Starpoint Gemini Warlords - danijel


Greetings captains of Gemini!

No slowing down in the LGM HQ. It's time for another update. The highlight of this update, along with the usual tweaks and fixes, is the Bounties system. In preparation of the first DLC "Deadly Dozen" coming today as well (watch out for another announcement later today!), the update implements the Bounties system into the game. Check out the Bounties in the Personal Log screen and hunt those buggers down! Just make sure to bring some friends along...

Check out the details in the change-log and expect more content coming in future updates!

Safe travels captains!

CHANGE-LOG
  • Added the Bounties system
    • The Personal Logs has a new tab called "Bounties" where you can read more about each target.
    • The key is to see in which region a bounty target is active.
    • Get in that region and look for the bounty's lackeys. They belong to a special faction called "Liberated".
    • Beating the lackeys into a pulp will reveal the hiding location of their "boss".
    • Kick the boss in the proverbial behind and claim the reward.
  • Added full support for additional downloadable content (the technical bits work similar to mods).
  • Added the DLC section to the game launcher.
  • Added a couple of new player portraits (both male and female).
  • Carriers buffed to make them more usable.
  • Fixed an error related to fighter wings not being properly read from ship template files.
  • Your fleet will no longer jump in to help you out while you're fighting in the Gladiatrix arenas.
  • Long news titles (two lines) are now properly centered on their corresponding list items.
  • Fixed a couple of faulty enhancement bonuses that reduced instead of increased some light weapon stats.
  • Fixed an error that would manifest on the Skills/Perks panel when using gamepads.
  • Pressing the Esc button on the Customization screen now asks whether to save the changes or not (if any change was made).
  • In some cases, the game could get confused and switch to the Drydock panel from the System / Equipment trader. This no longer happens.
  • Damage to Veteran bonus is now named Damage to Warmasters.
  • Fixed an error that would make the game launcher log grow in size indefinitely. It didn't get properly purged of data.
  • Opening the Personal log screen automatically switches to the Bounties tab.
  • In some cases, news text was cut off. This no longer happens.
  • Several changes done to better support Xbox 360 controller

MATERIAL EDITOR CHANGE-LOG
  • Added an alternative camera movement mode
    • Switch to the mode via the checkbox in the Tools panel.
    • Rotate the camera around the focus with the middle mouse button.
    • Move the camera using W-S-A-D or the arrow keys.
    • Move the up/down using R/F or PageUp/PageDown.
    • Roll the camera using Q/E.
    • To speed up movement, press and hold the Shift key.
    • To slow down movement, press and hold the Tab key.
  • When clicking on the Editor screen while a dropdown menu is open, the dropdown will automatically close.
  • Drag and drop a texture file into the Editor screen to reload it in memory. Makes iterations quicker.
  • Removed a number of redundant options. They weren't real options, just dead pixels.
  • Updated the Tutorials link.
  • Repositioning particles, turrets and meshes no longer repositions the main light source.
  • Deleting an assembly object now works as intended and will no longer cause the Editor to crash somewhere down the line.
  • Fixed a couple of minor errors related to the Ship turret parameters panel.
Starpoint Gemini Warlords - danijel


Greetings captains of Gemini!

No slowing down in the LGM HQ. It's time for another update. The highlight of this update, along with the usual tweaks and fixes, is the Bounties system. In preparation of the first DLC "Deadly Dozen" coming today as well (watch out for another announcement later today!), the update implements the Bounties system into the game. Check out the Bounties in the Personal Log screen and hunt those buggers down! Just make sure to bring some friends along...

Check out the details in the change-log and expect more content coming in future updates!

Safe travels captains!

