At time of writing this v1.46 has come and gone (1.47 was released a moment ago), consisting of a major update and four minor ones. Let's recap on what changed!
Summary
The main additions are the inclusions of customisable laser components, and missile defence and player attributes that affect gameplay. Many bug fixes and UI improvements were also included. Another story mission has been added that makes use of some (new) drill components and the story missions now unlock a few high end components when you complete them.
Here is the (almost) full change log.
Bugs introduced in one sub version and fixed in the next are not shown.
Various AI components can be placed on turrets and connector via wireless link to the mainframe
Laser components added and Missile warning Ai component added
Fixed bug with rambot control of nearby weapons and controllers
Melee attack now possible without an item equipped
[1.461] Fixed rotation of new fortresses and vehicles placed
[1.461] Fixed miss-identification of some laser parts when looked at
[1.461] AI sets to on when combat mode is not available
[1.461] Fixed some issues with the rambot avatar getting stuck
[1.461] New story mission added for deep water guard
[1.461] Lasers now shoot through shields (both directions)
[1.461] Inventory item buttons updated
[1.461] Unlocks added to game
[1.461] large block buoyancy corrected
[1.461] drill extension sideways connects added
[1.462] The mechanic skill now affects gameplay!
[1.462] Repair code tightened up for player's tentacles
[1.462] Spares use enabled during repairs
[1.462] Grenade launcher fixed
[1.462] Spares crate added
[1.463] Changing fleet colors on character sheet updates them in game
[1.463] Character sheet button (Normally Z) is remappable for German / European players
[1.463] Graphical glitch in save sub-constructable inventory tab GUI fixed
[1.464] Fixed chairs so you can't accidentally jump out
[1.464] Added alt to move downwards so you can control yourself in space better (both avatars)",
[1.464] Sky captain & Space captain attribute affects gameplay
What's next
In the 1.47 series of updates I hope to refine further the single player campaign, adding a "quest log" of sorts, as well as some player-->faction relations and linking the faction economy to their captured assets. I also have a back log of dozens of community made vehicles to incorporate into the campaign
What's after that
I'm 50% of the way towards customisable jet engines (think 30 metre long fuel guzzling contraptions consisting of air intakes, compressors, combusters, exhausts, after burners, etc). They're looking great and I hope to get them into the game ASAP. No more plastering the back wall of a plane with "huge jet" components and having to build a huge traditional engine to power it.
I also have plans for a series of custom cannon components allowing ammo to be stored up and either belt fed to produce a fully auto or bust fire, or loaded up and fired in a shotgun like multi-shell burst.
And of course another main priority is the incorporation of the player character into multiplayer, to facilitate a multiplayer creative mode.
As always your ideas and thoughts are extremely welcome!