
NEW ACHIEVEMENTS We've added several early-game achievements, intended to be unlocked in the first 1-2 hours of playtime.
NEW MINE GRAPHICS Players have been asking to give various weapons their own unique weapon skins or projectile graphics. We're slowly working on that, starting with a rollout that gives each minelayer its own spin. The stats haven't changed, but many of the models, textures, and of course, colors, have.
Changelog is as follows:
NEW FEATURES
Several new low level, just-starting-out achievements have been added to the game. Get that dopamine, you.
Player and NPC-launched mines now have more variety. Each variant of mine now has its own model, texture, and explosion animation.
CHANGES AND REBALANCES
Redid the lighting on some stations, in preparation for Faces In The Fog.
You can now access a separate wreckage category within the storage UI.
Ballden characters now talk alongside other quest characters, and there’s a small delay before their talking animation stops.
You can now trade in ships even when your garage is full.
The climactic fight in Mission 9 has been rebalanced slightly to give the main ship slightly less powerful guns, making it easier for players of that expected level to face it down.
FIXES
Retooled the ship in Problem with Automation to be a static that moves rather than a dynamic ship. Less neato, but I’m sick of having to fix this stupid thing.
Fixed issue where firing while cloaking would lock your ship into a permanent firing state.
Fixed issue where the scrollbar wouldn’t appear in the saving UI.
Fixed issue where the navmap search after a certain amount of playtime would stop working.
Fixed more misplaced or screwed up station geometry.
Minefields (that is, static asteroid minefields) have been refactored to have better performance and less memory footprint.
Fixed some minor issues with the modding menu system.
And that's all for this week. On a last note we're still working on controller and joystick support, but it's hard when SOMEONE insists on playing with the USB connector to your HOTAS.
Hello again, Starchasers. Good to see you. Because I DO see you. All of you.
Sorry, I meant this picture.
Good. Good.
I know you have a Steam summer sale to peruse (since you've all obviously already purchased Underspace for yourself, friends, family, coworkers, acquaintances, snarky rivals, sworn enemies, talking lobsters, and the like), so I'll make this quick:
Underspace's second major update, Faces in the Fog, is releasing this summer!
Underspace’s next big roadmap update is coming this summer! With Faces In The Fog, prepare to embark on even more esoteric adventures into the abyss. Consort with giant lobster kings, speak to sentient stars, and indulge insane cosmic priests. With over fifteen new quests, as well as new areas, a new bounty hunting and wanted system, and new supercharged weaponry, this summer is about to get strange.
Check out this Underspace: Faces in the Fog trailer for more information:
IMPORTANT REMINDER: Once again, this is not the list of ALL the updates you can expect on the following months; rather the biggest ones we will be focusing on.
We will obviously be improving all features of Underspace's base game (like we have been on a pretty much weekly basis) and, as always, we will continue to fix bugs and listen to suggestions from starchasers inside the Steam Discussions and the Underspace Discord server.
Hello starchasers! Welcome back to Saturday. We've had a good week, hopefully you have too. What's that? You want a cat? Well alright.
Now that the important stuff is out of the way, let's get into this week's patch!
Update Highlights
Here's a new thing we'll do each patch: A brief looksee at every new thing or big change added to the game.
NPC Drones
You're not the only one able to make use of friendbot now. His love is great enough to accommodate the whole galaxy. You'll sometimes come across NPCs making use of robotic drones and such in your travels. They can harass you and repair nearby allies, but fortunately they're pretty fragile.
Ace Large Ships
Legendary enemies, eximus, elite enemies, whatever you want to call them. Previously only starfighters and freighters could make use of these abilities, but now large transports and tankers and the like can also be ace enemies. They also come with several new abilities, such as being able to fabricate proximity mines, greatly overclock their weapon speeds, or even more esoteric dangers like being possessed by the spirit of all-consuming hunger, or have their innards infested with mimics. Beware!
New Stationside Stuff
As we prepare for our upcoming big roadmap update you'll find new things and new locations being added across the map, like certain Junktech offices or new vending machines that happily buy up your unwanted wrecked weapons. What are we cooking up? I mean... I detailed it in the roadmap. You read that, right?
Changelog is as follows:
NEW FEATURES
Added new some rooms to Junktech World Headquarters. What’s going on there, hmm?
Added wreckage vendors across the galaxy. These will let you sell your unwanted wrecked items.
