The Alliances update is now officially live! We've worked hard on this update and we hope you'll enjoy it.
Warning: Backup your savegame!
We have had several incidents reported where the update may have broken savegames. It is strongly recommended to make a backup of your current saves.
Please report these incidents in the forums and supply your old galaxy so we can see what's going wrong.
Alliances and Co-op Flying
Gather your friends to form an alliance and discover the galaxy together as your own faction sharing ships, resources and map knowledge!
Fly ships together in co-op mode: Have one friend be the pilot, another one be the gunner and a third one responsible for energy systems and fighter squadrons!
Steam Workshop Support
Download ships from the Steam Workshop and upload your own creations so everybody can use them!
Improved Building Mode
With the new building improvements you can now hide blocks, scale ships or mirror across several different axes.
Out Of Sector Simulation And More
Alliances are not the only new feature that is now available in the Alliances Update:
Full out-of-sector simulation of stations and ships
Pilot ships with your friends
Upload your latest creations to the Steam Workshop
Subscribe to hundreds of Workshop ships built by the community
Improved building mode: scaling, block transparency and multi-mirroring
The Alliances update is now officially live! We've worked hard on this update and we hope you'll enjoy it.
Warning: Backup your savegame!
We have had several incidents reported where the update may have broken savegames. It is strongly recommended to make a backup of your current saves.
Please report these incidents in the forums and supply your old galaxy so we can see what's going wrong.
Alliances and Co-op Flying
Gather your friends to form an alliance and discover the galaxy together as your own faction sharing ships, resources and map knowledge!
Fly ships together in co-op mode: Have one friend be the pilot, another one be the gunner and a third one responsible for energy systems and fighter squadrons!
Steam Workshop Support
Download ships from the Steam Workshop and upload your own creations so everybody can use them!
Improved Building Mode
With the new building improvements you can now hide blocks, scale ships or mirror across several different axes.
Out Of Sector Simulation And More
Alliances are not the only new feature that is now available in the Alliances Update:
Full out-of-sector simulation of stations and ships
Pilot ships with your friends
Upload your latest creations to the Steam Workshop
Subscribe to hundreds of Workshop ships built by the community
Improved building mode: scaling, block transparency and multi-mirroring
These are the patch notes for the upcoming update! We'll set the update live during the next 24 hours.
We've had a nice long testing period on the beta branch and we feel that the update is now stable enough to be released on the default branch.
Should you run into any problems loading your old saves, please tell us immediately so we can fix it! We recommend making a backup of your saves though, just in case.
We're also going to go back to smaller updates. We've released this update as a huge chunk of work and we're really happy about it, because we feel like these new contents worked well together. But we feel like releasing smaller updates in quicker succession is the better way to go. Large updates are hard to predict, which is already hard in software development, and we failed at making a clear timeline for this update. The size of this update was an experiment and we've come to realize that we and the community both prefer smaller and more regular updates.
We will be posting a roadmap of what's planned for the future soon.
Alliances
Players can now found alliances
Invite other players to join your alliance
Alliances work like their own factions: They have money, resources and an inventory
Players can be assigned ranks, defining permissions in the alliance
All alliance members are visible to all other alliance members on the map
Alliance members share all information on the galaxy map
While flying an alliance ship, all actions represent the player's alliance
Co-Op Flying
Alliance ships can now be flown by multiple players
Added Seat Management for crafts to allow players to manage different tasks (steering, firing, etc.)
Out-of-sector simulation
"We'll be adding some more means for better control of which sectors will actually get updated on multiplayer servers. For now, sectors with lots of stuff will have a higher priority."
