fixed many instances of the word yield being misspelled
fixed a bug where picking up the item most recently placed into the trash slot would duplicate the item
sped up world generation by skipping many noise samples in black empty space
fixed rotation groups for tier 3 hallways
tier 3 hallways are now structure adding modules. They add more structure than the default tile replaced when you place them, so they make your ship stronger when added
removed duplicate entries for shield emitters in the design screen
added a tier 3 shield emitter
fixed turret offsets for T3 energy turrets
fixed an extra pixel that was sticking out of the side of a T3 engine module
tweaked the stats on some pulse beam weapons
added many tier 3 bridge modules
added missing visual power connection points to the largest size T3 energy turret
fixed a bug that would cause AI ships to send repair drones to repair their current hostile target
added a decorative conference room module what can be used to make space stations look more professional and business-like
fixed a rare bug that could cause a crash when adding a crew member into a ship at an invalid position
turret reload duration set to a default value other than zero to avoid divide by zero if somehow the value avoids being set
added tier 3 ships to the list of all spawnable ships so the game will now spawn them when it wants to spawn a really scary ship
tier 3 ships can now spawn as bosses and as escorts in the gauntlet
boss battles in the gauntlet can now reward a data core with tier 3 research
active system slot icons now have tooltips
added tooltip info for many active systems, but maybe not all of them. Any we missed will say "An active system with an undefined tooltip."
fixed an issue with active systems that made some of them stop working depending on the type of session you were in
fixed an issue where a crafting station would never close after it was opened
fixed single player crafting so that it would actually fail if you don't have the materials instead of removing what it can and giving you the output
crafting will also fail now if you don't have sufficient inventory space for the output
stat status that slows enemy forward movement on bullet hits changed into a debuff to acceleration similar to rotation accell debuff
improved the layout of the crafting UI
removed the old style UI button to open your character inventory
fixed an inventory UI crash when attempting to sell items to a shop via right click from ship inventory
fixed a bug that caused a quest to fail to load and delete itself
tuning kits, this entire time, have required a resource that wasn't even in the game and nobody bothered to mention it in feedback. Their application cost has been heavily reworked so that you can actually use tuning kits now.
significantly expanded the number of stats that status effects can modify
added 14 new computer room modules, each of which provides a passive statistical increase to your ship which doesn't stack if you have multiple of the same module. They provide bonuses such as turret range, missile tracking, shield regeneration, point defense, etc
added a new module type: point defense. It will passively shoot down incoming missiles using energy. They aren't perfect as their shots can miss so having many of them improves your odds of surviving large missile volleys
fixed a very rare crash that could happen if a hellbore bullet despawns before establishing part of its animation
fixed the same bug with 2 end game quests that prevented them from triggering
corrupt quest rewards will now fail to load more gracefully
if you somehow manage to type characters into the ship profile selection name entry field that can not be rendered by our sprite font, it will now remove the entered character and warn you instead of crashing at the screen's render pass
fixed a UI bug with research tier progress bars that could fill beyond their max value
module tooltips now indicate what installing upgraded components will do
scrapping a packed ship in logistics will now remove the ship instead of allowing you to keep it
tooltips can now dynamically scale their text to fit longer item names
fixed a misplaced turret track slot for a large energy turret mount T3
the trade screen now shows current credits without formatting to shorten the value so you can see all of your credits
the trade screen now shows the exact price of the item under your mouse
quests now save their progress a bit more frequently to prevent them getting broken if your game is abruptly quit without saving
fixed a bug with initial loading of the game which was capable of breaking the loading sequence on some computers in a very rare thread timing issue
added a timeout to randomized loot operations to make sure they don't run forever when testing an empty loot table
fixed trade npc ships saying they lost their target when they undock from a station
trade npc ships now say reasonable things when undocking from a station after conducting a trade
fixed a bug that could sometimes cause the character to be placed wrong when entering a ship
expanded the storage size for the trade screen because there were many shops that had more than 24 item types for sale