CHANGE-LOG
  • Added the Bounties system
    • The Personal Logs has a new tab called "Bounties" where you can read more about each target.
    • The key is to see in which region a bounty target is active.
    • Get in that region and look for the bounty's lackeys. They belong to a special faction called "Liberated".
    • Beating the lackeys into a pulp will reveal the hiding location of their "boss".
    • Kick the boss in the proverbial behind and claim the reward.
  • Added full support for additional downloadable content (the technical bits work similar to mods).
  • Added the DLC section to the game launcher.
  • Added a couple of new player portraits (both male and female).
  • Carriers buffed to make them more usable.
  • Fixed an error related to fighter wings not being properly read from ship template files.
  • Your fleet will no longer jump in to help you out while you're fighting in the Gladiatrix arenas.
  • Long news titles (two lines) are now properly centered on their corresponding list items.
  • Fixed a couple of faulty enhancement bonuses that reduced instead of increased some light weapon stats.
  • Fixed an error that would manifest on the Skills/Perks panel when using gamepads.
  • Pressing the Esc button on the Customization screen now asks whether to save the changes or not (if any change was made).
  • In some cases, the game could get confused and switch to the Drydock panel from the System / Equipment trader. This no longer happens.
  • Damage to Veteran bonus is now named Damage to Warmasters.
  • Fixed an error that would make the game launcher log grow in size indefinitely. It didn't get properly purged of data.
  • Opening the Personal log screen automatically switches to the Bounties tab.
  • In some cases, news text was cut off. This no longer happens.
  • Several changes done to better support Xbox 360 controller

MATERIAL EDITOR CHANGE-LOG
  • Added an alternative camera movement mode
    • Switch to the mode via the checkbox in the Tools panel.
    • Rotate the camera around the focus with the middle mouse button.
    • Move the camera using W-S-A-D or the arrow keys.
    • Move the up/down using R/F or PageUp/PageDown.
    • Roll the camera using Q/E.
    • To speed up movement, press and hold the Shift key.
    • To slow down movement, press and hold the Tab key.
  • When clicking on the Editor screen while a dropdown menu is open, the dropdown will automatically close.
  • Drag and drop a texture file into the Editor screen to reload it in memory. Makes iterations quicker.
  • Removed a number of redundant options. They weren't real options, just dead pixels.
  • Updated the Tutorials link.
  • Repositioning particles, turrets and meshes no longer repositions the main light source.
  • Deleting an assembly object now works as intended and will no longer cause the Editor to crash somewhere down the line.
  • Fixed a couple of minor errors related to the Ship turret parameters panel.
Starpoint Gemini Warlords - danijel


Greetings captains,

Two years ago, to date, we released the Origins DLC for Starpoint Gemini 2, a completely free-of-any-cost port of the storyline from the original Starpoint Gemini into the Starpoint Gemini 2 engine and game. Visit the Gemini star system as it was, before the wormhole to Earth was reopened and the Empire pushed through into Gemini. This is just a friendly reminder that you can grab the free DLC right here:

http://store.steampowered.com/app/371060/Starpoint_Gemini_2_Origins/

And if you like Starpoint Gemini 2, I invite you to check out Starpoint Gemini Warlords, that was built upon the countless suggestions and requests made by the community during and after the Early Access period of Starpoint Gemini 2. Warlords takes a large chunk of the SG2 gameplay and adds a whole new 4X layer on top of it to create a truly unique combination of 3rd person capital spaceship combat with 4X and RPG gameplay elements. User reviews put the game at a nifty 80% positive and here's what some journalists had to say about it:

"A near-flawless experience, Starpoint Gemini Warlords is the perfect combination between RPG, RTS, Economic and Space Simulation."
9.5 - TICGN

“Greater than the sum of its parts and makes for a very compelling and immersive experience when everything is said and done.”
85 – GeekSnack

http://store.steampowered.com/app/419480/Starpoint_Gemini_Warlords/
Starpoint Gemini Warlords - danijel


