Hello!
The 1.55 --> 1.5506 changes introduced a host of new gameplay features such as a continuous seamless world (for all game modes), fleets, formations, "out of play" vehicles/fortresses/structures, retrofitting of designs in campaign, a new map, and loads more. This adds a lot more strategy to the campaign as well as adding a number of other benefits such as no load times, throttling of battle sizes to match the power of your computer specs.
Other changes include "retrofitting" that can be used to fit out existing fleets of vehicles to the latest build standard, and FtD can now be launched without an internet/steam connection.
Change log
As usual bug fixes for bugs added between 1.55 and 1.5506 are not listed here.
New map, One seemless world, no scene changes
Terrain system reconfigured to load while you move- will be moved into a second thread to reduce stutter
Forces (vehicles/structures/fortresses) can be assigned to fleets for ease of use
Forces can be moved 'out of play' when you don't need them for fighting or building on
Fleet control GUI (E) added for control of forces and fleets in battle and out of battle
Fleets can be given more orders on the map
Player can warp from to teleporters/chairs/forces/constructables when they please
Enemy Faction resource zone guard units added
Battle point system added for limiting the size (but increasing the duration) of battles
[Bug fix] Nasty DWG forces no longer spawn immediately and sea viper is back in the early game
You can capture enemy forces now, simply kill all crew and destroy the mainframe to claim them
Tapping WASD SPACE ALT in build mode moves the build marker one position
[bug fix] build marker control is more stable under slow framrate now
You can customise the Interact button ('Q' by default)
You can assign weapon slot change buttons ('[' and ']') by default
Third person camera is removed from the view change cycle by default, enable it again in the options menu
Tooltip system added but not many tooltips writen yet
[1.5501] Map size issue fixed. Fonts made more readable and some GUI updates
[1.5501] Unlimited fleet points in designer. Blockade end distance increased to suit planes with a big attack run
[1.5502] Steam overlay used for opening external links
[1.5502] You can no longer use enemy equipment or interact with it (until you capture it)
[1.5502] Caps lock for projectile follow can be re-binded
[1.5502] Centre of mass calculation takes into account large blocks
[1.5502] You can now longer glitch vehicle specific blocks onto fortresses, and visa versa
[1.5502] Sub vehicle spawner no longer has terrible glitch!
[1.5502] Experience and friendly fire and such is no longer buggy
[1.5502] Approaching large fights no longer has the same performance impact
[1.5502] Docking stations can now only target friendly units
[1.5502] AI fleets now are only blockaded fully by player"
[1.5503] Retrofitting added to game (V menu and Fleet Control GUI (E menu)
[1.5503] Repair logic fixed for large blocks
[1.5503] GUI reskin
[1.5503] Basic controls tutorial fixed
[1.5504] Retrofitting fixed so that vehicles don't spawn miles away after retrofitting",
1.5505] Spin blocks can be driven by primary,secondary and tertiary drives now
[1.5505] Fleets sorted by distance from player in E GUI
[1.5505] Fleet and force selection maintained from map to E GUI (sort of)
[1.5505] Spare parts crate shows spare part number and is manually refillable using natural resource
[1.5505] You can override AI piloting of your vehicle simply by pressing a control button
[1.5505] Fortress AI card fleet move enabled (and fortress move power consumption reduced
[1.5506][Feature] Pathfinding around islands on the map now performed for all fleets",
[1.5506][Feature] Multiple queued move orders allowable for fleets (hold shift)",
[1.5506][Feature] Fleet altitude and rotation setable from the map",
[1.5506][Feature] story mission objectives shown on HUD",
[1.5506][Change] missile laser, AI radar/tracker/detector can be placed at any orientation",
[1.5506][Change] game launches without steam now",
[1.5506][Bug fix] Retrofitting to full health no longer possible.",
[1.5506][Bug fix] You can now longer place sub vehicle spawner on spin block or turrets",
[1.5506][Bug fix] all teams get inf resource in designer",
What's next
In the immediate future:
Out of play vehicles repairing / repaired by others in the fleet
Block visualiser for the inventory
User interface improvements
Map click and drag selection of fleets
More enemy units for each faction (hard to keep up with the amazing number of excellent designs the community is creating for the factions!)
Moving to Unity 5 (Significant performance improvements expected)
After that (Between now and probably February, but a bit hard to judge!)
Terrain and other vehicle avoidance for AI controlled planes
Kamikaze AI
Anti laser protection blocks (smoke dispensers, mirrors)
Anti personal AI components
Custom ammo for cannnons
Ridable sea monsters
More refinement of the multiplayer leading to co-op campaign