NPCs can now use friendbots! Those equipped with them can send out a support drone that either slowly repairs damage dealt to them, or fires back at you while orbiting you. Take them out before they can cause any real trouble. Luckily, your scanner is good at tracking them.
Previously ace enemies could not be large ships, but now that’s changed. Ships such as transports, tankers, gunboats, space trains, etc, can now be ace enemies and have new abilities, such as being outfitted as drone carriers, missile boats, or have an all-consuming maw that devours nearby ships to empower themselves. Watch out, and get those long range scanners ready!
CHANGES AND REBALANCES
Adjusted camera preview settings for Us freighters.
Adjusted mission spawn points in Shipstar.
The Loco Star now has an icon and can be fully customized in the ship customization menu! Also a few saving issues were fixed with it, and smoke will be less annoying when you’re flying it normally.
FIXES
Fixed issue where you could use weapon groups while in highengine.
Fixed issue where cargo box hardpoints could cause UI issues in game.
Added a storage terminal to the Master’s Ball.
Took another crack and making sure the Overspace Transport in The Problem With Automation would properly follow its path.
Fixed campaign softlock if you left Mission #2’s introduction early.
Fixed issue where you couldn’t couldn’t comm the final signal node in Signal From Elsewhere.
Fixed some internal targeting code that was making NPCs accidentally shoot themselves. Shhh. I won’t tell if you don’t.
Fixed more duplication issues when loading a save.
Fixed issue where player worth would be calculated incorrectly at points.
From what we can see it's a multi-page spread on Underspace, complete with our updated artwork (I swear it still has that new capsule art smell). I haven't seen any other print magazines on Underspace, but if they exist, let me know so I can make a big deal about those too.
Anyway, here's what they have to say for themselves:
"This month PC Gamer delivers world-exclusive access to Elden Ring: Shadow of the Erdtree, the incredibly desired new expansion to the award-winning action RPG. To do this, PC Gamer flies to Japan, visits FromSoftware's Tokyo studio, interviews Elden Ring's legendary creator Hidetaka Miyazaki, and goes hands-on with Shadow of the Erdtree for more than seven hours. It's a mega scoop, and your ultimate guide to all things Shadow of the Erdtree.
"This issue is loaded with quality previews and reviews, too, including going hands-on with the gore-filled new shooter, Killing Floor 3, dark co-op tactical survival game, The Forever Winter, innovative indie studio title, Screenbound, as well as Test Drive Unlimited: Solar Crown, Underspace, and Sonokuni. Meanwhile, over in this issue's reviews section, the PC Gamer team delivers authoritative verdicts on dramatic space opera RTS, Homeworld 3, as well as MotoGP 24, V Rising, Hellbade 2: Senua's Saga, Indika, and Men of War II, among other games. Enjoy the issue!"
Hello starchasers! It's Saturday and we're back on that sweet sweet patch train. Many of these bugs were found by you, our community starchasers, and many of these features or changes were also requested by them. We like to do that. Just like how my orange cat loves to sleep in my chair, no matter who might already be in it.
There's some very requested stuff here now, such as weapon grouping, a more dangerous Veil nebula, and more.
Changelog is as follows:
NEW FEATURES
You can now assign weapon groups to your weapons! You can do this in your inventory menu for any weapon that appears on the active equipment menu. There are four weapon groups in all.
Strange things have been detected out in the depths of the Veil. Beware traveling through it now, as there be dragons in the deepest depths of space.
CHANGES AND REBALANCES
Buffed mining railguns.
NPCs will not perform talking animations on very short dialogue pieces, to prevent weirdness.
Added a shipdealer to Kalgrite.
Autoturrets now have a maximum range of 1k on their guns.
Storm hazards are now weighted towards hazards and anomalies you haven’t seen before. Note that this doesn’t apply retroactively.
The Veiler tollway will not charge you if you are hostile to it.
FIXES
Added restrictions for where the Pin can be used and removed some unintended dungeon systems that could be jumped to with it.
Wrecking Fields can now be docked with.
Adjusted the coloring in Spreem’s nebulas.
Optimized some distant points of interest in Spreem.
Fixed issues where NPCs during “The Uprising” wouldn’t attack you.
Fixed issue where some Steam achievements were unlocked early or not unlocked at all.
FIxed issue where stations with train stations and shipyards would double up descriptions.
