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changelog
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Version 0.9.16.1:
* Breaking changes:
* Revert the changes to the accompany objective on mission npcs made in the last release. (@warp-core)
Version 0.9.16:
* Breaking changes:
* The accompany objective on mission npcs no longer implicitly sets the save objective. Plugin missions that had "accompany" but not "save" should be changed to include "save" if the intention of the mission is that the npcs live. (@RisingLeaf)
* Bug fixes:
* Content bugs:
* Typo fixes. (@a-random-lemurian, @Arachi-Lover, @LepRyot, @tibetiroka)
* The Firestorm Battery outfit now has a proper plural name. (@warp-core)
* The Mule's description has been updated to reflect its new category. (@McloughlinGuy)
* Corrected the name of the passenger in "FW Pug 4." (@a-random-lemurian, @williaji)
* Added a firing sound to the Ka'het Annihilator Turret, as it was missing one. (@Hecter94)
* Fixed an incorrect planet text replacement in "FW Refinery 1." (@roadrunner56)
* Prevented a Wanderer job from offering with an impossible deadline. (@warp-core)
* Replaced some small numbers that were written as digits with words. (@samrocketman)
* Shortened Greenview's planet description to fit the UI. (@mOctave)
* The Archon missions will now refresh once on old saves so that the new missions are used. (@Hurleveur)
* The Syndicate ships that attack New Tibet in the FW campaign will now be properly hostile to your mission escorts. (@RisingLeaf)
* Hard set the npc name in a Scar's Legion mission description to point to the correct npc to kill. (@roadrunner56)
* Fixed a Remnant rescue job that had an npc location that should not have been allowed. (@warp-core)
* Cleaned up the audio on some sound files that had audible clicking. (@Saugia)
* Remnant cargo that Korath ships in the Ember Waste carry is now more fitting to the lore of their situation. (@warp-core)
* Fixed the object sprites and scaling in the Ssil Vida event. (@warp-core)
* The jump range of systems affected by the Ssil Vida activation are now reset when Ssil Vida is deactivated in order to avoid a bug in pathfinding. This change will be reverted in the future once the pathfinding is improved. (@warp-core)
* Changed a Remnant bounty mission that had an unconstrained npc with a jump drive to spawn one without a jump drive as to stop the ship from escaping the Ember Waste. (@Hecter94)
* Added a fallback mission for people who were in the middle of a section of the FW campaign that was changed. (@warp-core)
* Engine bugs:
* The load panel now only lists .txt files from the save folder instead of listing every file there. (@quyykk)
* Traveling between systems no longer assumes that hyperdrives are always cheaper to use than jump drives. (@RisingLeaf, @Amazinite)
* Fixed an error where attempting to launch with a fighter as your flagship under certain circumstances could cause you to launch with no ship at all. (@petervdmeer)
* Mission npcs that become disabled by corrosion damage will now properly have the disable objective set. (@RisingLeaf)
* Disallowed planet labels from jumping around at different zoom levels for a better viewing experience. (@quyykk)
* Fixed a longstanding bug where npcs could get stuck thinking they need fuel after traveling through a wormhole. (@yjhn)
* Fixed a bug where fighters would sometimes fail to reparent to a carrier that had space for them when recalled. (@samrocketman)
* Game content:
* Mission changes:
* The last mission to give jump drives to the Unfettered is now a repeating job instead of a spaceport mission. (@Hurleveur)
* Balance:
* Added H2H weapons to some Hai ships and increased the base crew stats of the Unfettered. (@Hurleveur)
* Graphics:
* Slightly reworked the atomic and ion flare effects. (@GefullteTaubenbrust2)
* Other:
* Recategorized the Hai Centipede as a space liner. (@1010todd)
* Changed the landscape images of Mainsail and Inmost Blue to better fit their planet descriptions. (@Anarchist2)
* Recategorized the Saryd Traveler as a utility ship. (@Arachi-Lover)
* User interface:
* Clicking on a planet card on the left side of the map now selects that planet as a destination on your travel plan. (@Hurleveur)
* Under the hood:
* Fixed a link in the README to point to the proper location. (@quyykk)
* Made a few small code improvements that were found by various compilers and linters. (@quyykk)
* Added new PR labels to the contributing guidelines file. (@tibetiroka)
* Improved the printing of game data when using the command line options. (@warp-core)
* Added checks and warnings to overlapping derived condition provider ranges. (@petervdmeer)
* Added the std:: prefix to two calls to std::move. (@thomasballinger)
* CI/CD and development environment:
* Now using the new static runtime to build AppImages. (@quyykk)
Version 0.9.15:
* Big changes:
* Over a year's worth of new content and bug fixes! We hope it was worth the wait!
* Many graphical improvements, such as adding parallax for planets, stars, and haze and remodelling and improving various assets. See the graphics section for more details.
* Made various sweeping balance changes to multiple ships and outfits to improve lesser used items or strategies and turn certain choices into a question of what fits best for the role you're looking for instead of there being single no-brainer choices as to which ship or outfit is the best. See the balance section of the changelog for more details.
