Hello again most wonderful fellow rogues! We have great news for those who have been playing with small screens - crew and module panels can be now minimized! They are also minimized as default for small screens (height 900px or less). In addition, several bugs have been fixed. We will continue to release hotfixes in the near future, and also look forward to release a small development roadmap soon. Thank you so much for your continued support and feedback!
New Features & content
Major Quality of Life update: Module & Crew info panels can now be expanded/shrinked
Added 3 new bioetec multicontainers into game
Rebalancings
Fate point achievements are now given during the game and not after player death
Set ship self destruct to 30 seconds. Battle end won't trigger instant enemy ship destruction any more.
Reduced evasion bonus of some artifacts and engines
Fixes & misc
Module slot upgrade and weapon crafting experience in tutorial is much smoother now
Tutorial weapon power check, fire assignment check and weapon crafted check can be skipped by player
Fixed tutorial getting stuck in battle when there are no modules to repair
Possible navblocker issue fix on bluestar ship
Fixed 2 SOS smugglers, 3 SOS-events and 2 ambushers
Player ship won't trigger self destruction any more if all player crew leaves the ship
Fixed module type for medbays. Added unit test to prevent this mistake in the future
Removed skull speech bubble from SecurityOfficers entering ship (only crew with Intruder role now uses it)
Today's hotfix repairs a number of issues stated below. We remain dedicated to fixing and improving everything in the Shortest Trip to Earth universe.
Thank you for your support and we wish you all a lovely weekend!
Changelog
Victory panel lines now animate faster (each line animation time is set between 1 and 6 seconds)
Crew/power presets now save crew role for each crew member too
Laser beams are now part of save game (better mid-beam game save/load, especially noticable with Lv10 boss). Rewrote how weapons check if their shot is in progress or not (caused weapons-not-shooting issue after game load)
Repaired 1 malfunctioning perk
Various updates to perks and ships
Damage to laser weapons now cancel the beam (but won't make it forget its target). Weapon overload won't make it forget its target anymore.
Melee hand weapons are now part of save game too
More performance optimizations (mostly in warnings and ship health code)
Explosives and synthetics containers graphical update
A few miscellaneous text lines have been edited
After 1.0.9, we made another build (1.0.10) and pushed it live, in order to solve these 2 very problematic issues:
Thank you for all the positive reviews and post-launch feedback. We are also grateful for the supportive negative feedback, we will strive to fix, improve and expand everything in the universe.
Today's hotfix will repair a number of issues that were discovered & reported at launch by you guys.
Fixes
Everybody who saved and did not encounter level 9 bossfight (or escaped from level 9 bossfight) will be automatically helped forward to level 10 after the hotfix goes live
Improved performance with code optimization
Numerous typos fixed
Abusing module slot upgrades and downgrades on enemy ships is not possible anymore (player module slots can be still exploited in certain cases, fixing that is scheduled for the future)
Level 10 Neutralite fleets now always have ammo for weapons
Sector end now always unlocks ships (perks have a chance that the player gets fate points instead)
Players who didn't unlock ships when they should have will unlock them on the start of their next game (and get the achievement too)
Rebalances
Fixed mining lasers scrap value
Many modules, crew, ambushers and events have been rebalanced
Multiple instances of the same module now each have different prices
Misc
Added preliminary hover to both radar range elements explaining where the actual range comes from
Removed a non-funny starmap logline
There's a number of issues that we are still tackling. We are working as fast as we can to release new, updated versions as early as possible. Keep surviving!
Get ready to grab the controls and prepare for take off, as Shortest Trip to Earth has exited Early Access and made a full release on Steam! In the final version of the game, you can check out never-before-seen sectors, fly new ships and fight challenging enemies, while exploring the vast universe in the game on your way back to Earth.
We are humbled to release our game after it has been critically acclaimed by press and rated as excellent by the community. After more than 5 years of continuous development, Shortest Trip to Earth is ready to meet the best space survivors of our little Earth - and of course kill them, being a rogue-like.
We have previously announced that Shortest Trip to Earth is going to receive a price increase at the end of its Early Access period. However, the European Commission has created a law that forbids (for a period of 30 days) raising a price and then offering a discount at the same time. Bit of a catch 22 isn’t it! However: we find it more important to offer a discount at launch to the community, so for the week of launch we will be offering a 15% discount while keeping the price as is. ːsteamhappyː
You might want to consider jumping on the bandwagonquickly though, since after the week of launch we do intend to raise the price (to $ 24,99), again, as was always the plan.
