Hello hello hello, captains!
Here's the latest quickfix so that's three in total with the previous two in the last couple of days. We've done our best to fix as many bugs as possible, but also to continue tweaking and adding new stuff.
A big thank you goes to everyone for playing and providing your feedback (and game logs)!
No sense in yammering about it all. Check out the change-log below!
FIXES
- Some of you have noticed that your legacy saves loaded up with an empty garage. The thieves were caught and you've got your ships back.
- Fixed a cut-off text issue of the Borehole torpedo tooltip.
- In some instances, the loading screen hints could crash the game. They no longer have this superpower.
- AI fleets will no longer decide to switch sides and become your fleet if you've captured their native zone and loaded the game. The traitors...
- Fixed a problem with the game not accepting a mouse sensitivity setting different from 0.5.
- Typing "F" while saving the game will no longer trigger the game to do strange things. It will simply type "F"... as it should...
- Buttons properly provide visual feedback when they aren't available even if you're constantly hovering over them.
- The logo videos on starting the game no longer decide to loop excessively.
- Fixed a bug with the intro logo videos that would crash the game
- Fixed an issue with some ships losing their engine trails.
- In some instances if you used the Ram or the Shockwave skill and docked, the VFX on your ship would remain visible. This no longer happens.
- The "Refit" research group didn't enable the object of the research for purchase. This now works as intended.
- Fleet names are now stored and loaded as intended.
- Fixed a frequent issue with beam weapon effects hanging in space, like they got nothing better to do.
- In some cases, fleet battle auto-resolve could get all messed up when one of the fleets had a warmaster in its ranks. The battle timer would remain hanging on 0:00.
- If you attempt to tell your local militia (they sometimes get spawned near your garrison) to follow you, the game would crash. This is not the case anymore.
- Fixed a bug where your fleet would sometimes autonomously decide not to join an ongoing battle. From now on, they will do their duty.
- The Shipbuilding icon no longer goes beyond its boundaries.
- In some cases, ongoing research progress wasn't saved properly. Now it is.
- In some instances the Research Activate button was disabled when you didn't have enough resources to start researching a tech even though you already paid your dues since the tech in question was only paused.
- In the Dialogue panel, the character portrait could sometimes overlap the character's name. This is now fixed.
- Fixed an issue that would get you stuck in the Prologue if you build the first mining operation via the context menu.
- Enhancement names were displayed wrong in their tooltips. Not anymore.
ADDITIONS
- You can now fire your light weapons while Fire-at-will is active. When you stop firing, the Fire-at-will resumes business as usual.
- If a skill is disabled, the reason for it will now be shown on its tooltip.
- A number of structures have now gained a visual addition when you upgrade them. We'll be adding these models as they are finished.
- Structure OnPulse scripts no longer work while the structure is being constructed or upgraded. This could reduce framerate and look weird.
- Paused research is now automatically restarted once the current research is finished.
- New mission markers added to the Starchart.
- Added a bunch of new tooltips
TWEAKS
- When opening the Customization panel, the first selected tool is "Stamp".
- Since Fire-at-will is upgraded, the loading screen hint is updated accordingly.
- When opening the Drydock->Loadout panel, the "Drydock" filter is active by default instead of "Your ship".
- Newly constructed fleet ships now appear near the HQ instead of on/in it.
- Player name and surnames are now limited to 30 characters each (though length of the words still apply which can clip your name/surname in some instances).
- The Delete button on the Fleet management panel is now named Scuttle. It seems more appropriate.
MODDING
- Equipment description is now referenced by keyname rather than integer identifier in the Items.wdt.