Thanks again for all the feedbacks, here a new update (and probably the last one for this demo).
Demo B0013 (Minor patch) :
Fixed Critical issue: Game could hang and crash at new day (bug introduced in B0012)
Tweaked/QoL on Missions and strategic view
The source and destination buttons in the strategic view now dynamically generate both likely source and destination of the mission. And these buttons now open the object's context menu when available instead of setting a course directly.
Fixed: Passenger transport mission was broken
Also removed missions to transport generic passengers (since that's covered by passenger contract system). Transport mission only involves the transportation of simulated characters.
Tweaked: revised outlawing player mechanism + optimizations
- The damages dealt over time from the player now only tracks the damages to the hull that has effectively penetrated (deflected/shield damages are ignored) instead of counting all damages.
- The 'pissed-off' threshold is now 10% of hull HP instead of 1%
- Bounty scales according to the tracked damage value to the asset instead of fixed 1k$
- Player can no longer evade bounty by one-shooting a target
- The damage tracker is more reliable and fast
- AI is less forgetful of your past forfeits
- Tracked damage decay is now proportional to the ship's max hull HP to align with the existing 'pissed-off' threshold that is proportional as well
Tweaked (Scenario): QPH had the same faction color as the SAE
Fixed: spaceship total cargo capacity computation was broken
