Cosmoteer: Starship Architect & Commander - Walt Destler
THE CHAINGUN HAS ARRIVED, FULLY ARMED AND OPERATIONAL!
The 0.24.0 update adds the Chaingun, a powerful new projectile weapon for mid-to-large sized ships.
The Chaingun sports a rotating multi-barreled cannon that spins and fires slowly at first but gets faster and faster the longer it shoots, eventually reaching an extremely high rate of fire.
While firing, the Chaingun is exposed and vulnerable to enemy weapons. But while not firing, it retracts into a protective shell that closes around it, greatly enhancing its damage and penetration resistance. You'll have to think tactically about when to start firing your Chainguns because doing so will create a few seconds of exposed vulnerability while they are getting up to speed.
Because they use so much ammunition, Chainguns are designed to support any number of additional ammunition magazines with belts that feed directly into the Chaingun itself. These extended magazines must be placed on either side of the Chaingun or other magazines, and each one extends the maximum amount of time that a Chaingun can keep firing before having to retract and reload. In fact, the Chaingun itself does not actually have enough internal ammunition capacity to reach its maximum theoretical rate of fire, requiring at least a few magazines to reach it. When designing a ship with Chainguns, you'll need to think carefully about exactly how many magazines to attach to them, because while each magazine will increase its Chaingun's firing duration, each also of course increases cost, bulk, and crew logistics.
Due to the fact that the ammunition belts are constantly moving while the it is firing, the Chaingun cannot be reloaded while it is firing. The Chaingun must stop firing and retract into its shell before crew can start reloading it or its magazines, meaning your battle plans will have to account for the downtime while your Chainguns are being reloaded.
While Chainguns are of course the Big New Feature of 0.24.0, there are also plenty of other bug fixes, quality-of-life improvements, and modding features in this update!
Here's the full 0.24.0 changelog:
New weapon: The "Chaingun", a powerful rotary cannon that increases its rate of fire the longer it shoots and hides behind a protective shell while not shooting. Additional ammunition magazines can be attached to increase its duration and rate of fire.
After launching Cosmoteer, a popup with a "Did You Know?" style tip will be displayed on the title screen. These tips let you know about various lesser-known features in Cosmoteer. You can disable these tips if you don't like them from either the popup itself or the Misc settings. You can also view all the tips at any time in the Codex.
Crew roles now each have a "Hiring Priority" between 1 and 10 that will determine which roles new crew will be assigned to. Crew will be assigned to roles with higher Hiring Priorities before roles with lower Hiring Priorities.
Crew roles now have an "Auto-Fill From Lower Priority Roles" toggle that, if activated, will automatically fill any empty beds assigned to that role by transferring crew from roles with lower Hiring Priority.
When transferring crew between ships, crew assigned to roles with the lowest Hiring Priority will now be transferred first.
Station crew with the lowest role hiring priority will now be preferred when the game chooses which ones should be hireable. This should make it much less likely for the player to hire crew in critical roles from stations.
New sound effects for picking up and delivering of most resource types.
When using the "Load Ship (Replace Existing)" feature and checking "Also Load Resource Assignments", the resource limits will now also be loaded.
Most turreted weapons should now be a bit quicker at automatically picking targets thanks to an improvement in the targeting algorithm.
In Creative Mode, if crew find themselves carrying resources with nowhere to put them, the resources will now be deleted.
Disabling crew construction in Career or Creative modes will now cancel all queued construction. This is done to prevent other issues such as being able to switch to free-build mode and then build parts next to not-yet-constructed parts.
Trade ships that are about to jump away will now reject all incoming hails.
The F11 feedback window now makes it clearer exactly how your email address will be used (if you choose to provide one).
Small optimizations to Cosmoteer's multicore task scheduler which may result in small performance gains.
Added 3 new Monolith ships: Juridical, Negotiator, and Sentry.
Added 6 new Imperium ships: Cooper Hawk, Hummingbird, Rain Crow, Razorbill, Sharpshinned, and Skein.
Added 4 new Fringe ships: Crumblerig, Hecatoncheires, Thornlark, Toadvine.
Updates to all language translations.
Miscellaneous updates to existing stations and defense platforms.
Bugfix: Occasional "NotSupportedException" crashes in Career mode.
Bugfix: Occasional crashes when flying or jumping away from trade stations.
Bugfix: Random freezes when playing on Linux or Steam Deck with multicore enabled. Multicore was previously disabled by default to prevent these freezes but has now been re-enabled. If playing on Linux or Steam Deck, you should now experience improved performance at the expense of higher CPU usage and lower battery life. Use the launch argument '--cores 1' to disable multicore if desired.
Bugfix: Possible fix for "The game cannot currently be saved" messages. (Most common when using mods but theoretically possible in vanilla as well.)