* Added over 20 new missions to the Remnant storyline, following the Remnant as they further investigate the Ember Waste and deal with the troubles it throws at them. Includes the addition of new ships and outfits. (@Zitchas, @Azure3141, @beccabunny, @Dschiltt, @GefullteTaubenbrust2, jeverett#3344, @Saugia, scrinarii1337)
* Added a massive amount of new content to the Korath Exiles, including two new systems near the core, multiple new ships, over two dozen new weapons and outfits, improved models for some older ships and outfits, and a new set of names for the outfits and ships that avoid having "Korath" as a prefix for every name. (@ravenshining, @Dragenhart, @EjoThims, @GefullteTaubenbrust2, @MasterOfGrey, @Saugia, @warp-core)
* Redid large parts of the Free Worlds campaign intro and start chapters. The goals of this rework were to enhance various themes and features of the plot that were on the weaker side while also laying the groundwork for future content, such as the other main human campaigns and post-main campaign content. This rework is the first of many, with this stage primarily focusing on Tomek's storyline and the Syndicate's role in the main campaign. (@Amazinite)
* Bug fixes:
* Content bugs:
* Typo fixes. (@alex116, @alextd, @Amazinite, @Anarchist2, @Arachi-Lover, @Arrow2thekn33, @dragonmaus, @fakepass, @Galaucus, @Hurleveur, @infinitewarp, @MasterOfGrey, @McloughlinGuy, @nathan-b, @NRK4, @oo13, @pilover100, @Pointedstick, @quyykk, @RestingImmortal, @roadrunner56, @samrocketman, @tehhowch, @Terin, @theweirdnut, @thomasballinger, @tibetiroka, @W1zrad, @warp-core, @Wedge009, @williaji, @Zitchas)
* Removed a duplicate "landing" tag on a mission. (@shitwolfymakes)
* Deep merchant fleets no longer have Deep Security names. (@peteryager)
* Ensured all ship, thumbnail, and outfit sprites have even dimensions to avoid blurriness caused by scaling. (@Anarchist2)
* Fixed a job with impossible to obtain offer conditions. (@Terin)
* Fixed a mission that was assigning reputation for a government that no longer exists. (@Amazinite)
* Fixed a misordered conversation branch in "Remnant: Deep Surveillance" that made part of the conversation unreachable. (@Terin)
* The luxury accommodations outfit now has a proper plural form. (@quyykk)
* "Defend New Tibet" now has a fail dialog. (@Terin)
* Some Coalition missions are no longer offered on stations. (@Arachi-Lover)
* Fixed the failure conditions of Earth Day missions to properly fail once Earth Day has passed. (@DownsB)
* Corrected various uses of concrete vs. cement. (@Zitchas)
* Changed various mission cargo to lowercase. (@Anarchist2)
* Converted a 16-bit linear sprite that rendered strangely to 8-bit sRGB. (@Anarchist2)
* Prevented some Hai missions from offering on uninhabited planets. (@Mach565)
* Fixed some ships that had more ammo than they could actually hold. (@Hecter94)
* Fixed the blending mode on the Remnant afterburner graphics. (@Anarchist2)
* The first Pact Recon mission is now marked as minor. (@Anarchist2)
* Fixed a Punisher variant with a missing hyperdrive. (@quyykk)
* "FW Pug 1C Return" now doesn't trigger until after the player has visited the waypoint in "FW Pug 1C". (@Amazinite)
* Fixed the personality of some Remnant NPCs in missions that should have been staying. (@alextd, @quyykk)
* Enforced some writing style changes across the whole game, such as proper nouns which end in "s" becoming "s'" when possessive as opposed to "s's" and action choices always being in first person. (@Amazinite, @Anarchist2, @Zitchas)
* Fixed some Remnant ship variants that had accidentally been given extra keystones. (@pilover100)
* The Hunted mission that sends bounty hunters after the player now more accurately measures the player's fleet strength. (@Amazinite)
* Fixed reputation changes to the Hai from missions to also apply to all the new Hai governments. (@Hurleveur)
* The Unfettered Tribute jobs now mention both possible missing objectives in the on visit dialog. (@Hurleveur)
* The Coalition Finisher now plays a sound effect when it impacts a target. (@Arachi-Lover)
* The Pre-Hai first contact mission for the Wanderers no longer offers if you've met the Unfettered, but not the Hai. (@Arachi-Lover)
* Fixed errors in various ship images. (@leklachu)
* Fixed the lighting on a new Korath ship sprite. (@Anarchist2)
* Fixed the engine hardpoints on the new Pug ship sprites being improperly mirrored. (@pilover100)
* Fixed the Battle in Wei events to properly change the system fleet spawns. (@warp-core)
* Engine bugs:
* Ships already being carried are no longer double-counted when calculating the number of available bays. (@benflodge)
* The destination of an invisible mission is no longer visible when opening the map during a conversation or dialog from the mission. (@Amazinite)
* Swizzles are now applied to carried ships when they are placed. (@quyykk)
* Cargo names in the ship info panel are now only capitalized after a space. (@Terin)
* Fixed the centering of text in the map outfitter panel. (@oo13)
* Fixed a longstanding bug that prevented carriers from transferring energy and fuel to carried ships. (@vitalchip)
* Mission NPCs no longer reparent to other NPCs of the same mission that have yet to spawn. (@Amazinite)
* Fixed a possible segfault caused by disowning a ship without a suitable flagship. (@petervdmeer)
* The hidden tag on systems can now be properly removed by events. (@Amazinite)
* Ships with fuel generation now regenerate their fuel when landing on an uninhabited planet. (@quyykk)
* Outfits with the "atrocity" attribute are now correctly scanned by planets. (@quyykk)
* A ship variant's hardpoints now get cleared when the ship's outfits are redefined. (@quyykk)
* Fixed an out-of-bounds access when generating random angles from large inputs. (@quyykk)
* Fixed commodities being oversold when making space for a newly accepted mission with cargo. (@DownsB)
* The game should now properly detect if the computer is compatible with adaptive vsync. (@quyykk)
* Carried ships no longer update their swizzle when deploying. (@quyykk)
* Custom swizzles on ships are now correctly used when viewing them in the shipyard map. (@quyykk)
* Adding the "#" character to a pilot name will no longer cause the game to fail to load the save file. (@quyykk)
* The game will now properly warn about lines in data that contain indentation errors. (@Amazinite, @tehhowch)
* Friendly ships targeted by a weapon with a blast and trigger radius will now correctly become provoked. (@Amazinite)
* Ships that aren't automata can no longer reduce their required crew below 1. (@quyykk)
* Fixed shader compilation failures that specific graphics drivers may have experienced. (@quyykk)
* Requiring 0 of an outfit now properly checks the player's cargo hold for the outfit. (@Amazinite, @MageKing17)
* The graphics for effects are no longer mirrored by the game. (@yjhn)
* Haze is now drawn with a slightly different zoom level to avoid premature culling. (@Terin)
* The current flagship is now always correctly displayed in the load panel. (@Terin)
* Fixed various issues across Deep jobs and missions. (@Anarchist2)
* Discharge damage can no longer push a ship's shields negative. (@Amazinite)
* The landing sound now always plays when starting a new game. (@quyykk)
* Fixed incorrect snapshot names on Linux and MacOS. (@quyykk, @sigus)
* Fixed an instance of a value of one displaying as "one" on the map outfitter panel while all other values displayed numerically. (@quyykk)
* The projectile velocity is no longer applied to firing effects and sounds, which was causing them to appear out of place when moving at high speeds. (@Ferociousfiend)
