Duskers - Misfits Attic
There was a hang bug reported by some players in yesterday's new Beta and this is a fix for that.
Duskers - Misfits Attic
There was a hang bug reported by some players in yesterday's new Beta and this is a fix for that.
Duskers - Misfits Attic
Watch THIS VIDEO for a quick summary!

Daily/Weekly challenges to see who's the best Dusker out there! Glitch effects and new art for each ship! Much more audio and atmosphere! More robust alias system! An eerie warning that radiation may flood, Drones with more & less slots, adjusted drone veering to make more sense, gameplay updates! Exclamation marks!! The full list below :)

Mac/Linux users: we're still working on some of the early bugs reported, next update we'll officially tick on the mac/linux boxes :)

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.31]" at the beginning of the title.

(WARNING: THIS UPDATE MAY RESET YOUR DATA. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.30
  • Major Add: Experimental Daily and Weekly Challenges, including in-game Global and Friends Leaderboards - let us know what you think!
  • Major Add: Alias parameters and ability to reference nest other alias commands into a new alias. Keep an eye on the pinned thread for description of how to use these new features.
  • Added: New walls and tiles based on ship type
  • Added: Audio indicators for possible pending radiation leak
  • Added: Visual glitches in Drone View on various events (radiation damage, attack, etc). Can turn off in Graphical Options Menu (see “HUD Static” and “Static Indicators” settings).
  • Added: Dead enemy models - better able to tell an alive enemy from a dead one!
  • Added: Hint to teach new players how to use Motion when it is unable to scan a room that might have an enemy in it
  • Added: Several sounds from drone collisions to patrol bot to UI interactions to interface enable/disable. Also changed Drone pickup sound (when in DV) and some general ambient sounds in DV.
  • Added: Player ship navigation “animation” when moving between Systems and Ships. You can turn off from the Graphic Options menu.
  • Added: Teleporter mod that allows you to teleport sensors and traps into another room. The sensor/trap to teleport must be near the drone with the teleporter installed.
  • Added: Ability to turn off the red enemy indicator rectiles in the difficulty menu
  • Minor Add: ‘time’ command that returns the current mission time
  • Major Change: Different Interfaces on the same ship can have different commands (ex: might only find ‘shipscan’ on one, but ‘defense’ on another)
  • Changed: Alias UI
  • Changed: Drones no longer start out with a “veer” (turning left or right). Instead, they MAY start to veer after taking a high-level of damage. It’s (almost always) a repairable veer, that gets less noticeable the better the health of the drone.
  • Changed: Lootable Drones now can have 2 - 4 slots (most often still 3)
  • Changed: Help Manual to include some of the less common commands, such as F8 as well as showing new players the help manual (open to Tips) on their second run for training.
  • Change: The swarm enemy type can now spawn in half-sized swarms as well as original sized
  • Change: the slime enemy has a new look
  • Change: Upgrades on trading post now can have a random age and, sometimes, even a quantity of 0.
  • Change: New “UI” when drone visual is broken. Dead drone (not disabled, but broken ones) also use that new UI so you can no longer look through that drone’s camera
  • Change: Drones with 0HP in the boarding config UI now show up in a different color to make more noticeable. Something similar occurs in the Modification UI, as well.
  • Change: Transporter now has a 2 second “cool down” between each use (similar to the cool down already on Teleport)
  • Change: Airlock with a seal about to break now blinks
  • Change: Fuel Access can take damage like other in-room equipment when a room is vented or explosions happen
  • Major Fix: Commandeering a Medical Ship with a Quarantine Bypass
  • Upgrade was causing the game to lock up and/or behave otherwise in an improper manner
  • Fixed: Bug when resetting from in-game causing crash later on
  • Fixed: Exploit when killing a patrol bot by venting into space would leave behind scrap
  • Fixed: Exploit when setting broken items to a trading post, could exit/return to get the same upgrade back, fully repaired
  • Fixed: When commandeering, scrap on drones outside of the docking bay was not being shown in the mission summary window (did not affect actual scrap, a UI thing only)
  • Fixed: A drone lost in space do to a vent opening could be “seen” if using SPACE to toggle to drone view
  • Fixed: At some point the “schematic view lost” event stopped working. Added back in.
  • Fixed: Error in Asteroid code that (occasionally) caused the console to keep printing that a particular room was hit by one.
  • Removed: All references to Constellations.
  • Optimization: Reworked enemy code for more efficient code and less processing overhead, overall (has the cool side-effect that sounds don’t travel through doors).