Bugfix: Resources that were pre-purchased from trade ships or stations but not yet picked up wouldn't be refunded if the ship or station made a hyper-jump or was destroyed/removed from the game.
Bugfix: In creative mode, ships belonging to a different allegiance were erroneously appearing as possible destinations in the crew/resource transfer window.
Bugfix: Loading a saved game while using mods that the save wasn't using would display "Host Not Using" even though they shouldn't ordinarily cause problems.
Bugfix: A.I. trade ships weren't jumping away after being attacked as was intended. (They will now attempt to jump away after being attacked for 10-20 seconds.)
Bugfix: The resource collection cursor had the wrong glow color applied to it. (Literally unplayable.)
Modding: All buff provider components now support an optional 'BuffMultiplier' parameter that can be hooked to other value-provider components to multiply the buff value by the value provided by that other component.
Modding: Added a 'Stopwatch' part component that provides a value which increases over time while the Stopwatch is operational.
Modding: ProgressBar components now support an optional 'LerpRange' parameter that controls the range of input values that map to "empty" and "full" on the progress bar.
Modding: Hit effect 'DamageType' parameters can now be arbitrary strings. If omitted, then "default" will be used by default, except for ExplosiveDamage which defaults to "explosive". The string "salvage" has special meaning and will be treated as salvage damage.
Modding: Parts, shields, and bullets can now specify damage resistances versus those arbitrary strings using a new 'DamageResistances' parameter. (ExplosiveDamageResistance is now obsolete but still supported for backwards-compatibility.)
Modding: CircleCollider and PolygonCollider can now be given 'InitialPenetrationResistance' and 'DamageResistances' that, if specified, will override the values in their part when that specific collider is hit by a weapon.
Modding: CircleCollider and PolygonCollider now support OperationalToggle.
Modding: Timer components now support optional 'StartExpired' and 'InvertToggle' parameters.
Modding: MultiResourceStorage components now support optional 'CycleStorageOnAdd' and 'CycleStorageOnRemove' parameters that, if true, will cause the list of storages to be automatically cycled when adding or removing resources.
Modding: Added a 'TransformLerp' part component that takes an input value between 0 and 1 and uses that to linearly interpolate between a starting location/rotation and ending location/rotation.
Modding: Added a 'ValueTween' part component that provides a value which "tweens" over time towards either an 'OffValue' or an 'OnValue' depending on the state of its 'IsOnToggle'.
Modding: Added a 'TransformMatch' part component that will match its own location and/or rotation to those of another component at a given speed. It also supports a toggle to reset it to the "zero" position, clamping based on circles, rects, and arcs, and acts as a toggle that is "on" when it is matching the desired location/rotation.
Modding: Added a DirectControlToggle component that is "on" whenever its ship is in direct control mode. It can also be hooked to a specifc weapon and will only be "on" if that weapon is under direct control (bound to a fire input). Optionally it can also only be "on" when that weapon is actually being fired in direct control mode.
Modding: TurretWeapon now supports an optional 'ResetRotationIfNotAllowed' parameter that, if true, will cause the turret's rotation to set to zero if it is not otherwise allowed to rotate.
Modding: TurretWeapon now supports an optional 'InstantSearchesAfterTargetLost' parameter that can be use to tell a weapon to quickly do some number of target searches instantly after losing its current target.
Modding: TurretWeapon now supports an 'AimIncludesEmitterOffset' parameter that, if set to false, will prevent the turret from considering its emitter's location when calculating where it should aim.
Modding: FixedWeapon now targets using its own location and rotation instead of its emitter. In cases where the emitter is ChainedTo the FixedWeapon with no Location or Rotation offset (or always has the exact same Location and Rotation as the FixedWeapon), then there should be no practical consequence of this change. But in cases where the Location and/or Rotation of the emitter differ greatly from the FixedWeapon, you may see a change or break in targeting behavior depending on the difference.
Modding: Split ToggleOnMode's 'WantsToFire' into 'WantsAndReadyToFire' (the old behavior and old/new default) and 'WantsToFire' (doesn't check permission or resources).
Modding: ToggleOnMode now supports a HasTargetExceptShipRelative value.
Modding: ResourceConverter now supports a 'CheckAnticipatedCapacity' parameter that, if true, will check to see if any resources are being delivered to the destination storage and only convert if there is enough capacity anticipated even after those resources are delivered.
Modding: Almost all ID strings are now case-insensitive.
Modding: All proxy components now support an optional 'ProxyToggle' parameter that can be connected to a toggle component which, if toggled off, will disconnect the proxy from its connected component.
Modding: All proxy components can now define multiple sets of PartCriteria/ComponentID pairs and will "match" the first such component found.
Modding: All resource storage components (except for flex grids) now support a 'GiveResourceMediaEffects' parameter.
