Void Path - kuma_hacker
https://store.steampowered.com/app/3149070/_/

I've released the demo version of Void Path.

I look forward to your feedback!
Aug 30, 2024
Catacomb Rogue Clawsaders - ^15 Lone
Many fixes in this update. Pages to view all collected cards have finally been added in the pause and death screens. More information on the changes below:

- Fixed the size of the upgrade stats in the shop, which were larger than the defined size, resulting in them being cut off;

- The Top Hat had an error in the upgrade information;

- There was a bug related to the pause menu that caused the mouse to lock up;

- Enemies now spawn in greater numbers and in less time, but with attack intervals revised to match this change;

- Bug in Meowtech that made it immortal while using its power;

- Meowtech was holding the staves off-center with one of the accessories;

- Added pages in the pause menu and post-death screen to view all the cards collected during gameplay;

- Damage from slugs and the boss has been revised;

- Crystal projectiles from the first staff no longer pass through enemies. This feature was made for one of the accessories;

- Adjusted the positioning of certain elements in the pause menu;

- Some new cards had display issues in the pause menu when the player restarted the game without returning to the lobby;

- The death screen was also affected by the mouse bug;

- Attempt to fix the issue of the boss stairs going past the designated area;

- Projectiles now only bounce off walls with a specific staff, to emphasize different gameplay styles and balance the game;

- Sound of enemy explosions/deaths when restarting/returning to the lobby has been fixed;

- Upgrading items with the mouse did not trigger the achievement for the first upgrade;

- Orbs had the wrong damage (same problem as the daggers, which has also been fixed);

- Orbs had outdated code. Now they prioritize the boss in damage situations and switch to common enemies when the boss cannot be damaged;

- Problem with maximum attack speed values if the player exceeded the set limit. When combined with Chopper's power, it reduced the total attack speed instead of reverting to the original value before the buff;
Din's Champion - Soldak Entertainment
This is kind of an experiment since at this point in time Din's Champion isn't even in Early Access yet. Since I'm already putting together a changelist for our weekly builds for the testers, I thought this might be interesting to some people who want to follow the progress of the game more.

0.723 change list:

  • now picks one item dropped on death to send across network and show on map (much easier to find items)
  • if you pick up item marked, it changes to another item (keeps doing this until you pick them all up)
  • added stone roof tiles for each stone type (more use for stone blocks and more variety in house roofs)
  • now background blocks destroyed in explosion slope
  • now set area blocks will slope properly from an explosion
  • fixed lifestone/gate summoning objects getting set to CraftingStation itemType instead of Other and not working properly (probably effects other things also)
  • now show yellow or red X on item icons that you can craft to show you if you can use them or not
  • now CombatCollisionTargetingPlayerMult & CombatCollisionPlayerTargetMult center
  • bounding box instead of shrinking/expanding from origin
  • now use loose quest location matching - clear levels, uprisings, etc can be in adjacent level instead of exact level
  • fixed some graves not counting in Gravestone achievement
  • decreased Obsidian ValueMult from 1.0 to 0.5
  • decreased ValueEachPointBlocking from 4.0 to 2.0
  • increased BlockCoal DigHealthMult to same as other deposits
  • increased brood, changelings, and demon walkers jump impulse from 450.0/600.0 to 600.0/750.0
  • added a ValueMult of crafting components so they aren't quite so cheap if you find a vendor selling them
  • now get miss types on weak hits (block, parry, deflection, etc)
  • increased bow damage by 10%
  • made projectile end position when hitting the world closer to the actual blocks it hit (also makes block damage work better)
  • now axes get damage multiplier when hitting trees (this more hardcoded than I would like)
  • now have to be much closer to a trap height wise for it to trigger
  • now block damage should move correctly if block moves
  • now items on ground have effects again (not blocks though)
  • player lifestone now cast light (like a torch)
  • fixed a missing animation in ZombieParasite
  • added a few more shale textures to make them tile better
  • improved fire elemental icon (replaced on Steam achievement)
  • improved ice elemental icon
  • made soulstone smaller on maps
  • added a Icon Lighting Mode in model editor
  • updated several of the monster icons
  • now highlight text on bestiary shows monster icon
  • deleted unused ara files
  • changed PROTOCOL_VERSION to 132
  • summoned monsters no longer say (player)
  • fixed it so gems on ground were right general color
  • made mutated smaller to match player a little better
  • added "& resurrection position" to lifestone description
Don't Die, Collect Loot - Dan
The Halls of Glory
2.3.19 adds the demo's most popular feature request! Enter the Hall of Heroes and use the new special transit orb there to enter the Halls of Glory.