Greetings captains,

Two years ago, to date, we released the Origins DLC for Starpoint Gemini 2, a completely free-of-any-cost port of the storyline from the original Starpoint Gemini into the Starpoint Gemini 2 engine and game. Visit the Gemini star system as it was, before the wormhole to Earth was reopened and the Empire pushed through into Gemini. This is just a friendly reminder that you can grab the free DLC right here:

http://store.steampowered.com/app/371060/Starpoint_Gemini_2_Origins/

And if you like Starpoint Gemini 2, I invite you to check out Starpoint Gemini Warlords, that was built upon the countless suggestions and requests made by the community during and after the Early Access period of Starpoint Gemini 2. Warlords takes a large chunk of the SG2 gameplay and adds a whole new 4X layer on top of it to create a truly unique combination of 3rd person capital spaceship combat with 4X and RPG gameplay elements. User reviews put the game at a nifty 80% positive and here's what some journalists had to say about it:

"A near-flawless experience, Starpoint Gemini Warlords is the perfect combination between RPG, RTS, Economic and Space Simulation."
9.5 - TICGN

“Greater than the sum of its parts and makes for a very compelling and immersive experience when everything is said and done.”
85 – GeekSnack

http://store.steampowered.com/app/419480/Starpoint_Gemini_Warlords/
Starpoint Gemini Warlords - danijel


Greetings captains,

We've mentioned that this update is coming the last time around. The update, along with the standard fixes and tweaks also improves the game's modding capabilities. You'll notice some improvements to the Material Editor.

One other thing that you'll be able to notice is a new Incompatible.txt file in the Mods folder of the game. Whatever mod is noted in this file will be ignored by the game even if it is set to active. There were a number of mod-related issues reported and although we can, and in some cases do, flag a mod as incompatible on the Steam Workshop, this doesn't cover everything. We will regularly update this file to add or remove mods as necessary. The goal is to ensure maximum stability of the game. If you're a mod author and your mod is affected by this, please contact us on modding@starpointgemini.com and we can continue from there.

Further improvements to the modding tools are being worked on as well, but I'll have more on that later.

Safe travels captains!

GAME CHANGE-LOG
  • While a T-Gate repair civilian task is being conducted, you're no longer presented with a weird out-of-place text saying Insufficient resources.
  • Changed bonus descriptions for Industrial stations.
  • Changed the bonus description of Edea Facility.
  • Added a Fighter wing indicator on the right of the screen.
    • A small icon appears to the right while fighters are on a mission
    • Fighter status is also represented by this icon(s).
  • Fixed an error that would make it impossible to initiate a T-Gate repair task in some cases.
  • Fixed a couple of minor errors related to landmark structure hints and descriptions.
  • After loading a game, your waypoint will be properly marked in the viewport.
  • Improved the info you get when scanning a ship (more info is displayed).
  • It is no longer possible to use the Starchart via shortcuts while a dialogue panel is open.
  • Changed storyline level requirements.
  • Fixed a number of typos in the English text files. Another thanks goes to Misunderstood Wookie!
  • When editing a text (naming your captain for example), press + hold of the backspace now works as it does in any other Windows program.
  • Done a number of tweaks and improvements on various game panels.
  • Systems and Equipment tabs are moved from the Drydock to the Trader window.
  • Added a number of hints on various panels.

MATERIAL EDITOR CHANGE-LOG
  • Errors are now displayed in the main editor viewport. At the bottom.
  • Turrets show is now set to true by default when accessing the Ship editor.
  • When opening a ship file, you're no longer presented with the Exemplar turret setup by default.
  • Fixed a number of input related errors that manifested in the editor remembering keys that were pressed before a control was in focus.
  • Added buttons to make it easier to add and/or remove elements from various editor lists (turrets, particles, meshes...)
  • Tweaked light movement so it is linked to camera distance to object in the editor. Just a tiny quality of life improvement.
  • Editor input now accepts numpad keys.
  • The Editor no longer accepts mouse / keyboard input while it is not in focus.
  • Newly added beams and particles are initiated with some base parameters so they're easily visible from the get-go.
  • Fixed an error related to Particle force. When there were more than one, changing one Particle force no longer affects the other(s).
  • When switching back from the Model properties window to the Assembly window, the mesh you've edited is automatically selected.
  • Added a small hint window to display basic Editor controls.
  • Did a few visual tweaks to make parameters more readable.
  • Double-clicking on an element in the Assembly list now automatically opens up the correct panel (Model Properties for meshes, Particle parameters for particles...)
Starpoint Gemini Warlords - danijel