* The damage dropoff of a projectile, should it have it, is no longer influenced by the velocity of the firing ship. (@Amazinite)
* Fixed an instance where the player could be fined for outfits that had been put into their cargo hold but were removed. (@quyykk)
* Improved synchronization of the calculation and rendering threads. It turns out the game has always been rendering one frame slower before. (@quyykk)
* Auto-aiming no longer requires either auto-fire to be active or the primary fire button to be held, meaning that auto-aiming will always work when targeting something. (@Mr-L-oof)
* NPCs no longer offer to refuel you if you don't have the ability to jump out of the system. (@quyykk)
* The names of ships are now drawn on top of the ship thumbnails in the shipyard, avoiding large thumbnails obscuring the ship name. (@Amazinite)
* Planet labels now more appropriately move out of the way of other objects in the system at all zoom levels. (@warp-core)
* Fixed a crash that could occur if outfits were stored on a planet from a plugin, the plugin was removed, and then the map was opened. (@quyykk)
* The confirmation dialog for deleting a save file now correctly verifies the input against the pilot's name instead of the file name, which isn't visible in-game and may sometimes differ from the pilot's name. (@pilover100)
* Overlays are now always drawn at the proper zoom level, fixing overlays being in the wrong location during transitions between zoom levels. (@quyykk)
* All RGB pngs are properly converted to RGBA during loading. (@quyykk)
* Fixed a potential crash on older MacOS systems when background music plays. (@EricFromCanada)
* Fixed a bug with mission NPCs preventing the new fleet jump mechanic from working. (@samrocketman)
* We now use Windows' "Sleep" system API for framerate control as MinGW 11's Winpthreads implementation is inaccurate. (@quyykk)
* Shift+R now properly selects the nearest ship. (@alextd)
* Selecting a mission on the map using the arrow keys now zooms the map to the mission's destination, just as it does when selecting a mission via other means. (@alextd)
* Adjusted how planet labels move from opaque to transparent as you move farther away from them so as to not cull too early. (@tibetiroka)
* The orbit of moons is not considered when determining the scale of system orbits on the map, preventing moons from being drawn outside the UI panel. (@thvk-net)
* Fix a crash caused by minable objects with negative payload values. (@quyykk)
* Increased the maximum allowed outfit name length by 3 so all vanilla outfit names from before name trimming were added fit. (@quyykk)
* The player's ships will now properly pursue targets beyond the system fence. (@kaol)
* The carried ships of a defense fleet now have proper personalities. (@kaol)
* The game will now be able to initialize GLEW on Wayland. (@eternal-sorrow, @quyykk)
* Changed derived conditions to register before reading from the save file to have auto-generated conditions properly function. (@leklachu)
* Fixed the formatting of some values in the bank panel to not overflow into neighboring text. (@warp-core)
* Fixed the maximum scroll in shop panels to allow more buffer space at the bottom. (@Anarchist2)
* Game content:
* New content:
* More spaceport news for Coalition, Hai, human, Remnant, Wanderer, and Quarg planets. (@Anarchist2, @Arachi-Lover, @BlazingDiesel, @dorbarker, @jerith, @NRK4, @petervdmeer, @roadrunner56, @tibetiroka)
* Two new civilian Coalition outfits: a fuel pod and a power generation outfit that does not rely on solar power. (@Arachi-Lover)
* More civilian hails. (@Galaucus, @petervdmeer)
* The Sol system now contains all nine planets. (@ravenshining)
* A new devastating but risky weapon for Ka'het drones. (@beccabunny)
* More Remnant bounty hunting jobs to hunt down the new Korath Dredgers. (@arkhne)
* An additional mission after the Eye opens in the Wanderer campaign to explain to the player that they need to wait for the next part of the campaign to start. (@MasterOfGrey, @Terin)
* "Spacediving" jobs to human space that can have... unpredictable outcomes. (@petervdmeer)
* Three new missions in Coalition space exploring Coalition folklore. (@Arachi-Lover)
* A mission in Coalition space involving running into an unlikely character. (@Arachi-Lover)
* A hardpoint sprite for the nuclear missile. (@Amazinite)
* A new person ship. (@Brick63, @Zitchas)
* Reverse thruster versions for human ion and plasma engines. (@ravenshining, @Zitchas)
* Lighter versions of various human secondary weapons for easier use on smaller ships. (@Pointedstick, @ravenshining, @Zitchas)
* A pirate mission involving a mafia with a penchant for extorting unwilling victims. (@petervdmeer)
* A mission where the player is invited to a Coalition university seminar. (@roadrunner56)
* A mission where the player transports a human to Hai space. (@roadrunner56)
* More civilian and pirate ship names. (@Galaucus, @Pointedstick)
* A series of worldbuilding missions for the Deep. (@SpearDane)
* Hai space now contains a series of ancient space stations, some still in use, but some long left dormant, having fulfilled their ancient purpose long ago. (@beccabunny, @MasterOfGrey)
* More Republic ship names. (@a-random-lemurian, @Corraban2)
* Three low-level bounty jobs for beginner combat pilots. (@samoja12)
* Two Wanderer jobs that utilize the brig and luxury accommodations outfits. (@unjown)
* A large variety of rare missions intended to highlight the culture of different regions across the galaxy. (@Arachi-Lover, @dorbarker, @ESCelestia, @Galaucus, @MasterOfGrey, @TheMarksman-ES, @Zitchas)
* New disabled hails. (@LepRyot)
* A mission where the player transports a family from Thrall to Delve. (@Rocketeer456)
* A mission where the player can get involved in a street scam. (@Rocketeer456)
* New "search and rescue" jobs to Remnant space. (@arkhne)
* New author hails. (@pilover100)
* New hails for MCO's person ship. (@MCOfficer)
* A new "Ember Tear" spinal weapon to the Heron person ship. (@Zitchas, X-27#8884)
* Over 80 new landscape images, replacing all landscape images that were previously duplicated across multiple planets. (@roadrunner56)
* 25 spare landscape images. (@petervdmeer)
* The player can now attempt to ask the Unfettered for help with communicating with the Wanderers. (@Anarchist2)
* A new set of missions involving the various Arach houses. (@Arachi-Lover)
* New jobs and missions in the Deep region to encourage players to stick around and discover more major storylines there. (@MasterOfGrey)
* Added a new, elusive space creature to the Ember Waste. (@Galaucus)
* A new mission chain to investigate the appearance of a mysterious system within the Graveyard. (@beccabunny)
* A new mission where you speak with a news reporter after the bombings of Geminus and Martini. (@DJF113)
* A new mission chain centering on research done by the Kimek. (@Arachi-Lover)
* New lower-level bounty jobs to fight and potentially capture smaller Marauder ships more easily. (@Anarchist2)
* More names for commodities. (@dorbarker, @NRK4, @samrocketman)
* Created a "Military" commodities type for use in missions. (@dorbarker)
* The pendant mentioned at the end of the Nanachi mission chain is now gifted as an outfit. (@Arachi-Lover)
* Added new Hai governments with their own fleets to Hai space, greatly increasing the density of ships in the region to better match its high population density while also reducing the amount of carnage in Wah Ki. (@MasterOfGrey)
* Created a larger human afterburner, the Caldera Afterburner. The old afterburner has been renamed to the Volcano Afterburner. (@Amazinite, @GefullteTaubenbrust2)
