Thanks for all the great feedback and support. Gaia Beyond is just getting started. We're preparing a slightly bigger patch in the next weeks, which will hopefully not only solve many of the remaining major issues but also add some small but nice stuff. We hope you're staying with us on this journey to the stars!
See you soon, space travelers!
Spoilers ahead:
Ship Crafting: Add option to only show ships where you have the blueprint
Blueprints are inspect-able now in the inventory
Show the distance when hacking the waechter
Link ship drops with the player level
Pathfinder now has a small shield slot and big turret slot
Improved Tate Tobin's sidequest dialog
Both alien ship types give a lot more xp when killed
Pirate fortresses now lose the respawn after their shield has been unlocked
Pirate fortresses now drop better rewards
Teal now has a new dialog after the colonists decide if they leave or stay on Pluto, there you can shop and complete McKenzie's Leg mission again.
Increase the effect of most skills
FTA rookie trade reward should be based on the distance
System dynamic pricing should always ignore the player cargo
Clear the quest reward_credits when accepting a non time limited FTA mission
Reduce the time limited FTA trade mission reward
McKenzie leg quest should still be finishable after the Convoy battle
Directional audio is too strong
Leaving a station with a a big ship (Aries, Javelot) should have a higher find free spot effort
FTA Trade missions show the talk icon when they should show trade
Add a ramming resistance to medium shields (20%) and big shields (50%)
Stations should not equip low range weapons like the mining tool
Removed the possibility for Assistant Lucca to die after he started his way back to Pluto -> this could cause a pretty devastating story loop that also could crash later main missions
Removed a wrong dialog block switch at Dr. Orish
Fixed the spawner and kill counter link at Agent Gendo and Agent Horace
Atlas now abandons his travel group so he's able to land for the debriefing at Atlas HQ
Removed a wrong dialog block switch at Dr. Orish
Missing Mechanic skill added (removed the duplicated hacking range skill and replaced it with the correct, third Mechanic skill)
Kamen and Kenrui shields now have more correct stats
Marcel Wallas can now be asked for his blood test after you've finished Profit!
Also restock credits of persons without restocking cargo
Player dropped items should spawn farther away from the ship
"Tortuga Turtle" should not be spawned
Reduce the weapon tooltip max precision for homing, accel, and speed
We're excited to see so many new explorers around and are thankful for all the constructive feedback.
1.0 has been released but development is far from over. Right now we're working hard to fix the bugs still present and to create additional content. Plans for 1.1 are already underway and here are some first steps we have taken on the weekend to improve the experience further.
We will regularly expand the game with additional story content covering the different factions in the form of new main arcs. At the moment you're able to play the first chapter and defeat its final boss, dive into dozens of side quests, become a trader or hunt down pirates. If you've reached the current endgame, you can try unlocking the pirate fortresses!
If you find bugs or got any other feedback on the current version, please let us know in the forum or on discord. Stay with us for incoming updates, it will be worth it!
Note: Spoilers ahead.