Greetings captains,

We've mentioned that this update is coming the last time around. The update, along with the standard fixes and tweaks also improves the game's modding capabilities. You'll notice some improvements to the Material Editor.

One other thing that you'll be able to notice is a new Incompatible.txt file in the Mods folder of the game. Whatever mod is noted in this file will be ignored by the game even if it is set to active. There were a number of mod-related issues reported and although we can, and in some cases do, flag a mod as incompatible on the Steam Workshop, this doesn't cover everything. We will regularly update this file to add or remove mods as necessary. The goal is to ensure maximum stability of the game. If you're a mod author and your mod is affected by this, please contact us on modding@starpointgemini.com and we can continue from there.

Further improvements to the modding tools are being worked on as well, but I'll have more on that later.

Safe travels captains!

GAME CHANGE-LOG
  • While a T-Gate repair civilian task is being conducted, you're no longer presented with a weird out-of-place text saying Insufficient resources.
  • Changed bonus descriptions for Industrial stations.
  • Changed the bonus description of Edea Facility.
  • Added a Fighter wing indicator on the right of the screen.
    • A small icon appears to the right while fighters are on a mission
    • Fighter status is also represented by this icon(s).
  • Fixed an error that would make it impossible to initiate a T-Gate repair task in some cases.
  • Fixed a couple of minor errors related to landmark structure hints and descriptions.
  • After loading a game, your waypoint will be properly marked in the viewport.
  • Improved the info you get when scanning a ship (more info is displayed).
  • It is no longer possible to use the Starchart via shortcuts while a dialogue panel is open.
  • Changed storyline level requirements.
  • Fixed a number of typos in the English text files. Another thanks goes to Misunderstood Wookie!
  • When editing a text (naming your captain for example), press + hold of the backspace now works as it does in any other Windows program.
  • Done a number of tweaks and improvements on various game panels.
  • Systems and Equipment tabs are moved from the Drydock to the Trader window.
  • Added a number of hints on various panels.

MATERIAL EDITOR CHANGE-LOG
  • Errors are now displayed in the main editor viewport. At the bottom.
  • Turrets show is now set to true by default when accessing the Ship editor.
  • When opening a ship file, you're no longer presented with the Exemplar turret setup by default.
  • Fixed a number of input related errors that manifested in the editor remembering keys that were pressed before a control was in focus.
  • Added buttons to make it easier to add and/or remove elements from various editor lists (turrets, particles, meshes...)
  • Tweaked light movement so it is linked to camera distance to object in the editor. Just a tiny quality of life improvement.
  • Editor input now accepts numpad keys.
  • The Editor no longer accepts mouse / keyboard input while it is not in focus.
  • Newly added beams and particles are initiated with some base parameters so they're easily visible from the get-go.
  • Fixed an error related to Particle force. When there were more than one, changing one Particle force no longer affects the other(s).
  • When switching back from the Model properties window to the Assembly window, the mesh you've edited is automatically selected.
  • Added a small hint window to display basic Editor controls.
  • Did a few visual tweaks to make parameters more readable.
  • Double-clicking on an element in the Assembly list now automatically opens up the correct panel (Model Properties for meshes, Particle parameters for particles...)
Starpoint Gemini Warlords - danijel
Greetings captains,

Time for another update. We've continued doing fixes and tweaks, but we're also ramping up for our next update, planned for Friday which is aimed at improving modding support in general.

