Full notes
Full Battlefleet Engineer update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Performance
- Fixes
Battlefleet Engineer changes
This update gives more control over missiles and adds synchronized movement mode for ships. Also includes some smaller fixes. Missiles
New missile launch controls UI allows disabling automatic launching and lets player manually launch missiles from selected ships.
Launching missiles can be queued and is automatically optimized to launch requested number of missiles as fast as possible.
Missiles can now be selected and followed with camera.
Missiles can be given movement command that sets their heading.
Missile target can be manually set as a ship or module within a ship.
A group of missiles can be given multiple targets at once. Game logic distributes the targets between the selected missiles.
Enemy missiles can be now set as targets, but still only beam weapons will damage them.
Side note
Refactoring to allow selecting and giving commands to missiles was pretty major effort requiring changes to some 20 classes because those were made to only work with the Ship class. Synchronized ship movement This feature is a limited implementation of "move in formation" type command for ships only. Optimal (fast) movement in formation is a difficult problem in Battlefleet Engineer because all movement is physics driven, acceleration is generally very low, and each ship's performance can't be estimated very accurately as it changes over time. This implementation calculates motion solution where all selected ships reach their target positions at the same time and then executes that plan. If ships deviate too much from their expected intermediate positions during execution the plan gets revised. Further, the plan is calculated so that (when possible) the acceleration, coasting and deacceleration phase changes of all ships are synchronized in effort to maintain relative positions (formation). The multi-degree-of-freedom synchronized motion solution calculation is done by industrial-grade Reflexxes Type II library. To give a synchronized move command, enable the synchronized move command mode from the formations menu or using its keyboard shortcut, select two or more ships, give a movement command normally using right mouse and modifier keys.
Limitations
Waypoints are not supported. This also means that ships won't navigate around asteroids.
Reflexxes only supports symmetrical acceleration and deacceleration so a lower value dictates ship's performance.
Formations tend to break apart during movement if speed limiter is turned off. I think this is because phase synchronization not working without a speed limit.
Missiles don't support synchronized motion.
Other
Added "select similar" action by double clicking on a ship or missile in battle.
Fixed "module disabled" effects getting applied to chemical thrusters when they run out of fuel.
Camera no longer stops following object when it gets disabled.
Organized fleet command buttons to a collapsible widget.
Source
Changelog.gg summarizes and formats this update. How we read updates.