Sectors with player and alliance content are updated while the player is not inside the sector
Default amount of updated sectors per player on multiplayer is 6 (the sector the player is in, plus 5)
This value can be configured in the server.ini settings and will be a lot higher for singleplayer
If a player has property in more than 6 sectors, this happens:
Each sector will have a priority score
The 5 sectors with the highest scores will be updated
The score in the sectors is 3 for each player station, plus 1 for each player ship
Steam Workshop
Steam Workshop integration for ship and station models is complete
Saved ship plans can now be uploaded to the Steam Workshop
Subscribe to ship plans on the Steam Workshop
Gameplay
Added a new flight recorder block
Flight recorders will mark the death location of the ship on the map
Flight recorders will only work if they're *still on the ship* when the ship is destroyed
Trading posts always have dedicated cargo storage
Added licenses for stolen, dangerous and illegal cargo transportation
Added multiple mirror planes in building mode
Removed randomized building mode
Implemented whole ship modification
Scaling entire ships
Upgrading the material of entire ships
Rotating entire ships
Added selective block modification
All but one material or block type are faded out
Added a search field on the galaxy map
Turret factories sell a random, more expensive selection of the goods they require for building turrets
New Turret: Pulse Cannon
Pulse Cannons shoot ionized projectiles that have a very high chance of penetrating shields
Added respawning of resource-asteroids in sectors with large asteroid fields (will only be in effect for new sectors)
Removed collaboration component since Alliances replace this functionality
Added experimental backwards compatibility for saves created in the beta branch
A backup of the sector file will be created before converting, so no data will be lost if the conversion fails
Please report conversion errors in the forum or via the bugtracker so we can fix them!
Independent turrets now get their targets assigned by the server and no longer search them on the client
Mining and Salvaging AI commands now no longer continue when there was a player entering the ship
Balancing
"We're currently working on making shields less powerful, and one of the means to do that will be adding more weapons that are strong against shields, such as pulse cannons. But we also felt that plasma cannons didn't have the impact on shields that they were supposed to have, so we upped their damage to shields."
Doubled shield damage of plasma guns
Client
Reduced darkness of window shadows
Added a setting for limiting FPS
Improved rendering performance in sectors with lots of wreckages
UI
Improved performance of inventory grid displayers
Added filtering for inventory grid displayers
Added favoriting of inventory items with right mouse
Added marking of inventory items as trash with right mouse
Tooltips are only drawn when mouse is not obstructed by other windows
Improved borders of inventory items
Added loading screen tips for various new features
Added a button to sell all trash immediately
Added chat message channels for sector, group, everybody (default) and alliance
Added display of relative or total costs to saved ships window
Improved handling of multiline text boxes
Added a key for toggling strategy mode (default: F9)
Added an option to disable toggling of strategy mode by zooming
Added various tips about new or old features to the loading screen help
Gate connections now have a different color than wormholes on the map
Added a message when changing control scheme
Improved german translation
Added a textbox to quickly transfer lots of cargo and crew
Trading routes tab is disabled when trading module doesn't support it
Added a Beta Branch notification when starting the game
Server
"Most important changes here: Better performance on the server (memory and runtime) and improved savegame security."
Crafts that were destroyed through database corruptions can be restored
Players can be moved to other sectors, including ships (just rename the files if the names clash)
Player & Alliance files are saved redundantly to avoid loss of data on file corruptions
Improved performance when players log in
Improved overall networking performance
Improved overall memory performance using lazy initialization of collision data
Improved performance of traders in sectors without players
Added detailed output about script memory usage to /status command
Sector content is now compressed before being sent, reducing traffic when changing sectors by 70%
Server files are now compressed
Implemented whitelisting of steam groups
There's a separate file group-whitelist.txt in the server folder where you can add 64bit steam group ids that should be whitelisted
Improved traffic for normal sectors with players
Improved performance for sectors without players
Added more tracing and logging to server startup sequence
Added a time counter for online time of server
Fixed a major performance issue for armed ships near the barrier and the center of the galaxy
Large AI ships in the center of the galaxy no longer spawn with 50+ turrets
These ships now have less turrets but the turrets deal more damage so the lesser turrets are compensated
Scripting API
Entity IDs are now 128bit UUIDs
Script memory footprint reduced
Scripts that are attached to the same object are loaded into the same lua VM, if possible, to reduce redundant data
Added namespaces so scripts can be distinguished from each other and to avoid name collisions and functions getting overridden
Scripts that have DIFFERENT namespaces will be loaded into the SAME lua VM, since name collisions aren't expected to happen
Scripts that share the SAME namespace will be loaded into DIFFERENT lua VMs
Scripts that have a namespace must have a comment '-- namespace NAMESPACE' where NAMESPACE is the script's namespace
Scripts that have a namespace must have a namespace table with the same name as stated in the namespace comment
Scripts that have a namespace comment must prefix all non-local functions and variables with their Namespace table (see scripts for more details on this)
Scripts that have no namespace comment statement will always be loaded into different VMs (which is exactly the old model)
It is STRONGLY recommended to modders that they rework their scripts to use namespaces to save memory performance!