The Halls of Glory features a Memory of Glory opponent that can quite literally never die. Not only is he immortal, but he's also surprisingly helpful! The Memory of Glory will tally all of the damage you deal to him in a 10 second rolling window, and use it to compute your DPS. If you're tired of guessing about your damage from all of the complex skill and item sources, this is the place for you!

That's not all, though. Within the Halls of Glory you'll be able to freely change your equipment and tweak your skill tree, making it incredibly easy to test out build changes. You can even interact with a Skill Selection orb that will let you pick upgrades you'd normally find in a run!

Game EXE Name Change
This isn't exciting, but the change is a little scary. The game is now properly named "Don't Die, Collect Loot" instead of "arpg". The save paths depended on this string originally, and this code has been fixed. If you see any issues with your saves, let me know ASAP!

As a minor side effect, window position and resolution may have reset. Sorry about that, but this should be the only time this happens!

Patch Notes:
  • Added the Halls of Glory to the game
  • Reduced the maximum stacks of Shock, Ignite, Poison, and Chill to 99. Yes, this is probably a nerf on very long boss fights, but your CPU will thank you.
  • Fixed a major bug with summoned Dinos that was impacting performance
  • Greatly improved the memory pressure induced by summoning massive swarms of minions
  • Astral Incursion encounters will now teleport back onscreen if they get lost. No more softlocks here, I hope!
  • Added commas to various gold value displays to improve readability
  • Removed the mysterious blue boxes on the Treant encounter
  • Turret enemies, like Sprouts and Ki'Eth, no longer worship Kronos and now respect when you pause the game
  • Sprout projectiles no longer disappear prematurely when Sprouts die
  • Added sound effects for Runic Blade
  • Added sound effects for Potion
  • Fixed a bug causing Beastmaster and Arcanist to not display certain visual effects
  • Reduced the time to load the game by ~35%
  • Updated the exe name and icon
Risk of Rain 2 - preston.weiler
Hey everyone,
Over the past few days we’ve been reviewing feedback surrounding the launch of Risk of Rain 2: Seekers of the Storm. Thank you as always to the incredible community of players who have come out to support us and provide insights which are helping to resolve some unexpected issues with the deployment of the latest DLC.
We’re working on a PC patch
First, we want to share our plan for how we're addressing these concerns. We’ve been able to reproduce many of the bugs you’ve brought to our attention. We’re working as swiftly as possible to get fixes delivered to you. These will be shipped on PC first with consoles to follow as quickly as we can.
While this patch won't solve every issue you’re running into, we’re prioritizing the community reported issues as best we can. Please continue to submit bug reports on Discord, with video if possible. Reach out to our customer support team if you need help.
With that, here's the initial list of bugs we're targeting for a PC patch. Keep an eye out for more info!
  • Many elements of the game are affected by a bug that leads to their behaviors changing depending on a player’s FPS. These elements included physics, attack speed, and movement. This issue has a planned fix with the upcoming patch.
  • Final bosses are meant to be difficult, but Mithrix becoming invincible when stealing your Warped Echo or Chronic Expansion was definitely not intentional. We plan to fix this issue.
  • We plan to fix Item highlights failing in various shops & adaptive chests.
  • With a planned change you’ll no longer be able to escape Shattered Abodes, at least in the ways we didn't intend, in the next patch.
  • We plan to restore the visual indicators of taking damage on HUDs.
  • An issue that allowed players to get stuck while smelling the flowers on Reformed Altar has a planned fix.
  • We plan to fix an issue where Longstanding Solitude would sometimes show pinged interactables at 2x cost.
  • We plan to fix an issue with the Teleporter spawning inside geometry on Rallypoint Delta.
  • Acrid's Utility Skills, both Caustic Leap & Frenzied Leap were not dealing damage properly. Acrid should be fully back in action with the next patch.
  • We plan to fix an issue with a portal spawning inside geometry in Bulwark’s Ambry.
  • We plan to fix healthbars being slow to update.
  • We plan to fix the low framerate in Halcyonite's spawn animation.
  • We plan to fix an issue where Seeker's Sojourn ability would not work for non-host players in a multiplayer game.
  • We plan to extend the pickup radius on Chef's food.
  • We plan to fix a visual issue with Halcyon Beacon’s texture upon activation on Gilded Coast.
  • We plan to realign Loader's Knuckleboom VFX.
  • We plan to fix an issue where Survivor VFX in the character select screen overlapped with the Ready button.
Regional pricing adjusted on Steam
We've worked with our partners at Steam to adjust the pricing of Seekers of the Storm in select markets. The new pricing more closely matches prices from Survivors of the Void. This change is already in effect. Those who have already purchased the content should request a refund through Steam and repurchase at the updated price once they see it has been adjusted.