* Archons now teleport away when defeated and later respawn. You are not safe. (@Karirawri)
* A new set of missions and jobs dealing with Remnant logistics. (@williaji)
* New Deep ship names. (@dorbarker)
* A new mission where the player encounters an inexperienced mugger. (@Anarchist2)
* A unique sound for the Remnant afterburner. (@Saugia)
* Hostile planets are a bit more unfriendly when you hail them to land. (@Dschiltt)
* A new mission chain where you investigate an old Coalition expedition into human space. (@Arachi-Lover)
* Created a larger and more powerful version of the Finisher Pod for some Heliarch ships. (@Arachi-Lover)
* Various new superstructures in Coalition space. (@Arachi-Lover, @Saugia)
* A new mission chain where you investigate a long-lost Coalition satellite sent into human space. (@Arachi-Lover)
* The Coalition now has a set of reverse thrusters. (@Hecter94)
* The player will now be confronted by Republic personnel upon returning to Republic space from their first time in Hai space. (@Amazinite)
* Created various new individual and short chains of missions around human space. (@roadrunner56)
* Added a new planet in a system near Nenia to save on and cut down on travel times when dodging the Archon in Nenia. (@Zitchas)
* Created a Coalition mining drill used by Coalition mining fleets. (@Arachi-Lover)
* Added tiny, small, and medium-sized reverse thrusters for the Hai. (@Hecter94)
* Mission changes:
* Killing both Arfecta that defend the Wanderer planets now causes hostility with the Wanderers upon landing on any of their planets, not just one specific planet. (@Terin)
* The Deep Archaeology and Unfettered first contact missions now contain branches if the player knows about the Pug or Sheragi respectively, before reaching those missions. (@BlazingDiesel)
* The Remnant now gifts a Puffin to the player instead of requiring that the player buy one. (@Zitchas)
* The Hai first contact mission now describes the wormhole connection to human space in case the player reached the Hai via jump drive. (@Anarchist2)
* Reordered the Deep: Remnant missions so that further investigation into the Ember Waste doesn't happen until after Deep: Scientist Rescue. (@Amazinite)
* Removed a stopover location that was optional in a Remnant mission. (@Zitchas)
* Reworked most pirate jobs to be higher risk but also higher reward. (@Pointedstick)
* The "Hiding in plain sight" mission now has a deadline. (@Pointedstick, @waterhouse)
* Changed some missions to take advantage of the new conversation action behavior. (@Amazinite)
* Greatly reduced the threshold on the raid warning mission for players with high pirate attraction fleets from about 50% to about 14%. (@Amazinite)
* Ivan in Terminus exploration now gives the player a hint on where to go to continue the storyline in the Deep. (@Amazinite)
* Refit the Cosmic Devil to use less Remnant tech. (@Amazinite)
* Added additional dialog to "FW Katya 7". (@saraswativ23)
* Removed a mention of Freya from "FW Alphas 1.1," as she is located somewhere else at that time in the story. (@DownsB)
* The Paradise Fortune missions now restore your reputation with the Republic to exactly what it was before the missions should you choose to cooperate with the Navy. (@Anarchist2)
* Change the government of some hostile mission NPCs to dummy governments to prevent permanent reputation loss with the main government. (@PeacefulPotato)
* Hai jobs now grant a small amount of reputation upon completion, allowing access to Hai-home without the need to fight the Unfettered. (@Terin)
* Moved the defer option in "There Might Be Riots 1" to an earlier point so that information isn't repeated if the player defers multiple times. (@Anarchist2)
* Unwanted Cargo can now trigger anywhere outside Hai space instead of only in human space. (@Anarchist2)
* Various minor spaceport missions that did not mention their payments now do. (@Anarchist2)
* The Hauler VI mission no longer offers if you don't have any weapons. (@Anarchist2)
* The intro mission now mentions the usefulness of buying local maps. (@Hecter94)
* Improved the salaries you get during the Free Worlds campaign to better cover the ships you're expected to have at the time. (@Anarchist2)
* The final Kestrel mission now displays the thumbnail of the Kestrel you chose. (@Anarchist2)
* Increased how much the Coalition pays for Yottrite from 220k per sample to 350k per sample. (@Arachi-Lover)
* Updated the prisoner transports in some Free Worlds missions to be equipped with brigs. (@AlbertNewton)
* The Remnant missions that ask you to get a copy of Alexandria's archives now make it clear that you keep a copy for yourself. (@Amazinite)
* The "Deep: Remnant" missions are no longer required to trigger "Deep: Scientist Rescue", which is the set of missions that unlocks the Bactrian. (@Amazinite)
* Improved the dialog in one of the new Remnant missions to make it more understandable. (@alextd)
* Rewrote part of "FW Hope Recon 1C" to have the Gunboat join the Oathkeepers should you ask them to surrender. (@jostephd)
* The senator in "FW Senate 1B" now commends you if you reach the destination in an impossibly short time. (@Hecter94)
* The corporate espionage job now has a short deadline, as it is easy to miss the objective and never find the NPC that you're supposed to scan. (@Terin)
* Slight wording change in FW Bounty 1 to reduce repeated information. (@Anarchist2)
* Balance:
* Altered the default equation for when a ship becomes disabled to become continuous. The lowest-hull ships still become disabled at about 45% remaining hull, but the highest-hull ships approach a threshold of 10% hull remaining instead of all ships over 4,500 hull becoming disabled at 15%. This results in most human ships becoming disabled slightly earlier while higher health alien ships become disabled slightly later. (@Ferociousfiend)
* Buffed the Heavy Shuttle while increasing its price to make it more of a midpoint between the Shuttle and the Scout or Bounder rather than having a massive price gap between the Shuttle and Heavy Shuttle and the ships mentioned previously. (@Zitchas)
* +2 bunks
* -20 mass
* -0.2 drag
* +5 cargo space
* +10 outfit space
* +6 weapon space
* +5 engine space
* +15,000 cost
* Buffed the cargo and bunk capacities of civilian Coalition ships to make them more appealing compared to when you're likely to reach them. (@Arachi-Lover)
* +10% cargo and bunks on Saryd light freighters
* +20% cargo and bunks on Saryd heavy freighters
* +50% bunks and +10% cargo space on all Kimek ships
* +20% cargo space on Arach light freighters
* +40% cargo space on Arach heavy freighters
* Gave the Sparrow an extra bunk to slightly increase its effectiveness in capturing other interceptors during the early game. (@Terin)
* Greatly reduced the required crew and bunks on the Rainmaker so that it's no longer tied with the Gunboat as the highest required crew among human light warships, instead having one of the lowest crew requirements. (@Terin)
* 7 -> 3 required crew
* 14 -> 7 bunks
* Lowered the offer requirements on more lucrative jobs in human space, allowing the player to start running them sooner. (@Terin)
* Increased the Lampyrid's number of bunks to match the source material. (@Zitchas)
* Archons now ramp up significantly in strength when they feel threatened. (@Zitchas)
* 11x normal DPS when threatened
* Buffed the Protector. (@Amazinite)
* The Protector has long been considered the worst human heavy warship in the game. While some heavy warships should be better than others, the Protector had almost no redeeming factors. These changes seek to make the Protector more of a heavy weapons platform, slow but able to pack a considerable punch when within range.
