Greetings Scavengers, For myself (who coded it) and Sarah (who did the art) making Space Trash Scavenger has been quite a journey over the last four years, and I wanted to take the chance to again thank everyone who hel
Full notes
Full Space Trash Scavenger update
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Repeated intro
Greetings Scavengers,
What changed
2 fixes1 addition1 change0 removals
Balance
Performance
Server
changedFor myself (who coded it) and Sarah (who did the art) making Space Trash Scavenger has been quite a journey over the last four years, and I wanted to take the chance to again thank everyone who helped test the game out during development. It has been really appreciated!
addedSo what's new in the build? Mainly this update brings more optimisations, some bug fixes and some improvements to balance.
fixedThe optimisation is quite significant if you have a large rig with a lot of power sources. In these cases especially, but just generally overall you will have improved performance. There is also a nice fix to enemy AI that was causing Entity to become deactivated and unresponsive after piloting your rig. This is now resolved, so the world may be a little more dangerous out there now! (thanks DocHorrible for your help here!).
fixedBuild 1.51 -Optimisation on power network and UI optimisation which greatly improves performance on large rigs -Add Q.A. team to credits -update bug in world ui canvas when jumping sectors -Correct blueprint reward text for scientist 2 npc encounter -Reduce stock goals targets in some instances -Correct sensor2 labelling to assembler -Correct misc wording -Fix delay when starting fabrication if crafting multiple items -Fix algae as fabrication blueprint in error in tutorial -Balance goal in Max10000000 quest 2 -Balance Sensor 2 price -Fixed bug where some indoor Entity would behave strangely, experience excess gravity and stop firing at players after piloting rig
Space Trash Scavenger changes
changedFor myself (who coded it) and Sarah (who did the art) making Space Trash Scavenger has been quite a journey over the last four years, and I wanted to take the chance to again thank everyone who helped test the game out during development. It has been really appreciated!
addedSo what's new in the build? Mainly this update brings more optimisations, some bug fixes and some improvements to balance.
fixedThe optimisation is quite significant if you have a large rig with a lot of power sources. In these cases especially, but just generally overall you will have improved performance. There is also a nice fix to enemy AI that was causing Entity to become deactivated and unresponsive after piloting your rig. This is now resolved, so the world may be a little more dangerous out there now! (thanks DocHorrible for your help here!).
fixedBuild 1.51 -Optimisation on power network and UI optimisation which greatly improves performance on large rigs -Add Q.A. team to credits -update bug in world ui canvas when jumping sectors -Correct blueprint reward text for scientist 2 npc encounter -Reduce stock goals targets in some instances -Correct sensor2 labelling to assembler -Correct misc wording -Fix delay when starting fabrication if crafting multiple items -Fix algae as fabrication blueprint in error in tutorial -Balance goal in Max10000000 quest 2 -Balance Sensor 2 price -Fixed bug where some indoor Entity would behave strangely, experience excess gravity and stop firing at players after piloting rig
For myself (who coded it) and Sarah (who did the art) making Space Trash Scavenger has been quite a journey over the last four years, and I wanted to take the chance to again thank everyone who helped test the game out during development. It has been really appreciated!
Also, a big thank you to everyone who has left us a positive review on Steam. This really makes a big difference to a two person indie team like us. If you want to support us as a developer, please do think about dropping us a review if you like the game.
And if you want to discuss anything, give feedback, or help in the future, consider dropping by our discord.
So what's new in the build? Mainly this update brings more optimisations, some bug fixes and some improvements to balance.
The optimisation is quite significant if you have a large rig with a lot of power sources. In these cases especially, but just generally overall you will have improved performance. There is also a nice fix to enemy AI that was causing Entity to become deactivated and unresponsive after piloting your rig. This is now resolved, so the world may be a little more dangerous out there now! (thanks DocHorrible for your help here!).
I've also balanced the stock goals and targets for a few other quests for smoother progression and perhaps a bit less of a grindy feel at points. Finally, there are several other fixes to labelling, recipes and other misc things.
Build 1.51 -Optimisation on power network and UI optimisation which greatly improves performance on large rigs -Add Q.A. team to credits -update bug in world ui canvas when jumping sectors -Correct blueprint reward text for scientist 2 npc encounter -Reduce stock goals targets in some instances -Correct sensor2 labelling to assembler -Correct misc wording -Fix delay when starting fabrication if crafting multiple items -Fix algae as fabrication blueprint in error in tutorial -Balance goal in Max10000000 quest 2 -Balance Sensor 2 price -Fixed bug where some indoor Entity would behave strangely, experience excess gravity and stop firing at players after piloting rig