We deeply appreciate your feedback and support. As soon as we have more info we’ll make sure everyone gets another update.

Aim Down Screen - NeoRiley
BO6 & v5.0
I'm going to be playing BO6 Beta this evening and using the latest version of ADS - don't miss it!

https://rumble.com/v5d1s57-pg-lpsc-bo6-beta.html
Aug 30, 2024
The Isle - Punchpacket
Filipe - Lead Programmer
This month I have been mostly focused on the new features for pounce and finishing up some systems before moving on to the new playables. As for pounce, the new slot swap system is finished which allows players to manually swap slots when latched to a target by spending some stamina. It can be used to better coordinate with other pouncers or simply be used to avoid being knocked down when the target uses nearby trees or objects.

Along with that, pounce now has some incoming manual control to attack while latching. Latching on to players only causes a small amount of consistent damage, but allows players to tap/hold the primary attack button to do extra raw damage, or also tap/hold the secondary attack button to deal no raw damage, but high bleeding damage. Both actions spend stamina, but allows for more dynamic combat giving players more control over what type of damage they’re dealing to pounced victims. With this bucking has become significantly more important for the victim and it has received some major attention to prevent it being an unfun war of attrition.

Lastly, some additional adjustments were made to the patrol zones that should help encourage players to explore the map and should be featured in the upcoming hordetest.


Ariel - Programmer
Most of my work this month was done on the maiasaura. The dinosaur will have the ability to switch between bipedal and quadrupedal stances, which affects its movement in different ways. The most time consuming part however was setting up all the different interactions to support both stances. I also had to reorganize some existing data, but on the plus side this also opens up the door to new mechanics such as sprinting while crouching. The maiasaura will also have different attacks depending on its stance which I will be working on next.

Other than that it’s mostly been the usual bug fixes, but there were some quite significant balance changes as well. For one, the carnotaurus has been made slightly smaller which has an effect on its weight which should feel more appropriately located within the roster while its speed is still being evaluated. I also updated the ceratosaurus’s bacterial bite, which now takes into account the relative size of the two dinosaurs and also how much bacteria you have available. This has made it extremely effective against small target animals near its weight class, which has led to some interesting new space for the ceratosaurus.


Amarok - Programmer
Focus for me this month has been moving some of our smaller scavengers to a more robust and visually appealing system that allows more complex interactions. There are some new interactions coming to the world that involve this system, including some sound traps that will give away careless players.

Psittacosaurus has received a few behavioral changes and bug fixing based on QA testing with the hope to include it in the upcoming hordetest. They have a few burrowing locations throughout a few biomes, but can also be found in some sanctuaries.

Lastly, I’ve made a new RCON tool for internal use and hope to get that into public hands once it’s been evaluated and tested.


Wedge - Sound Designer
This month I’ve been working more on refining the tyrannosaurus sounds. A lot of the sound palette of the calls has been changed, namely a lot of the source sounds being used for the core elements; instead of relying almost solely on animal sounds I started working with recording and processing new source from non-literal sounds – recording metal screeches and groans, glass squeals and moans etc. This took a fair bit of experimenting to find the right source, which once found is then blended with the animal elements to help these sources sound more organic as well as additional processing to give them a vocal quality such as modulated resonant filtering and tremolo.

Specifically for each call these are the main changes that have been made:
  • Injected more dynamics and movement into the broadcast so it has more inconsistencies and is not just a flat note as well as improved the mix of the different layers.
  • Mix improvements and more variations of the alternate broadcast
  • Adding a distinct core to the generic call over the chunky gurgles and groans that it solely consisted of previously
  • Reworked the danger call - reducing the amount of noise that was cluttering the mix from breath and roar layers as well as creating a more unique core to the sound which will be easily identifiable.
  • Worked on blending the layers of the attract call better.
Additionally some of its attacks and idles have also had edits made, making them tighter and removing undesirable elements and more adjustments have been made to the attenuations; refining how they travel and checking at various distance ranges to make sure it sounds appropriate. A custom attenuation setup has been added for the broadcast which has a separate power layer to help give a terrifying impact and crunch even at distance without other breathy and growly elements being audible at distance.

