In this update4
Full notes
Full Hardspace: Shipbreaker update
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Repeated intro
Hello Shipbreakers!
What changed
- Balance
- Gameplay
- Store
- UI and audio
- Performance
- Events
Hardspace: Shipbreaker changes
The Admin Oversight update (0.6.0) is finally here! And the game is 33% off!
This update is truly massive, and some of the features in it have been in the works for many, many months. We’re extremely happy and excited that it’s finally making its way to you! 💛
LYNX Administrator Hal Rhodes arrives, kicking off Act 2 of the Campaign!
A middle-manager who rose from the LYNX rank-and-file, Hal is on a mission. Find out how far he’ll go to prove himself to the Company.
Between shifts, kick-back with a bowl of concentrated food-like matter in your 3D HAB
Check on career progression, maintain your tools, read messages, or take in the beauty of the Railgate from your Habitat Enrichment Department Approved viewport. If you’re feeling like making the space more “you”, posters can be salvaged from ships to replace LYNX’s questionable decor.
Your future becomes a little clearer too, as you get your hands on an old, beat-up Armadillo Utility Rig
This is a classic ship, and could be your ticket out of corporate servitude someday, if you can scrounge together the parts needed to get it ready for gate-travel. This is non-LYNX-sanctioned activity however, so be wary of the Administrator’s watchful eyes.
There are a ton of other improvements across the game
All Scan Modes have been updated with the goal of improving clarity and readability. Power now works more logically in ships; if an electrical object has lost its power supply, it will no longer be hazardous when salvaged or damaged. Reactors are now immune to fire and electrical damage, mitigating runaway catastrophic meltdowns that can eradicate a ship’s-worth of salvage in the blink of an eye. Tools can be repaired quickly in the HAB without needing to open the submenu for each tool.
Progression reset
As announced previously, this update does include a full progression reset, due to the huge number of changes to the Campaign. We’ve taken this opportunity to retune the MP requirements per Rank to speed up progression. Especially in early Ranks, requirements have been reduced by as much as 40%. We understand that progression is feeling slow, so this is one step in improving that. We plan on additional progression improvements in future updates.
Beyond all this, a whopping 150+ bugs were also crushed. 🐛
Now that 0.6.0 is in your hands, we wish you all best of luck in your Shipbreaking careers and good fortune in the Bay! We’re looking forward to seeing what everyone thinks of the update; as always, please join us in our Discord to share your thoughts and feedback!
Cheers,
The Shipbreaker Dev Team
Full Patch Notes
🚀 denotes changes or fixes based on Community Feedback & Participation
Changes and Updates
Campaign Act 2
Storyline from Ranks 8 to 18, introducing Administrator Hal Rhodes
Dive further into the backgrounds of the Shipbreaking crew
Discover how Hal’s quest to discover any union “agitators” affects the crew... and you
Placeholder Voiceover for all story characters (Will be replaced in a future update)
3D HAB
Fully-traversable space to visit between shifts
Repair tools, read messages, check on career progression, put up posters salvaged from ships, or gaze out the window at the Railgate
Armadillo Utility Rig Repair
Use the Ship Doctor program to repair the Armadillo, accessible in the HAB partway through Rank 8
Find parts for the Armadillo inside ships, or extract them from salvage
Prep the Armadillo for Gate-travel
Progression
MP Requirements Reduced for all Certification Ranks, improving the speed at which Players Rank up
Scanner Updated
All scan modes have been updated for improved readability, clarity and consistency
Other Improvements
Four additional music tracks
Many new Posters added that can spawn inside ships. Posters can now be collected (to be placed in the HAB)
Ship power logic improved: electrical objects now properly become safe to remove if their power supply has been interrupted
Reactors are now immune to fire and electrical damage to mitigate chain-reactions that cause catastrophic meltdowns
Power Generators now have additional feedback: lights around the Generator indicate whether it is safe to extract or whether there are still Fuses to remove
🚀 Tools can now be repaired quickly in the HAB without needing to open the submenu for each tool
🚀 Player Badge (Name, Rank, Debt, etc.) is now visible on all screens in the HAB, and the layout has been improved
🚀 “Block Glitch” effect removed from HAB interfaces to improve readability
Removed an input blocker during Weaver’s introduction to the Ship Catalog; the Player can now advance and start a shift even before Weaver is done talking
