Hello there!
Here is the promised balance&fix patch for the previous update, hopefully addressing some of your concerns and ideas.
Module Stats Info
The shop will now show you some module stats (when you hover over a module) you could previously only see on the official Wiki, as suggested by Shazai.
Multiple Savefile Support
We now finally support multiple save file creation and loading. It will also tell you if you're making a new save or overwriting an old one (a feature also added to the ship saving system).
At the moment you can only access the loading menu from the pause menu, as the main menu retains the [Continue Game] button which launches your most recently saved game.
Ship Loading Fixes
The ship filters will now search for ships in a separate thread, thus not freezing the game for a moment (yay!) and it'll now display one from a bunch of new loading texts while you wait. It's usually so fast you can't exactly read them but ¯\_(ツ)_/¯.
Balance Changes
Trying to address what some of you have been talking about on the forum, I've scaled down the health/dmg gap between factions as seen in the changelog below, along with some ship size scaling according to distance from the center.
The official wiki has been updated to match the newly changed values.
Changelog:
Additions:
- shop now displays the module description on the bottom and shows some module stats in the tooltip
- you can now make and manage multiple world save files
- workshop category ship filter
- when saving ships/making a new galaxy save the game will let you know if you are saving a new file or overwriting one
- adding "WikiPrintout=true" to your settings.cfg file will trigger a module stats printout to be made into wiki_module_output.txt in the game directory
Changes:
- agency and industrial modules are now 1.75x and 2.5x better than junk in health/dmg instead of 2x and 4x respectively which may help lessen the large cliff when trying to transition from one sector to another
- shield recharge and volume back to pre-1.09 values
- out of fuel tow service now priced at 10% of your current Wex instead of a fixed value
- small ship cargo pickup range boosted slightly
- the spawning system will now match ships that are 60-100% of your size depending on the distance to the galactic center (60% at the edge)
Fixes:
- LZ-1 Laser Emitter should be less overpowered now
- wexcoin values should display correctly in creative
- ship/galaxy names allow some special characters again, deleting the unallowed ones on-the-fly from your text field
- switching ship filters in the construct ship menu should no longer freeze the game momentarily
- random events should vary correctly again
Known issues as of 1.09a:
- starting a new game won't autosave your current game before switching (like loading a savegame does)
- visiting a large amount of systems in succesion may cause data to pile up in ram which can lead to low framerate eventually (you can clear it by rebooting the game if it happens)
Thanks for reading!