Modding: Most types of resource storage components now support an optional 'AllowManualReceiveToggle' that, when toggled off, will prevent the player from manually transferring resources to that storage.
Modding: Setting a string to an empty string ("") will no longer result in it displaying the string key path instead.
Modding: ResourceSprites components now support an 'AnimationSpeedFactor' parameter.
Modding: Bullet Sprite and AnimatedSprite components now support a 'CaptureBackBuffer' parameter that, if true, will capture the backbuffer into a texture that can then be used by the sprite's shader.
Modding: Added a 'GetHitNormal' particle updater/initializer that will copy the hit direction normal of the bullet or beam into a particle variable.
Modding: Added a 'ParticleRotationFromNormal' particle updater/initializer.
Modding: Added a 'ParticleAlternatingConstVector2' particle updater/initializer' that sets a Vector2 variable to one of two possible Vector2 values in alternating sequence.
Modding: BeamEmitter now supports an optional 'Spread' parameter that works just like BulletEmitter's.
Modding: BeamEmitter now supports a 'BeamMediaEffectsOffset' parameter which causes the beam effects to be offset by the specified [x,y] amount relative to the BeamEmitter's location and rotation.
Modding: BeamEmitter now supports an optional BeamMediaEffectsLengthOffset parameter.
Modding: Renamed the ModifiesMultiplayer flag to 'ModifiesGameplay' for clarity. (ModifiesMultiplayer is still supported for backwards compatibility.)
Modding: Mods that have ModifiesGameplay (or ModifiesMultiplayer) set to false will no longer suggest mods synchronization when loading a saved game with that mod. (Only works for newly-saved games.)
Modding: Setting ExpandStartRadius to a value greater than or equal to Radius will now cause a crash with error when the explosive effect is triggered. (Previously it would silently get the game stuck in a non-saveable state.)
Modding: Fixed crash on load that was being caused by certain kinds of modding errors but was hiding the actual underlying error.
Developer Mode: Multiplayer rec files now contain the list of mods active while playing. Loading a rec file without those mods will now prompt to synchronize mods.
New Features: 1. Now you can load saves without going back to Main Menu. 2. Now you can use Ctrl + LMB to select all armies of the same type.
Improved Contents: 1. The problem that AI doesn’t attack Bandit Stronghold is now fixed. 2. Combat tutorial panel is improved. 3. Grouping tutorial panel is improved. 4. The time used for arranging the formations of the troops is increased. 5. Damage to enemies without enough defence is increased. 6. Values of Exotic Oddities are improved.
Fixed Bugs: 1. The problem that recruited generals cannot be commanded is now fixed. 2. The problem that newly recruited generals keep bleeding is now fiexed. 3. The number 1 on upper right corner of city button on mini map is now removed. 4. The problem that player’s faction loses the battle when entering the field without armies is now fixed. 5. The problem that the round for LV 3/4 structures reduces by 1 and fails when players load saves is now fixed.
So first off, the urinals are finally fixed! They look like actual urinals and not a photo of the top of a normal toilet now: A couple crappy intermission/tutorial screens have been touched up:
When you beat the board member assassination mission Cyber Security will upgrade, which sometimes drop usable brain grenades! And last, but certainly not least a side quest boss arena! Here's some of what I captured while working on a boss fight with a creature called The Operator:
Hot Dogs, Horseshoes & Hand Grenades - [RUST]Grumplestiltskin
Howdy folks!
Have an explosive little experimental build for y'all this week. Hope you enjoy playing with the new Squarrel types and the Gas Cuboids. We are nearly completion of the actual build out of the new level, which means we'll have some actual gameplay for y'all to test in the coming weeks. EXCITING.
Have a WONDERFUL weekend.
Peace, Anton
TO PLAY THE NEW BUILD FOLLOW THESE STEPS:
Right click H3 in Steam
Go to Properties
Click Betas
Click The Dropdown
Select Experimental!
Full Changelog - Update 111e6
Additions:
Added New Destructible Prop Set: Squarrels (Normal, Explosive, Mustard, Toxic, Hot Dog, Cryo)
Added New Destructible Prop Set: Gas Cuboids (Small, Large)
Added New Destructibles to Institution Preview Scene
Added New Destructibles to Sosig Spawning Panel
Changes:
Tweaked value ranges on a number of status effects for player and sosigs
Fixes:
Fixed Math error that was causing regeneration anti-buff applied to Sosigs to near insta-kill them.
Fixed Clipping issue on Deagle44 Magazine
Fixed incorrect Pose Posture for Tulyak
Fixed issue where player Status Effects were not clearing upon death.
Fixed ForceCasingDespawn option being turned on in the Grillhouse 2Story scene
Known Issues:
Game Crashes on Close on many systems. THIS IS A STEAMVR BUG. I'm waiting on the fix to hit the main branch.
