Full notes
Full Shallow Space update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Fixes
- Compatibility
- Performance
Shallow Space changes
0.8.12 Update 6 Change log (01.12.2015) Over 70 modifications in this update; over 46 feature additions, 15 fixes & 20 tweaks. Blog article will be put online shortly to talk about the changes.
Added: PLC Battlecruiser 'Homan'
Added: MFC Battleship 'Nottingham'
Added: 'Shield Hardener Kinetic' shield module XL
Added: 'Shield Hardener Kinetic' shield module L
Added: 'Shield Hardener Kinetic' shield module M
Added: 'Shield Hardener Energy' shield module XL
Added: 'Shield Hardener Energy' shield module L
Added: 'Shield Hardener Energy' shield module M
Added: 'Additional Hull Plating' support module M
Added: 'Reactive Hull Plating' support module M
Added: 'Reactive Hull Plating' support module L
Added: 'Reactive Hull Plating' support module XL
Added: 'Reflective Hull Plating' support module M
Added: 'Reflective Hull Plating' support module L
Added: 'Reflective Hull Plating' support module XL
Added: 'Light Siege Laser' special weapon XL (targets XL, L)
- Added'Fixed Plasma Pulse' special weapon XL (target XL, L)
Added: 'Activate Special Weapons' ability
Added: 'Continuous Plasma Discharge' beam weapon XL (targets XL, L)
Added: 'Continuous Plasma Discharge' beam weapon L (targets XL, L)
Added: 'Point Defense Laser' beam weapon L (targets S, M)
Added: Performant procedural script delivery on ship spawn (modular tech prep)
- AddedNew warp menu screen showing off latest ship
Added: Shield texture replaced, shield effects intensified
Added: Additional shield materials; red, green and blue
Added: Preview of shield effect on mouseover in Ship Config
Added: Shielding to turrets and barrels
Added: more efficient procedural shield plating system in tactical [Mod prepwork]
Added: Shield slot to Ship Config screen and integrated it into UIShipConfigDraggableIcon class
- AddedNew 'Tactical Simulation' skybox
Added: Shield modules integrated into tactical
Added: Better UI feedback for textual buttons
Added: Integrated combat simulator into Ship Config
Added: Ship config integration to Fleet config for combat simulator
Added: 'Homan' featured on main menu screen
Added: Double clicking weapon on 3D model removes it in Ship Config
Added: Fleet Config screen reset under certain exit conditions
Added: Animation functions to base draggable item class in Fleet Config
Added: Extensions to screen transitioning system (callback on fadeIn)
Added: Created special Combat Simulator map
Added: Animated default starts in Fleet Config
Added: Relocated procedural texture caching system from tactical to global game 'Core'
Added: Map setting 'skip intro' (active scenary prep)
Added: Scrollbar to turret slots holder in Ship Config
Added: Clicking on the ship tests the shields in Ship Config
Added: Graceful transition from Fleet Config to Tactical
Fixed: if player doesn't choose scenery weird things happen
Fixed: Ships not appearing when leaving and re
entering Ship Config
Fixed: Mac/Linux dual lit planet issue (pending feedback)
- FixedFixed memory leak associated with generating procedural textures
Fixed: Switching between ship designs in Ship Config is now marginally faster
Fixed: The sliders in Ship Config are now much more responsive
Fixed: Fleet config screen now correctly clears down on close
- FixedTweaked launch positions on Sadalbari to prevent launched ships getting stuck
Fixed: Sometimes Capital ships refuse to jump claiming invisible obstruction
Fixed: Wingleader might return to spawn point and sit there if wingmember destroyed
Fixed: Annoying pause spam when multiple notifications reported in short space of time
- FixedFlotilla cohesion issues when old Flotilla leader destroyed and new one elected
Fixed: Beam weapons sometimes ignoring recharge periods
Fixed: XL Plasma guns emit wrong sound
Fixed: Additional fixes to prevent AI trying to occupy point too close to another ship
- UpdateUnnecessary colliders removed (performance tweak)
Update: 'Shield Extender' is now a shield module
Update: Slight refactor of UIFleetConfig and associated classes
Update: Slight refactor of UIShipConfig and associated classes
Update: Consolidated shield and hull damage into single attribute
- UpdateRailguns minimum range increased to compensate for the fact they never miss
Update: Optimizations to line drawing class
Update: Screen transitions quickened
Update: Integrated procedural texture caching system into initial load
Update: Integrated procedural texture caching system into Ship Config
Update: Refactoring of global game core (some references replaced for static)
Update: Optimized shield plating system
Update: Greatly thinned out the Tactical loading process
Update: Multiple play through stability fixes
Update: Ship lifecycle improvements (multiplayer prep)
Update: Halved number of precached objects required due to lifecycle improvements
Update: 'ShipCarrier' class refactored with lifecycle improvements
Update: 'Core' class refactored with lifecycle improvements
- UpdateRailguns damage increased (M, L and XL)
Source
Changelog.gg summarizes and formats this update. How we read updates.