Thanks!

-Tim Keenan (Duskers creator guy)
Duskers - Misfits Attic
Watch THIS VIDEO for a quick summary!

Daily/Weekly challenges to see who's the best Dusker out there! Glitch effects and new art for each ship! Much more audio and atmosphere! More robust alias system! An eerie warning that radiation may flood, Drones with more & less slots, adjusted drone veering to make more sense, gameplay updates! Exclamation marks!! The full list below :)

Mac/Linux users: we're still working on some of the early bugs reported, next update we'll officially tick on the mac/linux boxes :)

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.31]" at the beginning of the title.

(WARNING: THIS UPDATE MAY RESET YOUR DATA. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.30
  • Major Add: Experimental Daily and Weekly Challenges, including in-game Global and Friends Leaderboards - let us know what you think!
  • Major Add: Alias parameters and ability to reference nest other alias commands into a new alias. Keep an eye on the pinned thread for description of how to use these new features.
  • Added: New walls and tiles based on ship type
  • Added: Audio indicators for possible pending radiation leak
  • Added: Visual glitches in Drone View on various events (radiation damage, attack, etc). Can turn off in Graphical Options Menu (see “HUD Static” and “Static Indicators” settings).
  • Added: Dead enemy models - better able to tell an alive enemy from a dead one!
  • Added: Hint to teach new players how to use Motion when it is unable to scan a room that might have an enemy in it
  • Added: Several sounds from drone collisions to patrol bot to UI interactions to interface enable/disable. Also changed Drone pickup sound (when in DV) and some general ambient sounds in DV.
  • Added: Player ship navigation “animation” when moving between Systems and Ships. You can turn off from the Graphic Options menu.
  • Added: Teleporter mod that allows you to teleport sensors and traps into another room. The sensor/trap to teleport must be near the drone with the teleporter installed.
  • Added: Ability to turn off the red enemy indicator rectiles in the difficulty menu
  • Minor Add: ‘time’ command that returns the current mission time
  • Major Change: Different Interfaces on the same ship can have different commands (ex: might only find ‘shipscan’ on one, but ‘defense’ on another)
  • Changed: Alias UI
  • Changed: Drones no longer start out with a “veer” (turning left or right). Instead, they MAY start to veer after taking a high-level of damage. It’s (almost always) a repairable veer, that gets less noticeable the better the health of the drone.
  • Changed: Lootable Drones now can have 2 - 4 slots (most often still 3)
  • Changed: Help Manual to include some of the less common commands, such as F8 as well as showing new players the help manual (open to Tips) on their second run for training.
  • Change: The swarm enemy type can now spawn in half-sized swarms as well as original sized
  • Change: the slime enemy has a new look
  • Change: Upgrades on trading post now can have a random age and, sometimes, even a quantity of 0.
  • Change: New “UI” when drone visual is broken. Dead drone (not disabled, but broken ones) also use that new UI so you can no longer look through that drone’s camera
  • Change: Drones with 0HP in the boarding config UI now show up in a different color to make more noticeable. Something similar occurs in the Modification UI, as well.
  • Change: Transporter now has a 2 second “cool down” between each use (similar to the cool down already on Teleport)
  • Change: Airlock with a seal about to break now blinks
  • Change: Fuel Access can take damage like other in-room equipment when a room is vented or explosions happen
  • Major Fix: Commandeering a Medical Ship with a Quarantine Bypass
  • Upgrade was causing the game to lock up and/or behave otherwise in an improper manner
  • Fixed: Bug when resetting from in-game causing crash later on
  • Fixed: Exploit when killing a patrol bot by venting into space would leave behind scrap
  • Fixed: Exploit when setting broken items to a trading post, could exit/return to get the same upgrade back, fully repaired
  • Fixed: When commandeering, scrap on drones outside of the docking bay was not being shown in the mission summary window (did not affect actual scrap, a UI thing only)
  • Fixed: A drone lost in space do to a vent opening could be “seen” if using SPACE to toggle to drone view
  • Fixed: At some point the “schematic view lost” event stopped working. Added back in.
  • Fixed: Error in Asteroid code that (occasionally) caused the console to keep printing that a particular room was hit by one.
  • Removed: All references to Constellations.
  • Optimization: Reworked enemy code for more efficient code and less processing overhead, overall (has the cool side-effect that sounds don’t travel through doors).

