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Full notes
Full Away To The Stars update
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What changed
- Gameplay
- Events
- Maps
- UI and audio
- Balance
- Fixes
Away To The Stars changes
Hi Spacecowboys or girls!
I have been working hard on introducing procedural quests. You can find some people on Planets, That will let you know of his problems in close planets. You can talk to them and completing the quests should help with their faction reputation and some good cash.
Also I will be going to Zamora / Spain this weekend to show the full game. And see how people like it.
Here is the full devlog
Quests
Started NPC quest interactions.
Quest givers now appear in houses on planets.
Added dynamic dialogue injection from code for quest conversations.
Added player choice flow with 4 quest options, each with different rewards and difficulty.
Quest givers can now find and suggest the closest 5 planets.
Added kill-quest element creation on planet arrival.
Quests now send completion messages.
You can now complete quests by returning to the NPC who gave them.
NPCs now remember if they gave you a quest.
Side quests are now shown when received, and marked on the map with a red X on planets.
Added waypoint indicators in space for last-quest planet location.
Quest indicators now update when quests expire.
Implemented quest expiration logic.
Fixed quest rewards always giving apples.
UI / UX
Added sprites to empty sections in inventory.
Unified text colors on inventory tablet.
Improved tutorial readability with color coding.
Fixed tutorial message layering under UI.
Improved planets box alignment on inventory pad.
Fixed main menu button scaling issues.
Removed skip-button indicator on tutorial to reduce confusion.
Increased map indicator size on canvas.
Added pause-menu button selection sounds.
Fixed first-index item selection issue after eating.
Science skill description now correctly reflects implant capacity.
Ship room owned text now uses white text on dark background.
Added side-quest and quest-map clarity improvements.
Lowered defeat screen contrast.
Visuals
Increased player/enemy laser size on planets.
Player and enemy lasers now stop at targets.
Added graphical connection between stats.
Improved roads art.
Adapted menu icons for ultrawide resolution.
Made fruit trees smaller.
Brightened hoverbike trail.
Increased size clarity for map/canvas indicators.
World / Environment
Added planet road system and adapted roads.
Added story planets to planet generation.
Reduced mini-city spacing to avoid collisions.
Removed some scattered crafting tables from map.
Fixed cities spawning with too many trees at scene start.
Trees no longer show on map (as intended change).
Planet slopes no longer stop projectiles.
Gameplay / Balance
Made starting enemies easier.
Made it harder to sneak past enemies in headquarters.
Increased quest NPC spawn rate.
Decreased ship room prices.
Unstuck now also gets player off hoverbike.
Faster feral dog attack.
Enemies stop attacking if player is dead.
Zoe no longer attacks when player is dead.
Audio
Improved food preparation sound.
Added sound when applying an implant.
Added stair movement sounds (up/down).
Fixed double enemy laser shot sound.
Increased enemy shout frequency when they spot the player.
Fixes
Fixed sleep using hunger instead of energy.
Fixed lantern issues on city walls by reducing layers.
Fixed clothes consistency: Max can wear same clothes on hoverbike as on foot.
Fixed player clothes no longer resetting after getting shot (editor workflow).
Thank you for exploring
Jejo
Source
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