Fixed various typos in tooltips.
Fixed issue where rotating while docking would cause you to indefinitely rotate while on a station.
Fixed issue with Nodeghost missions and similar big kill missions not completing.
Fixed issue with Agricultural Guild elite missions not completing.
Fixed issue where some patrolling battleships wouldn’t fight back.
Fixed some broken tooltips in Pard-130.
Smuggling circles can no longer fix your reputation with permanently hostile factions.
Fixed issue during the end of the campaign where you could leave endgame areas early and objectives didn’t update.
Fixed many floating geometries and furniture pieces in stations.
Fixed issue where Off Track and other train travel events wouldn’t proc.
Fixed some reputation issues for several Ballden factions that couldn’t have their reputations affected.
Starchasers! Welcome back. I'm taking my wife to a convention this Saturday and I'll be out all day, so, lucky duckies that you are, you get this week's patch early! It's a small one but there's some stuff there you'll like. I liked it. I like a lot of things. It's nice to like things. Like cats. I don't like my cats but I love them all the same.
Anyway, onto the patch!
Changelog is as follows:
NEW FEATURES
Added new commands to help find items via the developer console.
Points of interest you've scanned and sold will now have a different color and marker indicating so.
NPCs in on-station dialogue will now play talking animations when text is scrolling. Note that this kind of dialogue is something we never aim to voice, even when voices are implemented.
You can now speak to the bartender on Gravecity.
CHANGES AND REBALANCES
Autoturrets now prioritize your current target.
Removed blank dialogue history nodes from your dialogue history from occurring. Or something. Who am I?
Godmode now lets you craft things without needing the items. You still need the recipe, however.
You can no longer pause and load the game within loading screens. This was largely an oversight that could result in too many save issues doubling up.
Fitt’s planets now have symbols on the navmap.
FIXES
Fixed issue where the Pin could take you to dungeon exclusive systems.
Radial menus will now close when you open another menu.
Fixed miscolorations on Us freighter engine charging.
Fixed UI issues with the on-station UI.
Fixed exploit where you could equip higher tier objects in the wrong slot.
Fixed issue where mods could restrict campaign and mission progress.
Fixed issue where large transport tier ships wouldn’t have their turrets appear unless you were stupidly close.
Fixed issue where the Planet Carver would spawn weirdly.
Fixed mistextured or floating objects on stations.
Adjusted spawn distance of fishing ships to help prevent bigger ships from hitting em.
Fixed some mislabeled lanelines.
Fixed issue with elite Subsumer missions not working.
Fixed issue where docked denial AI voices would override normal docking voices.
Fixed issue with The Problem With Automation’s transport circling endlessly.
Fixed dialogue issues if you lost a race in Chunidale’s racetrack.
Fixed issue where Allco’s elite missions wouldn’t let you loot the salvage item.
Hey hey starchasers! How's your Saturday? Full of rain? That's thematically appropriate. We're returning to our weekly patch schedule now that Gods & Corpses is out of the way. It'll be a bit before our next big update (which is a true doozy) is coming out, so for now you'll have to be content with these tiny crumb-sized updates, in the same way my cat is satisfied with sitting on dirty clothes whenever she gets the chance.
Again, this is a small patch but there's a lot of decent optimizations and fixes that I think you'll appreciate.
Changelog is as follows:
NEW FEATURES
Added a new option to control the size of the targeting reticule.
The navmap will now display the owning region of a star system.
CHANGES AND REBALANCES
Games saved on stations will show the current station’s location.
Legendary ships that spawn beam stuff will now properly target nearby hostiles, not just the player.
Ticker relays will now have green triangles on the long range scanner once their relevant questline begins.
Adjusted projectile trajectory code to feel a little more natural.
Huge improvements on performance in crowd-heavy areas on stations, due to many NPCs having their models reduced to single drawcalls.
Adjusted lighting settings on some stations.
Adjusted Darkon Entity’s ambient attacks to be a little bit more thematically consistent and not hit the player incorrectly.
Dialogue cameras for almost all talkable-to characters now are properly oriented and translated.
Optimized performance with the Darkon entity slightly.
Updated several visuals in Reach for the Stars.
Rebalanced some trade routes in Union systems to be less broken.
FIXES
Fixed some weird geometry for the news board on the Remaining Eye.
Fixed camera issues with the Loco Star.
Fixed some rifts that spawned outside of nebulas.