I won't choke you to death with pointless rambling, so here's the change-log.

CHANGE-LOG
  • Fixed an issue where several ships would be colorized wrongly and they would follow you around.
  • Ben'Sara is now level 8 on mission 04, instead of 12.
  • After scanning a wormhole, a nice little message will appear to let you know what you've done.
  • Planetary assault tweaked.
    • Difficulty now works as intended.
    • Planetary assaults on Extreme difficulty are now much harder.
  • Added info on what an AI ship is doing on the target lock.
  • Ship familiarity prerequisite ranks are now leveled with the Ship class requirements.
  • Added hints to the Quick info panel.
  • Added ship name to the Quick info panel.
  • Added the Marked icon on the target lock.
  • Shuffled several Ship panels around and grouped them together
    • The new Inventory button now groups Ship systems, Items and Commodities "sub-panels".
  • Fixed a couple of minor glitches related to the structure tier markers on the Starchart.
  • The Cloak skill now displays the damage parameter.
  • Maneuverability-related bonuses now work as intended.
  • Fixed several instances where the wrong portrait and name was being displayed instead of the player's.
  • Added several distinct HUD icons for battles depending on what type of battle it is (fleet, garrison, station, planetary assault).
  • Fixed a couple of glitches related to objects being marked in the viewport, but not on the radar.
  • You should no longer be able to hear a looping voice line in the Timed delivery freelance job.
  • Fixed an error where retreating a fleet from a battle worked wonky. Basically a fleet wanted to retreat to the nearest guardpost... even if it was the guardpost currently under attack.
  • Tweaked the Equipment panel to make it more readable and user-friendly.
  • Tweaked a bunch of different game panels (alignment, colorizing...).
  • Fixed an error related to scuttling a fleet and pressing the Esc button that would manifest as a weird overlay across the screen.
  • Fixed a couple of glitches related to the Distress call encounter quest that could go all nuts if you started boarding encounter ships.
  • Fixed a number of smaller glitches and script errors
Starpoint Gemini Warlords - danijel
Greetings captains,

Time for another update. We've continued doing fixes and tweaks, but we're also ramping up for our next update, planned for Friday which is aimed at improving modding support in general.

I won't choke you to death with pointless rambling, so here's the change-log.

CHANGE-LOG
  • Fixed an issue where several ships would be colorized wrongly and they would follow you around.
  • Ben'Sara is now level 8 on mission 04, instead of 12.
  • After scanning a wormhole, a nice little message will appear to let you know what you've done.
  • Planetary assault tweaked.
    • Difficulty now works as intended.
    • Planetary assaults on Extreme difficulty are now much harder.
  • Added info on what an AI ship is doing on the target lock.
  • Ship familiarity prerequisite ranks are now leveled with the Ship class requirements.
  • Added hints to the Quick info panel.
  • Added ship name to the Quick info panel.
  • Added the Marked icon on the target lock.
  • Shuffled several Ship panels around and grouped them together
    • The new Inventory button now groups Ship systems, Items and Commodities "sub-panels".
  • Fixed a couple of minor glitches related to the structure tier markers on the Starchart.
  • The Cloak skill now displays the damage parameter.
  • Maneuverability-related bonuses now work as intended.
  • Fixed several instances where the wrong portrait and name was being displayed instead of the player's.
  • Added several distinct HUD icons for battles depending on what type of battle it is (fleet, garrison, station, planetary assault).
  • Fixed a couple of glitches related to objects being marked in the viewport, but not on the radar.
  • You should no longer be able to hear a looping voice line in the Timed delivery freelance job.
  • Fixed an error where retreating a fleet from a battle worked wonky. Basically a fleet wanted to retreat to the nearest guardpost... even if it was the guardpost currently under attack.
  • Tweaked the Equipment panel to make it more readable and user-friendly.
  • Tweaked a bunch of different game panels (alignment, colorizing...).
  • Fixed an error related to scuttling a fleet and pressing the Esc button that would manifest as a weird overlay across the screen.
  • Fixed a couple of glitches related to the Distress call encounter quest that could go all nuts if you started boarding encounter ships.
  • Fixed a number of smaller glitches and script errors
Starpoint Gemini Warlords - danijel