More trade item producers for better price fluctuations
Added money restocking to traders so that players can keep selling their stuff to NPCs
An additional sidequest to Leen Kova
Added an additional line to Leen Kova's Pirate Drone Quest that warns you of the difficulty
Added the Testament 1.43 to Fr. Dachs inventory
An opportunity to ask Ben about the joke for Erich after you've done the shield sidequest for Ben
A way to finish Creed of Corruption now with only The Vanished Transporter finished (there's more coming though and sorry for the mess-up on this one)
Increase the cargo space for static persons on a planet
Stop the autopilot with the "Reverse Velocity" key
Show a "Cargo full" notification when trying to collect drops without enough free space
Number keys can select unselectable dialog answers. Breaks Camerons dialog (and other dialogs that hat answers that were "greyed out")
Another FTA pilot mission can be accepted while you have one active
Missing Dr. Abeer dialog switch after you've finished the Vanished Transport
The "Requesting Funds" quest and broken dialog stage at Mr. Dachs
Professor Paragas wrong dialog
fixed the FTA Pilot mission trade partner dialogs
Bigger ships couldn't use normal passive devices
Increase the FTA trade mission randomized cargo amounts
FTA Trade missions do not check for free cargo space
O-Dog kills himself at beginning of "The Disposal"
Improve the auto suicider/pilot: Support testing all nearby sprites and pick the worst one
Rename the planets stat to celestial bodies
Rename Quest to Mission
Upgrading an equipped weapon shows the stats including skill changes
FTA hubs do not restock after loading
Weapon range is not compared
Restock trader money (to the initial value)
You can get a second Rajid thruster if you equip it yourself
Arakni Kkrik Blueprint should not be tradable
Analysis: Show the hull and shield points
Weapon upgrade can crash with the second upgrade if the slot is selected
Only allow talking when the person is nearby
Quest target setting for sprites can be removed if the linked quest removes it but there are still other quest that link to it
Mouse double click autopilot controls assignment is broken
Radar HUD: Do not draw waypoint dots
GUI renderer buffers are now completely separate and are uploaded only once per frame (GUI flickering)
Tardy Mechanic SOS perma noti is never removed
A wrongly swapped line in a Council Gun upgrade, that makes the L2 upgrade worse
An incorrect dps calculation in a tooltip
The pirate wave at Rajid can get the player stuck in the mainquest under certain circumstances
Some spelling mistakes
Improve the dialog at the FTA Info Nodes
A possible script crash with O-Dog
Removed a wrongly placed description line
Removed "free" Ferox from Rajid's crafting
Working On Known Issues
Epilog additions after the CAD endboss and fixes for the ending
Time limits for FTA Rookie missions are too easy
Pluto colony sidequests and Dr. Orish towel quest don't get cancelled
Some persons are showing up at locations / in certain moments when they shouldn't (Kalypso after the end and Dr. Orish during the Doctor is Out mission)
Welcome back, space traveler – to our 1.0 release!
During some sleepless nights we did our best to fix a lot of bugs and put as much fine tuning as possible into this release. The Caduceus Arc is now finally complete and fully playable. The 1.0 release offers you an involving storyline, where your decisions matter and may lead to unforeseen consequences. Branching out is of course always an option! Explore the solar system in a distant future – now more populated and polished than ever before. Equip countless weapons, shields and devices, discover mysterious artifacts, old wrecks and other secrets. Maybe you'll even spot an extraterrestrial...
As always, we welcome any feedback and ideas, while we're still working on some of the things we're asked to bring to the game. Have a blast flying and don't bump into asteroids... or pirates... or mad scientists.
Big thanks to Sergalicious and cdutson for some last-minute testing and of course to all of you who supported us during the early access time!
Missions
Reworked the Supreme Court sequence, a positive outcome is now more than possible
If Supreme Court is won, the Sphere will send a squad and one of their generals to help during the final battle
added two new BG5000 sidequests
added a new Nookrium mission (more to come)
Giant Shields for Pirate Fortresses
Unlock them with rare modulator keys and fight their leaders
World
Added dozens of NPCs, new items etc.
Added new locations to planets and stations
Obira Water has a system dynamic trade price
Congress Station is now landable
Added a new ISA Research Station (removed the old templates that were empty)
Added new wrecks with a lot of background story to check on and chests to loot
Added the ISA Collector ship for a later story arc
Turrets have a tiny hull regeneration
Trading Cards
All the cool kids have trading cards! Currently waiting for approval, you should be able to collect 10 fancy motives from this first set, craft your badges and get some wallpapers and chat emojis within the next couple of days!
