* New Galaxy Required.
*This patch moves the game from Unity 4.5 to Unity version 5. This is a major engine update that, among other changes, includes a new PhysX version. While this should improve performance, it also changed some physics behaviors. Please keep an eye out for bugs that may be related to the physics engine.
*Due to the extent of changes this patch all ships will need to be remade. This should mostly be subsystem management using the new manager, however any weapons currently being used that are larger than tier 1 they will need to be repositioned as they have grown in size considerably.
Added
- Tutorials! We have added tutorials to Stations and Sector space, they will come up by default to begin with, but you can tell them not to pop up again. If you do and want them to come up again you can reset them in the options on the game tab.
- Capacitor System: power leftover on the reactor that is not taken up by installed systems’ power requirements is now put into an energy pool that powers the ship’s various systems. In space, a yellow bar and text label display the current energy level. Weapons now have an energy per shot cost. Reactors now have a recharge rate stat, and a new subsystem call a Recharger can boost this. More systems will be tied into the capacitor in future updates.
- We have selected the first Community created ship to be included in the base game. It's a variant of the Vagrant fighter created by community member wExx. We had to make a couple minor changes to it but overall it was a great design. We will be looking for more to add in the future.
- Subsystem manager is now online, all ships will configure and control their subsystems through this new interface. It is access the same way as before, right click on a module and select Subsystems. This new interface will allow users to quickly equip and make changes to their ship no matter how large it is.
- There is now a new kind of subsystem called a Controller, it determines how many hardpoints, active, and passive systems your ship can equip. It is a required component and is limited to one per ship.
- Active abilities: ships can now equip active abilities that use capacitor energy. The number of abilities that the player can equip is limited by the ship’s controller. Example abilities: Hull Repair: capacitor energy is used to slowly recover hull damage. Power Siphon: the current enemy target has some of their capacitor energy siphoned into your energy pool. Warp Disrupt: all ships within a certain distance of you are unable to warp.
- Added confirmation to Main Menu button while in a loaded galaxy
- Added confirmation to exit game while in a loaded galaxy
- Added docking lights to indicate where the docking point on all stations are. Some stations have multiple docking points now.
- Trail renders to engine ports, they are not finished and need to be changed still.
- Sector menu now has a return to game button
- Sector Log functionality added for logging General, Faction, Mission, Economic information happening in the game. Messages that will be displayed in the Sector Log will expose some previously hidden elements of the faction and economy simulations to the player. Additional information and variety will be added soon.
- Players with high enough of standings can now join a faction. This is done under the Faction Window up at the top right by the close button. If you have high enough standings you will see a button there saying you may join that faction.
- Added a bounty system so when you are in a friendly system and destroy a ship that is hostile with the current system owner you will receive a bounty based off a percentage of the base value of the ship destroyed.
- Left Shift functionality to Store/Inventory windows. When you click on an item it will select all of said item. When you left shift + click on an item you will get a selection box popup asking how many you with to select. The selection box arrows will work with single clicks and when clicked and held the count will increase with speed.
- Added warning when you are about to destroy an item in inventories.
- Made the Module Size Selector in Shipyard left/right click independent. So Left click will increase module size, Right click with decrease module size.
- Right Clicking on Asteroids or Wreckage now have a action option Mining for asteroids and Salvaging for wreckage. If you have the appropriate weapon equipped it will begin the process. Otherwise it will just lock onto the target so you can send potential drones at it.
- When deselecting a target it will now check to see if that target is hostile to the player or not. If there is no hostility the icon will revert back to it’s default color.
- With a selected Target that is already locked on to, if you press [ C ] it will assign that target to all weapons. This works for weapons it both defense and offense modes.
- Added in Weapon Mode Toggle Button/Keybinding. Weapon Mode Toggle starts in the Defense Mode (Green Icon) and toggled to Offensive Mode (Red Icon). The [ Y ] will also cause this toggle to happen.
- Collision avoidance while warping: while the player is warping, the ship will attempt to cancel warp if an obstacle comes directly into the player’s path.
- Added docking lights to indicate where the docking point on all stations are. Some stations have multiple docking points now.
Check out the rest of the Change Log in the thread here: http://steamcommunity.com/app/227160/discussions/11/619569608763299926/