In this update4
Full notes
Full XO update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Events
XO changes
We're delighted to provide you another free update to XO!
INITIAL MODDING SUPPORT:
The biggest news in this update is that we’ve added initial support for modding - you can freely edit ships, items and sectors!
Ships:
Stats and abilities on all existing ships in the game are now editable* - you can add or remove abilities, increase weapon loadouts and initial weapons, armor, acceleration and more.
So, you want to add gunboats(fighters) to the battleship? Easy. Increase capacity on cargoships? Trivial. More weapon slots? You got it.
*somewhat obviously, this can break the game if done wrong. Adding too many ship slots will break the UI, changing acceleration/top speed too much can cause unpredictable results, things like that. Keep a backup!
Items:
You can edit and add new items as well, changing their cost, charges and functionality.
Sectors:
Sector size and composition can be changed including the types of planets, factions present, number of shipyard or trade planets, and where sectors lead to.
Howto:
Simply edit the text files (make a backup first!). Most of it should be self explanatory, but read moddingGuideV1.text file for more info. The editable text files and docs are found in your StreamingAssets folder where you installed XO
NEW SHIPS:
The extremely rare Irenic Refuge is a massive shielded farmship that provides your fleet even more capacity for growth.
The Rover Maker is a jump-capable shipyard that can convert ships into other ships.
The Harvester Pusher joins the growing list of enemies; they’re equipped with a tractor beam and not afraid to use it
The Galacticonn Concenter allows you to extract ore from gas giants
The Harvester Neutralizer is equipped with ion torpedoes to blunt your offensive capabilities
We had to make the difficult decision to axe the Pact Carrier. It just wasn’t providing enough variety to justify the dev effort required. After launch we can revisit.
OTHER FEATURES/GAMEPLAY:
More sector goals were added; these optional missions have no timers associated with them
You’re now given a list of options when an enemy boarding party tries to take over one of your ships
Quite a number of events were added, we won’t spoil anything but there’s a fairly diverse array of rare as well as common events to spice up your voyage.
Jumpgates got substantially harder if you earn a bad rep with that faction.
We made a number of improvements to the tutorial as it nears completion.
Random cargo types were expanded
BALANCE:
Easy mode now defaults to a harvester wave that only propagates between jumps
Ion torpedo max duration (aka damage) was increased to 5
Mining/melting rates increased by 50%
Damage control speed is 2x in easy mode and 1.5x slower in hard
Normalize repair cost on items to 1 ore for each point repaired
Lots of playtesting and improvements to enemy behavior
Stowaways can now occasionally appear
Caches no longer self destruct, giving you a place to leave things behind
Using the refinery transmogrify to bring fleet water to zero now clears the water riot
Sped up short range ship moves
Enemy ships recover disabled boarding parties by tractor if equipped
Added a number of ‘stall for time’ options to events where it made sense
Fixed some issues when starting custom games
Beginners are now reminded about damage control
Several events were given longer time to complete
Disabled or destroyed shuttles no longer
Source
Changelog.gg summarizes and formats this update. How we read updates.