Other tasks I have also worked on this month:
  • Worked on an ambient cue for troodon’s venom that will spawn randomized vocal sounds during its new envenomation setup, same as for the dilophosaurus’ which has now also been implemented.
  • Improved the timings of herrerasaurus’ pounce attack vocal and foley sounds
  • Fixed gallimimus’ mobilize call, dryosaurus’ dodge vocal and deinosuchus’ lunge vocal (in water) not playing
  • Started some early concepting on updating maiasaura’s calls to be in line with the sonic aesthetics.


Tapwing - 2D Artist
This month I got to work on some edits for the elder diabloceratops, beipiaosaurus and the juvenile/hatchling concepts for austroraptor. The direction for the little austros was to go in the opposite direction of the long and sleek adults (Design wise) and make the younger versions progressively rounder and fluffier the closer to hatchling you get. Needless to say baby birds were a big inspiration, mainly that of fowls as well as some songbirds.



On the flip end of cute fluffy dinos, I’ve been doing some additional work for the Gen1 customization, including some close ups and extra detailing of the alternate head variations to get the monstrous humanoid ready for the horror side of the isle.




Bryan - Animator
Another busy month of animation. Been hard at work on a number of dinosaurs. Triceratops sparring is really coming along, I recently completed the horn locking and it really is impressive how solidly two triceratops lock together when sparring as opposed to how freely a diabloceratops could move.



Also been working on getting austroraptor finalized and ready for animation. Its rig has a lot of moving parts but it’s all come together and a few people on the animation team are already working with it to get its list of animations done. A few of the other animals we’ve been working on, like triceratops, maiasaura or diabloceratops have been in legacy and had some animations we could reuse, but austroraptor is different in that it has a whole new skeleton and everything has to be remade from scratch.


Lastly, tyrannosaurus has been featured heavily in my current workload while getting its more advanced locomotion animations completed as we continue to polish the sparring and life stages.

hypno - QA Lead
QA has been spending a good amount of time on balance testing over the past month. Below are just some of the many areas we’ve been looking at:

One of our main focuses was testing the new pounce changes. Being able to switch between pounce “slots” while holding onto your target has been proving extremely useful in combat, allowing the user to avoid having to leap off of a cliff because your target positioned themselves on the edge of one. Having the ability to also pick between raw damage or more bleed with the different mouse buttons has also expanded the utility of the attack. Need to bring something around your size down faster? Focus on the raw damage attack. Target too big to bring down quickly? Focus on using the bleed attack to keep the pressure up with your pack.

Ceratosaurus now takes into account its own and its target’s weights when applying bacteria through its bite. This change alone has shaken up its combat prowess, allowing it to more quickly cause smaller species to vomit while larger ones take additional bites. This change will be even more obvious when we get our apexes in, as the ceratosaurus won’t be able to make them vomit in a few bites, solidifying its place in the ecosystem. Ultimately it is still one of the smaller carnivores on the roster.

Tacking onto Will's highlight of the new environmental and attack sounds for dilophosaurus and troodon, their envenomation mechanic has also received their suite of sounds, including ambient vocals from hallucinations. This gives the effect a whole new intensity as the player now feels like they’re constantly surrounded, even when they’re not. This has been very enjoyable to witness in playtesting, as people are now much more paranoid than before.

Night vision has been very well received by the QA team and is undoubtedly the best iteration we’ve had so far. I believe this new system will finally put an end to the case of people playing with NV on constantly, as having it enabled during the day doesn’t give the player any advantage while still giving them a massive advantage at night. As well as this, I’ve tested it against gamma to see the difference, and the results have been very promising—I believe players won’t even feel the need to increase their gamma anymore because of how well it works. QA has been running combat tests at night, and the new system makes the difference between a nocturnal and diurnal creature that much more apparent while still giving all playables an enjoyable playing experience.

