Full notes
Full Sector Space update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Server
- Fixes
- UI and audio
- Balance
- Performance
Sector Space changes
Added quick mission to get a cheap Yacht at level 1.
Added power cells to crafting recipes.
Added planet, sun, and sector renaming permit items to Capital Stations, allows renaming of respective objects.
Added some new sectors for easily finding industrial ship bosses, connected to existing jumpgate network.
Added safeguard to prevent having negative quantity of credits.
Added safeguard to ship respawn timers, resets if value goes past the normal respawn time.
Added safeguard to gear slot loading, if ship has more gear installed than slots the excess is deposited to cargo.
Added Light Nebula Gas, updated ramscoops and recipes as applicable.
Added Police Corvette, changed out Patrollers for Police Corvettes in some systems.
Added chat window tabs for future content.
Added 4 new Exotic modifiers.
Added Plasma type weapon modifier to Sentinel Class.
Added new Secondary Skill, Platform Specialist, removes a fleet slot but grants scaling and fixed platform bonuses.
Added in-game cursor, can be turned off in settings menu.
Automated description generation for station deployable items.
Changed chance of getting rare modifiers, now is less likely to roll higher rarity modifiers.
Changed galaxy generation to place some key sectors near starter areas to assist players in early game.
Changed numerical input fields to only show a zero when no value is entered, cursor is pushed left when backspacing.
Changed the chat window text output on some scanners.
Changed some slots on Spear spaceship.
Changed Police Cruiser ship graphics.
Changed resize icons on some windows for clarity of function.
Changed some item names.
Changed the perimeter drones in The Shipyards sector.
Changes to Item Info window and display text.
Confirmation is now required to lay a station kit.
Colony markets will now get collected by Administration Bays on stations even when the player is not near the system.
Colony and by extension planets now have faction based ownership.
Extractors will now get collected by Extraction Bays on stations even when the player is not near the system.
Escape key on character selection main menu will now close the game.
Escape key on world selection main menu will return to the character selection.
Experience Nanites now provide less experience, further reduced at higher levels ranges.
Deployment limits are now based on a count of platforms or stations in a 4000 radius rather than loaded sectors.
Derelict NPC stations can now be repaired and claimed by players.
Fixed recycling stations not allowing items to be sold that cannot be recycled.
Fixed SFX volume control jumping to 100% when entering settings menu.
Fixed SFX and Music volume control being able to adjust to 110%.
Fixed issue where name text input fields would lag behind window position.
Fixed issue where training a secondary skill would not immediately update all fleet ships with that skills bonus.
Fixed station Auto-Miners not working on Infected, void, Fermium asteroids or Void Geodes.
Fixed some spelling errors in item and skill names.
Fixed some deployable item descriptions.
Fixed solar intensity calculation using X for both X and Y.
Fixed crash due to pixel particle effects.
Fixed crash due to storm event controller.
Fixed bug where swapping to a dry-docked ship would not update the player's ship windows.
Fixed tether bug where players target would change to a fleet members target.
Fixed graphical jitter between weapon placements on ship hull.
Fixed jump gate distance being inclusive of max range to deploy.
Fixed Alien Hive kit being made from 2 of itself, thus allowing infinite recycling.
Fixed issue where inventory would not refresh when using factories and the cargo window was closed.
Fixed issue where right click to auto-pilot would not work right after undocking from station.
Fixed issue where hotbar items would not activate on click untill hotbar had mouse focus.
Fixed level rewards only going to your highest level character, now goes to all separately, only fixed for new characters.
Fixed threading issues with item slots which could cause an item to disappear while dragging it between slots.
Fixed right-click to remove slot item not working on first click if window was out of focus.
Fixed bought-out colonies (using Bartering Bot) starting with over 100% market state.
Fixed waste processor requiring 11 waste to process rather than the listed 10 waste.
Fixed mission text sometimes not refreshing on mission state change.
Fabrication and construction material list now shows the amount of a material that was found in stock to the right of the "/".
Hostile and agressive faction mine fields now attack all entities which are not from the same faction as the field.
Items can now be repaired or modded inside the item window by clicking a button, pulls required item from the associate cargo.
Items now support icon tint color from database.
Items without recipe's will return scrap parts when recycled rather than be denied recycling.
Increased maximum number of artifical gates placed by player in the current area from 4 to 6.
Increased fabricator and construction material list scan speed.
Increased drop chance of Wraith Interceptor, doubled the chance.
Improved drawing of world view when zoomed in, slightly less jitter.
Improve item and slot drag-drop detection, less likely to miss a click and drag event.
Jumpgates and wormholes can now have ownership.
Last played world file (galaxy) will not be pushed to top of list anymore, only highlighted in green.
Level rewards have been changed, now grants modifier and demodifier nanites every 5 levels, credit and other item rewards removed.
Mouse wheel now increments and decrements values in number input fields.
Material requirements for higher tier crafts have increased.
NPC behaviour adjustment to stop visiting traders from dock spamming one station before leaving.
NPC Outpost stations are now craftable in the construction, direct upgrades to standard Station MK3's.
Ore waste processors now process the tier of waste below them first before they process their highest tier waste.
Planet first scans (discovery) now shows the planet subtype.
Players respawn location will not be set to stations which are derelict, husked, or hostile entities.
Player owned stations will now turn into a husk when destroyed, damaging gear but saving all items and damaged gear within.
Pinned item changed to favourite item, favourited item state is now saved, favourited items are not moved when using transfer all buttons.
Platforms can be recovered without targetting, scoop key initiates moving them towards your ship if within a specific distance.
Ramscoops spike CPU usage less now by gathering targets around the ship only once per scooping cycle rather than for each scoop in slot.
Ramscoops can now scoop materials around wormholes, a new galaxy must be generated to populate resources on wormholes.
Reduced volume of some sound effects.
Re-write to gear slot and item drag drop system to make it thread safe between equipment windows, fixes crashes for some users.
Safety-lock now applies to planets with colonies and jump gates.
Salvage items now can drop from random NPC.
Search glass is now a quick filter button to select some item categories.
Sectors now have a "proper" ownership attribute.
Slightly increased crafting material requirements for many tier 5 and tier 6 items.
Shards now drop nebula gas.
Tossing items by drag-and-drop now displays the tossed item message and indicates the source.
Source
Changelog.gg summarizes and formats this update. How we read updates.