exotic matter was removed from trade storage as it is meant to immediately convert to credits and there is no reason to buy it
fixed a bug with tooltip image previews for large modules with square profiles that caused them not to render
made a fundamental change to how crew are removed from ships to combat a common bug where you get kicked into EVA when transitioning between ships
ship scrapping now rolls a dice to determine if you receive partial resource values instead of rounding. Before if scrapping would return 0.2 of a valuable resource you would always get the rounded integer value of 0, but now in the same scenario you will have a 20% chance of receiving 1 of that resource instead
fixed one instance of dormitory being spelled wrong
fixed a bug with a script that explains broken airlocks that could corrupt save files
fixed: the labels "required" vs "stored" was reversed on the logistics screen
fixed a crash in the research screen caused by an uninitialized string value
removed a legacy UI element that was rendering in the bar screen
fixed a bug where tuning kits would consume their component resources even if they could not be applied to the ship
added mining laser to home station tool shop
fixed an issue that caused some advanced turrets to lose their special properties when loaded from save data
tuning kit tooltips now display how many kits are already applied as well as the maximum stack count
fixed a rare crash when attempting to animate crew during a save/exit operation
fixed a bug with artifact activator modules that could make certain artifact types cause the game to crash
added a new craftable item: packey ball. It can be used to capture a ship into an inventory item
added code to support station shops that sell ships as inventory items
added a module for a new shop type that sells ships
the cash bonus for destroying communications relays has been balanced to better reflect the new credits economy relative to procedural missions
scrapping ships in logistics screen now only works on packed ships in your inventory
added a mission board UI to the map screen when visiting the map via a cartography room in economic stations
added a back-end for generating procedural missions to be listed at economic stations
wrote a new quest type to handle procedural missions from mission boards
added procedural pirate hunting bounty missions
added procedural cargo delivery missions
added procedural passenger delivery missions
added a cargo manifest framework to handle mission cargo and passengers for ships departing and arriving via hangars
created a new introductory tutorial quest sequence to introduce shipyards as a method of getting new ships
cleaned up some events from existing introduction quests that no longer make sense with the new shipyard economy
fire extinguishers removed from character creation as it is intended that the player should get one as part of the introduction quest sequence
added a tiny variance to the reload timers of turrets so they don't all play their reload sounds at the same exact time
doubled the energy capacity of all beam emitters
added a hangar module for entry/egree into/out of stations without using airlocks
added logic for crew placement into ships/stations when using a hangar module
remapped nearly all stations to include hangar modules
ships created from an owned packed ship in your inventory should no longer force hacking
added a crafting station module for unlocking T3 items via the crafting menu
added a number of T3 ship designs that can be unlocked
added all T3 modules to loot tables so they can be unlocked via the new crafting room
replaced the "journal" slot on character paper doll with a "ship" slot that holds your currently equipped packed ship
lowered the hitpoints of many hostile monsters inside abandoned stations
created detailed tooltips for packed ships with statistics about the ships capabilities
fixed some critical bugs with the existing intro sequence that could cause your game to get stuck if you use the respawn function during the event
added an inventory item type that holds a ship turret and displays its affixes in the tooltip
upgraded the logistics screen to pull turret items from inventory and safe storage instead of creating turrets from a turret type
added code to prevent the player using travel drive during the initial flight training tutorial
added a new item type and associated crafting recipe that can "forge" a turret item adding a new turret affix
added turret forge items to loot tables
tuning kits can now randomly drop from killed NPC crew
module components can now randomly drop from killed NPC crew
turrets with affixes can now randomly drop from killed NPC crew
removed module components tier 1 and 2 from research blueprint stores
removed all turret type research from data cores dropped by ships
removed all turret research that spawns in blueprint shops
turret blueprints are effectively removed from the game now as their functionality has been replaced by turrets as inventory items
basic turrets are now sold in blueprint shops
significantly increased the number of items that appear in blueprint shops
turret items added to ship cargo loot tables
turrets can now sometimes fall off of NPC ships and gain an affix when you shoot them. These can be collected as loot.