Purchasing an Upgrade is now a press-and-hold interaction
🚀 Weekly R.A.C.E.: Detailed values for Salvaged, Remaining and Destroyed are shown on the Salvage Bar
🚀 Weekly R.A.C.E. Ships are now ALWAYS Hazard Level 6 to 9
Objects that are destroyed (ie. reach zero health) now display a “damage” state communicating that they are now scrap
Dual Utility Arms are now properly separable into two segments
Salvage Bay lighting and texturing has been optimized
Cargo Elevator model has been optimized
Various improvements to Javelin-class ships to make salvaging clearer and more intuitive
Out-of-Range HUD Indicator now also communicates if an object is above cut grade
A ship’s Hazard Level is now shown next to the Ship Name above the Salvage Bar
The Salvage Bar on the Pause Screen and Post-Mission Screen now shows detailed values for Salvaged, Remaining and Destroyed
Salvage HUD Notifications (when Salvaging or Destroying an object) now show the object’s value instead of mass
Bug Fixes
The Masterjack Kiosk doesn't accept mouse inputs anymore after starting a second shift on the same ship
Rental fees are applied even if you have purchased the equipment
Some Mackerels spawn with incomplete/missing segments in their fuel lines
Several decompression pockets in the crawlspace of the Heavy Cargo Javelins near the airlocks
Class 2 Reactor can be salvaged full health without flushing the thrusters or coolant pipes
The attaching part for Amplifiers on the ship's hull are supposed to go into the Barge, but are not detachable from the ship
On Javelin Tankers the panel under the ECU is attached to the ECU and cannot be salvaged properly
The Heat Spreader on Heavy Cargo Javelins cannot be properly detached and salvaged
The cage structure holding the coolant tanks on Javelin Tankers has nanocarbon segments without a salvage destination
On some Javelin Tankers, the cockpit remains pressurized despite the opened door to the unpressurized airlock
On Javelin Tankers, the ECU coolant pipe is not attached to the reactor
A decompression is triggered on Javelin Tankers, when the user grapples out the storage bins/fabric in the front cabin
Refuelling Javelins with two Ion Rings will start a reactor meltdown when only the fuel is disconnected
The grey Fuel-Connector cannot be grappled out, jointing together the aluminum beams around it on javelins
Hazard Level 3 and 4 Science Mackerels can have cable sections spawn intersecting with each other
Hazard Level 3 Mackerel Exolabs have a segment of the electrical wires spawning doubled-up
On Javelins, the front cockpit atmosphere regulator looks functional but the user cannot interact with it
Durability doesn't update immediately after repairing a tool
Some objects may spawn intersecting the glass in the bay of the Gecko Salvage Runner
Some of the aluminium structures holding cutpoints in Mackerels are detached on spawn
Several AI nodes can be found free floating on mackerels
Rank up stickers are obtained every X ranks instead of when reaching rank X
Weaver's demo charge line is not playing, only the SFX and subtitles
Messages using italic are a bit cropped in all roman languages
The durability value doesn't update immediately when repairing a tool
When backing out of Data Miner using a controller, the focus is on Equipment or Messages
Mention "(Unverified Application)" disappear until the Data Miner section is hovered
Masterjack railings don't have collision
Certain aluminum Panels show the ship’s logo inside them when cut
The controller loses focus, when navigating up to the grayed out 'Continue Salvage'
The MPs on the HUD/Shift Summary differ from the MPs displayed in the Pause Menu/HAB
Equipment mounts appear as "Destroyed" on the Shift Summary despite being properly salvaged
Notification number on the Stickers menu in the Hab does not disappear after checking the new sticker(s)
On the Messages screen the D-Pad cannot scroll all the way to the top of the scrollbar to reveal the "Unread" tab
Long pause when accessing the Kiosk for the first time during training
Sticker catalogue buttons are stealing focus from other screens
When player accesses a HAB submenu then presses [Tab] to go back one level, they are sent back to the Hab main menu instead
"Stickers Placed X/Y" value doesn't update immediately
Top of stickers cut off when scrolling and the sticker is selected
Some HUD/UI elements exhibit constant aliasing/visually crooked lines
MP display on the Certification screen is cumulative; should just show the MP required for that Rank
HUD elements are displayed on the screen after death and during the revive process
Containment Units for Radiation Filters are impossible to cut
Losing gamepad UI focus while going through stickers collection
Pausing while in Scan Mode will cause Radiation particles to begin rendering in Scan Mode
Player cannot die in the processor or the furnace during the Tethers training session.