* 6 -> 8 turrets, going from "a lot" to "tied with the most among all heavy warships in the game."
* +500 shields
* +1300 hull
* +20 outfit space
* +10 weapon space
* Rebalanced various human primary weapons. Here are some highlights: (@Amazinite)
* Lasers have been the overwhelmingly most popular choice among human primary weapons for years due to their high damage but low firing costs, with blasters seeing little use due to their high energy and heat costs but lower damage. These changes seek to bring all human weapons more in line with one another, making choosing a weapon more a matter of what role you need filled than a matter of which weapon is better than all the rest.
* Lasers:
* Lasers are a pirate's friend and always will be. Easy to use and great for disabling ships without destroying them, but not necessarily the best at everything.
* +33% firing energy and heat
* Blasters:
* Blasters are the smallest weapons in human space. They are weak but cheap and strong in numbers. Put eight quad blaster turrets on a new Protector and have some fun.
* -40% firing energy and heat
* +10% shield and hull damage
* Cannons:
* Cannons are the big guns. Powerful, even in small numbers. The weapons you pull out when you want to punch a hole in something.
* +20% shield and hull damage on the Particle Cannon and Proton Gun. The Plasma Cannon has been untouched, as its added heat damage is still rather powerful.
* Added an additional Small Heat Shunt to the stock Korath Raider. (@Arachi-Lover)
* Rebalanced most engines in the game. Here are some highlights: (@Amazinite)
* The goal of this was to improve lesser used engines while also making it so that choosing which engines you use is more a matter of what you're looking for instead of there being one best choice for everything.
* Afterburners were made 33% smaller while providing 50% more thrust at 75-80% less fuel, as afterburners have long been considered not worth installing.
* The largest ion and plasma engines were made smaller and easier to install, as these engines were so large that it was seldom feasible to use them.
* Ion and plasma engines now provide about 20% more thrust and turn, so atomic engines aren't such a no-brainer upgrade.
* Buffed the reverse thrust on Remnant thrusters while reducing their forward thrust to compensate, making Remnant engines more the choice for people who enjoy the reverse thrust instead of being incredibly good for almost everything.
* Differentiated the Bulk Freighter and Container Transport. (@ravenshining)
* Changed Coalition solar panels to use solar heat instead of heat generation. (@Arachi-Lover)
* Buffed ion damage. Ionization now causes a ship's weapons to jam in addition to draining the ship's energy, causing ionization to be a damage debuff. The lower a ship's energy capacity and the higher its ionization, the more likely a weapon is to jam when attempting to fire, capping out at 50%. Jammed weapons must reload before attempting to fire again. (@Amazinite)
* Rebalanced most battery outfits in the game. Here are some highlights: (@warp-core, @Zitchas)
* The goal of this was to make relying on your batteries more viable, as with weaker batteries from past versions, outfitting your ship has almost always been a matter of ensuring your reactor produces enough energy for all your systems. With stronger batteries, getting the best energy reactor possible should be less of a requirement as you can now rely on your energy capacity to get you through short bursts of intense combat. Even going so far as to use nothing but batteries with little to no energy generation should also be a possibility as a cheaper but not as a combat-capable alternative.
* Greatly buffed the energy capacity of most battery outfits.
* Most dedicated battery outfits have received a 4x buff.
* Some outfits that are batteries as a secondary characteristic, such as Korath System Cores or Wanderer Sun reactors, received a 2x buff.
* Wanderer Small and Large Biochemical Cells received a 25x and 42.8x buff, respectively.
* Greatly reduced the size of the two largest human and Hai batteries to make them more feasible to use.
* Cut the cost of dedicated battery outfits in half.
* Added an arrival distance to all systems in the game. The arrival distance is equal to the system's habitable distance, capped at the range of [500, 5000]. This causes ships to generally enter the system farther apart from one another and farther from any inhabited planets in the system, improving the ability of a player to pick and choose their fights. (@Zitchas)
* Traded some batteries for better engines, weapons, or repairs on Heliarch ships. (@Arachi-Lover)
* Slightly adjusted the stats on Scout and Bounder to better fit their size and role. (@Anarchist2)
* -100 fuel capacity on the Bounder.
* +800 shields on the Scout.
* -1 required crew on the Scout.
* Graphics:
* Completely redid and improved the graphics for all existing stars. (Matteo "Lead" M., @ravenshining)
* Created various new star graphics, including giant and supergiant variants for all star spectral types. (Matteo "Lead" M., @ravenshining)
* Created a new planet sprite for Saturn. (@ravenshining)
* Remodeled all Navy ships. (@GefullteTaubenbrust2)
* Created a new effect for the nuke explosion. (@Karirawri)
* Remodeled the nuclear missile, afterburner, asteroid scanner, photovoltaic outfits, Wanderer reactors, shield generators, cooling, and weapons. (@GefullteTaubenbrust2)
* Remodeled the Raven, Splinter, Corvette, Flivver, Dagger, and Manta. (@GefullteTaubenbrust2)
* Remodeled the Aerie, Bactrian, Mule, and Osprey. (@Saugia)
* Remodeled the jump drive. (@Scrinarii1337)
* Added extra detail to differentiate the Kestrel variants. (@Saugia)
* Added extra detail to the Grab-Strike outfit image and updated its hardpoint sprite. (@ravenshining)
* Remodeled the Quicksilver and Scout. (@Anarchist)
* Remodeled the Enforcer Confrontation Gear outfit. (@1010todd)
* Modeled the Tear of Skade for new missions in the Deep. (@Anarchist2)
* Added unique graphics for Wanderer engine flares, corrosion and burn damage-over-time sparks, and Pug Zapper impacts. (@GefullteTaubenbrust2)
* Redid plasma, Coalition, Pug, and Korath engine flares. (@GefullteTaubenbrust2)
* Redid Pug ship, Coalition Finisher, and Hai Tracker explosion effects. (@GefullteTaubenbrust2)
* Created models for the upcoming Sunder, Mining Drone, Hailstone, Heavy Gust, and Squall. (@Saugia)
* Created a whole new scene for the plasma repeater. (@1010todd)
* Doubled the resolution of all station graphics. (@Anarchist2)
* Remodeled Quarg ringworlds. (@GefullteTaubenbrust2)
* Remodeled the Pug ships. (@beccabunny)
* Other:
* The Pug worlds at the end of the main campaign now appear uninhabited after the Pug flee before becoming inhabited by humanity. (@Anarchist2)
* Reworded a technically incorrect news entry. (@Anarchist2)
* Tweaked the atomic engine sounds to be less harsh on the ear. (@ravenshining)
* The Emerald Sword and Black Diamond now have set swizzles that don't change with the player's swizzle. (@kestrel1110)
* Human ship name generation is now weighted so that Three Skeleton Key does not appear on every other pirate ship. (@Amazinite, @Pointedstick)
