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0.8.2.00 patch notes

0.8.2.00 Hollowed Centipede patch is live today, here's some highlights followed by the full patch notes.

Highlights:

  • The logistics ship spawn menu has finally been overhauled.
  • Ship profiles are now in the database and cloud synced. Old existing profiles aren't technically deleted, but they are no longer compatible and will not show up in game.
  • Significantly reduced monster difficulty at early levels
  • The Torment special event ship is now in the game
  • Module shape, meta-data, and artwork is now accessible to mod makers (though not yet via steam workshop) check the content folder to see where module data is loaded if you want to tinker
  • Lots of optimizations and polish

Full notes:

  • significantly lowered the energy cost of activating shield boosters
  • fixed shield booster tool tip energy cost values which were inaccurate
  • ship max speed in travel drive was doubled. We technically had not changed it until now, but when we fixed a bug that was updating movement twice it reduced actual movement by half, and when we updated the numeric display of travel speed to represent actual world size units instead of pixels it cut the number in half visually, so for all intents and purposes it fealt like the speed had been cut in half. Doubling the max speed should make it feel "correct" based on how it used to look and feel.
  • unoccupied ships no longer turn off their shields, because shields are magic blue pixels and we all know the government of the universe physics enforcement comittee considers those to be a conserved quantity
  • a number of module types now regain all energy when a ship gets its ammunition reloaded such as turrets, capacitors, and engines
  • fixed a potential crash when trying to unlock a turret which is already unlocked
  • nerfed monster lair's health(30%)
  • nerfed monsters health(16%), damage(29%), and speed(6%)
  • research complete notifications have been made more precise to have unique alerts depending on the unlock type
  • the simulation now advertises a ship's primary target in a way that allows us to color code the interface
  • fixed a bug where ships from nearby sectors were drawing with the wrong offset relative to the current sector (their turrets were drawing correctly)
  • ships now spawn with as many crew as they have beds instead of as many crew as they have bedrooms since bedrooms can have multiple beds
  • the "get" method on tooltip description text now returns the pre-wrapped text which lets us check the contents of tooltips with code
  • turrets and thrusters and shield emitters and engines and active energy cost on-use modules now mostly will come into existence with full energy
  • added a failsafe to module hitpoint calculations which will prevent corrupt module definitions from crashing the game
  • Station Parts quest station now doesnt have any monster spawners in it and has limited amount of monsters in it
  • fixed a bug where beam emitter count was changing when a ship interior was repeatedly instantiated
  • fixed a design screen crash when opening a ship design with 0 crew
  • fixed an issue where bullets fired towards a ship at point blank range could instead hit the source ship due to a bug with how bullet dodging was handled
  • completely reworked the TOBI device to now grant a temporary buff to ship dodge chance that scales with the size of the ship
  • We have done a complete overhaul of the logistics screen GUI and functionality
  • single player ship designs are now fully moved to the database which means they will be part of cloud save, and we can do new things like delete unwanted designs
  • Ship icons on minimap and exterior view now indicates hostility towards players
  • Added new T2 energy mounts
  • Added two new T2 weapon types (6 turrets in total)
  • Massive research price balance pass - includes ships, weapons and modules
  • Removed sector range limit from map
  • Added sensor range check to map
  • Added visualisation of sensor range to map
  • Added crew count on locked target
  • Added incoming target priority on locked target
  • Extended few T2 loot tables
  • Added new icons to research screen
  • New framework for pulse turret effect
  • New visual effects for turrets and beams
  • Fixed beam emitter energy issues
  • Added new T3 beam controller
  • Added bigger Higgs drive
  • Added animation to old Higgs drive
  • Rebalanced Exotic matter economy heavily in favor of ship combat
  • Gates now have visual effect and text prompt when they are active and ready to use
  • Fixed bug allowing you to use inactive Warpgates
  • Added double wide corridor conduit crossing and ending as part of T2 milestone rewards.
  • Removed Exotic matter from abandoned stations loot tables
  • Decreased energy cost for spawning ships by 25%
  • Fixed access menu in interior view
  • Exterior access menu state is now persistent
  • Changed Mission Journal description formatting
  • Removed extremely rare crash in interior screen related to armor shield display
  • fixed a bug where beam energy emitters were drawing energy based on the wrong number of functional emitters leading to rare occurances of negative energy use
  • final milestone rewards for T1 and T2 research progress were added
  • added framework and assets for station minimap icons
  • cargo added to ships via scripts or quests will now attempt to place itself in cargo bays which are functional and not fully destroyed. This will hopefully fix an issue where cargo placed into a station could be unreachable
  • fixed a sound related bug what could cause a crash randomly
  • actions which remove items from character inventory now instantly write to the database
  • fixed the Tormment event quest which we thought was working except it was actually not implemented yet. We now have a spooky ghost ship event in gaame. See if you can find it and get totally wrecked. also it drops loot.
  • added an alert to research blueprint use
  • fixed a bug where crew were supposed to leave their console to fight intruders on their ship, but they would always leave their console if they were the intruders making it impossible for lazy-ass marv to do anything right
  • fixed a bug where crew were leaving their consoles to defend their ship from dead invaders
  • crew will now leave consoles to fight monsters invading their ship in addition to enemy crew
  • fixed a bug where the start ship would unlock the start ship instead of unlocking an undamaged version of the start ship
  • fixed a bug where audio volume wasn't updating immediately when changed
  • fixed a bug that could cause ships to go unresponsive
  • there are now ships defending signal relays
  • relay stations now have longer range turrets
  • significantly optimized standard pathfinding for crew and monsters, this is one of the biggest resource hogs for the interior simulation and we've reduced it by like...some!
  • rewrote crew idle behavior to make less liberal use of the pathfinding algorithm which is still expensive. Their idle wandering will no longer caause massive FPS lag inside large ships
  • ships can no longer fire weapons during travel drive or while charging travel drive
  • module definitions have all been given new meta data which exposes their tech level to the game
  • module artwork has been exposed to modification by the player as their artwork, tile maps, and meta-data maps are now uncompressed and in png format by default