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
- Fixes
- Balance
- Gameplay
- Performance
- UI and audio
Celestial Command changes
Another update on the way to stable version 0.9.
In this update various aspects of the game was fixed and adapted for 3D physics and mostly the game should work well in 3D space now. Also we added new weapons of various sizes which will be needed for upcoming combat update.
For the next preview update we will focus on combat aspect, more accurate balance for modules, AI and another improvements for large scale fleet battles.
CHANGE LOG
Improvements
- ModulesAdded a lot of new weapons and existed weapons is fixed and improved
- ModulesShield generator now properly works in 3D and its functionality overall improved
- ModulesTriangle modules has new model and also now it can be properly attached to each other
- ModulesNew radars of various sizes is redesigned and properly functional now
Modules: Life support modules a bit redesigned
Modules: Turret platforms a bit redesigned
Modules: Parameters of all modules is rebalanced
- GUIRedesigned "total inventory window", now it displays current and maximum volume of cargo hold, also icons no longer respawns each second and its values updated every frame instead of once per second
GUI: Redesigned "specify transfer amount window"
- GUIRange of new turrets now displayed as full circle without side borders
Starting ship a bit redesigned with new radar
Preview of weapons now has the same green color as standard modules
Removed several rarely used hotkeys from default settings
Added muzzle fire effect for rocket launchers
Pistons and rotors now much more sturdy and keeps its state better during influence of external force
Fixes
Engineering modules now properly construct modules in 3D space
Radius of engineering modules now displayed properly when ship is inclined
Salvaging of debris works again
Multiplayer: Position of objects now synced in 3D
O2 and H2 counters no longer inverted
Rockets no longer spins during flight
Guided rockets now properly works in 3D
Static solar panels works again
Check of line of sight for solar panels now works properly in 3D space
Modules now can be properly connected to 2x1 adapters
Module preview now much less likely will flicker while you are trying to place it
Preview of large modules no longer appears too close to camera
R F keys no longer moves preview module (it no longer necessary)
Removed unused selection frames which can be found in game world
Move tool in ship editor now works again (but only in 2D at this moment)
Now when you hover cursor on mounting point in order to attach or detach it - it will be visible through the module
Possibility to connect two parts in open space by clicking on mounting point now works again
Altitude stabilizer now works only if a ship oriented horizontally
Now weapons can be placed only on turrets of the same size tier
Crew rename button works again
Fixed "Energy consumption" instead of "Energy production" on module's interface
Shields no longer ignore objects which was located inside its sphere during previous activation
Power generators works again
Magnetic docking now properly works in 3D
Escape pods now properly works in 3D
Shipyard parts and warp drives now has proper 3D colliders
Autopilot and NPC movement now works again
Now turrets will properly track target in 3D space
Modules which works incorrectly when placed on rotor or piston no longer can be placed on it (rotor and piston designed only for
Source
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