If you haven't already seen it, make sure to check out the launch trailer below.
New feature: Crafting partially filled resource packs directly from Excess resource
New feature: the easier game mode ("Challenging") allows you to survive even with 0 HP (subsequent damage reduces ship max HP instead of killing you outright)
New feature: Power management view (hotkey "V")
New feature: Fully Upgradable Slots. Internal slots can be now upgraded into > core > hybrid > weapon slots. Basically you can have as many weapons as you want, if you have the materials
New feature: enemy ships will activate a delayed selfdestruct if their last crew dies. If a player crewmember is crazy enough to try to board an enemy ship, they will automatically try to escape if the enemy ship starts self-destructing
New feature: the "hold/release button" for firing all weapons together
New secondary feature: point defences now also shoot other projectiles (cannon shots have 2-4 hitpoints each) and also use target priorities: 1) Missiles/nukes 2) intruders 3) other projectiles
New secondary feature: key rebinding is now available
New secondary feature: unique ship-based craftable nukes
New secondary feature: fleeing pirates sometimes now make counter-offers
Chance to find new permanent fate perks in levels 1-9, one per level
Tutorial updated to include upgrading slots, crafting DIY modules and other new features
Sectors 9 & 10 added, along with the game ending
New space sector descriptions in main menu
New content: SOS signal can now summon a large variety of new encounters
New content: findable events of ships casting SOS
New content: multiple game endings added for you to discover
New content: updated level descriptions
New content: added discovery texts to all discoverable perks.
Tutorial updated to teach several new features
50+ new events, including a few more planets and encounters to sector 8
50+ new achievements
10+ new enemy fleet types
10+ new enemy ships for you to discover
40+ new modules and nukes, including a variety of DIY nukes
30+ new perks
30+ new death texts
New music added to dialogues, main soundtracks and combat soundtracks
Rebalances and difficulty-related features
Crew moving to Medbay now ignores some things just like when following regular Move order
Gave extra point-defence to Tigerfish
Pet slimes now have functional skills
All pets except cats are focused and never stop working on their assignments
One gunnery skill point now gives 0.5 accuracy rounded up
Randomized stealth levels of all non-SOS ambushers
Dronebays and Medbay are now better
Auto-unassign: crew will be unassigned from labs and gardens during combat
Some artifacts can now be used as crude modules, boosting ship HP or ECM
Increased scrap value of most modules
Excess fuel conversion is now a lot cheaper
Now the game shows crew count under enemy ship
Intruder AI should now be slightly better, further improvements are being worked on
Some sector endings now occasionally give extra fate instead of unlocking perks/ships
Some enemy fleets now have lower stealth levels
Some modules & drones are now cheaper, also more crew and drones available for sale
Sector 2 & 4 boss fights are now a bit harder
Updated fate point cost for a number of perks
All ship weapons that use ammo are now much better (they also use much less resources now)
Increased salvage value of ships in sector 1, 2 and 10
Rany ray weapons are slightly less accurate now
Each ship has different starting resources now (first ship has the best, last ship has the worst starting resources)
Added more hitpoints to most crew types
All boss ships will now leave 1 extra module and a bit more resources as battle loot
Replaced crew in majority of enemy ships
Stat updates to majority of ships
Rebalanced all modules
Made sector 5 bossfight more dangerous
Lowered default crew damage
Made player starting crew better against intruders
We are excited to share our latest summer update with all of you, the Shortest Trip to Earth community! Read below to find out about all the awesome improvements this patch includes.
Starting from this update, you can upgrade module slots on your ship - only for an exorbitant price, of course! But this is not all, for your crew will now also gain 1 skill point due to experience after each completed sector. And finally, controlling your crew will be easier than ever. The game has also been thoroughly re-balanced. We are really interested to hear your thoughts on the game's difficulty after this update!
Hybrid slots that accept point-defences can be upgraded into weapon slots. (for the cost 1000 metal, 666 synthethics and 10 exotics)
Internal slots can be upgraded to internal core slots, giving the ship +1HP (for the cost 300 metal 100 synthethics and 1 exotics)
Improved slots can be downgraded to regain some of the upgrade cost.
One-Click Crew Assignments
You can now easily assign crew to various tasks/modules, and even toggle between allowing ship HP repair or not. Click on "assignments" to send the entity with the best relevant skills to take care of it (+ sign), or unassign crew members (- sign).
