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Update 1.10

Hello again!

Our biweekly-ish update is here again. Now this time the changes were mostly to the game's backend infrastructure so there aren't really any new mechanics, but it does prepare the shape of things to come. Also some new modules...

..this time it's mostly engines :)

VIVO Radial Propulsion System

Finally making some entries into the Mark 2 series of engines, we got the shiny and glowy radially attached VIVO engine.

It's substantially more powerful than the Mark 1 series E-MAG, and while it can be attached in any direction it'll only work if pointed backwards. Just a heads up.

U.R.A. E-MAG Plasma Propulsion System

And well since it really made the old thruster look bad I had to do a quick visual overhaul of it as you can see here.

It now fits a lot better with the new one and generally looks a lot better than the old version as well.

Nostradamus-Class Titan Thruster

The junkers are getting a heavy thruster as well.

This one is somewhat inspired by that one old interstellar tug's engines from that one film where they mostly turn on at night. Mostly.

Spikey Antenna Array

I did suddently realize that junkers have no types of scanner at all, so that naturally had to be fixed.

​It's the lowest performing scanner antenna of them all but it can be a good starter when you're in the outer rim.

Physical Barrier Emitter KKC-56

Now for the more unusual thing. I think we can pretty much call this one a ramming shield if you like.

Activated by an ability, it projects an impenetrable barrier over a 5x5 area above it for about 20 seconds, then it needs to recharge for another 40s.

I wanted to upload a short gif but steam is being annoying with file sizes as usual *sigh*. So here it is on imgur.

The new modules and their stats can also be found on the wiki.

Yarn

Yes you read that right. Not your usual run-of-the-mill yarn but a dialogue editor made for Night in the Woods.

So what about it? Well I've decided we could put it to good use to quickly and easily create dialogue for any in-game interaction. Should also significantly simplify any modding for quests and conversations down the line.

This integration should play very well into the whole quest rework we're working on right now, as well as any random encounters and interactions with neutral ships.

That's only a testing dialogue of course, we haven't had time to make any real ones quite yet so you won't be really seeing any of them in this update apart from the one in the tutorial (which now works through this system as well).

There were also some other backend restructuring changes but nothing that acutely affects the gameplay itself at the moment.

Changelog:

Additions:

  • Nostradamus-class Titan Thruster
  • VIVO Radial Propulsion System
  • Spikey Antenna Array
  • Physical Barrier Emitter KKC-56​
  • Inventory filters' names can now be seen in the tooltip when hovering over them
  • support for Yarn exported .json dialogue files

Changes:

  • reworked the model of the E-MAG Plasma Propulsion System​
  • slight design change for the module info tooltip
  • some design changes of the dialogue chat boxes
  • moved "THE FIST" random event to the core worlds
  • ​map icons now have a small black shadow so they're more visible on same colored background (so it should be possible to locate hostile ships in red nebulae now)

Fixes:

  • crash logs now point to steam forums instead of the abandoned standalone one
  • tooltip should now display engine thrust correctly at all times
  • billboards should now have correct descriptions when clicked
  • hostile ships should (hopefully) no longer spawn too close to the player when generating a galaxy

Thanks for reading/looking only at the pictures, and have a good one! :P