Fixed issue where acquired customization items wouldn’t… acquire. These will need to be reacquired but thankfully, that’s allowed.
Fixed some asteroids spawning inside lanelines.
Fixed issue where some duplicate ships could be seen within inventory menus on stations.
Resized many ship icons in the inventory to be more visible.
Fixed issue where some missions would spawn hostile ships as non-hostile.
Fixed issue where many achievements wouldn’t display or were doubling up.
Fixed issue where multiple joined chapters couldn’t be accessed in the information UI.
Fixed issue where mouse mapping wouldn’t work for some inputs.
Fixed flickering lights in Planet Vauldric’s shipdealer.
Fixed issue where ambient crowd settings would disable NPCs that weren’t meant to be disabled.
Solar loot boxes now display the proper distance in the targeting UI.
Looting single objects will now play the tractor beam effect.
Fixed some texture issues in various stations.
Many of the redone bosses now properly cease to exist after their defeats.
Fixed issue where waypoints on stations could cause the map to disappear.
Fixed some mislabeled instructions during the Ordnance Tomb quest.
Fixed some rendering issues in Clearhome.
Fixed a huge amount of typos everywhere.
Fixed issue where the pin wouldn’t work in some star systems.
Fixed item duplication issues when switching between ships.
Welcome starchasers! It's midnight and as a special treat we're rolling out our first major update: Gods & Corpses.
This is itself kind of a smaller prelude to some more major content-heavy updates coming down the line, and comes with a wonderful little sale to celebrate. It wasn't easy getting this update out mind you. A certain little furry brat kept unplugging our computers (he was mad that we had to go down in the basement following a tornado warning).
As you may have noticed, this is a big update. A lot of new files will have to get downloaded to make it all work, but thankfully future patches will go back to their relatively small size. Suck it up, take a cetirizine, and we'll all be okay. Now since this is a major update, before we get into the full patch notes, let's showcase the big highlights of this update, hmm?
Gravecity
This vast planet-spanning metropolis is the glistening undead capital of the Us Collective. It's rare that outsiders get to land, let alone have a chance to experience the secrets buried within its trenches. Lucky you! Gravecity is the second capital planet added to the game, and while originally dockable on release, it can now be properly explored alongside many NPCs, new graphics, new conversations, and more! Just watch your step.
To reach Gravecity, the players must first befriend the Us by doing missions or quests for them. They're not ones to trust lightly.
Lategame Boss Overhauls
All those difficult-to-reach bosses have heard what you said about them, and they didn't like it. They've hit the gym and greatly enhanced their killing potential. Stock up on hull webbing, hug your friendbot, and prepare to learn the meaning of the phrase "regretting asking trainwiz to make these things harder".
The Librarian, BOB, and the Darkon Entity have all received a big facelift. If you've fought them before, fear not! We've added console commands that will let you reset which bosses you've faced.
Fast Travel
VERY late in the game, players may encounter a new kind of item that will allow them to mark and travel to a preset location. Only one mark can be set at a time, but players can also perform powerful blind jumps to take them darn near anywhere on the standard galactic map.
Improvements
Stuck trying to find an item? Killing more your style over exploring? Stocked up on waaaaay too many Advanced Deep Scanners? You're in luck. We've added a ton of new options to help facilitate your wildest dreams. Start off with data acquisition. Destroyed enemies may sometimes drop data modules, which when looted can reveal trade and travel information for nearby areas. You can also pay Ijuni pricemen to find information on any nearby commodities, though be aware: It's not cheap.
This also comes with a host of many other quality of life improvements, including new UI elements, new confirmations, vastly improved memory usage, and more.
Oh and we've got new customization options! You'll find over 30 new dyes through gameplay.
Steam Achievements
We have over 30 Steam Achievements now. Impress your friends, woo your enemies, kill your gods! Something like that is probably possible now. Best of all, many of these are retroactive!
More of these will be coming in time, mostly as we add the content related to them.
Cat With Fish
This has nothing to do with anything she's just cute and I know some people get mad when I post my cats, so I am motivated all the more to post them.
And that's it! Without further ado, let's get into the full patch notes!
KNOWN ISSUES
Gravecity is currently unoptimized.
Some bosses have effects that persist or re-enable when re-entering a system after defeating them.
Equipment duplication can rarely happen on a reload.
Some typos remain in dialogue.