Thanks!

-Tim Keenan (Duskers creator guy)
Duskers - Misfits Attic
See v0.31 for all the exciting stuff, this is a quick fix for some issues you guys found over the weekend :)

v0.311 (minor hotfix for v0.31)
  • Fix: Allow parenthesis (for optional arguments) to be typed in alias editor
  • Fix: Can no longer get Fuel from broken Fuel Access Points no longer
  • Update: Added countdown and player count to Challenge Leaderboards
  • Update: Include score for towed back drones in challenges
  • Update: Don’t allow player to Reset when in a challenge
  • Fix: Audio fixes (drone static and room ambiance)
  • Update: copy audio setting over when running challenge modes
Duskers - Misfits Attic
See v0.31 for all the exciting stuff, this is a quick fix for some issues you guys found over the weekend :)

v0.311 (minor hotfix for v0.31)
  • Fix: Allow parenthesis (for optional arguments) to be typed in alias editor
  • Fix: Can no longer get Fuel from broken Fuel Access Points no longer
  • Update: Added countdown and player count to Challenge Leaderboards
  • Update: Include score for towed back drones in challenges
  • Update: Don’t allow player to Reset when in a challenge
  • Fix: Audio fixes (drone static and room ambiance)
  • Update: copy audio setting over when running challenge modes
Hacknet - Orann
Hacknet's been the last three years of my life, my creativity, and most of my time outside of a day job - and I couldn't have asked for more from the response. Thanks so much to everyone in the community for being so great, and keeping the indie dream alive!

Instead of moving on to new projects, I've decided to dedicate most of this year to supporting and expanding the game.

I've been looking at all my options on what I should be focusing on next, and what the community really wants and in this post I want to give everyone an update on what my plans are, and when you can all expect new stuff. Lets get to it!



Localization and Translations
A lot of people have been requesting localized versions of Hacknet and some eager fans have even started submitting translations. Because Hacknet is such a text-heavy game and has an unusual structure, this isn’t super easy to do but I'm currently working on the technical side and will then be organizing translations for major regions soon. If you are eager to help with translating, please let me know on matt [@] hacknet-os.com!

Multiplayer
Multiplayer is another feature that many people in the community have been clamoring for, and I'm still in the process of experimenting with various models for this. I've got some pretty crazy ideas, and this is something that I will be exploring and releasing later this year as a free update.



Education And Training Versions
An unexpected set of requests started cropping up soon after release, with a number of educational establishments, training groups and security companies asking for a training version of Hacknet. Some amazing contacts in the US Department of Defence and cyber warfare groups are helping design special improvements, and mods to the game to be used in their training programs. In parallel, I'm investigating a version of Hacknet that can be deployed to students as a learning tool, and a training tool for companies. Some of this work will hopefully filter back into the main version of the game.

Mod Support
Since day one, mod support has been the number one, most requested feature. The good news is that, yes, I am working on the backbone system that will allow modders to create Hacknet stories easily, and more importantly, a way for players to download them seamlessly via Steam Workshop. Over the next few months I will be seeding these tools to game developer friends and existing Hacknet modders for testing. This will hopefully result in some great mods being available when we release official mod-support later this year as a free update.



Expansion / DLC
Overall, the thing that the community seems to want is just more Hacknet. I definitely want to make a Hacknet 2 but after more than three years working on the game, I feel like I need to work on something different before embarking on a full sequel. As a solution, I'm thinking about creating a premium expansion for Hacknet, to give you all some significant new content but at a scale I can complete this year.

I am aiming for 3-5 hours of gameplay, with a new story, some interesting new programs, tonnes of new computers, servers, contracts, and some hidden surprises along the way. I’m planning to make this a premium piece of DLC with a price of $5 USD and launch it in the back half of the year.

