Updates will be collated together for the month, to prevent spamming news with the frequent updates I intend to put out. I hope you guys & gals won't mind the frequency at which I update.
The notes will also be in the forum thread:
http://steamcommunity.com/app/414950/discussions/0/494631967666248183/
Update 15/12/2015:
* Due to some feedback that the starting trade UI doesn't have any info on where to go for profits, I've changed a game mechanic. Prior, you had to join the Merchant Guild on Liberty to access two very nice trading features: The Global Real-Time Price Database & a Quadrant Real-Time Database. I've changed it so the quadrant database can be accessed by everyone, but the global sector-wide database requires joining the Merchant Guild. It should help starting merchants a lot.
* Added a new bounty hunting mechanic, on Normal Mode. Authorities will reward nearby friendly ships when a Pirate Blockade is successfully cleared. This is intended to assist starting players to earn some credits, XP and reputation as they practice to get killing blows. Hopefully it removes some frustration whilst learning the game early on. This mechanic only applies to Pilots of rank 3 or below. Picking up lifepods to sell as well, should alleviate early game concerns of failing to get kills.
* Added Hunter Guild reputation in mouse-over pilot info panel, for those curious why Hunters are attacking them.
* Changed icon of the exe on the desktop, hopefully its better!
* Fixed a bug, on Pirate ports, the black market will now no longer check for faction standing for the purchases of modules or ships, as intended.
* Disabled the Windows hotkey Ctrl + W from exiting the game.
* Fixed the Nebula Cruiser having 0 storage space.
* In the Equip or Ship menu, mouse-over on your current ship will show it's stats.
* In the Equip Menu, mouse-over of modules in the shop or storage will briefly flash the compatible module slot on your ship. This should help early players figure out which mods go where without reading the tooltips.
* Fixed manual turrets firing (when it should not) when clicking on lifepods or ejected cargo cans. Also when clicking on the jump icon.
* Added an option to talk to an NPC (where mercs usually hang out at), to fix Hunter Guild reputation for a small fee.
--------------------------------------------------------------------------------------
Update 16/12/2015:
* Systems which are "degenerate" or have "mass drug addictions" due to Player Smuggler activity will now have a HIGHER chance to attract MORE Pirates to the area. This is a useful thing for Player Pirates, as they can "seed" these Pirate Raids or Blockades all over the Sector, giving them better access to places (because local defenses are busy dealing with the Pirates!), to buy and sell and smuggle even more drugs!
Just note that if a faction is afflicted with many "degenerate" colonies, it's production & fleet strength is severely reduced and may cause them to lose the war.
* Ensure the new "rookie Bounty" system for those Rank 3 or below works for all civilized factions.
--------------------------------------------------------------------------------------
Update 17/12/2015:
* Due to common feedback regarding the Friendly Fire mechanic, I've done an overhaul of the entire system. The changes are:
1. Normal FF, such as stray gunfire, on a non-allied target will have a higher threshold before you incur a penalty for faction loss. If you incur the penalty, the loss is also reduced.
2. Normal FF like above, against an allied-target (the major factions, once you've accepted their recruitment), they will almost ignore unless you push your luck. If you do push your luck and spam FF, you will lose some standing, but the loss is also reduced.
3. FF Kills vs non-Allies will have a reduced loss in standing. But after consecutive FF Kills, they will respond with force.
4. FF Kills vs Allies will NOT have a faction standing loss. But do not repeat it for awhile. There's a timer when they cool their heads.
With this change, I hope that bigger fleet battles, stray fire will be ignored for your allies, but constant deliberate FF they will not ignore.
* Fixed a bug with Allies of the Human Empire. They were not recognizing your kills of their enemies on foreign hostile territory (& sometimes their own, because they are Humans.. so illogical). Now they will.
* Increase size of dots on sensor map, lower transparency of it slightly.
* Fixed a bug where you dock and spam the Map or F1 too fast before the scene loads will cause a lock-out.
* Fixed a FF bug with NPC Hunters who are contracted to kill you, some missiles were flagging FF when it should not (because you are allowed to defend yourself against hostile aggressors!). Hunters with a red Hull Bar are hired to end you, other Hunters are minding their own business, so don't provoke them.
Also note, sometimes "friendly" Hunters seem to randomly FF you on purpose. It is them being jealous you are stealing all their bounties and they want you gone, scram, away from where they operate. They are picking a fight, provoking you to respond and get you into trouble... if you are badass enough, feel free to school them (Target, TAB to activate coms, provoke them into fighting you first!!).
--------------------------------------------------------------------------------------
Update 17/12/2015 #2 (v1.01): Some nice Features from user suggestions!
* Added a Re-Arm all Launchers & Drones feature, re-dock to see it show up next to the Lifepod Exchange!
* Extended the feature of Right-Click on loot to take the stack instantly. It would not do it if your cargo could not hold the stack. Now it will auto-check for cargo reserve space, and take up to the maximum, instant, no need to use the slider & confirm.
* Extended the tooltip on the Star Map for Ports with a Trade Crisis event. It will now also show which goods are in high demand, for players to ship there to resolve the crisis to claim the bonus XP, Reputation & Faction Standing. It should help new merchant players a lot.
* Added a new hotkey for firing all Launchers at once, default to number [4]. So [1],[2],[3] will fire the Launchers individually and [4] will fire them all (if cooldown & ammo conditions are met).
* Added keybinds for Zoom, it is normally done using the mouse-wheel, but for those without access to that, you can Zoom in & out with the keys [-] & [+]!
* Improved the port docking icon to stand out better!
* Bugfix for drones, very rarely, they can die and do not free up the active slot.
* Reduced the Faction Standing loss for FF on Free Union ships.
Thanks for all the great suggestions & feedback so far, keep them coming and I'll try my best to implement them.
--------------------------------------------------------------------------------------
Working on some content updates as these bugs are resolved. New ships, more weapons, missiles, encounters etc are on the block right now. I hope to do further UI tweaks soon too.
If you enjoy the game, please leave a positive review. Every bit helps for small time devs like me! :)
Regards,
-Huy