Lua VMs aren't set to invalid after a normal error, but still on fatal errors (exceptions)
[Documentation] Fixed methods of inherited script classes not showing up in completion docs
[Documentation] Fixed broken base classes when base gets a [client] or [server] extension
CheckBox can be enabled and disabled
CheckBox can be configured to have its box on the left or right side
TextBox can have a background text
Added a VanillaInventoryItem item that can be used for scripting inventory items
Fixed an issue with infinite recursion in printTable()
Added a PlanSelectionItem item that can be used in selection grids to display BlockPlans
Added functions to access all plans that are saved locally or downloaded via the Steam Workshop
Added Timer and Profiler classes
Implemented API for async script calls [while theoretically functional, still highly experimental]
Added a new "onPlanModifiedByBuilding" callback for when the Plan component is modified through building
Added a Physics component for manipulating physics of an entity
Added a property to Entity that allows setting a damage multiplier for that specific entity
Misc
Several small performance improvements all over the place
Improved logging
Reduced size of ship .xml files
Player is placed in last craft used upon login
Broken scripts are removed from scriptable objects on when loaded from database
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks everybody for helping with the game!"
[UBR] Fixed extreme loading times due to too many inventory items
[UBR] Fixed a crash that occurred often during instanced rendering (asteroids and such)
[UBR] Fixed overflow of resources and money
Resources and money are now 64bit integers, meaning they can go up to 9.223.372.036.854.775.808
Overflowing is no longer possible
Fixed player being placed in his drone on use of /teleport command
[UBR] Fixed space bar not working sometimes in loading screen
[UBR] Fixed a hang when holo blocks decay due to missing repair crew
Fixed a (rare) player duplication issue
Fixed a crash when destroying/deleting a station
Fixed a crash when loading corrupt scripting values file
Fixed trading posts not having any cargo storage
Fixed a crash when loading an object with a script where the script file disappeared
[UBR] Fixed smuggler's market not working when too many stolen goods are on the ship
[UBR] Fixed a crash in patrol AI
[UBR] Fixed a crash in loading screen
[UBR] Fixed a crash when exiting the game while in strategy mode
[UBR] Fixed a crash when loading templates.xml
Fixed ships by faction on map not being saved/loaded correctly
[UBR] Fixed quick menu buttons being clickable through the building inventory
[UBR] Fixed keyboard and mouse up events not being registered in loading screens
[UBR] StructuralIntegrity effect is now always visible on the correct ship
Fixed translation of EnergyConsumer names
Fixed mining systems always showing asteroids for all players in a sector
[UBR] Fixed a crash in energy tab when resolution is too low
[UBR] Fixed auto pay crew not working in creative mode
Fixed an issue where repair docks would require negative payments by players
[UBR] Fixed roll being displayed as bad even when it's not when using gyros
[UBR] Fixed asteroids in the outer regions being sold for 0 credits
[UBR] Fixed normal cargo getting sold at smuggler's market instead of stolen cargo
Fixed several money scaling issues, money of stations and transactions scales correctly now with distance to the center
[UBR] Fixed a crash when discarding broken blocks and the repair brush is open
[UBR] Fixed an issue where the repair brush's diff'd blocks wouldn't disappear
[UBR] Fixed tooltip and default values of hyperspace upgrades
[UBR] Fixed a crash when loading corrupted groups file
[UBR] Fixed default server port not being able to be set via settings.ini
[UBR] Fixed a crash in AI orders script when assigning guard order
[UBR] Fixed trading overview not showing factory items
[UBR] Fixed trading overview tooltips
[UBR] Fixed an error in trading overview when max stock of a station's good is 0
[UBR] Fixed several divisions by zero crashing trading upgrade
[UBR] Fixed trading post not refreshing its UI
[UBR] Fixed a crash in building mode related to deletion of all blocks
[UBR] Fixed independent turrets having different targets on client and server
[UBR] Fixed independent turrets sometimes not shooting on the client
[UBR] Fixed brake thrust of ships being 0 in stats overview in shipyard
[UBR] Fixed salvaging or mining AI commands not stopping when there is no longer a captain
Fixed a huge server performance issue when undoing a ship transformation to a large ship in the building mode
Eliminate pirate mission terminates itself when there is no location (which happens mostly after server crashes)
Fixed speed particles being visible in strategy mode
[UBR] Fixed stations and asteroids getting stuck within each other forever and impairing performance
[UBR] Fixed an issue in faction database when starting the game in a directory linked via symbolic links
[UBR] Fixed faction war side decision triggering incorrectly when repairing ships of one side
[UBR] Fixed wrong tooltip description for repair beams
[UBR] Fixed incorrect spelling of zinc
[UBR] Fixed a crash in diplomacy tab when sorting or filtering
[UBR] Fixed a few issues with tutorial when creative mode is active
These are the patch notes for the upcoming update! We'll set the update live during the next 24 hours.
