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Devlog 6: operation pre-release

This is the last devlog before the release.

It will be less detailed, but I will try to highlight the main changes happened since the previous devlog.

Campaign:

  • Fenero is now a full faction, participating in wars, etc.
  • Added starting vessel metaprogression (can use previously unlocked parts)
  • Added "Cult Resistance" mission as another way to counter the cult influence
  • Added a couple of new quests that interact with cult influence mechanic
  • Added a unique extra plot mission to every starting faction (Radix, Ensis, Cerebra)
  • The Cult can now have a sticky long-term tactics that influence their actions
  • Visitors (player-made vessels) can become AUX units now
  • Added and reworked several missions to include visitors as either allies or enemies
  • Fenero uses visitors for their military fleets
  • Mercenary pilots behavior is now more sticky (unless their skills change)
  • Builtin vessels are now unlockable as a part of metaprogression
  • Can now browse the encountered visitor vessels in a new "Visitors" tab
  • Can vote-up (or install) a visitor vessel right from the game

Programming:

  • Added a script override option to simplify the code reuse between parts
  • Func/prog selection windows now have a name filter input
  • Simulation mode now works better with non-android pilots (the numbers are more precise)
  • Added many debug options (adding allies, enemies, etc.)
  • Removed Call/0 commands - a normal Call commands can now be used in their place
  • Fixed a bug with callee thrashing the state of the caller (it could lead to weird bugs in your algorithms)
  • Added several debug-oriented vessels (they're in a separate "debug" vessel collection)

Steam integration:

  • Added more achievements
  • Generating detailed workshop item description for submitted vessels
  • Added an inferred vessel Tier calculation
  • Added in-game quick feedback form

Items:

  • Added Cyclone weapon
  • Added Double Wingjet engine

Sandbox:

  • A more predictable and persistent vessel sorting
  • Improved interactions between different collections (e.g. user<->subscribed<->builtin)

UX:

  • ESC stops the sandbox combat immediately (previously there was a 1s delay)
  • Introduced a textarea-like widget for description inputs
  • Redesigned some older window widgets to make them look more consistent
  • CTRL+click on a layer button moves to bottom/top
  • CTRL+click on a color applies that color to all parts of that category