This is a combined patch notes for 0.4.0.02 and 0.4.0.03 because they came out within 20 hours of each other.
Over this last week I have spent most of every day tracking down bugs which you guys have been reporting, finding all sorts of things I couldn't find without receiving your broken save files and broken ship profiles. Thanks a ton for the help, I think the game is running a bit smoother now.
Here's what's changed:
0.4.0.02
- ship interior screen given a safe mode rendering option as a fail safe in case interior rendering does something that's not supported by a GPU.
- ship trading interface crashing behavior made more friendly, it will now simply close the screen and mention the error
- errors inside ships now cause the ship to stop working instead of crashing the game
- beams can no longer fire from destroyed emitters
- matter furnaces now only return 50% of the value of the item
- the station cargo storage areas are no longer full of junk when the game starts
- NPC traders now search for jobs much faster so they will occupy docking ports for less time
- NPC traders will now score job candidates based on how many other ships are taking the same (or a similar) job
- fixed a bug that was making shops hold onto the same inventory for too long
- the trade screen now displays the timer for new inventory to spawn
- added a credits display to the trade screen
- trade overlay now shows the name of the item type you are trading
- trade overlay now shows an icon for the item type you are trading
- fixed a bug with broken ship shard interiors where empty tiles were being given the properties of modules with holes in them and causing all sorts of strange behaviors
- readded a matter furnace to the home station near the spawn. I don't like that the matter furnace exists, but I understand why people want it. This is probably temporary.
- remapped a lot of the home station interior to be prettier
- fixed some tiles in a large pirate ship which could not be changed via the ship designer
- added a new 1 tile wide connector module for station halls
- fixed a bug that could cause a crash as the result of a faction spawning a ship
- made faction code generally more crash resistent
- you can no longer use station airlocks to board ships you don't own...this change is something I'm trying and if it sucks I'll make a better system later
- fixed a bug where crew weapons would lose their movement speed multiplier after a save and a reload
- airlocks are fragile connections, they can now be destroyed if you apply too much physical stress to them
- built a tool that allows me to modify global economic production and consumption rates
- nerfed all economic production rates by 50% so that trade ships can keep up with supply and demand
- repair drones can no longer repair shield tiles that are in the repair radius of damaged ship tiles
- the ship weapon damage balance pass accidentally made repair drones way overpowered so we have returned them to normal effectiveness
- changed how thread timing affects ship interior updating to lessen the effect that time dilation has on the simulation integrity
- fixed a bug that prevented T1 civilian blueprints from being sold in stores
- added a slightly bigger T1 ship blueprint to the research queue at the start of the game to help early progression
- fixed a crash caused by trying to calculate the price of adding a gun that had no price, the price now defaults to zero
- fixed a gun type that had a missing price
0.4.0.03
- NPC ships won't break their own airlocks anymore
- ships that move while docked now only break their own airlock and not the airlock they were attached to
- optimized air calculations to ignore all empty ship tiles
- fixed a bug where air was transferring between the ship and empty tiles outside of the ship
- fixed a bug where life support was giving air to the tiles outside the ship
Next on my todo list is smoothing out auto-saves so that it is less irritating to leave them on, and responding to feedback about how the economy is breaking this time.