We've had a nice long testing period on the beta branch and we feel that the update is now stable enough to be released on the default branch.
Should you run into any problems loading your old saves, please tell us immediately so we can fix it! We recommend making a backup of your saves though, just in case.
We're also going to go back to smaller updates. We've released this update as a huge chunk of work and we're really happy about it, because we feel like these new contents worked well together. But we feel like releasing smaller updates in quicker succession is the better way to go. Large updates are hard to predict, which is already hard in software development, and we failed at making a clear timeline for this update. The size of this update was an experiment and we've come to realize that we and the community both prefer smaller and more regular updates.
We will be posting a roadmap of what's planned for the future soon.
Alliances
Players can now found alliances
Invite other players to join your alliance
Alliances work like their own factions: They have money, resources and an inventory
Players can be assigned ranks, defining permissions in the alliance
All alliance members are visible to all other alliance members on the map
Alliance members share all information on the galaxy map
While flying an alliance ship, all actions represent the player's alliance
Co-Op Flying
Alliance ships can now be flown by multiple players
Added Seat Management for crafts to allow players to manage different tasks (steering, firing, etc.)
Out-of-sector simulation
"We'll be adding some more means for better control of which sectors will actually get updated on multiplayer servers. For now, sectors with lots of stuff will have a higher priority."
Sectors with player and alliance content are updated while the player is not inside the sector
Default amount of updated sectors per player on multiplayer is 6 (the sector the player is in, plus 5)
This value can be configured in the server.ini settings and will be a lot higher for singleplayer
If a player has property in more than 6 sectors, this happens:
Each sector will have a priority score
The 5 sectors with the highest scores will be updated
The score in the sectors is 3 for each player station, plus 1 for each player ship
Steam Workshop
Steam Workshop integration for ship and station models is complete
Saved ship plans can now be uploaded to the Steam Workshop
Subscribe to ship plans on the Steam Workshop
Gameplay
Added a new flight recorder block
Flight recorders will mark the death location of the ship on the map
Flight recorders will only work if they're *still on the ship* when the ship is destroyed
Trading posts always have dedicated cargo storage
Added licenses for stolen, dangerous and illegal cargo transportation
Added multiple mirror planes in building mode
Removed randomized building mode
Implemented whole ship modification
Scaling entire ships
Upgrading the material of entire ships
Rotating entire ships
Added selective block modification
All but one material or block type are faded out
Added a search field on the galaxy map
Turret factories sell a random, more expensive selection of the goods they require for building turrets
New Turret: Pulse Cannon
Pulse Cannons shoot ionized projectiles that have a very high chance of penetrating shields
Added respawning of resource-asteroids in sectors with large asteroid fields (will only be in effect for new sectors)
Removed collaboration component since Alliances replace this functionality
Added experimental backwards compatibility for saves created in the beta branch
A backup of the sector file will be created before converting, so no data will be lost if the conversion fails
Please report conversion errors in the forum or via the bugtracker so we can fix them!
Independent turrets now get their targets assigned by the server and no longer search them on the client
Mining and Salvaging AI commands now no longer continue when there was a player entering the ship
Balancing
"We're currently working on making shields less powerful, and one of the means to do that will be adding more weapons that are strong against shields, such as pulse cannons. But we also felt that plasma cannons didn't have the impact on shields that they were supposed to have, so we upped their damage to shields."