* The Star Queen now comes with reverse engines by default and has been given reverse engine flares. (@Zitchas)
* Tweaked the outfit cargo held by Remnant and Korath fleets in the Ember Waste to make more sense. (@Zitchas)
* Added ships to Remnant fleets that were missing. (@Zitchas)
* Poisonwood's spaceport description changes depending on the outcome of certain FW missions. (@Anarchist2)
* Updated smaller human ships to use the new small secondary weapons. (@Zitchas)
* Tweaked the descriptions on over 100 planets for better readability. (@skilaa)
* Added reverse and steering flares to the Lampyrid. (@Zitchas)
* The Remnant now become hostile when scanned and the player loses reputation on a completed scan or when a drone is destroyed. This behavior stops after the Remnant trust the player enough. (@Zitchas)
* Standardized the habitable range of all systems given the star of each system. Some systems have had their planets moved around to compensate for this. (@Amazinite)
* Readded the disables personality to Remnant fleets. (@Zitchas)
* The Mereti will no longer remain neutral if the player attacks them after they've been made friendly. (@Hurleveur)
* Added ramscoops to the outfitters of some Far North worlds. (@williaji)
* The War Begins conversation no longer refers to ship licensing as being one of the Free Worlds' grievances against the Republic. (@Anarchist2)
* The on visit dialog for "FW Albatross 2A" now mentions both possible missing objectives. (@Anarchist2)
* The Strong Wind is now locked by a non-military Wanderer license instead of a military license. (@williaji)
* Various human freighters and transports now come stock with reverse thrusters. (@Hecter94)
* All fighter and drone descriptions now make it clear that you need a fighter or drone bay to carry them. (@Amazinite)
* Reduced the mass of quantum keystones to better match their description instead of being a one-ton stone that people carry around. (@dragonmaus)
* The first Wanderer colony in Korath space now comes with an outfitter so that you don't need to travel back to Wanderer space to rearm. (@williaji)
* Black holes now add fuel to ships within their accretion disk, allowing ships that might have entered the system without any remaining fuel to risk getting torn to shreds to escape instead of being stuck forever. (@Amazinite)
* Spaceport news on Wanderer planets no longer refers to them as Wanderers before you learn their name. (@Anarchist2)
* Coalition worlds now have varying security levels instead of all having the default. (@Arachi-Lover)
* Reworded the description of the Pug Biodefense outfit to not suggest that the Pug don't get affected by it because they do. (@Hecter94)
* Changed the Korati Efreti station to always be located between the planet and the sun in the system, as the description suggests. (@warp-core)
* Added two new ship categories. Space Liner, for very large transport ships, and Utility, for ships that didn't fit their previous category because they were a hybrid of multiple categories. (@MasterOfGrey)
* Changed the stars for some systems in human space to match what is known about the real star system of the same name. (@ravenshining)
* Created new "Mineral," "License," and "Unique" outfit categories, the former two breaking out of the "Special" category and the latter for one-time outfits gifted to the player. (@Anarchist2, @DarcyManoel, @Zitchas)
* Game mechanics:
* New mechanics:
* Expanded the total number of swizzles from 7 to 27. (@Amazinite)
* Missions are now capable of fining the player. (@petervdmeer)
* Weapons can now create "target effects" that appear on ships similar to how jump drive effects appear. (@petervdmeer)
* Weapon hardpoints can now be drawn under the ship. Turret hardpoints default to being drawn over the ship, while gun hardpoints default to being drawn under the ship. (@Amazinite)
* All secondary weapons will be selected at once after cycling through your flagship's entire list of secondary weapons. Pressing the select secondary weapon key after selecting all weapons will cause no weapons to be selected. (@petervdmeer)
* Outfit and ship categories can now be customized in the data files, allowing for the creation of new outfit or ship categories, including new categories of carried ships. (@Amazinite, @Hadron1776)
* Choices of phrases can now have weighted outcomes akin to the weighting of variants in fleets. (@Amazinite)
* Submunitions can now be created with an "offset" position and a "facing" angle relative to the parent projectile. (@petervdmeer, @tehhowch)
* Created four new damage-over-time types that affect shields, hull, fuel, and heat. (@Amazinite)
* Randomly spawned fleets are now able to use the derelict personality. (@Terin)
* Hazards can now originate from objects in a system instead of just the system center. (@quyykk)
* Sprites can now be drawn at customizable scales. (@Amazinite)
* Conversations can now grant payments, levy fines, trigger events, write log entries, gift outfits, ships, and more through conversation action nodes. (@Amazinite, @tehhowch)
* Custom text substitutions can now be created globally or within the scope of a single mission. (@Amazinite)
* Governments can now have their reputation impacted by scanning their ships. (@Hurleveur)
* Ships can be given a "crew equivalent" attribute that counts toward the reputation hit for interacting with a ship but doesn't contribute to boarding. (@Hurleveur)
* Governments can now be provoked by starting a scan on their ships. (@quyykk)
* Missions can now grant and require maps, discovering systems for the player, and requiring that nearby systems be discovered. (@LukeMarlin)
* Added new attributes "operating income" and "income" that grant credits to the player each day. (@petervdmeer)
* Raised the limit of the number of weapons allowed on a single ship from 32 to effectively unlimited. (@quyykk)
* Governments can now incur a reputation loss from provoking their ships. (@Terin)
* Engines can now have all the same costs for firing as weapons can (e.g., fuel, ionization, etc.). (@Ferociousfiend)
* Weapons can now deal different hull damage to disabled ships compared to non-disabled ones. (@Amazinite, @ChamEV, @petervdmeer)
* Outfits and ships can now be given a "heat capacity" attribute, which acts like mass in increasing a ship's heat capacity without reducing its acceleration and turn rate. (@Ferociousfiend)
* Ships can now be given an overheat damage attribute that makes them take damage while overheated. (@10010101001)
* Plugins can now optionally disable individual vanilla missions, events, and Person ship spawns. (@tehhowch)
* Weapons can now be given "minable damage" which is used to damage minable asteroids instead of hull damage. (@pilover100)
* Minables can now be given a random hull value that adds to their base hull. (@quyykk)
* Added a new autocondition that allows missions to check what your flagship model is. (@warp-core)
* Effects can now be defined with absolute angle and velocity values instead of inheriting the parent's attribute. (@Hurleveur)