Before embarking on this, however, I wanted to pose the question to you, the community - is this something you would want? If so, I'll add it to the schedule and get to work on these cool ideas I've had since the release. Otherwise, I'll stuff them into a closet and will look at implementing them in a possible sequel later down the track after I've worked on some other projects I have in mind.

How does that sound to everyone? If the community is really against charging for DLC, we'll work out a new plan, but to me, this looks like the best way to get everyone some new Hacknet as soon as possible. Please let me know your thoughts in the comments.

Timelines
Assuming that the community thinks that DLC should be developed, this is the rough timeline I’ll be aiming for:

  • April / May - Translated/Localized Hacknet launches all over the world. Prototype mod tools seeded to developers and community members for feedback

  • August/September - DLC + Mod support launch

  • October/November - Multiplayer Launch

Thanks again for all your support. I have some pretty crazy ideas for the additions this year - I hope you're ready.

-Matt
Hacknet - Orann
Hacknet's been the last three years of my life, my creativity, and most of my time outside of a day job - and I couldn't have asked for more from the response. Thanks so much to everyone in the community for being so great, and keeping the indie dream alive!

Instead of moving on to new projects, I've decided to dedicate most of this year to supporting and expanding the game.

I've been looking at all my options on what I should be focusing on next, and what the community really wants and in this post I want to give everyone an update on what my plans are, and when you can all expect new stuff. Lets get to it!



Localization and Translations
A lot of people have been requesting localized versions of Hacknet and some eager fans have even started submitting translations. Because Hacknet is such a text-heavy game and has an unusual structure, this isn’t super easy to do but I'm currently working on the technical side and will then be organizing translations for major regions soon. If you are eager to help with translating, please let me know on matt [@] hacknet-os.com!

Multiplayer
Multiplayer is another feature that many people in the community have been clamoring for, and I'm still in the process of experimenting with various models for this. I've got some pretty crazy ideas, and this is something that I will be exploring and releasing later this year as a free update.



Education And Training Versions
An unexpected set of requests started cropping up soon after release, with a number of educational establishments, training groups and security companies asking for a training version of Hacknet. Some amazing contacts in the US Department of Defence and cyber warfare groups are helping design special improvements, and mods to the game to be used in their training programs. In parallel, I'm investigating a version of Hacknet that can be deployed to students as a learning tool, and a training tool for companies. Some of this work will hopefully filter back into the main version of the game.

Mod Support
Since day one, mod support has been the number one, most requested feature. The good news is that, yes, I am working on the backbone system that will allow modders to create Hacknet stories easily, and more importantly, a way for players to download them seamlessly via Steam Workshop. Over the next few months I will be seeding these tools to game developer friends and existing Hacknet modders for testing. This will hopefully result in some great mods being available when we release official mod-support later this year as a free update.



Expansion / DLC
Overall, the thing that the community seems to want is just more Hacknet. I definitely want to make a Hacknet 2 but after more than three years working on the game, I feel like I need to work on something different before embarking on a full sequel. As a solution, I'm thinking about creating a premium expansion for Hacknet, to give you all some significant new content but at a scale I can complete this year.

I am aiming for 3-5 hours of gameplay, with a new story, some interesting new programs, tonnes of new computers, servers, contracts, and some hidden surprises along the way. I’m planning to make this a premium piece of DLC with a price of $5 USD and launch it in the back half of the year.

Before embarking on this, however, I wanted to pose the question to you, the community - is this something you would want? If so, I'll add it to the schedule and get to work on these cool ideas I've had since the release. Otherwise, I'll stuff them into a closet and will look at implementing them in a possible sequel later down the track after I've worked on some other projects I have in mind.

How does that sound to everyone? If the community is really against charging for DLC, we'll work out a new plan, but to me, this looks like the best way to get everyone some new Hacknet as soon as possible. Please let me know your thoughts in the comments.

Timelines
Assuming that the community thinks that DLC should be developed, this is the rough timeline I’ll be aiming for:

  • April / May - Translated/Localized Hacknet launches all over the world. Prototype mod tools seeded to developers and community members for feedback

  • August/September - DLC + Mod support launch

  • October/November - Multiplayer Launch

Thanks again for all your support. I have some pretty crazy ideas for the additions this year - I hope you're ready.