Doubled shield damage of plasma guns
Client
Reduced darkness of window shadows
Added a setting for limiting FPS
Improved rendering performance in sectors with lots of wreckages
UI
Improved performance of inventory grid displayers
Added filtering for inventory grid displayers
Added favoriting of inventory items with right mouse
Added marking of inventory items as trash with right mouse
Tooltips are only drawn when mouse is not obstructed by other windows
Improved borders of inventory items
Added loading screen tips for various new features
Added a button to sell all trash immediately
Added chat message channels for sector, group, everybody (default) and alliance
Added display of relative or total costs to saved ships window
Improved handling of multiline text boxes
Added a key for toggling strategy mode (default: F9)
Added an option to disable toggling of strategy mode by zooming
Added various tips about new or old features to the loading screen help
Gate connections now have a different color than wormholes on the map
Added a message when changing control scheme
Improved german translation
Added a textbox to quickly transfer lots of cargo and crew
Trading routes tab is disabled when trading module doesn't support it
Added a Beta Branch notification when starting the game
Server
"Most important changes here: Better performance on the server (memory and runtime) and improved savegame security."
Crafts that were destroyed through database corruptions can be restored
Players can be moved to other sectors, including ships (just rename the files if the names clash)
Player & Alliance files are saved redundantly to avoid loss of data on file corruptions
Improved performance when players log in
Improved overall networking performance
Improved overall memory performance using lazy initialization of collision data
Improved performance of traders in sectors without players
Added detailed output about script memory usage to /status command
Sector content is now compressed before being sent, reducing traffic when changing sectors by 70%
Server files are now compressed
Implemented whitelisting of steam groups
There's a separate file group-whitelist.txt in the server folder where you can add 64bit steam group ids that should be whitelisted
Improved traffic for normal sectors with players
Improved performance for sectors without players
Added more tracing and logging to server startup sequence
Added a time counter for online time of server
Fixed a major performance issue for armed ships near the barrier and the center of the galaxy
Large AI ships in the center of the galaxy no longer spawn with 50+ turrets
These ships now have less turrets but the turrets deal more damage so the lesser turrets are compensated
Scripting API
Entity IDs are now 128bit UUIDs
Script memory footprint reduced
Scripts that are attached to the same object are loaded into the same lua VM, if possible, to reduce redundant data
Added namespaces so scripts can be distinguished from each other and to avoid name collisions and functions getting overridden
Scripts that have DIFFERENT namespaces will be loaded into the SAME lua VM, since name collisions aren't expected to happen
Scripts that share the SAME namespace will be loaded into DIFFERENT lua VMs
Scripts that have a namespace must have a comment '-- namespace NAMESPACE' where NAMESPACE is the script's namespace
Scripts that have a namespace must have a namespace table with the same name as stated in the namespace comment
Scripts that have a namespace comment must prefix all non-local functions and variables with their Namespace table (see scripts for more details on this)
Scripts that have no namespace comment statement will always be loaded into different VMs (which is exactly the old model)
It is STRONGLY recommended to modders that they rework their scripts to use namespaces to save memory performance!
Lua VMs aren't set to invalid after a normal error, but still on fatal errors (exceptions)
[Documentation] Fixed methods of inherited script classes not showing up in completion docs
[Documentation] Fixed broken base classes when base gets a [client] or [server] extension
CheckBox can be enabled and disabled
CheckBox can be configured to have its box on the left or right side
TextBox can have a background text
Added a VanillaInventoryItem item that can be used for scripting inventory items
Fixed an issue with infinite recursion in printTable()
Added a PlanSelectionItem item that can be used in selection grids to display BlockPlans
Added functions to access all plans that are saved locally or downloaded via the Steam Workshop
Added Timer and Profiler classes
Implemented API for async script calls [while theoretically functional, still highly experimental]
Added a new "onPlanModifiedByBuilding" callback for when the Plan component is modified through building
Added a Physics component for manipulating physics of an entity
Added a property to Entity that allows setting a damage multiplier for that specific entity
Misc
Several small performance improvements all over the place
Improved logging
Reduced size of ship .xml files
Player is placed in last craft used upon login
Broken scripts are removed from scriptable objects on when loaded from database
Bugfixes
"As usual, user bug reports are marked with [UBR]. Thanks everybody for helping with the game!"
