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September Update

Build 1.0.20160901.52

General Updates

This build includes many low-level updates, including an update to the underlying game engine which has had a significant beneficial impact to many areas of the game. Visually the game is significantly different than the previous build; although previous version profiles, ship templates and global settings should be fully compatible.

The beta build will be receiving a number of smaller ‘partial’ updates from this build onward. Some additional, previously disabled ‘game rules’ will be activated in these updates, such as: energy requirements, complexity costs, and other ‘limiters’ with regard to ship design. These new rules may affect the stats and performance of existing ship templates, and we'd greatly appreciate feedback on how your designs are affected.

Key Updates this patch

The following are a few highlights from this build. For details on specific changes and updates please refer to the Heathen Engineering’s Terran road map.

Redefined UI

Terran’s UI has been redesigned based on feedback from the early access gamers. The new interface provides all the same functionality, but in a simpler cleaner presentation.

[img=http://media.indiedb.com/images/games/1/22/21496/20160831180308_1_S1.jpg]

The new dashboard puts more focus on events, which have themselves been expanded to provide you with quick access to relevant information and features. Two pinned events have been added to help guide you through new features and known issues.

Introducing CAM

CAM is the improved version of the ‘Co-pilot’ module and drives the tooltips, tutorials, quick help and archives.

[img=http://media.indiedb.com/images/games/1/22/21496/20160831180502_1.jpg]

CAM itself is represented by a disk in the top centre of your screen and is always available. The CAM window can be opened anywhere in game by simply clicking CAM. From the CAM window you can search topics, access key web resources and configure the CAM system.
The new ‘Quick Help’ can be accessed at any time in game by simply pressing and holding F1. This will pause combat if needed.

[img=http://media.indiedb.com/images/games/1/22/21496/DashboardQuickHelp.jpg]

The quick help display will change depending on where you are in game and what you are doing, attempting to show you the most relevant information for the conditions at hand.

CAM will also drive the archives feature of the game which will be introduced in upcoming builds.

New Training Area

The ‘Training Area’ editor simulation is being introduced in a preview state with this build. The Training Area replaces the build specific simulation missions and will mature into the final production form of the Ship Editor’s simulation mission.

[img=http://media.indiedb.com/images/games/1/22/21496/20160831180011_1_S3.jpg]

Training Area is a Ship Editor simulation mission—that is, within the simulation certain normal game rules do not apply; for example, no loot received will persist and no consequences of your actions will persist. Changes made to the simulation space will also not persist across sessions, and missions can be repeated infinitely. Simulation missions are meant to provide a means to test yourself and your ship designs, so the objectives are generally exaggerated to focus on specific requirements.

The Training Area takes the form of a large city-sized space station and includes guided instruction and hands on activities for everything from basic flight control to advanced combat techniques. Later updates will also introduce an ‘arena’ function where various combat scenarios can be configured and played.

Currently available in the Training Area:

Blue Quadrant
This area teaches of course the basics of flying your ship, but also more complex functions such as jump gates, hidden secrets and local quests. The movement and interaction portion of the Training Area takes place in the blue quadrant of the station, an open area roughly 25% of the 30Km diameter space station.

This area is still under construction in particular the local quests and salvaging portions are incomplete. Blue Quadrant will be the focus of the next patch with regards to the Training Area updates.

Coming in the next few updates:

Red Quadrant
This area teaches the basics of combat such as target, control points and group movement and includes a simplified combat scenario requiring the organization of two combat wings. As with Blue Quadrant, information panels are scattered throughout along with a ‘hands on’ example of the topic.

Arena
Coming soon the remaining half of the Training Area’s station will be a battle scared area divided into 2 quadrants representing allied and enemy territories. The core or centre area of the station will include a special 'control console' structure where various combat scenarios can be configured and started.