Cosmoteer: Starship Architect & Commander - Walt Destler
Cosmoteer update 0.21.2 is now available! This update has a bunch of miscellaneous quality-of-life improvements, balance changes, and bug fixes. Enjoy!
Railgun balance changes: - Increased Loader mass from 12 to 24. - Increased Accelerator and Launcher mass from 24 to 36.
Mine balance changes: - Halved iron/ammo cost to manufacture mines. - Increased health from 800 to 3200. - Increased the number of mine parts that can fit in a tile stack from 4 to 8.
E.M.P. Missile balance changes: - Increased E.M.P. missile range from 600 to 700.
Various new and updated built-in ships: - 5 new Monolith ships: Accoster, Ambuscader, Bombardier, Quickdraw, and Roughhouser. - 4 new Cabal ships: Astraeus, Aurelian, Ejecta, and Eos. - 8 new Imperium ships: Austral, Avicida, Black Knight, Elanine, Hercinia, Longspur, Ninox, and Skirath. - 8 new Fringe ships: Bigfoot, Chimney Slug, Clockwork, Junk Carver, Nutcracker, Sprocket, Streamliner, and Umbrage. - 1 new Medium Imperium Trade Station. - Miscellaneous updates to other existing built-in ships.
Ships that are set to "junk" can no longer be controlled, which the U.I. now makes clear with a red icon on the HUD similar to the icon shown when the ship doesn't have enough command points.
Delivery missions will no longer be shown if they don't have enough space to hold the requested resources.
Mining lasers will no longer shoot at parts marked for salvaging when set to Hold Fire.
Collateral damage from area-of-effect weapons will no longer damage neutral ships/stations. This should prevent accidentally damaging stations while trying to rescue them.
Tweaked collision avoidance so that ships will be less likely to interfere with each other when flying around suns.
Changed the default hotkey for toggling the "Toggle Auto Face Cursor" direct control mode option from Ctrl+F to Ctrl+Shift+F to reduce accidental presses.
Ships owned by player can now be abandoned even if there are no crew on the ship.
Added settings to turn off the flying crew and resource pick-up dotted lines.
Using the "Load Ship (Replace Existing)" option in the ship editor will now automatically update the ship's flight direction to match the loaded ship.
Increased the default number of auto-save, quick-save, and lost ship files from 10 to 25. (Only applies to new players.)
Replaced the clock icon (shown next to a player's name in multiplayer when they are slowing the game down for everyone else) with a turtle icon.
Bugfix: Crash in some very specific situations when transferring crew to a junked ship.
Bugfix: Rare crash when jumping to a new star system.
Bugfix: Occasional crashes almost immediately when a multiplayer game desyncs.
Bugfix: After a multiplayer desync, any observers would become like "Player 1" but unable to actually control anything.
Bugfix: On occasion, more crew than necessary could be assigned to deliver batteries.
Bugfix: Ion Beam Prisms were very slow to change targets after destroying their current target.
Bugfix: If a player gets disconnected from a multiplayer game while making an in-system hyper-jump, the jumping ship(s) would disappear until another player travels to near where it jumped to.
Bugfix: Copying, rotating, and pasting groups of parts could break resource and crew assignments when done between non-rotatable parts.
Bugfix: The "Break Formation To Attack" setting was not functioning at all.
Bugfix: Missions that were redeemable at any trade station in a star system would also erroneously show star icons on faction bases.
Bugfix: Typing multiplayer chat messages longer than the text box would cause the text to be offset the next time a chat message was typed.
🎯 [Sentinel] A new Vagrantis Sentinel has been added to the loot table. 🎯 [UI] Item tooltips have been slightly revised. 🎯 [Balance] The shooting range of summoned turrets has been extended for short-ranged weapons such as Flamethrowers. 🎯 [Balance] The Vagrantis T3 skill Damage Booster++ no longer has a prerequisite skill requirement. 🎯 [Balance] The Vagrantis T4 skill Damage Multiplier now also affects on-board turrets as well as all summons. 🎯 [Bug fix] Summons now compensate their aggro and shooting ranges based on current skill bonuses to bullet velocity. 🎯 [Bug fix] Fixed a bug that could cause Mecha arms to come loose upon unloading their main body from physics.
Worker skill system, Game features system, Game development system, Game sell system, Marketing system,
New game engines, New game genres, Rebalance of engines, platforms, themes, genres, Added publishers, Added game updates, Added sprites for created games, All game ui reworked, Added shadows and some other shader changes, Save/Load system fixed, Achievement system fixed, Other small changes.
Raid mechanics have been added to the game. Players can now organize raids on systems.
System conquering mechanics have been changed. To conquer a system, players will need to organize a raid on that system. (It will not affect the systems you currently have.)
