With this Experimental update, we’re introducing some much needed under-the-hood changes to the rifting system. We’ve reworked how the rift code works entirely. Rifts should now be more reliable and should no longer duplicate ships.
We now determine what systems need to be updated before updating them all. This allows us to be more specific in under what conditions a system should update, and should speed up the experience.
We’ve also introduced some changes to ship modification. A modification can now always be accepted, and the ship will go into “waiting for resources” while there are insufficient resources to upgrade. Resources can be provided from the current ship’s cargo (or the target ship), and any of the vaults (personal, crew or fleet).
In the last patch, we’ve added a whole bunch of server options, in this one we’ve added them to the “host game” menu as well, no more fiddling with commands!
We’ve also changed some details about drones. Protected ships and stations now spawn drones that don’t take away reputation with S3 when fired upon. This punished people from retaliating when another ship having protection attacked them. We’ve also updated the small repair drones so they are less tedious, and repair faster.
Furthermore, op top of the cargo manifest, we’ve also added a tool manifest. This will list all tools on board your ship, making them easier to find.
For more detailed patch notes:
https://steamcommunity.com/app/363360/discussions/4/1629664606983201861/
To enable the experimental branch, right click on Interstellar Rift in Steam, go to the beta tab, and select the "experimental IR beta patches" option
Please note that galaxy files opened in the experimental build, may turn out to be broken when going back to the regular build. It is recommended to start a new save file when trying the experimental build.
And of course, thank you all for playing and we’ll see you starside!
-The Split Polygon Team