[UBR] Fixed extreme loading times due to too many inventory items
[UBR] Fixed a crash that occurred often during instanced rendering (asteroids and such)
[UBR] Fixed overflow of resources and money
Resources and money are now 64bit integers, meaning they can go up to 9.223.372.036.854.775.808
Overflowing is no longer possible
Fixed player being placed in his drone on use of /teleport command
[UBR] Fixed space bar not working sometimes in loading screen
[UBR] Fixed a hang when holo blocks decay due to missing repair crew
Fixed a (rare) player duplication issue
Fixed a crash when destroying/deleting a station
Fixed a crash when loading corrupt scripting values file
Fixed trading posts not having any cargo storage
Fixed a crash when loading an object with a script where the script file disappeared
[UBR] Fixed smuggler's market not working when too many stolen goods are on the ship
[UBR] Fixed a crash in patrol AI
[UBR] Fixed a crash in loading screen
[UBR] Fixed a crash when exiting the game while in strategy mode
[UBR] Fixed a crash when loading templates.xml
Fixed ships by faction on map not being saved/loaded correctly
[UBR] Fixed quick menu buttons being clickable through the building inventory
[UBR] Fixed keyboard and mouse up events not being registered in loading screens
[UBR] StructuralIntegrity effect is now always visible on the correct ship
Fixed translation of EnergyConsumer names
Fixed mining systems always showing asteroids for all players in a sector
[UBR] Fixed a crash in energy tab when resolution is too low
[UBR] Fixed auto pay crew not working in creative mode
Fixed an issue where repair docks would require negative payments by players
[UBR] Fixed roll being displayed as bad even when it's not when using gyros
[UBR] Fixed asteroids in the outer regions being sold for 0 credits
[UBR] Fixed normal cargo getting sold at smuggler's market instead of stolen cargo
Fixed several money scaling issues, money of stations and transactions scales correctly now with distance to the center
[UBR] Fixed a crash when discarding broken blocks and the repair brush is open
[UBR] Fixed an issue where the repair brush's diff'd blocks wouldn't disappear
[UBR] Fixed tooltip and default values of hyperspace upgrades
[UBR] Fixed a crash when loading corrupted groups file
[UBR] Fixed default server port not being able to be set via settings.ini
[UBR] Fixed a crash in AI orders script when assigning guard order
[UBR] Fixed trading overview not showing factory items
[UBR] Fixed trading overview tooltips
[UBR] Fixed an error in trading overview when max stock of a station's good is 0
[UBR] Fixed several divisions by zero crashing trading upgrade
[UBR] Fixed trading post not refreshing its UI
[UBR] Fixed a crash in building mode related to deletion of all blocks
[UBR] Fixed independent turrets having different targets on client and server
[UBR] Fixed independent turrets sometimes not shooting on the client
[UBR] Fixed brake thrust of ships being 0 in stats overview in shipyard
[UBR] Fixed salvaging or mining AI commands not stopping when there is no longer a captain
Fixed a huge server performance issue when undoing a ship transformation to a large ship in the building mode
Eliminate pirate mission terminates itself when there is no location (which happens mostly after server crashes)
Fixed speed particles being visible in strategy mode
[UBR] Fixed stations and asteroids getting stuck within each other forever and impairing performance
[UBR] Fixed an issue in faction database when starting the game in a directory linked via symbolic links
[UBR] Fixed faction war side decision triggering incorrectly when repairing ships of one side
[UBR] Fixed wrong tooltip description for repair beams
[UBR] Fixed incorrect spelling of zinc
[UBR] Fixed a crash in diplomacy tab when sorting or filtering
[UBR] Fixed a few issues with tutorial when creative mode is active
We've added some performance improvements to battles that take place near the galaxy core - We've identified a major performance issue and resolved it.
Technical Background for those interested: In faction battles there would ships spawning with 50 to 100 turrets, leading to thousands of turrets (~1300 for a single battle near the barrier) to be spawned. Turrets have to be updated a lot (every frame) and they require careful and thus intense calculations. These calculations include ray-intersection with the ship they're on as well as turning (meaning sine and cosine calculations which are expensive). We were faced with the fact that these calculations simply couldn't be optimized any further, and we thus had to reduce the amounts of turrets on normal AI ships to 10 - 15. In turn we added a multiplier for damage dealt, so that the ships will still gain more strength, even if their turret amounts no longer grow towards the center of the galaxy.
Performance
Fixed a major performance issue for armed ships near the barrier and the center of the galaxy
Large AI ships in the center of the galaxy no longer spawn with 50+ turrets
These ships now have less turrets but the turrets deal more damage so the lesser turrets are compensated
Scripting API
Added a property to Entity that allows setting a damage multiplier for that specific entity
We've added some performance improvements to battles that take place near the galaxy core - We've identified a major performance issue and resolved it.
