In this update1
Full notes
Full Cosmoteer: Starship Architect & Commander update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Performance
- Fixes
- UI and audio
- Workshop
Cosmoteer: Starship Architect & Commander changes
Cosmoteer release candidate 0.30.4 is now available for testing! (To play this release candidate, you must opt in to test it. Please see this post for info on how to test release candidates.)
This release candidate adds "Ironman Mode" to Career, adds new ships, improves balance, and fixes bugs.
Thanks for testing!
RC1 Patch Notes:
Balance:
Small Shield (Overclocked):
'Extended' health reduced (15000->12000)
'Reinforced' health increased (30000->39000)
Flak (Overclocked):
Reduced shrapnel cloud health (800->400)
Reduced shrapnel cloud lifetime (7s->4s)
Reasoning: Overclocked Flak were too cost-effective at blocking damage.
Ion Beam Emitter:
Increased battery capacity (10->16)
Reasoning: Overclocked Ion Beams were too difficult to sustain.
Thermal Resonance Lance:
Reduced turret speed (60->30)
Reasoning: Resonance Lance was too effective at staying on target.
Disruptor (Overclocked):
Reduced drain vs command rooms by 75%.
- ReasoningCommand rooms could be indefinitely disabled with very few shots.
Railgun (Overclocked):
Reduced length buff exponent (1.0->0.9)
Reasoning: Long overclocked Railguns were too difficult to defend against.
Radiator:
Heat from radiators will now heat other ships' shields instead of bypassing them.
No longer applies heat to nearby friendly ships.
Small/Medium Reactors (Overclocked):
Removed bonus battery capacity when overclocked.
- ReasoningReduced the amount of time that overclocked reactors can supply power in excess of their generation rate.
M.R.T. Nozzle (Overclocked):
Now generates a maximum of 1100 heat instead of scaling with thrust.
Heat Mechanics:
Reduced base damage resistance debuff (-0.9%->-0.6%)
Reduced damage resistance debuff exponent (0.75->0.7)
Reasoning: Damage increases from heat were too significant at all heat levels.
Built-In Ships:
Added 20 new Monolith combat ships: Adjudicatrix, Atlatl, Auxilia, Caestus, Derringer, Equites, Firewall, Flintlock, Gatecrasher, Halligan, Hand Cannon, Katar, Knuckleduster, Landsknecht, Partisan, Peltarion, Rainmaker, Sai, Trident, Vice
Added 11 new Cabal combat ships: Altair, Asellus Primus, Asellus Secundus, Asellus Tertius, Camelopardalis, Ignis Ardens, Ignis Benedictus, Ignis Immeritus, Ignis Indominus, Saclateni, Taurus
Added 1 new Cabal civilian ship: Shepherd
Added 16 new Imperium combat ships: Agrippa, Anhinga, Aplomado, Buteo, Charlemagne, Ferruginous, Firewhistle, Galapagos, Groovebill, Hannibal, Jan Zizka, Nightjar, Roseate, Scipio, Woodpecker, Wryneck
Added 1 new Imperium station: Large Imperium Trade Station III
Added 3 new Fringe combat ships: Blackguard, Long Goodbye, Matchstick
Added 4 new House Io combat ships: Amphisbaena, Mars, Raura, Samghata
Miscellaneous updates to existing built-in ships.
Career:
Added an "Ironman Mode" advanced game option. Enabling this will restrict the player to a single save file, auto-save when exiting the game, and delete the save when all hands are lost.
Stations that are under attack (rescue station missions) can no longer repair the player until rescued.
Multiplayer:
In Arena games, junk parts will no longer linger after their original ship is destroyed. (This should improve performance.)
The game mode filter in Online multiplayer lobbies will no longer display modes not allowed in that lobby.
Ship Painting:
Added decals: 'triangle_slanted_double' and 'resource_munition_thermal'
The 'shape_poly_8' decal is now properly centered.
The 'faction_io' decal now has faint horizontal stripes like the normal Great House Io faction logo.
Graphics:
Thermal Resonance Lances now have a different open/close animation depending on the safety toggle.
Performance:
Upgrade runtime to Microsoft .NET 10. This should improve overall performance by a small amount.
Bug Fixes:
Possible fix for audio issues on Linux/Proton. (PLEASE LET US KNOW IF THIS FIXES AUDIO ISSUES FOR YOU! If not, there's another fix I can try.)
Possible fix for multiplayer disconnects that some players have been experiencing. (PLEASE LET US KNOW IF THIS FIXES DISCONNECTS FOR YOU!)
Crash when starting an Elimination game with Fog of War enabled.
Crash in single-player when detonating an Explosive Charge while also hovering the mouse cursor over another part.
Crash in Build & Battle with 3+ players if at least one player has forfeited and a new build phase begins.
Crash in some circumstances if an A.I. ship is destroyed while a comms window is open for that ship.
Bullets/projectiles that died on the same tick as the game was saved would become alive again when reloading that save file, which could then lead to crashes and other bugs.
Placing parts that changed the heat build stats would occasionally cause the game to hang.
Rare hang when jumping to certain star systems in Career mode.
Explosions that split ships into multiple pieces could cause multiplayer desyncs and inconsistent damage.
Pirates attacking stations would sometimes fly to a different station, making the mission difficult/unintuitive to complete.
Infinite money exploit by buying resources and then switching the view to another star system before the transfer is complete.
Resources stored in trade ships was being forgotten once the trade ship went far enough from the player (went into "stasis").
Stations far from the player (in "stasis") could become more full with trade goods than intended, leaving little room for the player to sell resources.
On "Imagineer" difficulty, removing all crew quarters would cause the "ALL HANDS LOST" message to appear.
Floating resources could sometimes be left behind after construction is finished.
Visual mismatch between weapon beams (Ion Prism and Thermal Lance) and their actual hit location.
Build mode wasn't including floating resources inside gas clouds when calculating the number of resources available.
The quick-load hotkey was unintentionally loading the previous saved game after starting a new saved game. (It now does nothing until the game is saved.)
Some of the build and blueprint sounds were using the wrong volume slider to control their volume.
Modding:
When uploading a mod or ship pack to the Steam Workshop, you can now set the version(s) of Cosmoteer that it is compatible with. Steam will attempt to download the correct version of the item depending on which version of Cosmoteer the player has selected.
When uploading new versions of mods or ship collections to the Steam Workshop, it is now possible to change the name, description, and preview image.
All part components that reference triggers can now reference named triggers.
Added an optional 'BlueprintBuffMultiplier' parameter to buff providers which modifies the blueprint and buff text values.
Fixed NetworkTriggerReceivers not connecting to pre-existing triggers.
Fixed crash (without an error message) when any rules file contains an invalid inheritance path.
Fixed StatusApplication effects ignoring the 'Shields' filter.
TileLineScoreValue components now support an optional 'OccludedByShields' parameter.
RC2 Patch Notes:
Added 3 new Monolith combat ships: Gladiator, Ombudsman, Stormcaller
Fixes to some of the other new built-in ships.
Updating a Steam Workshop item will now default the name, description, visibility, and supported versions to whatever is listed on the Steam Workshop.
Bugfix: Another possible fix for audio issues on Linux/Proton.
Source
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