This update is ready, now! You can play it through the demo or beta playtest.
One of the largest updates so far that completely changes progression and the way you build your ship.
Automaton
Your own personal handyman capable of repairing, rebuilding and farming. It is yet unknown what powers its internal systems.
PDA designer
Tired of blindly building your ship? now you can see and plan out the design directly from the pda.
New progression system & 5 new metals
With the new tiered blocks you have to make several stops along the way to pick up increasingly more valuable resources to build those new colossal hardware. Progression is locked behind 5 new materials that are found the deeper you go into the galaxy:
Steel
Duralumin
Cobinel
Bio-Molecular Iron
Bio-Molecular titanium
Asteroids everywhere
Do you even need an explanation for this? Mining has finally became a profitable time investment, especially with asteroids made out of gold that fill the central sectors.
9 new gatlings
With 400x more power than the tier 1, the new colossal variants will shred any drone in seconds. Finally a good alternative to railguns.
9 new rocket launchers
Annoyed by the barrage of missiles drones throw at you? Now you can annoy them as well, without the worry that the launchers will get destroyed. Not sure why they still attack when they see a rocket launcher that is bigger than your ship....
9 new boosters
Annoyed by the bed of boosters you had to build/repair on your ship? One Colossal booster is more than enough to propel you to the other side of the universe.
9 new rcs blocks
Disappointed you can't get the ship to spin at 120 rpm fast enough to annoy your crewmates? Now you can. Please don't.
45 new tank blocks
To fuel your new colossal boosters and rcs. New fluid: Xenon.
Inventory fetching V2 (MP)
Annoyed your crew keeps that cargobox locked all the time? Now you have access to the contents of the box for crafting, fetching, upgrading and farming in multiplayer without having to interact with it.
New main ship: Canigva
Major version comes with a major redesign. Now with scalable tank positions, nicer room layout and a single airlock.
More modding options
Add your own turrets, boosters, npcs and basically any already defined block, no restrictions. Turrets can consume from a secondary grid and several new options.
Rewrite for most of the code
As with any 0.x version, a lot of the code was rewritten, especially the pda, asset managing, ship firing and input.
Crafting areas
Access all crafters directly from your own inventory. No more back and forth to each one for intermediate ingredients. *Convenience*
Orbit mechanics
Always wanted your ship to freefal into the planet without worrying that it will crash? now you get the ui to help you do that. Gotta rush celestial navigation now that ksp2 is dead.
Automated ship firing
For truly afk space battles.
Simplified many recipes
Because I know how much you hate spending time figuring out intermediate ingredients.
4 times bigger planets
Now that you have overpowered colossal boosters you need a new challenge to compensate: escape the colossal planet.
Hovering over a shop item currently highlights slots that it can fit into with a green outline - now that outline will be red if a weapon mod is selected and its colour doesn't match any of the weapon's DNA letters.
Also, instead of outlining every slot, only the one slot that it would actually go into for each mount will be outlined.
The "MOD WILL DO NOTHING" warning will be more attention-grabbing (and say something different) if you try to add an incompatible mod to a weapon that can't gain any more DNA letters (in other words, you can't add a DNA letter to make the mod compatible later on).
FIXES:
Things that increase Damage dealt to shots fired at 0% Heat now work properly.
The heal button in SHOP would sometimes be enabled even when at full Health.
(cosmetic) Vent: This one sucked so now it's "Copter" (helicopter rotor).
A handful of other minor changes to cosmetics.
Hovering over a shop item currently highlights slots that it can fit into with a green outline - now that outline will be red if a weapon mod is selected and its colour doesn't match any of the weapon's DNA letters.
Also, instead of outlining every slot, only the one slot that it would actually go into for each mount will be outlined.
The "MOD WILL DO NOTHING" warning will be more attention-grabbing (and say something different) if you try to add an incompatible mod to a weapon that can't gain any more DNA letters (in other words, you can't add a DNA letter to make the mod compatible later on).
FIXES:
Spinning cosmetics would spin violently on turrets that spin.
The "MOD WILL DO NOTHING" warning sometimes wasn't triggering when it should have.
Fixed drop rates and loot tables are increased across the board. Fixed locked door in Crucible leading to "?" on the map. Save file loading has been revised to try and eliminate the possibility of transferring skills talents and allies to older saves. Museum pedestals have been fixed. Seductions will now unlock properly. Beating the game unlocks all of the museum. Cathedral basement door locks are removed leading to the Lovers boss. Iron walls remain. Fixed issue with ascent skill causing korvald to get stuck inside of forest area platforms. Fixed Qhrothun's eye flash.... again (I am so sorry) Improved UI scaling for various UI components. Will do more in this regard soon as well. Mirror (NPC) interaction is fixed and repeatable. Axe in Jotunheim blacksmith area is easier to pick up now. Fixed issue preventing Void Servants kill quest from counting kills properly