For the past few months, QA has also been hard at work cracking down on bug finding, which has led to the discovery of some very strange issues:

Pteranodon AI have decided that the most efficient way to take off is by burrowing their way through a tree first:



The animal AI seem to have grown tired of being endlessly hunted and are rising up against dinosaur players. Be on the lookout for each other:



Beware! The infamous land croc returns with its new dodge ability:



Last but not least, here’s one for the maiasaura:




KissenKitten - Producer
Yet another month that has zipped on by. There’s so much going on right now I don’t know where to begin. Since I’ve got a maiasaura trying to kick me in the face at the moment, I’ll drop some content instead of writing a lengthy post.




The animation team has been hard at work cranking out these animals that you should start seeing more of in the not so distant future. There’s a lot of change incoming. Changes to pretty much every species in the game. Changes to the environment, changes to nightvision, changes to abilities etc. There’s also going to be some animation blending changes that may not make it into the next Hordetest but will likely make an appearance shortly thereafter.

Here’s a sampling of some of the skin work that’s been done for the animals including the tertiary skin for tenontosaurus. The other tertiary skins have been created and should be making their way to you.



















Additionally here’s some animations for the austroraptor as the animation team starts knocking it out. You can expect it to be every bit as energetic as some of you may remember it being from legacy but in a fully realized fashion. This is an omniraptor in sport mode, but be careful since it’s also more delicate.












Rounding out, here are some animations for trike and rex










There’s still so much work left to do but we’re getting ever closer to our goal. We set out to improve upon the concepts present in the legacy version of the game and those planted seeds are bearing fruit. More work is being done on the humans as well to get them to a place that will allow them to fully function in the game concretely. As always, be good to one another and see you next month!


Realms Of War - Acer_sage


Hello, Realms of War community!

I'm Lewis Disla, a passionate beginner developer committed to creating a unique multiplayer shooter experience with Realms of War. The excitement and anticipation for the game’s BETA release have been overwhelming, and I’m truly grateful for your support. However, I have to announce that the BETA release will be delayed due to some unexpected technical challenges related to memory usage.

The Memory Usage Challenge
In the final stages of testing, I discovered that Realms of War was using more memory than initially planned. High memory usage can cause significant issues such as lag, crashes, and slow gameplay, which would negatively impact the immersive experience that Realms of War aims to provide. As a solo beginner developer, I am committed to tackling these challenges head-on to ensure the game runs smoothly for everyone.

Why the Delay is Necessary
Being relatively new to game development, I am constantly learning and striving to improve. I want to make sure Realms of War lives up to the high standards you expect. Releasing the BETA without fully resolving these memory issues could lead to a compromised experience. To prevent that, I’ve made the decision to delay the BETA release until these issues are properly addressed, sometimes bringing in expert contractors to assist with more complex problems.

How I’m Tackling the Memory Optimization
Despite the challenges of being a solo developer with limited resources, I am fully committed to optimizing the game’s performance. Here’s how I’m working on reducing memory usage, with occasional help from experienced contractors:

Learning and Refining Code Efficiency: I am continuously refining my coding skills by reviewing the game’s codebase to identify any inefficiencies that might be causing excessive memory usage. I am also leveraging online tutorials and resources to learn best practices in game development.

Optimizing Game Assets: The detailed environments and assets that make Realms of War visually appealing also contribute to higher memory consumption. I am working on optimizing these assets to ensure the game remains stunning but runs efficiently on a variety of devices, sometimes collaborating with seasoned contractors to achieve this.

Collaborating with Contractors for Expert Input: Whenever I encounter challenges that exceed my current expertise, I reach out to contractors who specialize in those areas. This collaboration allows me to learn from experienced professionals while ensuring that critical issues, like memory optimization, are effectively addressed.

Incremental Updates and Community Feedback: I plan to implement changes gradually and involve the community in testing. This approach will help identify any remaining issues early and allow for continuous improvement based on real player experiences.

What This Means for You
I understand this delay may be disappointing, especially for those eager to dive into the world of Realms of War. However, taking the extra time to refine the game’s performance is essential to deliver the high-quality experience you deserve.

Stay Engaged and Supportive
Your continued support is invaluable as I navigate the complexities of game development. Please stay connected through our social media channels and newsletter for updates on my progress and the revised BETA release date. I promise to keep you informed every step of the way.

Looking Ahead: A Journey of Learning and Dedication
Developing Realms of War as a beginner has been a challenging yet rewarding journey. The decision to delay the BETA was tough, but it’s the right choice to ensure the best experience possible for all players. By addressing these memory issues now, with occasional assistance from experts, I am dedicated to bringing you the best version of Realms of War.

