0.8.12 Update 6 Change log (01.12.2015)
Over 70 modifications in this update; over 46 feature additions, 15 fixes & 20 tweaks.
Blog article will be put online shortly to talk about the changes.
- Added: PLC Battlecruiser 'Homan'
- Added: MFC Battleship 'Nottingham'
- Added: 'Shield Hardener Kinetic' shield module XL
- Added: 'Shield Hardener Kinetic' shield module L
- Added: 'Shield Hardener Kinetic' shield module M
- Added: 'Shield Hardener Energy' shield module XL
- Added: 'Shield Hardener Energy' shield module L
- Added: 'Shield Hardener Energy' shield module M
- Added: 'Additional Hull Plating' support module M
- Added: 'Reactive Hull Plating' support module M
- Added: 'Reactive Hull Plating' support module L
- Added: 'Reactive Hull Plating' support module XL
- Added: 'Reflective Hull Plating' support module M
- Added: 'Reflective Hull Plating' support module L
- Added: 'Reflective Hull Plating' support module XL
- Added: 'Light Siege Laser' special weapon XL (targets XL, L)
- Added: 'Fixed Plasma Pulse' special weapon XL (target XL, L)
- Added: 'Activate Special Weapons' ability
- Added: 'Continuous Plasma Discharge' beam weapon XL (targets XL, L)
- Added: 'Continuous Plasma Discharge' beam weapon L (targets XL, L)
- Added: 'Point Defense Laser' beam weapon L (targets S, M)
- Added: Performant procedural script delivery on ship spawn (modular tech prep)
- Added: New warp menu screen showing off latest ship
- Added: Shield texture replaced, shield effects intensified
- Added: Additional shield materials; red, green and blue
- Added: Preview of shield effect on mouseover in Ship Config
- Added: Shielding to turrets and barrels
- Added: more efficient procedural shield plating system in tactical [Mod prepwork]
- Added: Shield slot to Ship Config screen and integrated it into UIShipConfigDraggableIcon class
- Added: New 'Tactical Simulation' skybox
- Added: Shield modules integrated into tactical
- Added: Better UI feedback for textual buttons
- Added: Integrated combat simulator into Ship Config
- Added: Ship config integration to Fleet config for combat simulator
- Added: 'Homan' featured on main menu screen
- Added: Double clicking weapon on 3D model removes it in Ship Config
- Added: Fleet Config screen reset under certain exit conditions
- Added: Animation functions to base draggable item class in Fleet Config
- Added: Extensions to screen transitioning system (callback on fadeIn)
- Added: Created special Combat Simulator map
- Added: Animated default starts in Fleet Config
- Added: Relocated procedural texture caching system from tactical to global game 'Core'
- Added: Map setting 'skip intro' (active scenary prep)
- Added: Scrollbar to turret slots holder in Ship Config
- Added: Clicking on the ship tests the shields in Ship Config
- Added: Graceful transition from Fleet Config to Tactical
- Fixed: if player doesn't choose scenery weird things happen
- Fixed: Ships not appearing when leaving and re
- entering Ship Config
- Fixed: Mac/Linux dual lit planet issue (pending feedback)
- Fixed: Fixed memory leak associated with generating procedural textures
- Fixed: Switching between ship designs in Ship Config is now marginally faster
- Fixed: The sliders in Ship Config are now much more responsive
- Fixed: Fleet config screen now correctly clears down on close
- Fixed: Tweaked launch positions on Sadalbari to prevent launched ships getting stuck
- Fixed: Sometimes Capital ships refuse to jump claiming invisible obstruction
- Fixed: Wingleader might return to spawn point and sit there if wingmember destroyed
- Fixed: Annoying pause spam when multiple notifications reported in short space of time
- Fixed: Flotilla cohesion issues when old Flotilla leader destroyed and new one elected
- Fixed: Beam weapons sometimes ignoring recharge periods
- Fixed: XL Plasma guns emit wrong sound
- Fixed: Additional fixes to prevent AI trying to occupy point too close to another ship
- Update: Unnecessary colliders removed (performance tweak)
- Update: 'Shield Extender' is now a shield module
- Update: Slight refactor of UIFleetConfig and associated classes
- Update: Slight refactor of UIShipConfig and associated classes
- Update: Consolidated shield and hull damage into single attribute
- Update: Railguns minimum range increased to compensate for the fact they never miss
- Update: Optimizations to line drawing class
- Update: Screen transitions quickened
- Update: Integrated procedural texture caching system into initial load
- Update: Integrated procedural texture caching system into Ship Config
- Update: Refactoring of global game core (some references replaced for static)
- Update: Optimized shield plating system
- Update: Greatly thinned out the Tactical loading process
- Update: Multiple play through stability fixes
- Update: Ship lifecycle improvements (multiplayer prep)
- Update: Halved number of precached objects required due to lifecycle improvements
- Update: 'ShipCarrier' class refactored with lifecycle improvements
- Update: 'Core' class refactored with lifecycle improvements
- Update: Railguns damage increased (M, L and XL)