As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in). When you guys have deemed it "stable" I'll move it to the default branch. Hoping to move this to the default branch next week!
(WARNING: things are most stable if you start a new run (Reset) after updating. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)
So we did a lot of tweaking to the drones & their upgrades based on your feedback, added 2 new drone models as well as a "flag" command, Patrol Bots leaving loot behind when destroyed, you can bump into enemies when stealthed, new options, lots of fixes...
I'll be doing a live stream showing off the new stuff Friday at 2pm PT on our Twitch Channel (and I'll post it on our Youtube Channel after)
If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.27]" at the beginning of the title.
Please let us know your thoughts/feedback on any of these things below!
- Added: 2 new drone models (all drone models now have a specific view and the new ones are more rare)
- Added: Ability to create J-Fuel at a trading post (always - if you can afford it!)
- Added: New purchasable Magnetic Mod for all droppable drone upgrades (lure, trap, mine, stun, sensor). This also means all of them are not magnetic by default :)
- Added: Ability to ‘flag’ rooms (visually mark them on the schematic for reference)
- Added: Option to show airlock warning each time (in “Difficulty…” sub-menu)
- Added: Patrol Bots now drop a small amount of scrap when killed. Let the hunt begin!
- Added: Patrol Bots now destroy sensors they find
- Added: Can now bump into enemies while stealthed, they will become aware something is there, and possibly attack if you don't’ run & hide. (you now collide with enemies)
- Major Change: ‘Gatling’ renamed to ‘Turret’, qty reduced to 100 rounds, and damage inflicted reduced
- Major Change: Brutes and Slime are immune to radiation
- Change: The Sonic Upgrade no longer recharges between missions (includes a new mod to refill the Sonic)
- Change: ‘teleport’ requires a 2 second “recharge” delay between uses
- Change: The Ship Interface is no longer guaranteed to support the ‘shipscan’ command
- Change: Console commands completion reworked so if there are conflicts one won't just get picked
- Change: Exploration outline around rooms more obvious (shows you where you’ve been)
- Change: Updated the derelict ship types to have more variety and tendencies (not a terminal every other room)
- Activating shield no longer cancels other upgrades (other than stealth and sonic)
- Change: Probes are now sucked out of open airlocks
- Change: Can now ‘transport’ to a room using the # of a drone already in that room (requirement remains that there must be an active receiver). Ex: ‘transport 2 3 1’ will transport 2 and 3 to the room with drone #1
- Change: On Outposts, make sure at least 1 of the transport rooms is on screen when first “boarding” the mission.
- Change: On Outposts, boarding ship is no longer shown “in world” and instead fixed in the lower-left corner of the screen
- Change: On Outposts, have more receivers/signals based on outpost size, as well as a “countdown” that starts at 5 remaining signals to better plan for the exit strategy
- Change: Vastly reduced radiation damage (allows for some daring strategies)
- Change: There’s now a small chance a Ship Interface will start broken
- Minor Change: When the Turret (formerly Gatling), Sonic, and Stealth are activated, an event such as moving or swapping upgrades will show a message and sound to indicate these turned off
- Minor Change: Adjusted drone spawn positions slightly to no longer have the ‘begin’ navigation pile up when drones trying to exit room.
- Minor Change: For players moving from v25 to v27+, a warning message that the current run’s data might not be compatible along with a link to the forum about how to backup data, etc.
- Fix: Changed the Military “Defense Data” objective so that ANY terminal on ANY Defense Outpost completes that step
- Minor Change: Color of final upgrade deteriorating message changed to orange to match upgrade color indicator
- Minor Change: “Difficulty” menu item grayed out, rather than hidden, when in a mission.
- Minor Change: Ship Surveyor mod now has dashed lines above/below room number
- Fix: in v26, could not see Yes/No dialog when trying to [R]est, [M]ain Menu, or [E]xit from the pause menu during a mission
- Fix: Drones and Swarms now block door from closing (used to be just Bot)
- Fix: No longer allow players to board a ship with no drones in their fleet (previously caused the game to crash)
- Fix: Changing drone upgrades in the drone configuration window was SUPER slow when a lot of items in the inventory.
- Fix: ‘swap’ wouldn’t let you use the drone’s name to select which drone in the room you want to swap with (ex: ‘swap tim’). It was ignoring the name, and just swapping with the closest drone.
- Minor Fix: disabled or destroyed drones that were in the docking bay that ALSO had a gather upgrade, were not showing any scrap (or fuel) they contained on the mission summary window. The player WAS still getting credit for it, so this is just a UI fix.
- Fix: Speedboost upgrade was not always working when boarding a ship. Now fixed so works consistently.
- Fix: ‘teleport’ was being allowed while pumping fuel. Now you can not ‘teleport’ until pumping completes.
- Fix: v26 had a build issue that caused the new ship Defense models to be missing.
- Fix: While viewing another galaxy, if you pressed “J”, then jump fuel was being wasted
- Fix: Radiation shield mod still allowed the shield to take damage when moving between rooms if both rooms surrounding a corridor had radiation
- Fix: Open/Closing the Modification Window while viewing another system was messing up the nodes (mixing nodes from different views)
- Minor Fix: Hide key hints on boarding config when the key isn’t actually usable
- Minor Fix: Using ‘stealth’ with a nonsensical argument (ex: door number) was showing a confusing and unrelated message
- Minor Fix: For first-time players, the “docking hint” for new players could show on an Outpost, which made no sense
- Minor Fix: For first-time players, if you scrapped a drone before boarding first ship, you would get a warning when boarding the first ship, saying you were leaving the (non-existent) drone behind.
- Minor Fix: For first-time players, if there was a towable item on a ship BUT none of the fleet drones had a ‘tow’ upgrade, would display a confusing message about there being something you can tow, though you couldn’t.
- Change: For first-time players, reduce large object clutter in the first system to reduce likelihood of blocking
- Minor Fix: The use of the “run in background” flag wasn’t being applied to the “boot” screen, so when enabled, the boot screen was still pausing if another window got focus.
- Minor: tweaked help text to be more descriptive Thanks! -Tim (Duskers creator guy)