Thank you for your patience and understanding as I continue to learn and improve. Your encouragement helps me refine and perfect Realms of War, ensuring it delivers an unforgettable gaming experience. I look forward to sharing the game with you soon!

Stay tuned for more updates, and thank you for being a part of this journey with me.

Sincerely,
Lewis Disla
Developer of Realms of War

Join the discussion on our Steam Community page or visit Realmsof War official site for more updates!
World Auto Racing Playtest - Logical Extremes
- fixed PASS button making interactable sounds while hidden
Cosmoteer: Starship Architect & Commander - Walt Destler
Cosmoteer release candidate 0.27.1 is now available for testing! (To play this release candidate, you must opt in to test it. Please see this post for info on how to test release candidates.)

This release candidate contains a good handful of bug fixes, quality-of-life improvements, and other minor changes. Plus it changes how fires grow and spread.

We're still working hard at a bunch of upcoming improvements as part of Career 2.0, but we wanted to get these ones out to everyone sooner rather than later.

Thanks for testing!

RC1:
  • Fires:
    • Fires in individual tiles now have dynamic sizes which will start small and grow over time before spreading to adjacent tiles. Smaller fires will do less damage and take less time to extinguish.
    • Fires VFX have been updated to support the new dynamic fire sizes.
  • Built-In Ships:
    • Added a new starter ship, the Model-M, which features a mining laser and increased storage capacity.
    • Added 3 new Monolith combat ships: Collider, Project Dainsleif, and Zweihander.
    • Added 1 new Cabal combat ship: Risha
    • Added 3 new Cabal trade ships: Ecclesiarch, Minister, and Pontiff.
    • Added 2 new Cabal trade stations: Med Cabal Trade Station II and Large Cabal Trade Station II.
    • Added 5 new Imperium combat ships: Damocles, Harpy, Raven, Saladin, and Vajra's Valor.
    • Added 6 new Imperium trade ships: Cygnus, Gannet, Gull, Skua, Stenidae, and Thalassarche.
    • Added 1 new Imperium trade station: Small Imperium Trade Station III
    • Added 4 new Fringe combat ships: Big Iron, Brutalizer, Revenant, and Rustbloom.
    • Added 2 new Fringe trade ships: Harmattan and Shamal.
    • Miscellaneous updates to many existing ships and stations, including adding empty storages to many combat ships. (These empty storages will be used in upcoming mission types.)
  • Balance:
    • Reduced Mining Laser damage per second from 1200 to 1000.
    • Huge Thrusters and Engine Rooms no longer require tri-steel. (Their total credit cost is unchanged.)
    • Heavy Lasers, Large Cannons, Disruptors, and Mining Lasers now require Hyper-Coils in addition to Steel and Coils. (Their total credit cost is unchanged.)
    • Ion Prisms that are targeting prisms of other friendly ships will no longer be blocked by their shields.
    • Increased Manipulator Beam range from 200 to 450.
    • Manipulators Beams will now stop helping asteroid mining crew once they reach the asteroid.
    • Manipulator Beams no longer reveal their own ships when used inside gas clouds.
    • Ion Storm lightning strikes will no longer originate from within 50 meters of any ship.
    • Ship sight and radar ranges are now increased by the radius of the ship. This should help large ships inside gas clouds see a little better.
  • Career:
    • High Nebula Density and Supernova Aftermath systems will no longer occur before difficulty tier 5.
    • Supernova Aftermath systems will now appear half as frequently.
  • A.I.:
    • A.I. ships will no longer follow enemies into ion storms or sun damage zones.
    • Crew will no longer exit the ship while either their own ship or their job location is inside of a sun's damage zone.
  • Graphics:
    • Tweaked Ion Storms to make their shapes more distinctive when zoomed out.
    • Custom markers are now brighter, and the legibility of all point-of-interest icons has been improved. This should make them a bit easier to see when inside clouds.
    • The unexplored regions of the map are now a simple dark gray instead of a cloudy appearance. (This was done to differentiate them more from gas clouds.)
  • User Interface:
    • Using the "pickaxe" tool, holding shift+alt, and clicking on a floating resource will now deselect all resources of the same type currently on-screen.
    • When dragging a box to collect floating resources, the text showing how many of each resource will be collected will now show multiple types of resources on each line.
    • Added options to the Transfer Crew / Resources dialog to transfer excess resources from one ship to another, similar to the existing "Sell Excess" option when trading.
    • The Mining Laser's description has been updated to indicate that it is a roof-mounted weapon.
    • Roof lights (but not headlights) now support brushes.