・If the difficulty setting is turned off for companion death, the companion will not die of illness and old age ・Reduced damage and defense of the Demon King Army troops ・ Reduced HP for thief leaders and evil nobles ・Reduced the number of enemies in drunkard incidents, wild robbers, monsters attacking caravans ・Adjustments and corrections to some English texts
Fixed a crash caused by disconnecting from a lobby before completing the join handshake.
Fixed a crash caused by attempting to join a lobby that was destroyed before the connection was completed.
Fixed a crash caused by attempting to navigate to another menu while the lobby list is loading.
Fixed a crash caused by letting the selection screen countdown expire after a player leaves the lobby.
General
Fixed a crash caused by an edge case where the input buffer could be null when the game attempted to consume the buffer.
Fixed a crash caused by the AI targeting something other than a character when choosing a ledge option.
Character Select Menu
Fixed a rare crash that occurred when backing out of the assist select menu.
Fixed a crash caused by backing out of the character select screen while a token is being dragged by a mouse.
Controls Menu
Fixed a crash caused by tapping a direction on joystick while moving a controls menu slider.
CommanderVideo
Fixed a crash caused by grab clanking with CommanderVideo.
Orcane
Fixed a crash caused by quitting a match while bubbles are active.
Niko
Fixed a crash caused by spawning projectiles within Niko’s light online.
General
Gameplay
Increased lower velocity threshold for attacks to send opponents into hurt medium from 11.5 to 14. - Effectively, this means that attacks need more knockback before they’ll send into tumble and knock opponents down. This is a substantial change for some attacks, so if you have any feedback or find any problematic situations that result from this change, please let us know at https://fraymakers.com/feedback using Other Feedback -> Gameplay Mechanics.
Fixed bug where downward-hitting moves that aren’t spikes didn't inverse the hurt foe's Y knockback and caused them to slide along the ground in hurt medium.
Grab Adjustments
Grab logic reworked to prevent grabbed characters from being separated from the grabber during a grab/throw attack. Grabbed foes are now always projected outward from the grabber's body towards the hold box to prevent situations where a separation in terrain could cause the foe to get snagged on a wall or floor.
Characters can no longer grab other characters through structures.
Being grabbed by another player and sitting in the "HELD" state no longer pushes grabber if your ECB width is large enough to overlap with the foe.
Hitsparks
Spike hitspark now only plays above a specific knockback threshold.
Gamepad
Gamecube Controllers
Mayflash and vJoy adapter shield thresholds now default to 30% on freshly created profiles.
Menus
Character Select Screen
Reworked pointer behavior to prevent your hand cursor from taking the token out of the center area.
Custom
Removed pop-up notification upon unsubscribing from content.
Playable Characters
General
Hurtboxes - Added a persistent hurtbox during some low and high light hurt animations to prevent subsequent attacks missing unintuitively due to the character’s motion.
Octodad
Up Special - Added a ledge grab box when Octodad is retracting his arms.
After years and years of development, Underspace is finally launching. It's crazy to think about! So stay tuned for the first half of 2024 to see Underspace come to Steam Early Access.
2. New publisher: Camlann Games!
What's nice about this is now I can focus my efforts completely on finishing up the game and I don't have to worry about marketing or other non-development stuff.
3. New trailer!
Check it out, leave a comment, give it some love, watch it repeatedly until your phone dies, leave it on loop in public places like a library or an apple store, send it to ten of your friends and then tell them to send it to ten of their friends (who would then send it to ten of their friends)... you get the idea.
Also, if you haven't already, download the demo and give your feedback on it, preferably in the Underspace Discord. You know. If you want to.
So yeah, I guess you can say it's been a busy month with a lot of changes; one thing that has stayed the same, however, is the fact that I am essentially tied to my desk as I code away on Underspace. Here's what I accomplished this week:
I tweaked a few things with the newest demo, including some laneline docking issues. Big thanks to some of the streamers who have tried Underspace for the first time including dadflaps and insanekittens, watching their streams helped figure out that issue.
Some of the biggest tasks I've been working on pertain to multiplayer and quests, including finishing up the first drafts of the multiplayer main quest and the NPC loyalty quests.
Additionally, all party members can now be recruited. And speaking of party members, I've updated appearance of some missing party members. Tenuously related to party members, cutscenes now disable NPC interaction.
I've also started adding new starchasing chapters and have allowed the chapter system to have chapters outside of/independent of the regional system.
Finally, I've implemented some title screen popups and have added new furniture pieces for level designers.
So yeah, busy week and busy month, but it's all good news so can't complain one bit. Next month will see more work on the multiplayer quests and other fun stuff. Hopefully some caffeine too.
If you want to stay updated more immediately with Underspace's ongoing work, please give the Underspace socials a follow.