Plunder Raids have been added. Players can now organize raids on trade convoys within systems to collect faction resources. Please watch the "Raids" section in the Video Tutorials panel for more information.
The Capital Station system has been improved. Each faction now has one capital station, and additional station models and interiors have been added for other player-built stations.
New structures can be built at the Capital Station to enhance faction abilities:
Medic: Reduces the chance of soldiers dying in combat and adds a "wounded" status to soldiers. Barracks: Adds a new general slot to the faction army. Intelligence: Allows advance warning of attacks on stations. Marketplace: Adds markets to the station (not yet visually implemented in the game). Weapons: Upgrades the weapons of soldiers and ships. Note: The interior designs for the new station sections have not been implemented yet, but their bonuses can still be used in this update.
New policies and tax collection features have been added for non-human residents of stations captured by factions.
Players can now assign faction missions received via email to their freelancer soldiers. Previously, these missions had to be completed by the player themselves. Now, players have the option to assign these missions to their freelancer pilots. This feature provides more flexibility for players and allows them to delegate faction missions to their team of skilled freelancers.
A new "Sell Ship" feature has been added to ship markets.
A "Sell All" button and feature have been added to all markets to enable players to sell multiple class items at once.
Ore prices have been adjusted to make mining more profitable. The Ores currently in your cargo will not be affected by the new prices. The new prices will only affect Ore gathered after this update.)
BUG FIXES:
Reported by players as follows :
During a battle or raid, generals can be removed from their duties. In this case, even though they won't appear in the interface, they will still remain on the battlefield.
If a general is removed from their the slot in Faction interface, the indices in the Member section get mixed up, making it impossible to select a general from the list.
I can’t close the elevator widget while in the Capital Station “ Close” button doesn’t work
In the Faction Structs section, the daily production always appears as 14/d
Sometimes AI attacks occur in situations where I cannot intervene. (For example, in a planet surface dungeon.)
When moving around for a long time or sometimes when waiting for a long time on certain planets (mostly unique planets that are part of the main mission), the shadows become very dark.
If AI attacks a place and I am inside that system at the time, the battle does not start. If I exit and re-enter the system, the battle starts.
The "Tools" resource produced in the factories that I captured is not being added to the faction resources at the end of the day.
In the Koron Lab mission, after finding Koron, I can progress to different parts of the cave. But when I reach the end of the cave and enter a room, I can't exit, the game gets stuck at that point.
Sometimes when I exit a planet's surface with my ship, the exit sequence ends, but then the landing sequence starts again immediately.
If I try to drag and drop one of my wingmen as a soldier under another general in the faction interface, the operation fails. However, after closing and reopening the interface, my soldier is permanently lost.
Security forces countdown doesn't disappear when you leave the area and fighter spawns even if you're in a station
When I load the ship with two different weapons of the same class only one of them fires. (We were unable to reproduce this bug, but we believe it occurs when the game is played in languages other than English. Therefore, we have made some changes. If you still encounter this bug, please let us know.)
Sometimes during faction battles, I can see detailed progress bars of distant ships. This not only blocks the view from a cosmetic perspective but also has a significant performance impact.
Sometimes after destroying enemies, their PODs spawn inside my ship even if I’m far from the battlefield.
If I change the location of the soldier I assigned to an AI attack in the faction interface, soldiers with the name "None" appear in the battle interface.
The barricade perk doesn't activate on the first press even though I have enough energy. It only becomes active after pressing it a few times.
In some stations, I am able to interact with multiple interactable objects at the same time. For example, the Weapon Market interface and the Ship Components interface open simultaneously and even if I close one of them, I cannot close the other.
When I scan with probes in the scanner interface, sometimes I find empty points. When I warp to these points, the warping process never ends.
In the Molyax mission, if I close the game before Molyax leaves the ship after joining the team, he remains in the team but the mission doesn't progress.
Some Soldier missions don't reward anything at the end. (We couldn't reproduce this bug, but we made some changes to ensure that rewards are given. Also, we want to remind you that raiding villages doesn't offer any rewards.)
Sometimes my soldiers die in battle but they don't disappear from the Faction interface. In these cases, when I change the dead soldier's slot, they rejoin the army as level 1.
Some Pod's gives empty prisoners
We also have some exciting news:
As a solo game developer, I understand the importance of providing a bug-free gaming experience to all of you. However, with so many reports and feature requests coming in, it's easy to miss a few. That's why I'm excited to announce that I have enlisted the help of a professional consultant named Gabeux to assist me with bug analysis and tracking.
With Gabeux's help, We'll be able to work more efficiently and provide quick resolutions to any issues that may arise. If you encounter any technical problems with the game, please don't hesitate to contact Gabeux. He will be available to help with any problems you encounter.