* System hazards can now be defined as being "system-wide", causing them to damage all ships in the system regardless of distance and center environmental effect generation on the center of the screen instead of the origin of the hazard. (@Hurleveur, @Amazinite)
* Add/remove syntax can now be used on various attributes of a Government during an Event. (@Hurleveur)
* Missions can now be given an "on daily" action to cause this to occur every time the date advances (when jumping and when departing a planet). (@thvk-net)
* Carried ships will now restock their ammo by taking from the carrier's installed ammunition. (@tehhowch)
* Events can now remove specific objects from a system instead of only being able to remove all objects. (@warp-core)
* Mechanic changes:
* "hit effect" behavior for hazards has been replaced with "target effect". (@petervdmeer)
* Committing an atrocity now only affects the reputation of governments friendly to the government that the atrocity was committed against. (@Amazinite)
* Flotsams dumped by a certain government will no longer be picked up by ships of the same government. This prevents merchants from picking up cargo dumped by other merchants that was intended to distract pirates. The player's government is exempt from this change. (@petervdmeer)
* The data syntax for requiring a license on a ship or outfit now accepts one-line specifications. (@tehhowch)
* Some heat is now removed when firing ammunition with mass. (@tehhowch)
* Updated collision mask generation to allow ships to contain holes or disjointed regions. (@flaviojs, @tehhowch)
* Bribing a government now breaks all projectile collisions between you and the government you bribed, preventing accidentally becoming hostile again after bribing. (@Amazinite, @tehhowch)
* Systems can now define multiple asteroid belts. Asteroid belts can be given weights that determine the likelihood of asteroids appearing in that belt. (@Amazinite)
* Whether an outfit is determined to have been mined from an asteroid is now handled by a positive "minable" attribute instead of being assumed from a negative "installable" attribute. (@Terin)
* Jobs that have been offered but not yet accepted can no longer be accepted if all of the job's requirements are no longer met (e.g., have the proper outfit(s) installed, have enough credits for any negative payment) instead of only checking for cargo and passenger space. (@quyykk)
* Submunitions now more properly inherit the velocity of the parent projectile, and inaccuracy is more accurately applied. (@Amazinite, @DeBlister, @oo13)
* Weapons with an ammo usage of 0 no longer auto refill that ammunition. (@Amazinite)
* Improved the behavior of the coward and appeasing ship personalities to more consistently trigger and have an effect. (@Hurleveur)
* Active missions that you no longer have space for now count as aborted instead of simply failed. (@Amazinite)
* Fighters and drones now retreat and redeploy at 50% and 75% health, respectively, instead of 25% and 35%, increasing their survivability. (@Amazinite)
* Ships that are appeasing no longer drop their cargo if there are no hostile ships to drop it for. (@DeBlister)
* The inaccuracy of a projectile is now also applied to the firing effect. (@DeBlister)
* Expanded the attribute whitelist to allow more outfit attributes to become negative, such as allowing engines to produce energy while in use. (@Ferociousfiend)
* Escorts ordered to leave the system will now ignore hostiles to leave instead of continuing to fight. (@alextd)
* Music no longer restarts from the beginning if the track trying to be played is the same as the one already playing. (@samrocketman)
* Overheating has been nerfed from completely disabling an overheated ship to only disabling an overheated ship's power generation. (@Amazinite)
* Reverted how hit force is applied to ships to how it was before v0.9.9: only take the ship's mass into account instead of adding a fixed mass that reduced the hit force to small ships while increasing the hit force to large ships. (@1010todd)
* User interface:
* Pilot playtime is now visible in the player info panel. (@Terin)
* The map can now be opened at the end of a conversation. (@Amazinite)
* The player info panel now displays the current amount of combat experience and the amount of experience needed to reach the next level instead of just displaying the current level. (@Terin)
* If moving at high speed, hitting the landing key while over an uninhabited planet will no longer attempt to land on the uninhabited planet. (@Terin)
* Available jobs on the jobs board are now sorted alphabetically. (@quyykk)
* Improved keyboard-triggered scrolling in shops to prevent the shop from flickering when first selecting an item with the keyboard. (@quyykk, @tehhowch)
* Critical messages such as mission failure are now highlighted in red to make them easier to spot. (@salqadri)
* The bank will now allow commas in player-entered input when applying for loans or paying off debts. (@thomasballinger)
* Pirate raid alert messages are now considered critical messages that get highlighted. (@Terin)
* Commodities in the plundering panel now display their unit mass. (@jostephd)
* The map now indicates systems that have outfits stored on planets.
* Ship and outfit stats now display 0 to 2 decimal places instead of only ever showing up to 1 decimal place. (@Rakete1111, @tehhowch)
* The background haze on the main menu now fades to match the haze of the player's system in the loaded save instead of instantly transitioning. (@pakyinwww)
* Tab can now be used to swap the focus between the main and side shop panels. (@Terin)
* Wormholes without a sprite no longer draw a wormhole link arrow on the map. (@quyykk)
* Outfits considered an atrocity now display that fact in the outfitter as a boolean attribute instead of a value. (@Terin)
* The background haze and stars are now slightly parallax to the foreground. This can be disabled in the preferences panel. (@Terin)
* Conversation choices are now highlighted when hovering over them with the mouse. (@quyykk)
* Added support for "line" elements in user-declared interfaces. (@quyykk)
* Outfits are now grouped by category when scanning a ship. (@jostephd)
* Players must now type the pilot's name when attempting to delete a save. (@quyykk)
* Non-mission dialog can now be closed with the escape key. (@quyykk)
* Readded the D key as a shortcut for deleting a pilot. (@quyykk)
* Having above 5,000 fuel on your flagship will now render the fuel as a single solid bar instead of adding a dividing line for every 100 fuel. (@Ferociousfiend)
* Improved the ship info display to add units to some attributes and make others more readable. (@stechio, @quyykk)
* The bank now accepts spaces as numeric separators when inputting a credit amount. (@Hurleveur)
* Added a new button to the outfitter for toggling the visibility of stored outfits. (@Amacita)
* The map now shows what outfits you have stored in a system if you hover over it. (@jostephd)
* The job marker on systems for available jobs is now drawn before the one for active jobs. (@Jamibaraki)
* It is now possible to sort your fleet in the player info panel by model, system, and other metrics. (@yjhn, @quyykk)
