We’re going Early Access on Monday so we may be pushing one last update late Sunday night. We are psyched!
Congratulations to Drive By Pancakes for being the first human to achieve Victory in XO! An XO t-shirt will be winging its way over, and if you come across a certain Rover ship bearing Pancake's name, hopefully the Croft will bring your fleet luck.
A huge thank you to all the suggestions, feedback, bug reports, email, comments, tweets and other electronic missives from our awesome Kickstarter backers! It has been so, so great to hear from so many people loving XO!
Changelog
Ships now move in the closest direction if you just click the action (e.g. ‘attack’). You can change direction by highlighting the movement arrows. This should make movement even easier.
Save games are now resumed paused. Much better.
Faction leaders are now visible when doing crew transfers or scanning ships in your own fleet. They’re still hidden on non-fleet ships and will remain so.
Hovering a formation now displays ‘ships forming up’ making it clearer that a formation is waiting for all ships to arrive before executing an action.
What happens when you achieve victory was cleaned up, adding in all the goodness that happens when you lose - stopping the game and ensuring that it couldn’t be resumed after a save, and numerous things of that nature. End game is now 100% complete.
Credits now roll when you achieve victory, as well as the victory song. :)
Elapsed time was removed from the end game and victory screens; it wasn’t really working and may have been giving the wrong idea. Trying to speedrun XO will result in failure. You have been warned.
The game over dialog was made similar to the victory screen. Except, you know, for the victory bits.
Some end game bits were adjusted for fairness and sanity. No spoilers here.
Quite a few conditions were added to quite a lot of events to accommodate things like destroying pirates. This led to me doing a pretty big rework of the pirate-style events, and they work a lot better now.
Shields no longer have an effect on abandoned ships, making it substantially easier to repair hostile shieldships.
I found time to add some more events, but I spent more time cutting dialog and tightening up quite a few events. There’s a lot more to cut.
^isRendezvous and ^victory are now the default for events.
List of Bugs Eradicated
Ships and formations now defend themselves properly when they are given the defend ROE.
A different bug that prevented ships in formation from attacking when a formation ship was disabled was eradicated.
Weapons free now properly attacks anything hostile/enemy in range, closest first.
Mining lasers now take out nukes just like their big sisters do.
The formation forming up tag logic was cleaned up.
A seized, crewed ship (or a recrewed ship) that is given a jumpaway order (by an event for example) will properly break away and jump.
You can no longer get a fake victory by restoring a savegame from the rendezvous.
A bug preventing jumping was unbugged.
Our event victory and isRendezvous tags were tested and debugged and fully work now.
The left arrow had stopped pulsing when the comms in progress was pulsing. Fixed.
Melting a ship’s weapon no longer strips it of all actions.
The nuke was restored to its proper level of nukification.
If you tried to nuke a Harvester carrier just as it was jumping in, it would cause a problem. Now it just fails elegantly.
An unusual issue that was causing the battleship to rotate and change direction when other ships spawned was put down.
We unmapped a couple of controller buttons as they were doing a save/exit when pressed and it was looking like a crash. Controller support is pretty awful right now, don’t try it.
Scouting should work properly on Mac.
A couple of bugs related to resuming from victory conditions were cut off.
More than a big handful of autobugs were summarily fixed by Heru.
Known issues
If you’re having trouble clicking, try unplugging controllers, rudder pedals, joysticks and the like.
Feedback is not working from the native Linux version and we have no idea why. If you have an idea why, please hit us with a cluebat.