NEW FEATURES
Data acquisition! NPCs will now drop data nodules that when looted can you give data to sell OR, more often, reveal a related station or jumphole somewhere on your local or galactic map.
You can now pay Ijuni pricemen to try and locate stations that buy or sell a good you’re looking for, either locally or within the entire region. Be aware: Ijuni like to charge a lot for this service.
Wreckage and salvage improvements: Wreckage now stacks and has its own dedicated category in the inventory. You can also sell wreckage to some equipment dealers on stations.
About 30 or so new dyes have been added to the customization system, which can be found in vignettes, dungeons, etc, and give you far more customization options for your ship.
During courier missions you can now ask for directions to the mission station.
Bonuses such as Mister Maudlin’s booze can now be viewed under your stats in the character UI.
Train travel information can now be viewed on station information.
All quests now have full stage descriptions for every stage of their stages. Reading!
All storm hazards can be scanned now, giving you both lucrative rewards and new information about the various hazards within a storm. In total, there are 40 new scannables to find and discover!
You can now cancel crafting jobs. By default, highlighting a crafting job and pressing E will cancel this job.
You can now use the Pin to fast travel! It comes with quite a few restrictions mind you, but that thing’s powerful. Obviously. Why do you think it was so hard to get?
Steam Achievements have now been added! Most of these are retroactive too, while some are not as we don’t track the stats they’re asking for.
Added more dialogue to the Keeper of Keys.
Added a new graphical option that disables ambient crowd NPCs on stations. This can greatly improve performance on lower-end systems.
CHANGES AND REBALANCES
Gravecity now has its initial detailing pass and models implemented! Explore this vast undead trade city, listen in on new conversations, and find your way to the Tombwise Moon and its Amber Archives.
A good chunk of late-game bosses have received an overhaul, making them much harder, much more engaging, and having tons more attacks and chaos.
A huge amount of background technology that handled how we loaded game information has been completely redone. This means that memory is much more optimized! You’ll see most of your memory usage cut in half, as well as much faster initial load times.
Cloaking has received an overhaul. In addition to it hiding you from ships mid-combat it can also be used to avoid being targeted by larger ships, hazards such as mines, and more. Cloaking devices are now divided into different tiers, with higher tiers hiding you from more and more things.
Joysticks now auto-detect without needing to set them from the options menu.
Adjusted the positions of some spawns during the Problem with Automation.
Ghost Harvest now has proper quest markers.
For modders: Player level caps are now a game constant, meaning they can be modded.
Police checkpoints will scan you less now.
Chapters are no longer exclusive with each other. Join as many as you’d like!
Restored functionality that lets you view a map when your navmap is selected over a jumphole.
Added a quick exit to the Rumeerin mountain dungeon.
Added new console commands that affect world state permanence, mostly for testing.
Acquiring already unlocked vanity items will now instead spawn some small other reward in its place.
Retextured some small terminals in the campaign.
Ships with other emissive materials such as children fighters can now have these be colored and customized. Emissive materials like these work off of your headlight color.
The campaign will now warn you about certain points of no return.
FIXES
Fixed badly sized icons with Macrovari Freighters.
Fixed issues with Reach for the Stars not progressing under certain circumstances.
Fixed some overdraw issues in the pause menu.
Fixed visual engine issues with Ijuni fighters.
The Harvest’s Queen can now be scanned.
Defeating Obscurus Galacti now properly refreshes waypoints.
Peerless Casino’s launch warp now warps correctly and high risk and mid risk quexben tables now have proper costs.
Fixed some dialogue issues where lines said by NPCs were meant to be said by the player.
Fixed some ships in shipyards that were sitting outside of their yards.
Fixed issue where some hazard UI elements would activate even if there were no hazards around.
Planet Ijunus’ cargo trader no longer is a price checker.
Cloaking devices and cargo expansions are both in the proper category now.
Fixed some terminals on stations that had the wrong textures and activation type.
Disabled or hidden jumpholes and stations no longer affect your abyssdrive.
Some doors in Planet Vauldric no longer sling you beneath the map.
Shadowspear can now be scanned, renders correctly at all angles, and has its vulnerability hitboxes increased.
Fixed various typos in the main campaign.
Fixed several misplaced mission nodes.
Fixed issue where the Hellmouth Prince would respawn.
Fixed some floating dishes in stations.
Fixed issue where Gammus’ racetrack dialogue would repeat.
