In this update11
Full notes
Full The Last Admiral update
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What changed
- Gameplay
- Performance
- Compatibility
- UI and audio
- Fixes
- Events
The Last Admiral changes
I apologize for the day one demo issues with controller and camera movement. They should be in a much better place after these updates.
Thank you for leaving crash reports on. That was very helpful in my ability to find them and fix them promptly.
I'm available there and will respond as fast as I can to fix bugs and issues, and I am happy to hear any ideas or features you would like added.
Thank you for playing!!!
New
Full controller support. Every screen is now reachable with a gamepad: main menu, fleet, equip, orders, inventory, territory, empire overview, and the galaxy map top bar. A and B are bound, held directions repeat, and the right stick scrolls.
Move your ships with the right stick. Deflect to aim, release to go. The stick works like a reticle: a light push moves a short distance, a full push spends the whole move allowance.
A focus ring is drawn on screen so you can always see what the controller has selected.
Changed
Ships turn before they burn. A hull points its nose where it is going instead of sliding sideways with its engines aimed backwards.
Ship movement is smoother end to end: constant cruise instead of stop and start pulsing, and corners no longer dip in speed.
Every battle board opens at 6400m, so sector 1 fights are no longer cramped into a 5000m box.
Every battle opens at the same zoom, pulled back a notch, and the opening frame follows your fleet.
The camera pans to whichever ship is acting, enemies included.
Debris girders and containers are larger and no longer travel in packs, so it is clearer what you can fly around.
The Destroyer and Carrier button drops its Passive strip; the details moved to the hover tip.
Fixed
A pierce shot no longer kills the ship standing next to the one you aimed at.
Wrecks no longer block line of fire, so a hull behind one is targetable.
Ships and drones stop diving into gaps they cannot fit through.
A ship redirected mid move continues from where it actually is instead of snapping back.
Structures and mission objectives no longer hide in the fog.
A ship moving into fog flies into the dark and dissolves instead of teleporting back to where it started.
Your carrier warps in where you placed it, and crowded hulls say so first.
Music no longer sounds like silence: one track was nearly a third dead air.
Scout Paint only fires when you fire it, and moving ships can be heard again.
The Hostile Contact prompt has a sound, and the hover tick is loud enough to hear.
The story log stops cutting off its own entries.
The warp-in objective prompt no longer says itself twice.
v0.2.3
Changed
The radar contact ping is a little louder.
Weapon impacts spark outward evenly again instead of leaning one way.
Fixed
Warping into your first battle no longer stutters while the shaders load.
Enemy ships no longer end their turn holding a ready weapon with one of your ships in front of them.
Enemy frigates now close to a range they can actually shoot from instead of stopping just outside it.
Drones show their own icon in the turn queue and the inspect panel rather than borrowing their carrier's.
The reward screen no longer swallows the Escape key.
Two panels no longer spill their text outside the frame.
Several stability fixes, including a crash reporting bug that filed reports against the wrong part of the game.
v0.2.2
Fixed
Controller bindings now load correctly. The demo shipped with its Steam Input action manifest rejected at startup, so no in-game action set ever resolved and controller configuration silently fell back to defaults. If you play on a gamepad, this affected every screen.
Leaving a battle no longer interrupts the enemy AI mid-move. A turn still resolving as you left could abort partway through and leave the AI marked busy.
Swept a batch of internal errors that fired during victory screens and battle teardown. No effect on play, but they were filling up error reports.
v0.2.1
Changed
Ship speed re-dialled. v0.2.0 cut top speed by about three times, which went too far. Scouts now cruise at 550 and Titans at 350, with every hull in between falling on the same curve. A 150 m hop is back to feeling brisk, and the worst long move with a full turn drops from 5.5 seconds to 4.6.
Scout and Frigate deaths are louder. A small hull was blowing up quieter than the gun that killed it. Their explosion comes up 2 dB, still sitting under the medium and large hull blasts so the size ladder still reads.
Fixed
Center-screen prompts stop stacking on top of each other. Only one holds the center at a time now. A more important message takes the slot, a less important one waits its turn and shows when the slot frees, and anything that waited too long is dropped instead of appearing late. Turn banners step aside so a response to something you just did is never stuck behind one, and warp-in alerts outrank everything else. Prompts anywhere other than center screen are unchanged.
Source
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