Included in this release is the end game! Try your best to make it to the rendezvous. All we can say is, you’d better have a good sized fleet when you get there… And the first person who posts a victory screenshot to our Discord is going to get something special.
Linux users, you can now play XO natively. For Linux only sending feedback is broken, so use Discord or email please.
Changelog:
Like previous versions this will erase your current save.
Tooltips were improved for all forms of unequippable weapons, for when a ship is full, and other trade-oriented cases.
Tooltips now word wrap and display if the mouse is too low (looking at you, formation button)
I narrowed the triggering conditions on some of the hardest events, and also made some changes to how abandoned ships appear, particularly early game.
We’re continuing to have actions visible but greyed out with a tooltip explaining why a particular action isn’t available. Fix and repair are the latest actions to get this treatment.
Tab now works on the feedback form.
The mouse icon now always has an opacity layer behind it.
Mission objectives should no longer overlap.
After the death jingle plays, we now switch to main menu music. Refreshing.
The tactical arrow now pulses when the return to comms text is visible in the starmap.
Many, many narrative tweaks were made to improve consistency and tighten up the text, and include new features like the rendezvous beacon.
The tutorial was given a clear ending.
Harvesters now do more than just give an empty box when they are hailed.
Save/restore was added to the native Linux version.
A certain shield you may encounter was rotated to its proper orientation, and made so that it didn’t accidentally destroy certain things. You’ll know it when you see it.
Our first rev at score was added.
Event ships respond more appropriately to players arbitrarily taking pot-shots at unarmed vessels. You know who you are.
Reminders that it’s a really, really, really extremely good idea to hail all ships were added to all relevant events and their conditions were tightened so they only trigger in cases where they ought to be seen.
Bugs:
Fixed a last minute missing bit of something with the end game.
A case where a ship failed to attack when ordered to do so was corrected.
An event was spawning two gunboats but now it only spawns one as intended.
A quick refactor to the way the addEquipment tag interacted needed some additional love, so it got that.
our addEquipment tag needed a fix to stop it from duplicating items.
Formation logic was cleaned up. There’s still a couple of minor issues that we’ll address next week, but Heru swatted down several issues.
A sound effect bug was fixed before ya’ll even heard it.
A bug related to ships jumping away was fixed.
Certain conditions related to our procedural event picker needed fixing, so Heru fixed them.
Some tweaks were made to get tooltips working the way we wanted.
A number of events were tweaked and fixed in minor ways. Jeez-o-pete I hope I’ve found all the typos.
Known issues:
Joysticks, rudder pedals and some controllers may need to be unplugged before play.
There is a bug related to scouting and jumping that we will have fixed in an interim release soon.