    • Changed the text for "Formation Order" to "Formation Priority".
  • Bug Fixes:
    • Crash in some circumstances when transferring crew after loading a saved game file.
    • Crash in some circumstances when loading modded saved games without some/all of the mods and selecting a ship with missing parts.
    • Deleting all parts on a ship could cause a freeze/crash if it was being attacked by other A.I. ships.
    • In direct control mode, ships were not rotating as responsively as was intended.
    • Large shields going offline or being destroyed could cause ship positions to suddenly shift.
    • It was unintentionally possible to go into unlimited debt when constructing by using blueprint mode and holding the Ctrl key to force-start construction.
    • In some circumstances, the crew of very small ships (such as a ship with only a single shield, reactor, and crew quarters) could stop doing all tasks.
    • Railguns that were targeting friendlies would often fail to fire at even when lined up with the target.
    • A.I. ships that weren't near the player had a tendency to often fly into ion storms.
    • A.I. ships that weren't near the player could sometimes get stuck very close to suns and then die if the player ever went near them. This was especially common with trade ships.
    • It was unintentionally possible for ships to use floating resources hidden in gas clouds for construction.
    • It was unintentionally possible to hail enemy ships that were out of sight range. (It is still possible to hail friendly/neutral ships and stations.)
    • Weapon fire cooldowns were unintentionally resetting when their ship exits a hyper-jump.
    • When hovering the mouse cursor over ship parts in the picture-in-picture, the tooltip was being displayed in the wrong location.
    • Enabling the "Lock Ship Rotation" for the picture-in-picture (PiP) would cause incorrect parts to be targeted in the PiP and issues using the middle mouse button to adjust the PiP's view if the ship in the PiP had any flight direction other than up.
    • The "Storage Full" message would be displayed when dragging a collection box around resources where some but not all of the resources were already marked for collection.
    • Using the arrow keys to change the text cursor position while composing text in Asian languages (such as Chinese and Japanese) wasn't working properly and could produce malformed results.
    • The size of megaroid tiles in meters was shown as 1/4 their actual size.
    • Some parts would make blueprint sounds when placed even when not in blueprint mode.
    • Added a '--single-threaded-planets' launch argument that, if specified, will cause planet generation to use only one CPU thread, which may solve crashes when starting/loading games that some players have been experiencing. Using this launch argument will make load times longer but should otherwise have no effect on gameplay or visuals.
  • Modding:
    • Improved the speed at which the Mods Manager opens when many mods are installed.
    • Added options to the Mods Manager's hamburger menu to activate, deactivate, and uninstall all mods at once.
    • The ProhibitTargetPartsFilter will now cause the weapon to act as if it has no target for the purposes of shooting through shields and effect filters if the target matches the filter.
    • Added a 'ResourceConsumingStorage' part component that consumes resources and triggers when enough resources have been consumed. (Currently unused in vanilla but will be used in the future.)
    • Fixed crash if a ContinuousEffects component has 'ParentToShip = true' and only audio effects.
    • Fixed a bug where MultiResourceStorage wasn't functioning correctly if it was only linked to ViaBuffs storages.
    • Fixed bug where SourcePartCollisionDelay wouldn't work if bullet velocity was too high relative to the physics tick rate.
    • Parts that uses StaticToggle and StaticMode components will no longer prevent their ships from appearing in the ship library.
    • Any parts added by mods will now show the mod name beneath their stats. (This should work for 99% of mods but may not work if the mod is adding the part in a particularly unusual way.)
    • Part IDs are now shown in the part stats when running in developer mode.

RC2:
  • The Title Screen's "MORE" button now has a link to open the Early Access Roadmap.
  • (RC Bugfix): "Storage Full" could be erroneously displayed when dragging a box around resources with multiple ships selected.
  • (RC Bugfix): Ion Beam Prisms that were targeting another prism weren't properly aiming at it.
  • (Bugfix): Some sprites (such as the EMP Missile) had noticeable artifacting along the edges related to texture compression.
  • (Modding): Added an 'AllowAimAtProhibitedTarget' parameter to TurretWeapon that, if true, will allow the turret to aim and fire at prohibited targets but will still keep the target from being passed on to the emitter.
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