Greetings captains,

After a couple of small quickfixes, it's time for a proper update, bringing the version up to v1.030. A large chunk of the work for this updated was focused on prevention, either through scripts or through code. By prevention we mean that we've done additional checks and rearranged some scripts to prevent errors and glitches from occurring. I won't go into much detail here. Suffice it to say, you'll have a smoother experience :).

Let's talk about what's around the corner...
The first bit comes next week, planned for Friday, June 9th. A large chunk of this update is focused on better modding support like an improved Material Editor, additional and/or improved modding tutorials, support for game world total conversion (without meddling in the vanilla world) and so on.

Afterwards, you can expect a nice big free content update, that's coming in the next 2-3 weeks. This means bounties and the whole bounty-hunting mechanic. We'll have more details for you on this at a later date, but we just wanted you to know that we're working on more than just fixes and tweaks.

Safe travels, captains!

CHANGE-LOG v1.030
  • Done some changes to the text files and how some text lines are fetched
    • faction descriptions switched from descriptions.txt to logs.txt to remove duplicates
    • ship descriptions switched from descriptions.txt to logs.txt to remove duplicates
    • ship description KN is now referenced in the .shp file (until now the description was referenced automatically by the ship's keyname)
    • if no ship description is available (description set to the default 1005 value, default text is shown (No data available)
  • Done some changes to the Geminipedia scripts
    • to display a Geminipedia entry for a ship, the ship has to be manually added to the AddEntry script. This is to prevent errors from being logged needlessly.
    • to display an Anomaly entry, the anomaly has to be manually added to the AddEntryscript.
    • to display an Asteroid field entry, the asteroid field has to be manually added to the AddEntry script.
    • to display a faction entry, the faction has to be manually added to the AddEntry script.
    • to display a planet entry, the planet has to be manually added to the AddEntry script.
    • to display a region entry, the region has to be manually added to the AddEntry script.
  • Optimized script loading to increase performance, but also prevent potential bugs.
  • Added a new option in the settings
    • Skip dock - set to true to never ever again see a docking or landing cutscene.
  • Fixed a glitch where the wrong reason for being unable to board structures was being displayed.
  • The final waypoint in a waypoint chain (starchart) is now properly updated if the target changes its position (merging with a fleet in motion)
  • Fixed a text formatting error that would add a colon where it shouldn't (-,400).
  • Fixed several errors in the Customization panel when using the controller.
  • If you have the UI disabled (F11), the game can no longer freeze up when a dialogue pops up. The interface is automatically reinitialized.
  • Being hit with a heavy weapon no longer deactivates cloak.
  • You're no longer stalked by an anomaly while docked if there was an anomaly near you when you initiated docking.
  • New game files from mods are now properly loaded and shown.
  • The loot panel now uses the proper icon size.
  • Adhara, Apollo and Poseidon are now available for purchase on the New Sagittarius station, near planet Hogosha.
  • Fixed a glitch with several menu bottons having their icons colorized with the wrong tint.
  • Fixed an error that would make the Proxima fall into enemy hands.
  • Giving the GoTo command on the un-paused Starchart, in some instances meant the auto-pilot won't properly set power distribution to the engines. Now it does.
  • Rebuilding warmasters no longer costs Materials, but the Credits cost was increased!
  • Proxima is now calculated into the battle power only after it arrives.
  • In some cases, trading in a captured ship for materials, yielded no materials. This can no longer happen.
  • The Convoy defense mission can no longer break down if the last ship is captured.
  • Added fullscreen support for the custom movie panel on 4K resolution.
  • In theory, your ship's name could be too long. This is no limited during naming.
  • Corrected a number of text errors in both the English and the German versions.
Starpoint Gemini Warlords - danijel


Greetings captains,

After a couple of small quickfixes, it's time for a proper update, bringing the version up to v1.030. A large chunk of the work for this updated was focused on prevention, either through scripts or through code. By prevention we mean that we've done additional checks and rearranged some scripts to prevent errors and glitches from occurring. I won't go into much detail here. Suffice it to say, you'll have a smoother experience :).