If a drone and a living entity have the same skill level, a drone will be assigned first. Crew can also be assigned to specialize on using a specific skill from their own crew info panel. Drones & pets can be assigned to limited activities (because they have limited skills). This permanently changes the crew logic and removes "roles" as such from the game.
Despite being occasionally a little inefficient, assignments will make the entire gameplay easier. It will never be consistently as efficient as issuing manual commands, because crew members can have good stats in multiple skills, and only the player can decide if a specific crew member needs to be a good gunner, a fair shield operator or if they should just work in the gardens or cryosleep.
New enemies
Smugglers that cheat can be now attacked in ship-to-ship combat, and there will be a few roaming hostile fleets with new ships for you to encounter.
For a detailed overview of the updated features, check out the latest changelog:
New features and content
Major new feature: the "Crew Assignments" allows you to assign crew to various tasks with a single click!
Major new feature: hybrid slots can be now upgraded to weapon slots, along with other slot upgrades
New feature: each non-drone crewmember gets an experience level at the start of a new sector (except the 1st)
New minor feature: cheating smuggler ships can be now attacked
New module type & feature: ships can now have laboratories that generates credits as you travel!
New minor feature: some pirates now fear nukes
New minor feature: variety of game over texts after ship destruction.
New enemy fleet types in levels 1, 2 and 4 (Life Tasters, Style Guardians, and others for you to discover)
New enemy ships (found encountering smugglers and Solipsists)
New crew skill: sensors (boosts range of all ship sensor operated by the crewmember)
Small content updates for 50+ events
New human crewtype: the scientist (starts with high science skill)
New modules, including: Tigerfish engine, Rats engine, Rats reactor, DIY rat shieldbattery, insectoid ECM,
New ship weapons: DIY raygun varieties (heatray & EMP)
Sector summary panel now shows how many perks have been unlocked and how many there are
Balance
"Rogue rat" some ship walls removed and 2 extra nuke slots added
rebalanced Bluestar & Atlas
Ships now start with 12 cargo slots
Cannons, missiles, shields and ECMs are better now. Many missile weapons have new missiles
Explosives are much cheaper now.
Good things in shops can now be more outrageously expensive, or a bit cheaper
more good but expensive things in some shops now
made universal expensibles shop module selection even better
Updated enemy crew & intruders in ships.
updated ships, weapons
DIY tanks and drones are now better
Shields and shieldbatteries are now slightly better
Updated drone fire resistances & desciptions
Increased fire resistance of player ships
Updated hitpoints of cannons, fire resistances of ships
Updated enemy ship deflections
Updated player and enemy crews
human crew stats rebalanced
updated nonhuman crew stats
spideraa ships are now stronger
Exotic cannon projectile can be seen by enemy point defences, but has 6hp
EMP weapon overloads now generally lasts 20 sec
Perk selection now shows the actual number of storage slots available in ship
Prepare yourself for your trip back to Earth, and let this update make your journey even more challenging than before. Check out the gameplay video below to see the awesome new sectors and features that this update brings!
https://youtu.be/hsAdH4d8OqU ‘Enter the Spideraa’ is the 8th Early Access update of the game and it features two brand new levels: Sector 7 and 8.
The update also includes:
A new ship: be the commander of the brand-new Warpshell ship.
Exotic new species: battle the new hostile species Spideraa and witness a completely new ending to the game.
Enhanced crew skills: improve your crew’s skills with the warp-drive operation skill, the bridge operating skill, the research skill, the firefighting skill and the shield operation skill.
Visual updates to certain space stations.
UI/UX improvements and significant bug fixes.
This new update is important not only because it introduces two fresh sectors and the Spideraa faction, but also because of changes to economy mechanics and related UI/UX improvements. The introduction of long-awaited skills and a new spaceship (it's partially made of cloned warp animal tissue!) will increase the range of strategies one can adopt to maximize one’s survival chances.
We hope you love it as much as we do. And we will of course keep expanding all of it!
Part 2 of the ''Many Good Things'' update is here. And it is massive! Think: Weapons! Ships! Modules! Boss Fights! Events!
Enjoy a huge assortment of new content, as well as significant UI/UX improvements and bug and balance fixes – all powered by feedback from the community, meaning YOU GUYS!
The update introduces…
A new ship, the Pumpkin Hammer!