-Matt
Duskers - Misfits Attic
As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).

Daily/Weekly challenges to see who's the best Dusker out there! Glitch effects and new art for each ship! Much more audio and atmosphere! More robust alias system! An eerie waning that radiation may flood, Drones with more & less slots! Exclamation marks!! The full list below :)

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.31]" at the beginning of the title.

(WARNING: THIS UPDATE MAY RESET YOUR DATA. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.30
  • Major Add: Experimental Daily and Weekly Challenges, including in-game Global and Friends Leaderboards - let us know what you think!
  • Major Add: Alias parameters and ability to reference nest other alias commands into a new alias. Keep an eye on the pinned thread for description of how to use these new features.
  • Added: New walls and tiles based on ship type
  • Added: Audio indicators for possible pending radiation leak
  • Added: Visual glitches in Drone View on various events (radiation damage, attack, etc). Can turn off in Graphical Options Menu (see “HUD Static” and “Static Indicators” settings).
  • Added: Dead enemy models - better able to tell an alive enemy from a dead one!
  • Added: Hint to teach new players how to use Motion when it is unable to scan a room that might have an enemy in it
  • Added: Several sounds from drone collisions to patrol bot to UI interactions to interface enable/disable. Also changed Drone pickup sound (when in DV) and some general ambient sounds in DV.
  • Added: Player ship navigation “animation” when moving between Systems and Ships. You can turn off from the Graphic Options menu.
  • Added: Teleporter mod that allows you to teleport sensors and traps into another room. The sensor/trap to teleport must be near the drone with the teleporter installed.
  • Added: Ability to turn off the red enemy indicator rectiles in the difficulty menu
  • Minor Add: ‘time’ command that returns the current mission time
  • Major Change: Different Interfaces on the same ship can have different commands (ex: might only find ‘shipscan’ on one, but ‘defense’ on another)
  • Changed: Alias UI
  • Changed: Drones no longer start out with a “veer” (turning left or right). Instead, they MAY start to veer after taking a high-level of damage. It’s (almost always) a repairable veer, that gets less noticeable the better the health of the drone.
  • Changed: Lootable Drones now can have 2 - 4 slots (most often still 3)
  • Changed: Help Manual to include some of the less common commands, such as F8 as well as showing new players the help manual (open to Tips) on their second run for training.
  • Change: The swarm enemy type can now spawn in half-sized swarms as well as original sized
  • Change: the slime enemy has a new look
  • Change: Upgrades on trading post now can have a random age and, sometimes, even a quantity of 0.
  • Change: New “UI” when drone visual is broken. Dead drone (not disabled, but broken ones) also use that new UI so you can no longer look through that drone’s camera
  • Change: Drones with 0HP in the boarding config UI now show up in a different color to make more noticeable. Something similar occurs in the Modification UI, as well.
  • Change: Transporter now has a 2 second “cool down” between each use (similar to the cool down already on Teleport)
  • Change: Airlock with a seal about to break now blinks
  • Change: Fuel Access can take damage like other in-room equipment when a room is vented or explosions happen
  • Major Fix: Commandeering a Medical Ship with a Quarantine Bypass
  • Upgrade was causing the game to lock up and/or behave otherwise in an improper manner
  • Fixed: Bug when resetting from in-game causing crash later on
  • Fixed: Exploit when killing a patrol bot by venting into space would leave behind scrap
  • Fixed: Exploit when setting broken items to a trading post, could exit/return to get the same upgrade back, fully repaired
  • Fixed: When commandeering, scrap on drones outside of the docking bay was not being shown in the mission summary window (did not affect actual scrap, a UI thing only)
  • Fixed: A drone lost in space do to a vent opening could be “seen” if using SPACE to toggle to drone view
  • Fixed: At some point the “schematic view lost” event stopped working. Added back in.
  • Fixed: Error in Asteroid code that (occasionally) caused the console to keep printing that a particular room was hit by one.
  • Removed: All references to Constellations.
  • Optimization: Reworked enemy code for more efficient code and less processing overhead, overall (has the cool side-effect that sounds don’t travel through doors).

Thanks!

-Tim Keenan (Duskers creator guy)
Duskers - Misfits Attic
As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).