Let's talk about what's around the corner...
The first bit comes next week, planned for Friday, June 9th. A large chunk of this update is focused on better modding support like an improved Material Editor, additional and/or improved modding tutorials, support for game world total conversion (without meddling in the vanilla world) and so on.

Afterwards, you can expect a nice big free content update, that's coming in the next 2-3 weeks. This means bounties and the whole bounty-hunting mechanic. We'll have more details for you on this at a later date, but we just wanted you to know that we're working on more than just fixes and tweaks.

Safe travels, captains!

CHANGE-LOG v1.030
  • Done some changes to the text files and how some text lines are fetched
    • faction descriptions switched from descriptions.txt to logs.txt to remove duplicates
    • ship descriptions switched from descriptions.txt to logs.txt to remove duplicates
    • ship description KN is now referenced in the .shp file (until now the description was referenced automatically by the ship's keyname)
    • if no ship description is available (description set to the default 1005 value, default text is shown (No data available)
  • Done some changes to the Geminipedia scripts
    • to display a Geminipedia entry for a ship, the ship has to be manually added to the AddEntry script. This is to prevent errors from being logged needlessly.
    • to display an Anomaly entry, the anomaly has to be manually added to the AddEntryscript.
    • to display an Asteroid field entry, the asteroid field has to be manually added to the AddEntry script.
    • to display a faction entry, the faction has to be manually added to the AddEntry script.
    • to display a planet entry, the planet has to be manually added to the AddEntry script.
    • to display a region entry, the region has to be manually added to the AddEntry script.
  • Optimized script loading to increase performance, but also prevent potential bugs.
  • Added a new option in the settings
    • Skip dock - set to true to never ever again see a docking or landing cutscene.
  • Fixed a glitch where the wrong reason for being unable to board structures was being displayed.
  • The final waypoint in a waypoint chain (starchart) is now properly updated if the target changes its position (merging with a fleet in motion)
  • Fixed a text formatting error that would add a colon where it shouldn't (-,400).
  • Fixed several errors in the Customization panel when using the controller.
  • If you have the UI disabled (F11), the game can no longer freeze up when a dialogue pops up. The interface is automatically reinitialized.
  • Being hit with a heavy weapon no longer deactivates cloak.
  • You're no longer stalked by an anomaly while docked if there was an anomaly near you when you initiated docking.
  • New game files from mods are now properly loaded and shown.
  • The loot panel now uses the proper icon size.
  • Adhara, Apollo and Poseidon are now available for purchase on the New Sagittarius station, near planet Hogosha.
  • Fixed a glitch with several menu bottons having their icons colorized with the wrong tint.
  • Fixed an error that would make the Proxima fall into enemy hands.
  • Giving the GoTo command on the un-paused Starchart, in some instances meant the auto-pilot won't properly set power distribution to the engines. Now it does.
  • Rebuilding warmasters no longer costs Materials, but the Credits cost was increased!
  • Proxima is now calculated into the battle power only after it arrives.
  • In some cases, trading in a captured ship for materials, yielded no materials. This can no longer happen.
  • The Convoy defense mission can no longer break down if the last ship is captured.
  • Added fullscreen support for the custom movie panel on 4K resolution.
  • In theory, your ship's name could be too long. This is no limited during naming.
  • Corrected a number of text errors in both the English and the German versions.
...