Badges & Foil Badge
5 Wallpapers
10 Emojis
And while we're at it, hardcore fans can now use the Steam emojis as Telegram stickers! ;)
FTA trade missions
Show mission timer in MM:SS format
Trade partners use random portraits
Mission briefing text formatting
World
O-Dog spawns a ring of mines around his boss fight location
Some faction spawners reworked
Graphic reassignments
Don Gorgon Farms
Many random NPCs
Background nebulas to SMD Woodrow and Sperrholz Fortress
More background asteroid fields
More freight spawners to FTA stations
Improved and added a lot of descriptions to NPCs and locations
UI
Main menu background rework
Weapon upgrade HUD polishing
Various big font optimizations
Ace Pilot has a custom skill icon
Portraits
Some more polishing
More Atlantic males (and a new Samuel Isaac)
Bloodstained terminals
FTA pilot trade missions broken
Upgrading a weapon from the inventory list keeps the old one in a broken state
The Seraphim attackers during Fakir's mission can not call for help from other Seraphim ships
During the Bat-Mission, when O-Dog dies, he won't respawn close to Zion Station anymore and finish the mission
Autopilot evasion ignores stations sometimes
Waechter actual hacking range is bigger than visible one
One-Eyed Swanson spawns in plasma field and dies
Zion Farms don't have shields
Don't spawn Hokucho weapons
O-Dog battle peaceful route & Bat Trip music infinite loop
Background asteroid fields are drawn behind background wrecks
Nortnex(Event) hacking should show the default icon instead of the cargo icon
Inventory HUD: Dropping a part of a stack does not select the same list item again
Use the correct trade price adjustments in tootlips
Radar gets reactivated after savegame load
Tutorial gives too much XP
Passive self-repair skill is too strong
FTA Trade Node is broken after failing a timed quest
Punctual Mechanic becomes Cad Station leading person after O-Dog fight
Rebels & Tyrell randoms have no portraits
Lucca now switches dialog as planned when entering Pluto
Most of the Pluto missions are now canceled shortly before the "Leaving Event", if you haven't finished them by now
removed a broken quest for now (it will return very soon)
Find a way into Caduceus HQ quest marker now points to Caduceus Station, not Lashkar Gah
Destroyable mine damage can overflow
Link_Dialog_Handler_1_1() crashes
Update the person location tooltip instantly when it changes
Cargo limit is ignored for trading (rare)
Do not ignore the restocking cargo group max_amount
Erich stoltz dialog handler 1_1 can crash
Do not allow to quick travel with an active FTA pilot mission
fixed two barkeepers that got stuck after you asked them for drinks
If you get a "special drink" at Bartholdys you actually can keep it in your inventory now
Agent Gendo's generic kill quest should now be finishable
Atlas doesn't get stuck/looped in his dialog stage after the final battle
After leaving Pluto, Shiro - if destroyed - spawns now at his target location to stop him from wandering around endlessly
Limit the DPS hit count calculation to one second
Use (energy_regen / energy_usage) instead of fire_interval if it's lower for DPS
Ramming ships causes hull damage when the shield is still online
Radar HUD is not shown with some Tutorial_Skip() calls
Luke Razmus does not repair your ship
The XP needed to level up test should ignore the fraction
AI Ships should stop trying to reach a target that is dead
We hope y'all had a decent summer so far. Things are definitely heating up on our side as the 1.0 release is more than around the corner – it is a WEEK away!
As you would expect from a last early access update, Apophysis goes many ways at once - focusing on details and filling gaps. It adds alternative paths and consequences to the main story, based on your decisions, and cleans up some things we've had in our backlog for a while. We did our very best to make the whole experience as smooth as possible – hope you enjoy it!
From now until 1.0, small patches could come in with high frequency - allowing us to react to every little bit immediately, so please leave us your feedback in the forum or on discord.
Special thanks to cdutson and Kazarus for their many hours of streaming and tons of valuable feedback at the right time!
Main Story
Chondros has a fully developed arc now. Depending on your decisions, the outcome will change a lot
Kalypso has a fully developed arc now for the Caduceus main story - your choices can have fatal consequences!
'The Doctor is Out' has been reworked with additional events, tasks and a lot of new dialog
'Diversionary Tactic' has been reworked with an additional event
New and improved dialog pieces here and there
Shock Grenades!
Brandnew technology from the ISA!
New missile turret with upgrades
That previous thing didn't look like it was able to carry missiles or even launch them... ;)
Show the solar system date
How many years did you venture around?
New Portraits
Sphere loyalists
5 new Sphere male variations
3 more ISA male variations
2 more CoC bouncer variations
New Sounds
Dialog hacking and repair
Shock explosion hit / non-hit
Plasma projectile fire and hit
Engine jamming / jam device trigger
Evil buzz (Waechter hacking)
Logo Shader
Gaia Beyond may now use up to 1% of your graphics card power!
