Another slightly less important update is here, with some module reskins, a new turret and a bunch of fixes, optimizations and minor changes.
Work on buildable stations and the upgraded quest system continues but they're not yet ready so you're getting this instead.
5"/42 Caliber Gun "The Fork"
This small gun turret will make an excellent addition to any outer rim ship, with it's decent rotation speed, excellent gun depression and pretty good elevation.
Rotates 95 degrees to each side and fires high explosive shots that do decent damage, but it has no splash effect.
These, and also some other weapon modules have been updated to sport a slight startup time of a fraction of a second which makes them shoot more in succession and adds to the realism somewhat.
Also tends to look really cool.
Model Updates
Like in the previous update, this time some of the old meshes for the space agency faction have been redone in a more streamlined fashion and based on an octo base instead of hex.
Ores
Ores now get a few different rock meshes to choose from when spawning, and there are 3 new materials: Metal, Rust and Plastic which are rare-ish drops from destroyed modules. Currently they can only be sold but in the future they may be used in other ways as well.
There's also a new pallet of drinks type of cargo, but it doesn't really spawn in the game yet.
Changelog:
Additions:
- 5"/42 Caliber Gun "The Fork"
- new models for the Vertical Antimatter Power Core, Flat Transmitter/Receiver and LZ-1 Laser Emitter
- new acheivement "War Crime"
- replaced ore cubes with 3 random rock models
- added 3 new "ore" types: Metal, Plastic and Rust which are sometimes dropped on module destruction
- detached cargo containers that have cargo in storage can now be picked up, providing you have a container that can store it and all of its cargo
- free floating ores are now recorded in the savefile
- some weapons now have a short random startup time of about a fraction of a second
Changes:
- added a 1 second warp cooldown since there's some confusion about when the game drops you out of warp automatically (players often try to disengage themselves, putting themselves into warp again, which should not happen anymore)
- missiles nerfed slightly
- ramming damage buffed by 50%
- Scuttle Twin-Turbo Plasma Turret's reload time and damage has been doubled, effectively keeping the same DPS but reducing lag due to fewer shots
- missile and torpedo damage against asteroids buffed 3x and 4x respectively
- replaced [Continue Game] with [Load Game] on the main menu, so once can choose which game to start from there as well instead of just the pause menu
- Plasma Turret's projectiles are now smaller and have a different hit effect
- Wide Area Scan now shows ores as well
- substantially higher chance for a module to detach from a ship instead of getting destroyed in combat
- the Nuclear Gun Battery and Flak cannons no longer shoot through shields, but do 200% damage to them instead
- slightly improved trail effects of flak and nuclear shells
Fixes:
- ship construction selection screen should keep the right height even if it doesn't find any ships in a category
- various very minor fixes
- cubic meter characters should display correctly now
- ships and ship names should no longer repeat as much, especially in a single star system
- reduced the star system entry lag by loading hostile ships when you get close enough to one instead of immediately when entering (visually and gameplay-wise, nothing changes)
- while selling or buying stocks the button won't switch back to 500 from ALL when clicked
- the stock market price updating thread no longer stops on loading a new savefile
Thanks for reading and have a good one!