Full notes
Full TheFlagship update
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Repeated intro
Hello everyone. Over the past two weeks, we’ve implemented a number of improvements and optimizations based on your feedback and suggestions.
What changed
- Performance
- UI and audio
First, we’ve overhauled the missile firing mechanism. Missiles are now reloaded sequentially, one at a time. This replaces the old system, which would always initiate a full reload cycle after firing, regardless of the remaining ammunition. This change provides a smoother and more controllable firepower output. On the enemy HUD, the status of your missiles is now displayed graphically, allowing you to see the remaining count and lock status at a glance.
In terms of combat information display, we’ve added a visual indicator when a turret’s reticle is obstructed by your own ship. We’ve also included the turret index within the reticle itself for faster identification. Furthermore, to address the issue of information being lost when reticles overlap, we’ve added a new turret status indicator at the bottom of the combat interface.
Moving on to the general game interface, the craft panel now presents key attributes more clearly, making it easier to get the information you need. The ship loadout interface also now allows you to view the complete attributes of your equipment, helping you make decisions. The priority control for sub turrets has been adjusted as well, with a new “Ignore” option for target types, giving you more flexible control over their attack logic.
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We’ve also introduced a brand-new summary interface, which provides a summary of the upgrade modules and resources you’ve acquired.
Finally, we’ve fixed numerous issues reported by our players to enhance the overall stability of the game experience.
That’s all for this development update. Thank you for your continued support of Flagship —feel free to share the news with fellow commanders. We’ll see you next time!
Source
Changelog.gg summarizes and formats this update. How we read updates.
