In the previous update we are rewritten a lot of game systems (for much better optimization), so it is not a big surprise that some systems which worked before, turned out broken, so here is a quick fix for that.
In this update2
Full notes
Full Celestial Command update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
3 fixes0 additions2 changes3 removals
Fixes
Gameplay
changedIn the previous update we are rewritten a lot of game systems (for much better optimization), so it is not a big surprise that some systems which worked before, turned out broken, so here is a quick fix for that. Thanks everyone for quick bug reports!
changedImprovementsNPC ships spawned from sandbox mode does not requires an ammo for its weapons, which allows them to use weapon in case if it is an old ship file which does not have ammo in containers
removedImprovementsPirate invasion in starting system is disabled until guards will be implemented, otherwise their attacking right in the beginning of the game is unfair
fixedFixesQuests works again
fixedFixesFixed error "Out of range of shipyard" when you are trying to repair or sell a module on a shipyard
removedFixesNPC no longer circling around the same point (usually around station) for no reason
Celestial Command changes
changedIn the previous update we are rewritten a lot of game systems (for much better optimization), so it is not a big surprise that some systems which worked before, turned out broken, so here is a quick fix for that. Thanks everyone for quick bug reports!
changedNPC ships spawned from sandbox mode does not requires an ammo for its weapons, which allows them to use weapon in case if it is an old ship file which does not have ammo in containers
removedPirate invasion in starting system is disabled until guards will be implemented, otherwise their attacking right in the beginning of the game is unfair
fixedQuests works again
fixedFixed error "Out of range of shipyard" when you are trying to repair or sell a module on a shipyard
In the previous update we are rewritten a lot of game systems (for much better optimization), so it is not a big surprise that some systems which worked before, turned out broken, so here is a quick fix for that. Thanks everyone for quick bug reports!
CHANGE LOG
Improvements
NPC ships spawned from sandbox mode does not requires an ammo for its weapons, which allows them to use weapon in case if it is an old ship file which does not have ammo in containers
NPC ships spawned from sandbox mode now will properly engage enemies which can be found around
Pirate invasion in starting system is disabled until guards will be implemented, otherwise their attacking right in the beginning of the game is unfair
Fixes
Quests works again
Fixed error "Out of range of shipyard" when you are trying to repair or sell a module on a shipyard
NPC no longer circling around the same point (usually around station) for no reason