Repeated intro
Hey, gamers! I've been wanting to improve combat for a while now and I finally got some time to work on it this past week. Thanks a bunch for the bug reports with instructions on how to replicate the issue, you know who you guys are. If you don't see your bug report here, don't worry, as I still have a lot more work to do! Happy hunting!
What changed
0 fixes1 addition1 change0 removals
addedNEW - Strategic: When autotrader is in station and is looking to buy a resource from it, station stock ratio (how much it wants to keep as a stockpile) is considered, to ensure stations still have resources for production - Strategic: 1024 total randomized ship names - Strategic: New random name after buying ship - Tactical: Targeting overhaul. Threat assignment is now more efficient - Tactical: Kagayaki railgun model: added muzzle holes - Tactical: SFX for when camera stops facing/following ship - Tactical: Show weapon status (Idle, Loading, Engaging, Bearing, Obstructed, Too Far) - Tactical: Show movement direction for enemy ships - Tactical: Kinetic projectiles now ignore collisions with parent ship - Tactical: Red target line lights up when hovering over viable target
changedFIXES - Tutorial 2: Updated [+] and [-] modification amount in tips - Strategic: Creating a custom faction with a background that gives the player a starter ship (Trader, Bounty Hunter) causes a bug that spawns the starter ship after every combat encounter - Tactical: Improved railgun hole decal visibility - Tactical: Missiles exploding after launch (Shizu class). Fixed by rotating one of the missile modules to avoid missiles colliding with each other - Tactical: Improved PDL firing solution calculation against missiles/fast movers - Tactical: Fleet panel (top-left) ship names overlapping with class text - Tactical: Selected ship name panel (bottom) overflowing if name is too long - Tactical: Weapon systems set to "NEAREST" mode now forces weapons to change target if there is a closer target. This bug previously made point defense weapons unable to switch to closer targets when they're already locked onto another target - Tactical: "NEAREST" mode allows weapons to target multiple different tracks - Tactical: Navigation Panel change wording from "Velocity" to "Speed" - Tactical: Red and white target lines conflicting with mouse cursor raycast, leading to inconsistent target selection - Skirmish: Earth-Luna Map, Earth spinning too fast
Spacefleet: Heat Death changes
addedNEW - Strategic: When autotrader is in station and is looking to buy a resource from it, station stock ratio (how much it wants to keep as a stockpile) is considered, to ensure stations still have resources for production - Strategic: 1024 total randomized ship names - Strategic: New random name after buying ship - Tactical: Targeting overhaul. Threat assignment is now more efficient - Tactical: Kagayaki railgun model: added muzzle holes - Tactical: SFX for when camera stops facing/following ship - Tactical: Show weapon status (Idle, Loading, Engaging, Bearing, Obstructed, Too Far) - Tactical: Show movement direction for enemy ships - Tactical: Kinetic projectiles now ignore collisions with parent ship - Tactical: Red target line lights up when hovering over viable target
changedFIXES - Tutorial 2: Updated [+] and [-] modification amount in tips - Strategic: Creating a custom faction with a background that gives the player a starter ship (Trader, Bounty Hunter) causes a bug that spawns the starter ship after every combat encounter - Tactical: Improved railgun hole decal visibility - Tactical: Missiles exploding after launch (Shizu class). Fixed by rotating one of the missile modules to avoid missiles colliding with each other - Tactical: Improved PDL firing solution calculation against missiles/fast movers - Tactical: Fleet panel (top-left) ship names overlapping with class text - Tactical: Selected ship name panel (bottom) overflowing if name is too long - Tactical: Weapon systems set to "NEAREST" mode now forces weapons to change target if there is a closer target. This bug previously made point defense weapons unable to switch to closer targets when they're already locked onto another target - Tactical: "NEAREST" mode allows weapons to target multiple different tracks - Tactical: Navigation Panel change wording from "Velocity" to "Speed" - Tactical: Red and white target lines conflicting with mouse cursor raycast, leading to inconsistent target selection - Skirmish: Earth-Luna Map, Earth spinning too fast
NEW - Strategic: When autotrader is in station and is looking to buy a resource from it, station stock ratio (how much it wants to keep as a stockpile) is considered, to ensure stations still have resources for production - Strategic: 1024 total randomized ship names - Strategic: New random name after buying ship - Tactical: Targeting overhaul. Threat assignment is now more efficient - Tactical: Kagayaki railgun model: added muzzle holes - Tactical: SFX for when camera stops facing/following ship - Tactical: Show weapon status (Idle, Loading, Engaging, Bearing, Obstructed, Too Far) - Tactical: Show movement direction for enemy ships - Tactical: Kinetic projectiles now ignore collisions with parent ship - Tactical: Red target line lights up when hovering over viable target
CHANGES - Tactical: "RG-K Amaterasu" to just "RGK Amaterasu" (Railgun Keel) - Tactical: Missile tracks now don't have track names and distances, in order to reduce clutter - Tactical: Laser weapons only fire if target is within recommended/effective range - Tactical: Shortened ship class text in Fleet panel (top-left)
FIXES - Tutorial 2: Updated [+] and [-] modification amount in tips - Strategic: Creating a custom faction with a background that gives the player a starter ship (Trader, Bounty Hunter) causes a bug that spawns the starter ship after every combat encounter - Tactical: Improved railgun hole decal visibility - Tactical: Missiles exploding after launch (Shizu class). Fixed by rotating one of the missile modules to avoid missiles colliding with each other - Tactical: Improved PDL firing solution calculation against missiles/fast movers - Tactical: Fleet panel (top-left) ship names overlapping with class text - Tactical: Selected ship name panel (bottom) overflowing if name is too long - Tactical: Weapon systems set to "NEAREST" mode now forces weapons to change target if there is a closer target. This bug previously made point defense weapons unable to switch to closer targets when they're already locked onto another target - Tactical: "NEAREST" mode allows weapons to target multiple different tracks - Tactical: Navigation Panel change wording from "Velocity" to "Speed" - Tactical: Red and white target lines conflicting with mouse cursor raycast, leading to inconsistent target selection - Skirmish: Earth-Luna Map, Earth spinning too fast