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Steam News24 June 20215y ago

Big update! XO 1.42

Huge thank you to our players and especially our awesome Discord community! Thanks to your input we keep making XO better! New Ships: Please welcome the Empire Occupier, our first carrier!

Full notes

Full XO update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix2 additions2 changes0 removals
  • Gameplay
  • Store
  • Balance
  • UI and audio
addedNew Ships:Also new in 1.42 is the Empire Sleeper ship! The Sleeper acts as a farmship of sorts for the Empire. Sleeper ships can put up to six passengers aboard into stasis so they do not consume resources. It takes time, ore and water to put passengers in and out of stasis, and if the Sleeper is disabled, all passengers in stasis will be immediately lost.
addedNew Ships:We also completed work on a number of new ship abilities! Look for them to arrive in 1.43 and beyond! There are functional ‘test’ versions of several of these new ships in the game right now, but they can only be purchased at the (very rare) shipyard trade events right now...
changedBalance:Event timers are extended by two days if the event crosses sectors
changedBalance:Plotting a jump now only uses active ships for calculating jump times.
fixedFeatures/QOL improvements:We are working on improving how ships deal with the range of their weapons. This is an ongoing bit of work that will spill into the next version. - Passengers aboard ships are now colored per their own faction relations with the Pact. - Ships with a single mining laser no longer autotarget and destroy mines in range while on berzerk. Ships with multiple weapons retain this ability. - Range rings now show when hovering (paused) a shieldship that has its shield(s) disabled by ion torpedoes. - Every single event in the game was overhauled to reduce the number of initial messages on hail, in some cases adding questions or additional options. We removed almost all of the combat timers, allowing for longer battles to play out. And we added more variety and some more randomness to quite a few events too! - On top of that we added a number of new events! - Sector nodes were made much more visible. - The starmap plotting line was finally made 3D! This fixed an issue where the dotted plotting line broke away if you rotated the starmap. - Repair ships now show an ore-starved icon if they run out of ore while repairing. - Repair ships also now display a progress bar when hovered. The bar fills for each point of hull / armor restored. - Boarding parties can now be launched by the type of boarding party (e.g. Marines, Pirates, etc) - Ships that are scouting no longer disappear from your fleet list and formation editor; instead their icon is greyed out. - We cleaned up more of the contextual actions for transferring crew between ships. We use several words to describe the same action: crew, maroon, evacuate, rescue, crew transfer. They’re all the same action, but we use different words to help you understand things like the state of the target, and what kinds of passengers you have aboard the selected ship. - We added some additional hover tips for things like hovering a plan when you don’t have enough ore to replicate it. - Your fleet now stays a little closer together after jump even if you’re not using formations.

XO changes

addedAlso new in 1.42 is the Empire Sleeper ship! The Sleeper acts as a farmship of sorts for the Empire. Sleeper ships can put up to six passengers aboard into stasis so they do not consume resources. It takes time, ore and water to put passengers in and out of stasis, and if the Sleeper is disabled, all passengers in stasis will be immediately lost.
addedWe also completed work on a number of new ship abilities! Look for them to arrive in 1.43 and beyond! There are functional ‘test’ versions of several of these new ships in the game right now, but they can only be purchased at the (very rare) shipyard trade events right now...
changedEvent timers are extended by two days if the event crosses sectors
changedPlotting a jump now only uses active ships for calculating jump times.
fixedWe are working on improving how ships deal with the range of their weapons. This is an ongoing bit of work that will spill into the next version. - Passengers aboard ships are now colored per their own faction relations with the Pact. - Ships with a single mining laser no longer autotarget and destroy mines in range while on berzerk. Ships with multiple weapons retain this ability. - Range rings now show when hovering (paused) a shieldship that has its shield(s) disabled by ion torpedoes. - Every single event in the game was overhauled to reduce the number of initial messages on hail, in some cases adding questions or additional options. We removed almost all of the combat timers, allowing for longer battles to play out. And we added more variety and some more randomness to quite a few events too! - On top of that we added a number of new events! - Sector nodes were made much more visible. - The starmap plotting line was finally made 3D! This fixed an issue where the dotted plotting line broke away if you rotated the starmap. - Repair ships now show an ore-starved icon if they run out of ore while repairing. - Repair ships also now display a progress bar when hovered. The bar fills for each point of hull / armor restored. - Boarding parties can now be launched by the type of boarding party (e.g. Marines, Pirates, etc) - Ships that are scouting no longer disappear from your fleet list and formation editor; instead their icon is greyed out. - We cleaned up more of the contextual actions for transferring crew between ships. We use several words to describe the same action: crew, maroon, evacuate, rescue, crew transfer. They’re all the same action, but we use different words to help you understand things like the state of the target, and what kinds of passengers you have aboard the selected ship. - We added some additional hover tips for things like hovering a plan when you don’t have enough ore to replicate it. - Your fleet now stays a little closer together after jump even if you’re not using formations.

Huge thank you to our players and especially our awesome Discord community! Thanks to your input we keep making XO better!

New Ships:

Please welcome the Empire Occupier, our first carrier! You may have seen gunboats from time to time - those Empire ships without jumpdrives? The Occupier can carry up to six of those through jump. It is also able to repair damaged boats, making it a highly valuable ship. Like the Empire Auxiliary, repair takes time and requires ore.

Also new in 1.42 is the Empire Sleeper ship! The Sleeper acts as a farmship of sorts for the Empire. Sleeper ships can put up to six passengers aboard into stasis so they do not consume resources. It takes time, ore and water to put passengers in and out of stasis, and if the Sleeper is disabled, all passengers in stasis will be immediately lost.

We also completed work on a number of new ship abilities! Look for them to arrive in 1.43 and beyond! There are functional ‘test’ versions of several of these new ships in the game right now, but they can only be purchased at the (very rare) shipyard trade events right now...

Balance:

Event timers are extended by two days if the event crosses sectors

Plotting a jump now only uses active ships for calculating jump times.

Features/QOL improvements:

- We are working on improving how ships deal with the range of their weapons. This is an ongoing bit of work that will spill into the next version. - Passengers aboard ships are now colored per their own faction relations with the Pact. - Ships with a single mining laser no longer autotarget and destroy mines in range while on berzerk. Ships with multiple weapons retain this ability. - Range rings now show when hovering (paused) a shieldship that has its shield(s) disabled by ion torpedoes. - Every single event in the game was overhauled to reduce the number of initial messages on hail, in some cases adding questions or additional options. We removed almost all of the combat timers, allowing for longer battles to play out. And we added more variety and some more randomness to quite a few events too! - On top of that we added a number of new events! - Sector nodes were made much more visible. - The starmap plotting line was finally made 3D! This fixed an issue where the dotted plotting line broke away if you rotated the starmap. - Repair ships now show an ore-starved icon if they run out of ore while repairing. - Repair ships also now display a progress bar when hovered. The bar fills for each point of hull / armor restored. - Boarding parties can now be launched by the type of boarding party (e.g. Marines, Pirates, etc) - Ships that are scouting no longer disappear from your fleet list and formation editor; instead their icon is greyed out. - We cleaned up more of the contextual actions for transferring crew between ships. We use several words to describe the same action: crew, maroon, evacuate, rescue, crew transfer. They’re all the same action, but we use different words to help you understand things like the state of the target, and what kinds of passengers you have aboard the selected ship. - We added some additional hover tips for things like hovering a plan when you don’t have enough ore to replicate it. - Your fleet now stays a little closer together after jump even if you’re not using formations.

Source

Steam News / 24 June 2021

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