Validation and reset buttons when changing your key mapping are overlapping with their icon in most languages
Typo in the french translation for the word "Unpressurized"
HAB screen transition stalls on a gameplay screen before exiting to the Front End
Able to delete profile while the "Oxygen Drain Setting" is open
Furnace sfx trigger on shift start in the tutorial
Gamepad button callouts do not update when switching between controllers
When holding button to delete profile, the user can continue to interact with the confirmation popup
Pausing the game while the “Confirm End Shift” pop-up is open causes a soft-lock
Access panel cannot be removed when equipment mounts spawn over it
When a file is opened in the message menu, button prompts overlap
Double reactor sound for Class I reactors in Hazard Level 4 and 5 Javelins
When using the mouse to select a sticker slot, it doesn't automatically place a sticker
Newly unlocked sticker did not show the UI unlocked state until the user hovered over it
Cryo explosion did not show freeze effect on panels
Sometimes Radiation Clouds do not play their dispersal animation when nullified by Cryo
Power Cell objectives are added twice to the Weekly Ship objective list which can cause duplicate objectives in Weekly R.A.C.E.
Death screens show too much of the background
Stargazer Geckos can spawn with a dejointed wall
Green bounding box around "Pressurized" in HUD is not present
In French, the extraction complete text spills over and causes overlap in the onboarding sequence
Skipping the first part of the onboarding sequence while the welcome text is on screen causes overlap during the second second part of the sequence
The "Loading fee report" text during the onboarding sequence is not localized
When playing in spanish, some texts are overlapping during the end shift report
Some hints localized in spanish are too long and don't fit in the textbox
After viewing an unread message, going back will snap the selection to the top of the unread messages
"Messages" and "Data Recovery" scrollbar is defaulted to the end of the list when entering the screen for the second time
Crash after causing a violent decompression with demo charges and reactor explosion
HAB Message and Data Recovery scrollbar navigation moves too fast using the gamepad
VO Speech that started during gameplay incorrectly continued into Salvage Summary
HUD Glitch post-processing applies to Salvage Summary Screen/Death Screen
Daily Fees text sometimes becomes blurry
Too many credit drives can spawn in a Javelin Tanker
Ships can be selected during the Ship Catalog Intro, when using the mouse
Rebinding keys during the tutorial can cause the objectives to not track the button press
There is a bad 'Breath of Life' sample when being cloned with voice #4
Task List will no longer show for future tasks after looking at furnace during the tutorial
The End of Act 1 message opens over the Incoming transmission screen, resulting in two Lynx paws to be displayed
During the onboarding sequence after genetic extraction, sentence "genetic sequence stored" is written twice in all languages except english
Pressing 'A' before loading into the pressurization tutorial is complete can claim a ship and load into an empty salvage bay
‘Salvage Goal Lost' HUD notification is not localized
‘Salvage Goal Reached' HUD notification is not localized
Sticker 'Mini Me' for 'Perfect Salvage of 98%' is automatically achieved by salvaging scrap in the FTUE
There are no restrictions for Heat Sinks. Should be Hazard Level 6+
It is possible for users to post their Weekly Race scores from Event A to the leaderboards for Event B if the rollover happens during their shift
Grapple Mass Bar incorrectly shows the cut-off for light objects
Tutorial Tooltips/onboarding manual are not correctly anchored when playing in 4K
After skipping Training in the Contract Sequence, the user's HAB Inbox will be empty upon arriving at the HAB the first time
Transit ad terminal screen appeared in a Light Cargo Mackerel
The HUD is displaying the Mode Swap for the Splitsaw but the player cannot use it yet during the tutorial
Room Fog renders during Scan Mode while in pressurized space, causing orange discoloration
Frequent Crashes/Shader rendering errors on AMD Chipset RX 5700 XT
Dying inside a ghost ship doubled music playback on respawn
Blocky shadows visible on exterior props of the Science Mackerel when facing the furnace/processor
Science Mackerel spawns with unattached Communications Array
Credit Drives in Weekly RACE fluctuate in value from 4K to 48K credits
The ECU work order doesn't fail and there is no "salvaged destroyed" notification, when destroying the ECU in a specific way
Red mesh remains on object when it is cut free from a larger invalid object that is partially in the barge
Demo charges can be deployed while holding the detonator using the number key to swap tools
Crash when loading a Free Play session after entering and exiting 2-3 times.
Cutting into panels with dense rust will remove the dense rust textures
Transparent and TransparentAdditive Wireframe Shaders are Opaque when rendering over other Wireframe elements in Scan Mode
Source
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