added random loot containers that sometimes appear in belts that can drop loot items
integrated procedrual missions with the quest journal
logistics screen now displays your equipped ship in a special location away from the packed ships in your regular inventory to indicate its importance
revised the character database to create and load a unique character for each world save so that it is independent from the character used by the main menu
the character build for use in main menu activities such as ship editor and testing arena now has more stuff unlocked so that you can do what you like in the sandbox
added civilian shipyards to the list of stations that can spawn as economic stations
added icons to civilian shipyards
fixed an issue with the quest journal displaying quest distances
fixed an issue with the "show on map" button in the quest journal
removed a UI element (incoming notification button) that did nothing because it wasn't supposed to be there
added code to prevent research shops from listing the same blueprint item multiple times
shops that save their contents between visits now clear those contents when the player advances to the game stage where new loot needs to be added to shops
added a new inventory item type: ammo box which turrets can use to reload. Unlike grey goo, turrets reloading from ammo boxes can pull ammo boxes directly from player inventory
ammo boxes added to NPC shops
player starting inventory now contains ammo boxes
fixed a bug where player credits count would display as zero until the value changed
fixed a number of inventory bugs relating to buying items from shops that allowed buying/selling to modify the contents of the shop
tuning kit and module component application now updates the ship in your equipped ship slot to prevent tuning kits being lost if you lose the ship
removed the tuning kit for travel drive speed from showing up in crew item shops
fixed a bug with logistics screen which was causing the interior contents of a packed ship to be lost after that ship was modified
fixed a bug with packed ships caused by the re-use of an important data structure that could cause damage to be saved in the packed ship item unexpectedly
revised gauntlet boss spawning to use T3 ships for the higher tier bosses
fixed a bug with scroll canvas UI elements that could cause them to scroll forever
because it is no longer intended for you to construct your first ship, new characters will no longer spawn with blueprints or ship building resources
rebalanced the cost of grey goo to more accurately reflect the economic price of creating it
ships constructed in logistics from a player design are now placed into inventory as a packed ship instead of docking to your home station
trading with station shops now allows you to move items to/from your equipped packed ship's storage
the player's home base was upgraded with economic station logic so that items from packed ships and player inventory could be transferred to the home station using the same interface as trading with other economic stations
a trade depot room was added to the home station
ship building was upgraded to use the new resource storage system
fixed a bug that caused the home station to sometimes spawn with hostile crew
fixed a bug that caused stations in general to sometimes spawn hostile crew
you can no longer use a packed ship from your inventory
you can no longer pack ships from the logistics screen
added logic to make your crew members follow you through hangar transitions into and out of stations
legacy procedural taxi missions were disabled as they are replaced by the improved procedural passenger missions
launching from a hangar reloads all ship weapons
balanced the repair rates of some repair drones that were repairing way too fast
docking at the home base with a stolen ship via a hangar should now pack that ship into an inventory item
fixed a bug with ship shard breaking that was causing ship shards to use a ton of extra memory copying turrets too many times from the source ship
added point defense module blueprints to blueprint shops
added a large number of fully mapped ships for sale in all shipyard shops
added flavor description text to ship hulls sold in shipyard shops
created a new type of crew member that can join the player's team and appear at their home station bar: procedural crew members
implemented a procedurally random talent tree generator for generating random talent trees for procedural crew
added a new screen to display procedural talent trees
wrote a dialogue for interacting with procedural crew members
added a better UI element to the bar screen to make it more clear how you are supposed to inspect a crew member's talents
upgraded the framework for displaying waypoints to fix issues caused by quest names being similar that could cause waypoints to not be displayed or to potentially become memory leaks
all economy nodes had their storage capacity and initial trade good quantities drastically increased because they were running out leading to unexpected trade ship behaviors
fixed a series of bugs that could cause ships to spawn with the incorrect number of crew
fixed a bug that could cause empty ships to come back to life with added crew after a save/reload
fixed some incorrectly placed text in the resources UI
fixed a bug with a turret that was crashing the game
upgraded the crew team UI widget to dynamically expand with crew slot unlocks
upgraded the crew team UI widget to support more max crew slots
fixed a bug with how tooltips display ship image previews
added awareness of Ithacit Ore to economic stations and the home station
fixed the text description in the tooltip for Ithacit Ore
added new ore use ratios to T3 modules so that ships with T3 tech will require fancier ore to manufacture
the bar screen panels can now be scrolled with the mouse wheel if there are more crew in your bar than can be displayed
added a new score screen that displays after doing the gauntlet
added a scoring system to the gauntlet which grants tokens for crafting T3 blueprints
buying a blueprint and learning it should now update other instances of that same blueprint with "already known"
fixed a bug that was preventing the ore node tracking world component from updating which caused a number of ore related bugs
added all modules and all weapon types to the main menu ship editor sandbox environment
fixed a bug with artifact activators that was crashing the game
placed grey goo into player inventory when they enter survival mode from the main menu
enclosed battle arenas in the gauntlet now block movement of all ships, not just the player's ship
fixed a number of bugs with the binary save data format for ore nodes that was preventing them from saving correctly
the quest to deliver food to the pirate's cove can now complete if you enter the station via its hangar
fixed a bug with the SSC shipyard raid quest that was causing SSC ships to not turn hostile if you had saved and loaded the game at a certain stage of the quest