Daily/Weekly challenges to see who's the best Dusker out there! Glitch effects and new art for each ship! Much more audio and atmosphere! More robust alias system! An eerie waning that radiation may flood, Drones with more & less slots! Exclamation marks!! The full list below :)

If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.31]" at the beginning of the title.

(WARNING: THIS UPDATE MAY RESET YOUR DATA. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)

Please let us know your thoughts/feedback on any of these things below!

V0.30
  • Major Add: Experimental Daily and Weekly Challenges, including in-game Global and Friends Leaderboards - let us know what you think!
  • Major Add: Alias parameters and ability to reference nest other alias commands into a new alias. Keep an eye on the pinned thread for description of how to use these new features.
  • Added: New walls and tiles based on ship type
  • Added: Audio indicators for possible pending radiation leak
  • Added: Visual glitches in Drone View on various events (radiation damage, attack, etc). Can turn off in Graphical Options Menu (see “HUD Static” and “Static Indicators” settings).
  • Added: Dead enemy models - better able to tell an alive enemy from a dead one!
  • Added: Hint to teach new players how to use Motion when it is unable to scan a room that might have an enemy in it
  • Added: Several sounds from drone collisions to patrol bot to UI interactions to interface enable/disable. Also changed Drone pickup sound (when in DV) and some general ambient sounds in DV.
  • Added: Player ship navigation “animation” when moving between Systems and Ships. You can turn off from the Graphic Options menu.
  • Added: Teleporter mod that allows you to teleport sensors and traps into another room. The sensor/trap to teleport must be near the drone with the teleporter installed.
  • Added: Ability to turn off the red enemy indicator rectiles in the difficulty menu
  • Minor Add: ‘time’ command that returns the current mission time
  • Major Change: Different Interfaces on the same ship can have different commands (ex: might only find ‘shipscan’ on one, but ‘defense’ on another)
  • Changed: Alias UI
  • Changed: Drones no longer start out with a “veer” (turning left or right). Instead, they MAY start to veer after taking a high-level of damage. It’s (almost always) a repairable veer, that gets less noticeable the better the health of the drone.
  • Changed: Lootable Drones now can have 2 - 4 slots (most often still 3)
  • Changed: Help Manual to include some of the less common commands, such as F8 as well as showing new players the help manual (open to Tips) on their second run for training.
  • Change: The swarm enemy type can now spawn in half-sized swarms as well as original sized
  • Change: the slime enemy has a new look
  • Change: Upgrades on trading post now can have a random age and, sometimes, even a quantity of 0.
  • Change: New “UI” when drone visual is broken. Dead drone (not disabled, but broken ones) also use that new UI so you can no longer look through that drone’s camera
  • Change: Drones with 0HP in the boarding config UI now show up in a different color to make more noticeable. Something similar occurs in the Modification UI, as well.
  • Change: Transporter now has a 2 second “cool down” between each use (similar to the cool down already on Teleport)
  • Change: Airlock with a seal about to break now blinks
  • Change: Fuel Access can take damage like other in-room equipment when a room is vented or explosions happen
  • Major Fix: Commandeering a Medical Ship with a Quarantine Bypass
  • Upgrade was causing the game to lock up and/or behave otherwise in an improper manner
  • Fixed: Bug when resetting from in-game causing crash later on
  • Fixed: Exploit when killing a patrol bot by venting into space would leave behind scrap
  • Fixed: Exploit when setting broken items to a trading post, could exit/return to get the same upgrade back, fully repaired
  • Fixed: When commandeering, scrap on drones outside of the docking bay was not being shown in the mission summary window (did not affect actual scrap, a UI thing only)
  • Fixed: A drone lost in space do to a vent opening could be “seen” if using SPACE to toggle to drone view
  • Fixed: At some point the “schematic view lost” event stopped working. Added back in.
  • Fixed: Error in Asteroid code that (occasionally) caused the console to keep printing that a particular room was hit by one.
  • Removed: All references to Constellations.
  • Optimization: Reworked enemy code for more efficient code and less processing overhead, overall (has the cool side-effect that sounds don’t travel through doors).

Thanks!

-Tim Keenan (Duskers creator guy)
...