The option to (spiritually or otherwise) commemorate lost crewmembers and contemplate meaning of life (or enjoy sensual hedonism) while you're at it
Many new narrative paths and a new (minor) game ending to be encountered
New game mechanics for gardens, shields and overloaded modules
Many new ship weapons & modules, including an arsenal of EMP-guns
Many new single-shot Nukes (bringing their total number to 21+)
A new epic boss fight, awaiting players in Sector 4
We've introduced significant stability/UX upgrades over the past months. This allowed us to start working on some of the most interesting unannounced features... first of which can be seen in this update.
New Content & Features
Major update: New playable ship, the Pumpkin Hammer! (Pumpkin Hammer will now be unlocked if the player had the Atlas ship unlocked before this update)
Major update: New narrative paths and sub-events to 200+ ingame events
New weapon: DIY EMP raygun
New weapon: dual EMP raygun
New weapon: smaller rat missile launcher
New DIY and other nuke modules
New biofish nuke module
Reduced damage area radius of all nukes
Game now has 21+ different nukes implemented
Many new modules added (containers, bridges, gardens, artifacts, etc)
All garden modules now work differently
New crew skill: gardening
All shields now work differently (causing more damage than shield has shield points will now overload all shield(battery) modules that are not turned off)
New game end type (if player leaves all crew behind)
New bossfight in sector 4. The Lair is now sector 5 bossfight
New module type: Auto-operating module (does not need crew or bridge to work properly)
New feature: game now has events which boost max HP of crew
New event type for commemorating dead crewmembers
Added 10+ new events into game, and also new event images, updates and renames
Added a couple of new ship-specific events for the new ship
Added some discoverable events to sector 6
Added a new shuriken cannon perk to Fierce Sincerity ship
Atlas ship update. Added new weapon, internal layout updated, removed some walls
Rogue Rat ship update. Added 2 internal slots, moved nuke slots, removed walls
Many new artifacts added
Updated many perks and added some new ones into game
Added new ship-specific perks
Added new station types (including drone shops)
Updated shop price hover texts and prices (everything is now a bit more expensive)
New revisitable gas giant type planets to sectors 1-6
Added new sun-centered asteroid circles to sectors 1-6
New hostile slaver/pirate ships in sector 6
Updated enemy Rat Cruiser ship
Updated what the cat might be thinking about :)
Added option to scrap modules for resources during merchant encounters
New combat-capable pet: the Moleculaati
Balance
Rebalanced all ships. Beginner ships are better now
Updated ship selection order
All player ships have more hybrid module slots now
ECMs now also fit into hybrid module slots
Reduced hull HP of some player ships
More robust modules (like engines, shields, batteries) now add between 1 and 4 ship HP
Changed some ship and Point Defence stats
Increased range of Point Defence modules
Rebalanced loot from ship combats
Rebalanced sector 4 boss ship
Some boosting and nerfing to intruders and ships in hostile fleets
Reduced crew in enemy ships
Sector 3 quest now requires less resources
Some metals containers now give +1 ship HP
Increased DIY drone prices
Ship repair price now always costs 25 credits per HP in shops and repair stations
Reduced speed of warp drives
Starmap camera now allows greater zoom out
Increased garden module importance for AI
Made shields slightly better
Cat now has operating skill but may stop operating at random moment due to being a cat
Updated module loot of all events
Updated stealth decryptors
Updated crew damage in events
Selling exotics earns now less credits
Renamed and minor rebalanced all sensors and sensor prefabs
Updated SOS signal enemies
All weapons have AoE damage now
Auto-gatling guns and red-beamer lasers now need operators
Reduced nuke slots on Atlas and Bluestar motherships
Reduced decoy nukes speed
Lowered scrap values and speeds of nukes. Increased turnspeed
Nuke lifetime is now 25 seconds instead of 15. Added potential for rat shops in sector 1 and 2
Removed option to sell large amounts of synthetics for 2 credits which made players super-rich by sector 4
Bug Fixes
Loading games overall stability increased and many issues resolved
Crew load from save game works better now
Updated level generation to be more compatible with savegame
Refactored sector end to be more savegame friendly
Quick select now disabled by default after loading the game
Refactored how sector warp lines are drawn and saved
Fixed POI revisit button "not working" after game load. Now the game also unpauses when clicking after loading
Save game system can now detect fresh installs and it won't unlock ships while updating save folder any more
Fixed saving & loading during second part of the battle result panel won't give extra resources each time the game is loaded again