Fixed issue where custom AI voice overrides wouldn’t acknowledge certain audio files.
Fixed issue where you could kill mimics so hard every other mimic would die.
There is now a confirmation menu when you go to sell a ship.
Fixed some mistextured NPCs on stations.
Fixed some particle systems on station NPCs playing when they shouldn’t.
Fixed some missing descriptions on several campaign stations.
Fixed issue when scanning certain campaign ships.
Fixed issue where you could hail certain ships that aren’t meant to be hailed.
Buoys on the navmap are now properly labeled and won’t show up as weird icons.
Fixed issue where navmap detection boxes for suns and planets were too large.
Fixed some cutscene issues in the main campaign.
Fixed some dialogue playing on bosses that don’t actually have dialogues.
Fixed issue where the Rumeerin mountain dungeon couldn’t be left.
Fixed some placeholder text in the campaign.
Fixed some texture issues on some remote pirate stations.
The Last Portalmaker can now be scanned.
Fixed issue where tutorials in station dialogue would cause menu softlocks.
Fixed issue where bosses being killed wouldn’t trigger certain events.
Fixed (again) issues where lodestones couldn’t be looted.
Changed scripting in the Battle That Always Will Be to be more robust and capable of letting you complete the objectives in multiple orders.
Fixed issue in campaign mission 9 that made you wake up in the wrong area.
Fixed issue with some spawns in the campaign not respawning during a reload.
Fixed issue where certain alarms would play incorrectly when loading saves.
Fixed issue where some campaign NPCs couldn’t be spoken to.
Fixed various typos in dialogue, descriptions, and more.
Hello starchasers! As you know last week we didn’t have a patch, mostly because I was in no position to be patching things, mostly because I was on the other side of the country, mostly because I was talking to people like Todd Howard.
This is normally where I’d be talking about patch notes and all that stuff, sadly I’m going to disappoint you this week, we’re still delaying this patch until May 27th. Why? Because May 27th will be the launch of our first major update: Gods & Corpses.
I thought I’d talk a little bit about what you can expect with this upcoming update. The centerpiece of course is the secretive and sprawling Us homeworld of Gravecity and its moon: Tombwise.
It’s no easy feat to reach this undead metropolis, as the Us are rightfully distrusting of outsiders and people who aren’t colonies of corpse-mushrooms, but within are many secrets and more to discover. Gravecity already exists in game, but this update will come with a full suite of NPCs to talk to, news stories to discover, and of course updated graphics to the various characters and locations within it.
Second to our major update is a big redo of many of the highest level bosses, including that deranged mass of cubic malice that many players have affectionately dubbed “God”. I’ll keep most of this stuff under wraps, but players disappointed with many of these bosses being too easy will be in for a surprise. We’ll be providing some simple ways to refight these things in time, of course.
There’s lots of new gameplay features coming too. Players late in the game will be able to make use of… certain things with a few fast travel system. This lets you mark specific locations and jump to them, as well as perform blind jumps to random systems.
Cloaking devices have received an overhaul as well. Much like scanners, they now come in different levels of power. Each level can hide you from progressively more and more powerful enemies. Perhaps one day these cloaking devices can even hide your sins from God. Maybe.
Besides these, there are some big technical optimization bits here, which will see improved initial loading times and a MASSIVE reduction in RAM usage. This is because we’ve offloaded a lot of resources that were loaded at runtime (namely stations) to be loaded on a case-by-case basis. This was something we always planned for, but actually sitting down and implementing this for over 200 interiors was something that takes a while.
Acquiring and learning about the world around you has become much easier now too. Ships now have a chance to drop data packets, which when looted can randomly mark locations they’ve discovered within the region. You can also pay Ijuni pricemen to scan a star system or region for locations of a specific trade good that you want. And of course, you can now scan many hazards encountered in storms for money and that sweet, sweet nectar we call lore.
And there’s even more beyond that. There’s lots of new functionality for the UI, including the ability to use the navmap to view other systems via gates and jumpholes, the ability to view what ancient gates you’ve unlocked, more detailed UI elements, more confirmations when doing things like selling ships, the ability to ask for directions during courier missions, auto-detection of joysticks and controllers, the ability to sell wrecked items to certain junk traders, the ability to cancel crafting jobs, and more!
And that's all for this week. We'll see you on the 27th. Have some catpost to cap this post off.