What changed
2 fixes1 addition0 changes0 removals
addedWhoops! I forgot to add a fix to the below bug. I knew there was something missing in the v0.2.4 changelog!
fixedFIX - Tutorials 1 and 3 + Tactical: Repairing a module (that has no mounts) keeps using up resource materials even when it's already at full health. This affects repairing the crew module first in tutorial 1 and prevents progression.
fixedThe technical details if anyone's interested: In the DC cycle, the ship checks if the mounts in a module need to be repaired but I overlooked that if a module has no mounts, it always returns "0" (for the module's 'mount health ratio'), which tells the DC cycle that the module needs repairs. This was fixed by adding a simple check to see if the module being repaired has any mounts. *Insert Willem Dafoe facepalm* Just to be safe, I also made the tutorial proceed to the next step if Predawn Blue has no materials left
Spacefleet: Heat Death changes
addedWhoops! I forgot to add a fix to the below bug. I knew there was something missing in the v0.2.4 changelog!
fixedFIX - Tutorials 1 and 3 + Tactical: Repairing a module (that has no mounts) keeps using up resource materials even when it's already at full health. This affects repairing the crew module first in tutorial 1 and prevents progression.
fixedThe technical details if anyone's interested: In the DC cycle, the ship checks if the mounts in a module need to be repaired but I overlooked that if a module has no mounts, it always returns "0" (for the module's 'mount health ratio'), which tells the DC cycle that the module needs repairs. This was fixed by adding a simple check to see if the module being repaired has any mounts. *Insert Willem Dafoe facepalm* Just to be safe, I also made the tutorial proceed to the next step if Predawn Blue has no materials left
Whoops! I forgot to add a fix to the below bug. I knew there was something missing in the v0.2.4 changelog!
FIX - Tutorials 1 and 3 + Tactical: Repairing a module (that has no mounts) keeps using up resource materials even when it's already at full health. This affects repairing the crew module first in tutorial 1 and prevents progression.
The technical details if anyone's interested: In the DC cycle, the ship checks if the mounts in a module need to be repaired but I overlooked that if a module has no mounts, it always returns "0" (for the module's 'mount health ratio'), which tells the DC cycle that the module needs repairs. This was fixed by adding a simple check to see if the module being repaired has any mounts. *Insert Willem Dafoe facepalm* Just to be safe, I also made the tutorial proceed to the next step if Predawn Blue has no materials left