All cases that disable accelerated internal time now have a warning icon on screen
Weapons can be more accurate now with good operators
Garden module shroomery animation overhaul to fix repetition
Fixed some pathfinding and visual glitches
Starmap and sector radar don't have glitchy visuals any more
Species encounter popups at the end of ambusher events won't prevent POI from finishing its flow
Whenever comtip is shown a log message about queue size is shown too
Fixed a buggy violent sly gas giant
Crew (intruders) won't enter the ship under a module any more. Also no hand weapons are visible any more when crew is outside the ship, in space pod
Module actions panel now works as it should when selecting overloaded modules on enemy ship
Text animation now works better at line ends
Now K-key can't be used to forcefully turn on modules that state that they can't be turned on. Fixing the free fuel from warp issue
Fixed some problematic module status visualiser issues
AoE damage area visualiser size is now correct
Comtip about fuel and other resources running low won't be shown multiple times any more
Comtip about enemy escape attempt is now closed a bit earlier during battle end
Comtip about enemy warping is now shown when the enemy actually starts loading warp module
Fixes to starsystem map radar
Firefighting crew now keeps distance from fire cell center
Improved module disruptor animation
Fixed an issue with "Store all and close" button in tutorial
Fixed Pirate Sekvoia weapon placement
No-resource and resource-full warnings now handle dump-excess and no-containers case better
Fixed some navblockers on containers
Rogue Rat slot numbers fixed
Organics-only engine can now be used when no fuel is left
Fixed module-getting related issue in battle results panel that caused POI to lock up
UI, UX and audio updates
Major update: Ship attack cursor now shows number of shots and their AoE size
Major update: Module status visualizers now have hovertexts
Major update: New "Revisit" button for revisitable events
Hovering ship HP now shows from where max HP comes from
Removed sound notification from all the green warning signs
Overhauled almost all audio sources, fixed panning and loudness issues
Added sound for "being chased by enemy fleet in star system map"
Added second menu background image
"Show Ship Exterior" button now has an animation
More projectiles have shield collision explosions now
Updated intro text for game start
Added latest updates summary to main menu
Added DIY drone nuke thruster visuals
Removed double spaces and typo’s from texts of all events
Fixed shop visuals appearing twice when resuming load game
Installing a module now shows seconds next to the install bar
UI element with log panel is now always on top
Added tutorial image
New difficulty images
Modules sold is shop should now be sorted by type
All perks now have small title letters again
Opening sector map won't lead player to help page any more
Added two warning signs: "enemy ships present" and "player fleet jammed"
Disabled "normal", "hardcore" and "tutorial" title texts from new game panel
Changed color palette of some drones
Fixed a typo that caused unlocked items to disappear after game update
Updated metal low warning
Repaired health bar issues in module status visualizers
Game now tries to regularly find "bugged out" crew and revive them. Adds log line too
Selecting module attack command manually now displays attack hover over player ship
Crew healing animation in medbay now only works when the module works
Organics pack is now green
Garden animations now diversified
Added a hover text to "ship evasion icon/stat" telling how evasion probabilities are combined
Added a hover text to ship deflection and evasion hover
Status visualizer icons now slowly blink if red
Logtext in a better spot now
Ship evasion chance is now everywhere shown as percentage
Crew now moves away from medbay after healing
Not selected crew outline is now yellow and less thick
Logtext now tells the names of crew that stayed behind
Integrity modules visually affect floors now
Warning sign if sensor range is reduced in starystem view due to being inside gas cloud
Shop panel hover texts now show average prices of resource
Shop buttons that select critical and in-wall damage token deselect other damage tokens now
Crew skills are now white (or red if hungry) in multiple crew selection
Help panel updates contain doors, organics & gardens, matconvertors and tuned/fixed some other small stuff due to late changes
Module actions panel now shows overload status instead of buttons
Our first update of 2019 brings... many good things! Most of the fixes in this update have been reported to us by you, so thank you! Check out the changelog below for all the juicy details. :) The next update ''Many Good Things'' (Part 2) is coming in less than 3 weeks. Until then, hang in there, space survivors!
There are now two difficulty levels: normal and hardcore. Currently the only difference between the two is the ability to pause >with the spacebar< during combat.
