1.622 Introduced a nasty bug for mouse based builders- sorry about that guys. 1.623 is out to fix that, but also fixes a number of other things. Unfortunately it may introduce bug of it's own particularly in regards to campaign saving and loading- but so far the initial testing suggests it's working fine. I'll be keeping a close eye on the forums at www.fromthedepthsgame.com/forum for any bug reports over the next few days.
1.623 also fixes a number of other bugs, some of which were quite serious and adds a bunch of interesting new features such as the ability to eject missiles laterally from the launch pad (using ejectors) and the ability to colour your shields. There's a much desired slider in the options menu to reduce the trail length of projectile trails as well.
I also noticed that many of the tutorials have been broken since 1.6- so those are all fixed now, and several of the confusing steps in the tutorials have been removed.
Changes
[1.623] Smoke partices capped for smoke deployers- to increase stability of game
[1.623] You can reduce trail length in the options menu for projectile trail effects
[1.623] A new shield coloring component has been added
[1.623] Fleets now save the altitude of their movement orders
[1.623] Missiles can be ejected at almost any angle now- options in the launch pad.
[1.623] Light fittings can be placed on turrets
[1.623] Resource refunded correctly when scrapping forces that have never been in play in your game session
[1.623] Lots of tweaks to campaign based code to help with multiplayer reintegration- bugs possible.
[1.623] Developer mode added to options menu so that you can save over built in blueprints and planets
[1.623] Tutorials improved
[1.623] Futher attempts to stop load screen bugs
[1.623] Mouse based build mode bugs fixed (many bugs introduced in the last version)
[1.623] Sound clicking reduced
[1.623] Pathfinding of enemy fleets on map fixed (broken since 1.6)
[1.623] EMP resistence of stone, rubber, glass added
What's next
Work has been going on over the last few weeks to bring multiplayer back bigger and better than ever- supporting all sorts of new maps and game modes. That work will continue. I also plan to tighten up the campaign experience and user interfaces as a priority to make the campaign a smother and less fiddly experience. I also want to get targetted tutorial videos into the game for new players, and will be linking in a dedicated "mouse based building" and "keyboard based building" tutorial in the next patch.