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Patchnotes October 15th, 2016


koonschi

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  • Boxelware Team

Patch 0.9.3

 

Date: October 15th, 2016

 

"In this update we've got salvaging lasers for wreckages, better pickup behaviours and the first balancing adjustments. Also massive performance improvements!"

 

Gameplay

 

"Gameplay-wise you can look forward to salvaging lasers, so you can finally recycle your latest ship after you successfully smashed it into an asteroid. You'll also be able to build turrets on slopes now, and we added story hints from friendly NPCs for you, in case you get stuck. Last but not least: The cargo pickup behaviour for stolen cargo can be set in the cargo tab."

 

  • Added salvaging lasers
    • Salvaging lasers work similar to mining lasers but can harvest metal, but not stone

    [*]Stolen cargo is no longer picked up by default

    [*]Turrets can now be built on slopes

    [*]Turrets can now be built on materials better than themselves

    [*]Added dialogs for story hints to all civil ships (miners, cargo transports)

    [*]Cargo is only dropped when cargo bay becomes actually too small for the ship's cargo

    [*]Shipyard's single block's size is now 2,2,2 instead of 1,1,1

    [*]Starter turrets have uncommon (green) rarity instead of common (white)

 

Balancing

 

"Since the game is not getting more difficult as quickly as we'd like it when you approach the center, we've adjusted the size scaling of enemy ships. AI ships scale more linearly towards the barrier, and are slightly weaker in the beginning. Shields of enemies have been tuned down, since they would usually just lead to less exciting, drawn out long fights."

 

  • Tripled the money reward for the pirate attack event
  • All weapon types can be found ~25 sectors farther away from the galaxy center
  • Adjusted size growth of AI ships towards the center of the galaxy to be more linear
    • Size growth is now steeper in the outer regions, and less steep in the central regions

    [*]Reduced sizes of enemies in the very beginning

    [*]Reduced shields of generated enemies

 

UI

  • Added a combo box in ship cargo tab for specifying stolen cargo loot pickup behaviour
  • Improved the shipyard price UI
  • Shipyard supports string seeds in addition to numeric seeds
  • Moved "Report Bug" button to the top right with the other buttons
  • Added an error message when specialist crew can't be hired
  • Yellow content indicators no longer override green map content indicators when a green content indicator is correct
  • Added a tooltip for yellow map content indicators
  • Added an icon to sectors with notes on the map
  • Added an icon to sectors with missions on the map
  • Trading UI input box doesn't reset to 0 when the goods of the station change
  • When an interaction with a station is impossible, the interaction will still be shown but the station will tell the player why it's not possible
  • F3 debug info now shows an FPS counter

 

Graphics

  • Improved flickering of blocks of generated ships and stations

 

Performance

 

"We finally got around to implementing a major performance boost in the collision libraries, leading to massive speed-ups at all ends. Enjoy!"

 

  • Massively improved performance of ray-intersection
    • Sectors with lots of turrets should have a lot better performance now
    • Combat should have a lot better performance now
    • Ambient occlusion calculation should have a lot better performance now

    [*]Improved performance of object-object intersection

    [*]Fixed some performance issues with UI rendering (it's a lot faster now)

 

Modding API

  • Implemented a Sector function for gathering all entities with a specific script
  • Added a function to check if UIVerticalLister has enough space for an element
  • Crew():getMembers() returns all members of the crew as a table
  • Added special Crew accessors for each crew member type

 

Bugfixes

 

"Lots of bugfixes, but most importantly, we realized that AI ships were only ever using 2 of their turrets. This issue is now resolved, so beware the next time you fly into combat (against stronger enemies)! All enemies and bosses will be as hard to beat as they were intended to be!"

 

  • Fixed a bug that prevented AI ships from using all turrets (careful now!)
  • Fixed several issues with the "Bloom" setting
  • The AI won't spawn twice in the same sector
  • Generated stations will now always have enough room for their crews
  • Fixed wrong "Mission Failed" display for organize goods mission
  • Fixed a bug where founding stations was impossible after an error
  • Fixed a bug where building a dock block would sometimes crash the client
  • Fixed a bug where drag & drop in the hangar tab was impossible
  • Fixed a bug where buying cargo was impossible in creative mode
  • Fixed a bug where shipyard wouldn't charge for insurance or crew
  • Fixed a bug where shipyard wouldn't add a captain to the crew of the new ship
  • Fixed a bug where shipyard wouldn't load the currently produced ship when game was shut down while producing
  • Fixed a bug where ship would continue flying in mouse mode when interacting with a station
  • Fixed buyback not working for travelling merchants
  • Fixed a bug where the smuggler wouldn't find the suspicious goods when the player had other cargo as well
  • Fixed flickering of the player's ship
  • Fixed a bug where the player's ship would sometimes turn invisible
  • Fixed text cursor in text boxes not blinking
  • Fixed a crash when fighters didn't find their correct target
  • Fixed a crash when a ship in escort mode couldn't find its protegee
  • Fixed a bug where after a crash a ships turrets would disappear
  • Improved wording of Xsotan attack event infos
  • Fixed several minor issues related to multithreading

 

 

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;D

 

Awesome patch!

 

Just had a epic battle just about died 3 times!! ;D

 

The enemy ships are really tough with more than 2 turrets! I was getting blasted to bits by some exotic weapons! Had to run away multiple times.

 

Space battles are really nice in length...not too long..not too short.

 

Was delivering some anti grav units to a station(the station was out 0/67)....Saw a AI ship pulling into dock about 20 seconds before i docked.......HE DELIVERED 63 UNITS! Lol!  :-* :D beat me to it! Good stuff! Had to take my cargo to another station.  :-*

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