Ships & Stations
Caduceus, Hokucho, CoC Station hi-res polishing
AI trading now ignores low affinity targets and checks every landable person for credits or cargo
Some ship slot rearrangements
World
Location image polishing:
Workshop
Supreme Court
Terminal / Bank location: added a more detailed interface, finally in 4K
Zopa's Greenhouse (+ version with collected plants)
ISA Outpost / Science Academy
More faction spawners added to small stations
FTA Hubs now have random traders, FTA Garages have mechanics
4th gas cloud type with Helium-3 added
Some background nebulas behind pirate fortresses and O-Dog battle
Added a lot of descriptions and sort keys to NPCs
A lot of proofreading
More tiny stuff
Weapons
The weapon tooltip shows a level progress bar
Added some non-homing missiles
Improved hit emitter scaling for lasers
Shields
All shields have been rebalanced and repriced
Added new shields
FTA Trading Missions
Added a lot more targets to the FTA Trading Missions
Added FTA Trading Missions with time limit for greater reward
Show the target name instead of the identifier
Improved the involving dialog
UI
Landable location/dialog/person window fades in
Quest log shows the quest giver and location
Hide the fire interval progress bar for burst weapons
Show a confirm question box when using a skill point
Portrait polishing
Nortnex, CoC portraits, J-12 males, ISA male 2, Cameron, Ben, Lume
Many reassignments
Auto pause from events/dialog should always show the input shortcut (and support controller)
AI: Fighting a landed ship should not fire weapons nor ram the station
Affinities can be duplicated (should be overwritten)
Plasma field and gas cloud icons should not be visible on the map until it was explored
Self-repair devices are broken
Fixed "The Vanished Transport" (talk to the questgiver again to restart the quest)
Device comparison: longer cooldown is displayed as better
Thruster tooltip: interruptable "false" is displayed as better
Passive devices tooltip should not show the cooldown lines
Tezla astronaut quest: timer is still visible (and counting) during and after the mission success dialog
Rockets are leading the target a little bit
Autopilot: Do not reduce the max ship speed for the player when near asteroids
Skill tooltip text is not centered when entering from the New Game Menu
0 weight items can't be collected
3-line quest descriptions are cut off with a large font
O-Dog doesn't proceed after first stop
Crashing into Kalypso with a thruster gives -10 affinity
Landable HUD: Quickbar is hidden after a player teleport
The in-space item collect noti can be displayed in a black box at bottom of the screen
Event_Shield_Equip_Invalidated() is not always called
Shock projectile hit sound wasn't played
Weapon max hit count is ignored for the DPS calculation
One line dialogs could be printed twice
Landable credits/items noti overlaps with location name
Mining laser hit emitter is drawn below asteroids
Extracted Gas (test item) shouldn't be spawned
'Alloy' items (icon & color) grouped to tech category (so you guys can stop trying to equip them ;))
Asteroid emitter are not z linked
O-Dog fight: background lightings had old position after location was moved
Player radar mode update could be delayed if a sprite spawns inside the range
Main Menu: Only move the mouse on init when the window has focus
Let Sleeping Docs Lie: Hacking is not unlocked
Erich Stoltz dialog improvements (doesn't exit automatically anymore after choosing certain answers)
Collision course has been validated. Calculated impact: 20 August, 2020. Another pre-1.0 update is pending. All measures will be taken – yet your support is crucial. Relay this information to as many space pilots as possible.
Don't panic: Major content updates can be expected, even in the distant future! 🚀
Big update warping in! A lot of new improvements for weapons, including shooting ahead of a moving target, better special effects, improved homing on some rockets, new weapons in general and a lot of new upgrades, even some new devices for some active abilities during combat. Most of the Caduceus storyline got a little rework, including long-awaited changes for the final mission and a lot more.
As the 1.0 release is around the corner and things are getting serious now, test pilots are heavily encouraged to try out everything new and old - we want to find all the bugs and polish everything the best way possible before this big milestone. All of your feedback is welcome and needed to push this project into its next stage!
Frozen flower collectibles
Repair Eliz3, the robot and help Zopa cultivate her greenhouse with rare plants from the solar system.
Flowers – in space, frozen in time! Unbelievable? Wait until you've seen the flamethrower...
Extractable gas clouds
A long-forgotten feature - to bring some extraction (extra-action!) to the last corners of the universe - has been finished and implemented. These clouds provide various raw materials, mainly - guess what: gases!
