Full notes
Full Wayward Terran Frontier: Zero Falls update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Performance
- Balance
- Events
- UI and audio
fixed many instances of the word yield being misspelled
fixed a bug where picking up the item most recently placed into the trash slot would duplicate the item
sped up world generation by skipping many noise samples in black empty space
fixed rotation groups for tier 3 hallways
tier 3 hallways are now structure adding modules. They add more structure than the default tile replaced when you place them, so they make your ship stronger when added
removed duplicate entries for shield emitters in the design screen
added a tier 3 shield emitter
fixed turret offsets for T3 energy turrets
fixed an extra pixel that was sticking out of the side of a T3 engine module
tweaked the stats on some pulse beam weapons
added many tier 3 bridge modules
added missing visual power connection points to the largest size T3 energy turret
fixed a bug that would cause AI ships to send repair drones to repair their current hostile target
added a decorative conference room module what can be used to make space stations look more professional and business-like
fixed a rare bug that could cause a crash when adding a crew member into a ship at an invalid position
turret reload duration set to a default value other than zero to avoid divide by zero if somehow the value avoids being set
added tier 3 ships to the list of all spawnable ships so the game will now spawn them when it wants to spawn a really scary ship
tier 3 ships can now spawn as bosses and as escorts in the gauntlet
boss battles in the gauntlet can now reward a data core with tier 3 research
active system slot icons now have tooltips
added tooltip info for many active systems, but maybe not all of them. Any we missed will say "An active system with an undefined tooltip."
fixed an issue with active systems that made some of them stop working depending on the type of session you were in
fixed an issue where a crafting station would never close after it was opened
fixed single player crafting so that it would actually fail if you don't have the materials instead of removing what it can and giving you the output
crafting will also fail now if you don't have sufficient inventory space for the output
stat status that slows enemy forward movement on bullet hits changed into a debuff to acceleration similar to rotation accell debuff
improved the layout of the crafting UI
removed the old style UI button to open your character inventory
fixed an inventory UI crash when attempting to sell items to a shop via right click from ship inventory
fixed a bug that caused a quest to fail to load and delete itself
tuning kits, this entire time, have required a resource that wasn't even in the game and nobody bothered to mention it in feedback. Their application cost has been heavily reworked so that you can actually use tuning kits now.
significantly expanded the number of stats that status effects can modify
added 14 new computer room modules, each of which provides a passive statistical increase to your ship which doesn't stack if you have multiple of the same module. They provide bonuses such as turret range, missile tracking, shield regeneration, point defense, etc
added a new module type: point defense. It will passively shoot down incoming missiles using energy. They aren't perfect as their shots can miss so having many of
Source
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