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Water Riot Grace Period is Here

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Changelog

The biggest feature this week is the new water riot grace period. This may have been our most requested feature, and it took a little tweaking to get right. It may still need a little tweaking, let us know how you feel about it.

You now have a two day grace period to correct any low water situation before riots force you to dismiss ships from your fleet. This makes water a lot more forgiving. I am going to try out some riot-specific events to spice things up, but those are not yet in the game, so enjoy your riot-free riots while you can.

It should be less likely for a Harvester carrier to spawn in the middle of your fleet. More tweaking may be necessary here, do let us know if it happens to you - the best way to do that is by sending in-game feedback. We also adjusted how and where Harvesters spawn and their spawn order.

When you receive a Plan, it should now always be something you can immediately use. Deferred gratification has been indefinitely postponed.

We added warnings to the plot course screen when a low or no resource condition is likely to occur. This should help players take the appropriate action, whatever that may be.

Three new events are now live: the Evac, the Fire Station and the Overwhelmed were added.

The faction tag was expanded to allow for multiple factions. This allows us to add farmship events believably to Empire worlds, where previously there were none. I’ll may add some pact-only farmship events later, but I’ll be focusing on adding Empire + Rover/Corp/Irenic events first.

Right clicking while in waypoint placing mode now cancels the waypoint. In this mode a tooltip is now shown.

Ships that move to a waypoint now have offsets so they don’t dogpile on each other.

Formations and formation movement are now locked to an orbital line. Formation speeds were normalized.

Marooning a crew now appropriately docks your relations with the maroonees. Always wanted to use that word in a sentence.

Tooltips have been added to the Transmogrify window to ease understanding.

setTooltip actions, such as tutorial text, are now always overridden by ordinary UI tooltips.

I improved the conditions in an event type to allow for more actions.

A completely empty tag is now used for clearing tooltips, and it looks much better now.

Farmship events now spawn a tad more frequently.

Mines now strike non-fleet Empire ships if the player drops a minefield.

Some events were restructured for consistency. All events had to be expanded to include the new factions array, which turned out to be quite the picnic. Thank goodness for VIM, that’s all I have to say.

Hovering the JUMP button when you don't have enough fuel now displays a tooltip and what we lovingly call MousePointerNope.

An abandoned ship in your fleet now tells you that it is abandoned via the magic of tooltippery.

The loading screen now says... wait for it... loading. When you send feedback you also get a sending popup to ensure folks the game is not broken.

Non-essential windows are auto-closed before going to starmap to better allow for course plotting.

Visually I finalized the look of the starmap course lines. That's the last bit of non-production art in the game!

List of Bugs Fully Squashed

We may have fixed the issue with rudder pedals, joysticks and controllers hijacking input.

Fixed a bug that prevented people from being able to type in the feedback field.

Fixed a bug that was causing Harvesters to appear right behind the fleet when they first jumped in. While we may have accidentally discovered ‘insane mode’ it is a little too cruel for ordinary play.

You can now select and deselect ships in your fleet list as you would expect.

Ships should now retain their fleet color when abandoned, damaged, repaired and the like.

The minefield somehow reverted to an older size, so I corrected that. Bad minefield!

Courses can now be plotted correctly again, and scouting now should work as expected.

An issue where the maroon command wouldn't show up has been fixed.

We think we fixed a formation controller bug that has been popping up.

And formations going to waypoints should always reach the waypoint now. We think.

And a dictionary-related bug was also hopefully wiped out.

Known issues

If you’re having trouble clicking, try unplugging controllers, rudder pedals, joysticks and the like.

Some Linux users are experiencing strange graphic effects. Please help us diagnose this by posting your experience on the discussion thread here or on our Discord.

Feedback is partially working from the native Linux version, but we still have no idea why it isn't fully working, probably something to do with networking. If you have an idea why, please hit us with a cluebat.