Hunt them gassy clouds, buddy!
New sidequests and events
Have a taste of mob mentality during the Ganymede Flu!
Tougher fights
The AI now fires fixed weapons with high precision. Shooting ahead of any moving target (leading the target) - which will very likely be YOU!
Persistent savegames
Asteroids, Plasma clouds, and spawned ships are now fully restored with savegames
New J-12 big guy: Ferox
Some of the very early birds may recognize this one - from back when a rough version of him was idling around in the Jupiter area. After some polishing, it's kind of a whole new ship now - and most important: It's playable.
2 big turrets, 3 medium ones – what else do you need to know?
Weapons
Weapons have been kind of a main focus this time. We've added dozens of new ones, new effects and reworked basically the whole arsenal (also check the 'improvements' section). Here are some rather exotic hightlights:
Zion Junk Cannons - yup, they're shooting trash!
Flamethrower
'Razors Edge'
New upgrades & level graphics!
Damage type visualisation (custom projectile and impact FX)
plasma
shock
radiation
Active Devices
Distance Enforcer A shockwave that lets you take a breath from intrusive attackers. Can be absolutely devastating in combination with asteroid fields!
Crash Creates a radial impulse, jamming all engines around you!
Locations
ISA Observatory Deck, Hokucho Gate, Bartholdy custom location pic
Portraits
Loreley "NO drinks on the house!"
J-12 male thrashed / patched up This poor guy is having a rough time...
UI
Some new location and weapon icons
Audio
Enemy alert (NPC turns hostile)
New weapon sounds
Bartholdy's Bar background music - 'Night in Venice' by Kevin MacLeod
Drinking sound
New achievements
Crash on First Sight, Flower Power, Exitus Igneus
Main Story
During the pirate attack on Pluto, pirate ships of the second wave will now attack the player if damaged by the player
The Waechter hacking mission got reworked, new dialog, incorporated the actual hacking skill into the hacking event, improved balancing, also added a mini text-only hacking tutorial to the beginning of the mission
During the Caduceus transport from Pluto, Assistant Lucca will now stop after the player has stopped the escort
Some changes for O-Dog's boss battle. Advanced dialog, new primary weapon. After the mission ends, the player doesn't have to return to Atlas HQ anymore
Some improved dialog before the Supreme Court hearing
Additional dialog for Kalypso for the whole Caduceus Arc
First big changes to the final mission, support from Atlas and Kalypso, Kouji now actually works, added dialog and first version of an ending scene (for that arc at least)
World
Draw asteroid belts behind the Fog of War
Plasma fields damage
Weapons
As mentioned before, a lot of work has gone into weapon finetuning and optimizations. A quick summary:
Reworked stats of almost all weapons
Changed some weapons essentially to make them more fun / diversified
Added more preferred weapon sets to NPC ships for more variety and combat difficulty
Switched the projectile blending for better visibility (no more glowy projectiles looking dark on bright backgrounds)
Optimization of projectile collisions, spawning and visual FX
Inventory: Weapons sorted by subcategories
A lot of weapon renaming
Ships & Stations
ISA Research Station polishing
Include tracked damage in some affinity tests
Improve the ship death shockwave scaling
Show the shield on hit effect a bit stronger/longer for weak weapon hits
Add shield damage type weakness/resistance
UI
Radar HUD Scanline shader
Some more UI & json DE translations
Analysis HUD: Use the shield bar for gas clouds (uses the item color)
Analysis HUD: only show the shield bar if it's useful
Readable HUD: Improve the layout sizing
Select the inventory list item again after a weapon upgrade
Options Menu: Keep the scroll position on shortcut assign
Localization: Show incomplete translations in the Options menu
Inventory HUD: Keep the scroll position on equip/unequip
Show the Cooldown HUD when selecting a weapon target
Radar HUD: Show it with the tutorial
Binary: additional icon resolutions
Small loading time improvements
Show the critical chance in tooltips
Freight Containers: hacking level 3 is 100% with hacking level 1
Fight AI does not move sideways sometimes (stuck with switching)
Laser hit graphic is not always sized correctly
Travel group engage should undock all group ships
Use the full progressbar width for the hacking bar layout on freight containers
Add an autopilot recover behavior state that does not resume fights
Travel group can wait endlessly (does not restart) if the stage is WAITING_AT_DEST
Person trader level is not set
Some weapon upgrades / damage types were broken
