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"Many Good Things" Update (Part 1)

Our first update of 2019 brings... many good things! Most of the fixes in this update have been reported to us by you, so thank you! Check out the changelog below for all the juicy details. :) The next update ''Many Good Things'' (Part 2) is coming in less than 3 weeks. Until then, hang in there, space survivors!

There are now two difficulty levels: normal and hardcore. Currently the only difference between the two is the ability to pause >with the spacebar< during combat.

New Content & Features

  • There are now two difficulty levels: normal and hardcore. Currently the only difference between the two is the ability to pause during combat
  • Added a second slot to save crew positions
  • New module type added: cryodream recorders. Allows you to gain XenoData by extracting the dreams of your crew members sleeping in it
  • New series of modules implemented: DIY resource containers
  • Added 30+ new artifact modules
  • Cutscene to sector 2 improved
  • Asteroid help page updated
  • Accelerated time help page added

Balance

  • Damage tokens now have repair priority in between combat modules and regular modules
  • In terms of power distribution, weapons now have priority over shields
  • Minor buffs to starting ships: a few extra HPs, evasion/accuracy bonus etc...
  • Removed the fuel cost from most reactors
  • Increased the fuel cost of engines
  • Increased the price for hiring crew
  • All cannon projectiles are now slower
  • Downgraded enemy ship weapons for sector 1 and 2
  • Updated the selection of modules which can be found by engaging in events
  • The explosives-consumer reactor is now the only reactor which consumes fuel during travel
  • The target of weapon auto fire with the highest priority are now the enemy weapons, instead of the ship central mass point

Bug Fixes

  • Saving and loading crew positions now is more reliable when crew was operating a module
  • Fixed crew firefighting being too fast. Occasionally that issue made crew completely paralyzed until end of the game
  • Hitting an asteroid in the starmap will no longer stop player from moving while the hit audio is still playing
  • Any crew in space now has 100s to dock with a ship until it self destructs
  • Escaping ships will now cancel the warp if they are destroyed
  • When a crew member dies it will free up operator and repair spots immediately
  • Fixed shield point reload timer not resetting when module was turned off

UI, UX and audio updates

  • Shields have now loading bars
  • Added module repair time to module status visualizer
  • Increased crew outline and made small adjustments to the outline color
  • Damage token status visualizer updated. Now shows seconds too
  • A shield module loading baris added
  • Now showing power info for enemy ships (same logic as we show power for player)
  • The saving and loading of crew positions now has visual feedback
  • Damage hover text "Repairable only in station" is now displayed in red
  • Added "Almost full" cargo warnings
  • Added logline for enemy ship that escape from a battle
  • Enemy ship names are now modified to be unique
  • Beams and projectiles now emit a “DEFLECT” text
  • Clouds and some asteroids in the starmap view are now displayed on top of ships for an increased 3D effect
  • Renamed shield emitters to shield generators
  • Container modules are now aligned to all have the same visual direction (from bottom to top)
  • When a crewmember sits in a module that is offline, that crewmembers hands will now be still instead of moving
  • Hovering any player crew now also highlights other player crew
  • Results panel and shop now show comtip about weapon types
  • Dump excess and "convert to fuel" have different sounds now in resources panel
  • Player fleet now has "cloud" sound effect when inside starmap gas clouds