New Content & Features
There are now two difficulty levels: normal and hardcore. Currently the only difference between the two is the ability to pause during combat
Added a second slot to save crew positions
New module type added: cryodream recorders. Allows you to gain XenoData by extracting the dreams of your crew members sleeping in it
New series of modules implemented: DIY resource containers
Added 30+ new artifact modules
Cutscene to sector 2 improved
Asteroid help page updated
Accelerated time help page added
Balance
Damage tokens now have repair priority in between combat modules and regular modules
In terms of power distribution, weapons now have priority over shields
Minor buffs to starting ships: a few extra HPs, evasion/accuracy bonus etc...
Removed the fuel cost from most reactors
Increased the fuel cost of engines
Increased the price for hiring crew
All cannon projectiles are now slower
Downgraded enemy ship weapons for sector 1 and 2
Updated the selection of modules which can be found by engaging in events
The explosives-consumer reactor is now the only reactor which consumes fuel during travel
The target of weapon auto fire with the highest priority are now the enemy weapons, instead of the ship central mass point
Bug Fixes
Saving and loading crew positions now is more reliable when crew was operating a module
Fixed crew firefighting being too fast. Occasionally that issue made crew completely paralyzed until end of the game
Hitting an asteroid in the starmap will no longer stop player from moving while the hit audio is still playing
Any crew in space now has 100s to dock with a ship until it self destructs
Escaping ships will now cancel the warp if they are destroyed
When a crew member dies it will free up operator and repair spots immediately
Fixed shield point reload timer not resetting when module was turned off
UI, UX and audio updates
Shields have now loading bars
Added module repair time to module status visualizer
Increased crew outline and made small adjustments to the outline color
Damage token status visualizer updated. Now shows seconds too
A shield module loading baris added
Now showing power info for enemy ships (same logic as we show power for player)
The saving and loading of crew positions now has visual feedback
Damage hover text "Repairable only in station" is now displayed in red
Added "Almost full" cargo warnings
Added logline for enemy ship that escape from a battle
Enemy ship names are now modified to be unique
Beams and projectiles now emit a “DEFLECT” text
Clouds and some asteroids in the starmap view are now displayed on top of ships for an increased 3D effect
Renamed shield emitters to shield generators
Container modules are now aligned to all have the same visual direction (from bottom to top)
When a crewmember sits in a module that is offline, that crewmembers hands will now be still instead of moving
Hovering any player crew now also highlights other player crew
Results panel and shop now show comtip about weapon types
Dump excess and "convert to fuel" have different sounds now in resources panel
Player fleet now has "cloud" sound effect when inside starmap gas clouds
First of all – thank you so much for all your engagement with Update 0.50 this past week. The team has worked really hard to deliver it this year, and it means a great deal to read your comments and feedback.
Since we entered Early Access in October, we’ve addressed several major issues and added some significant new content, including;
October 2018 Updates: Crew AI Fixes, Balancing
Throughout our first month of Early Access we made a lot of small updates. These addressed issues with Crew AI and game balance; as well as adding a bunch of perks, modules and drones. We made several adjustments and improvements to the UI too!
November 2018 Update: Accelerated Time & Tutorial
In November we added a tutorial to the game, along with accelerated time when nothing bad is happening. The first War Animal was introduced, as well as a heavy industrial drone as a perk for the Tigerfish.
December 2018 Update: Sector Six!
Our most recent update added a full new sector, as well as new perks, new enemy ships and new merchant fleet types. We made more improvements to Crew AI, game balance and the overall UI – not to mention we fixed a whole bunch of bugs!
As promised, before 2018 comes to an end, we want to share with you our plans for Shortest Trip to Earth in 2019, what we’re working on next and when you can expect the full release!
January 2019 Update: Many Good Things
Starting in January, we have a lot of new features to add, such as researchable artifacts, research lab modules and the option to repair and sell modules in certain stations. We’re going to review and redesign the critical damage for all weapons, and continue improvements to the crew – including showing skill bonuses more intuitively and even adding the option to leave wiling crew behind in certain locations.
February/March 2019 Update: Shipwide Crew Control
This massive new feature will allow you to easily assign multiple crew commands with just a few clicks. There will be a separate news announcement talking about it in greater detail, but we’re very excited about this one!
With this update, we plan to permanently fix certain deep glitches to crew navigation & AI. These things take a lot of time, but save even more time in the long run.
There’s even more to come we can’t talk about yet, but we’ll keep posting regular updates throughout 2019 as we approach the full release - which is now officially planned for Q2 2019. For now, please continue to share your feedback and suggestions with us – and enjoy the game! ^_^