Ships don't randomly buy big-type weapons (weapons were unspawned)
Bartholdy always provides the same drink as 'today's special'
Collision aggro triggers too easily with defend mode behavior
Show the cargo noti weapon name like it is in the inventory (with quality)
Map icons can disappear early when they should still be visible on screen
Weapon inaccuracy setting is limited to one plane and affects speed
Turret z-fighting
Kouji doesn't defend the player
Cooldown HUD: Stop the fade out if any weapon still has heat
Big turret uses wrong base item icon (has fixed color)
Projectile additive blending mode is not used
Haas-Rocket: lights offset in upgrade window
Energy regen upgrades not displayed
Weapon Upgrade HUD: Use a different method to uppercase the damage type
Don't save a dying weapon target identifier
Set the type_name for spawned_mine
Analysis HUD: enable clipping for the linked renderer
Big update incoming! Major changes and things yet to come. Preparations for 1.0 release, which has been moved to August, are underway. Don't forget, even then the journey is just beginning! More full storylines and content will follow after 1.0. Now's another opportunity to join in early and help us with feedback. For this purpose, enjoy our big discount on steam this weekend.
While we're putting some heave ho into our incoming main update, we've got a lil' (maybe not so little) surprise patch in store for ya. So avast ye, give no quarter to those new pirate fleets and fortresses, now matched to their respective pirate captain in color and strength. So old salts and landlubbers alike, batten down the hatches and test ya might, feed those scoundrels to the fishes and gain some booty! If you don't wanna walk the plank yourself, better prepare yourself – some of them Jolly Rogers are stronger than ever before!
Pirate Factions
The various pirate leaders who have joined the game over time (and are finally complete with this update) now have their own sub factions - bringing variety to the game world and filling the lawless void with merciless battles!
Some pirate factions are much stronger than others – exploring the far corners of the system has never been this dangerous before
New pirate weapons and shields for more action!
Pirate ships can now drop certain weapons if you destroy them
Some pirate fortresses have a new position
Weapons
Physical (Ramming) damage gives XP, Loot, and also triggers aggro (player only)
Full asteroid drop yield only with mining equipment (otherwise only 50%)
The mining laser turret got its visual upgrade levels – expect more of these soon!
Portraits
Captain Mary Read ...making the pirate bosses complete!
Atlantic Alliance Captain The more law-abiding variant of a captain.
Unique crystal drops
Crystal asteroids now drop actual crystals instead of cargo boxes.
General
Teal's Bloodtest sidequest is no longer forced on the player during the mainquest
Pluto Colony now has a quarantine dialog when you click on it while it's still locked
Added and corrected some sort_keys for NPCs
Improved some dialog and fixed some spelling errors
Caduceus Station has reduced HP and shield HP for now
Note: We are still working on our big story update which will rework the main mission structure of the last Caduceus Arc missions. We reduced the Caduceus Station's HP for now, because that mission was too frustrating for players in its current state!
Ships / AI
Travel group:
Try harder to find a nearby free spot, start randomizing late, be more consistent, add effort estimation
Only shortcut the path testing if we are really nearby the target
Update free lane path finding
Ship evasion:
General improvements
Improve asteroid field ship evasive behavior
Do not evade with a higher velocity
Improve turret target lead (include parent ship velocity)
Improve finding a free location for big ships when undocking
Weapons
Halve the turret "ready to fire" angle distance
World
Asteroid drops balancing:
New category of 'tiny' asteroids
Added drop amount limit for each category (to prevent the possibility of small ones dropping more items than big ones)
Space trade: decline when most friendlies are fighting nearby
Only de-spawn items if they are outside the player radar range
Container: Reduce the chance to drop content on destruction (by level)
UI
A 4K game with a 2K interface? That doesn't sound right! Therefore we have:
Doubled the interface resolution
Reworked some UI elements (like the menu cursor, tab buttons, check boxes, sliders and more)
Ship Trade HUD: Hide ship data when the blueprint is missing
Portraits
Seraphim Applicator polishing, variations
Although masks are quite a thing lately, we haven't found any proper use for the last guy yet...