Technical Background for those interested: In faction battles there would ships spawning with 50 to 100 turrets, leading to thousands of turrets (~1300 for a single battle near the barrier) to be spawned. Turrets have to be updated a lot (every frame) and they require careful and thus intense calculations. These calculations include ray-intersection with the ship they're on as well as turning (meaning sine and cosine calculations which are expensive). We were faced with the fact that these calculations simply couldn't be optimized any further, and we thus had to reduce the amounts of turrets on normal AI ships to 10 - 15. In turn we added a multiplier for damage dealt, so that the ships will still gain more strength, even if their turret amounts no longer grow towards the center of the galaxy.
Performance
Fixed a major performance issue for armed ships near the barrier and the center of the galaxy
Large AI ships in the center of the galaxy no longer spawn with 50+ turrets
These ships now have less turrets but the turrets deal more damage so the lesser turrets are compensated
Scripting API
Added a property to Entity that allows setting a damage multiplier for that specific entity
This time the patch took us a little longer - we had some trouble pinning down the bug that would randomly (and I mean, randomly) teleport asteroids and stations through the sector, resulting in them intersecting, which would in turn deteriorate performance a lot. But we fixed it, and if nothing else comes up, then this patch and the Alliances update will most likely make it onto the stable branch very soon!
Gameplay
Added auto-pay crew for alliances
Alliances have the same initial relations as their founder
UI
Galaxy map territory is now updated in colors of the currently flown ship (alliance or player ship)
Beta branch warning is now only shown once in main menu after starting the game
The warning will still show up every session, but only once per session
Misc
Improved german localization
Improved performance of sector generator
Added comment explaining how namespace comment works
Scripting API
Added a Physics component for manipulating physics of an entity
Bugfixes
"As always, user bug reports are marked with [UBR]. Thanks again to everybody reporting bugs and helping us improve the game!"
[UBR] Fixed stations and asteroids teleporting through the sector
[UBR] Fixed stations and asteroids getting stuck into each other forever and destroying performance
[UBR] Fixed unnecessary warnings when converting databases to new format
[UBR] Fixed an issue in faction database when starting the game in a directory linked via symbolic links
[UBR] Fixed faction war side decision triggering wrongly when repairing ships of one side
[UBR] Fixed wrong tooltip description for repair beams
[UBR] Fixed incorrect spelling of zinc
[UBR] Fixed a crash in trading overview upgrade
[UBR] Fixed a crash in diplomacy tab when sorting or filtering
[UBR] Fixed a few issues with tutorial when creative mode is active
Fixed ships sometimes not moving when strafing
Fixed scrapyard not working correctly with alliances
This time the patch took us a little longer - we had some trouble pinning down the bug that would randomly (and I mean, randomly) teleport asteroids and stations through the sector, resulting in them intersecting, which would in turn deteriorate performance a lot. But we fixed it, and if nothing else comes up, then this patch and the Alliances update will most likely make it onto the stable branch very soon!
Gameplay
Added auto-pay crew for alliances
Alliances have the same initial relations as their founder
UI
Galaxy map territory is now updated in colors of the currently flown ship (alliance or player ship)
Beta branch warning is now only shown once in main menu after starting the game
The warning will still show up every session, but only once per session
Misc
Improved german localization
Improved performance of sector generator
Added comment explaining how namespace comment works
Scripting API
Added a Physics component for manipulating physics of an entity
Bugfixes
"As always, user bug reports are marked with [UBR]. Thanks again to everybody reporting bugs and helping us improve the game!"
[UBR] Fixed stations and asteroids teleporting through the sector
[UBR] Fixed stations and asteroids getting stuck into each other forever and destroying performance
[UBR] Fixed unnecessary warnings when converting databases to new format
[UBR] Fixed an issue in faction database when starting the game in a directory linked via symbolic links
[UBR] Fixed faction war side decision triggering wrongly when repairing ships of one side
[UBR] Fixed wrong tooltip description for repair beams
[UBR] Fixed incorrect spelling of zinc
[UBR] Fixed a crash in trading overview upgrade
[UBR] Fixed a crash in diplomacy tab when sorting or filtering
[UBR] Fixed a few issues with tutorial when creative mode is active
Fixed ships sometimes not moving when strafing
Fixed scrapyard not working correctly with alliances