FX
Shock Cannon visual improvements
Small improvements on cargo drop animations
Screenshot files are now tagged with the game version number
Render improvements
Item Upgrade HUD: Correctly unlink on window exit
Hackable destroyables should use hull damage (not disintegration)
Marcel Wallas quest counter for all three items can switch too early
Ship Trade HUD: Large font size fixes
Player can trade with the caduceus station while fighting it
Extra hull given by "Additional Armor III" device is reset on each savegame load
Travel groups: wait time should be based on distance
Pai Pai job accept doesn't advance
Shield restore animation is buggy
Trade HUD: do not move the left box to the front on init
Get_Random_Ship_Data() can fail
Horizontal scrollbar is visible in Inventory/Trade HUD
Trade Tooltip: Increase the name height for large fonts
Don't play the quest noti sound when loading
Savegames: "Bring Jurgen's body to Xiao and tell her the bad news." is added to the quest log several hundred times
There are times when a robot's blown fuse throws a whole solar system into turmoil – and other times when you can't take a step outside your cozy space shuttle. To make your stay as pleasant as possible, here are some suggestions from the Warp Turtle quarantine lab:
EXPLORE new and polished parts of the storyline and discover more sidequests
HACK ships or even stations with new skills from the Kalypso tree
HELP others - rescue lost miners or get our new celebrity NPC Trash Panda some of his beloved trash, your cargo bay is full of it anyway!
We also polished the homebase, put out the trash and created new living quarters on moons.
If you run into anomalies or got any feedback - find us here or on discord as usual!
New Missions
FTA databanks are attacked by pirate hackers! Can you help?
Agent Horace on Nexsen needs someone to secure the area!
Tezla got a new first Mission: Rescue those CoC Miners! (Devs note: The old first mission "A Hard Day of Work", which was a little bit to difficult for the beginning, is now Tezla's 2nd mission)
Hack ships and stations!
Staying in the ship allows you to sabotage others silently – the new ship hacking feature comes with a whole skill tree. There are still improvements on the list and we're working on FX, but here is the basic thing!
"Enough talking, Auxi – let's hack your shield!!"
Choose from a variety of things to hack (devices excluded for now)...
...and master the hacking skill tree to become a legendary hacker!
64 bit support
Blast Processing!
Locations
Like most J-12 sites, the Pugnator recruitment center is nobody's first choice for a vacation.
Moon colonies – all over the place!
A mysterious visitor
There seems to be someone visiting the Caduceus Station. Can you catch a glimpse before he's leaving? Dude is not playable yet – but WILL BE with a hotfix in the next few days!
Interesting folks
Trash Panda, Zeldi Rubinstein, Igor VII
as well as some tragic heroes, like a dead mechanic and a shot ISA doctor.
Pirate drones
Not really intelligent, but fun to wreck!
Audio
Atmospheric background music for wreck stations
Highly motivating cheer sounds for saving lost astronauts!
Reworked Sphere ship graphics
(Click for very :D high resolution!)
Locations
Pluto Colony, as seen in the update's title pic. The previous version was 8 (!) years old and still in half resolution, so we felt like finally giving it a major rework!
Planet garage skyline polishing
Portraits
more Portrait versions (female ISA doctors)
Sphere portraits polished (Richter, soldiers)
O-Dog portrait color optimization
General
polished some weapon and shield stats (thx @Sergalicious)
Corrected some spelling mistakes (thx @Jeremy)
Removed a lo-res-looking star layer from Pluto's background nebula
Added Alloy traders to CoC Stations (to make crafting ships a little bit more accessible), many other small improvements, script polishing and stuff, thx @Thunderofwar, @Sergalicious, @Azmoden, @zackerlandor and many others for bugreports and a lotta feedback
Improve the json loading performance
A log_level config option
UI
Add a Hacking Range and Hacking Speed skill
Character HUD: Show the destroyed ships favorite
Character HUD: Skill overview for Mechanic, Persuasion and Hacking
Cache the map icon layout
Do not draw the whole world when fading in after a save load