* Added a new "fleet jump" command, activated by pressing shift+jump, as an alternative to holding the jump key. Your fleet will jump automatically once every member is ready. (@petervdmeer, @yjhn)
* Pressing space or double clicking now pauses and unpauses the scrolling of the credits on the main menu. (@quyykk, @tehhowch)
* The Home and End keys can now jump to the top and bottom of various panels. (@MagicMuscleMan)
* Outfits that cost 0 credits now display as "free." (@quyykk)
* The new "Save Order" button now underlines the "v" when holding the alt key to show hotkeys. (@warp-core)
* The find panel on the map no longer turns fast forward off when the interrupt fast forward preference is active. (@Amazinite)
* A help dialog is now shown when attempting to buy more cargo than you have space for. (@alextd)
* Holding ctrl when accepting a job now automatically makes room for it. (@alextd)
* The map UI is now capable of displaying an unlimited number of landable objects in a system, as opposed to before, where only three planets could be shown and the fourth would begin to push UI off the screen. (@Hurleveur)
* Laser weapons that fire in a burst no longer display their per-shot values, instead displaying their rate of fire as "continuous" with some percentage value next to them for the amount of time they maintain continuous fire. (@warp-core)
* Moved the title on the main menu up 30 pixels so that it doesn't get overlapped by other UI elements that can appear in the middle of the screen. (@Amazinite)
* Tweaked the government colors of the Hai governments to better differentiate them on the map. (@mOctave)
* Added a screen mode preference in the settings. (@Terin)
* Under the hood:
* Unified the code for damage dealt to ships by hazards and projectiles. (@petervdmeer)
* Updated the Code::Blocks URL in the README files to use https. (@TotalCaesar659)
* Improved handling when image buffer allocation fails. (@tehhowch)
* Simplified move-ctor and assignment operator for the File class. (@tehhowch)
* Moved the Windows UTF16-UTF8 conversion helpers to the text/utf8 class. (@tehhowch)
* Avoided undefined behavior of comparing iterators from separate containers. (@oo13)
* The importance of a message must now be explicitly defined. (@salqadri)
* Updated the libraries and added SDL integration for the MacOS builds. (@EricFromCanada)
* UUIDs are now generated for ships, NPCs, and missions. (@NomadicVolcano, @tehhowch)
* The swizzle is now reset before detaching the OpenGL program in SpriteShader. (@thomasballinger)
* Images are now read in RGBA textures instead of BGRA to improve portability. (@janisozaur, @thomasballinger)
* Made graphics shaders compliant with OpenGL ES. (@janisozaur, @thomasballinger)
* Added Windows UUID library to the Code::Blocks project files. (@Amacita)
* Ensure windows.h is included under strict mode. (@tehhowch)
* Replaced modulo reduction with integer multiplication for generating random numbers. (@SubstandardZeal)
* A warning is now thrown when collision mask generation fails. (@tehhowch)
* Fixed a dependency installation step. (@tehhowch)
* Added a diagnostic message for incorrectly sized frames. (@tehhowch)
* Only attempt to read image paths that were explicitly discovered while loading. (@tehhowch)
* A warning is now thrown for missing sounds. (@quyykk)
* Added noexcept to Angle constructors. (@quyykk)
* Restore support for spaces in the filesystem path for MacOS builds. (@thomasballinger)
* A warning is now thrown for sprites with uneven dimensions that may result in blurriness when rendered. (@tehhowch)
* A warning is now thrown for undefined hazards. (@quyykk)
* Files and directories are now guaranteed to be loaded in alphabetical order. (@quyykk)
* Renamed "transport missions.txt" to "human missions.txt" to match the naming scheme from other folders. (@Amazinite)
* WeightedLists can now be erased from. (@Amazinite)
* Added updated build instructions to the readme. (@Terin)
* The "lost" tutorial messages now use the same DoHelp method as other tutorial messages. (@thomasballinger)
* Standardized map data. (@Amazinite)
* Replace some unnecessary shared_ptrs with regular pointers to improve performance. (@quyykk)
* Added Eclipse IDE files to the .gitignore. (@a-random-lemurian)
* A warning is now printed to errors.txt if audio fails to initialize. (@quyykk)
* Data is now loaded in a separate thread in parallel with image and sound loading, improving loading times. (@quyykk, @petervdmeer, @tehhowch)
* Removed trailing spaces from empty lines in the codebase. (@tehhowch)
* Filesystem knowledge is not only initialized when needed. (@tehhowch)
* Improved standardization of print traces. (@tehhowch)
* Moved some substitution code to PlayerInfo. (@petervdmeer)
* The list of equipped weapons on a ship is now generated on demand. (@petervdmeer)
* Remove iCCP chunk from some images. (@quyykk)
* Removed the apostrophe from the Ka'het folder and file names. (@Zitchas)
* Alphabetized and sorted some human hails into subphrases. (@a-random-lemurian, @LepRyot)
* Missions with the "landing" and "minor" tags are no longer warned about. (@Amazinite)
* The custom Set class now has find() and empty() methods. (@petervdmeer)
* Refactored Ship::TakeDamage to reduce its responsibilities of calculating how much damage was taken and instead calculate that in a new DamageProfile class. (@Amazinite)
* Standardized various data used by Remnant missions. (@Zitchas)
* Removed an unnecessary PushOrPop call in the UI class. (@quyykk)
* Moved the animation and sound effect handling when the game starts to a new panel. (@quyykk)
* Added VSCode files to the gitignore. (@samrocketman)
* Fixed broken --talk launch flag behavior. (@samrocketman)
* Added an Average method to WeightedLists to compute the average of its contents. (@tehhowch)
* The correct folder for the AppStream file is now used. (@quyykk)
* All unit and integration test files are now in dedicated directories. (@petervdmeer)
* Variant is now its own class instead of being contained within Fleet. (@Amazinite)
* Added a wrapper class for the stock and regular item pattern observed across multiple classes. (@Amazinite)
* Removed the GenericName key from the .desktop file. (@Pointedstick)
* Improved support for system-installed scons. (@CAPTAIN1947)
* Removed some unnecessary trade nodes. (@Anarchist2)
* Various internal code improvements. (@quyykk, @tehhowch)
* Removed Terminal=false and added PrefersNonDefaultGPU and SingleMainWindow keys to the desktop file. (@Pointedstick)
* Save files now record the name of all installed plugins. (@Terin)
* Renamed various spaceport news entries for consistency. (@NRK4)
* Implemented on-demand auto-generated conditions, massively overhauling how auto-generated conditions are handled. (@petervdmeer)
* Updated copyright headers across all files in the game to provide a link to the full GPL license. (@tibetiroka)
* Made various code-style fixes across the game. (@tibetiroka)
* Added a manifest file to have the game tell Windows that it is high DPI aware. (@quyykk, @Terin)
* Improved the in-built game data printing when using various command line options. (@warp-core)
* Created a "deprecated ships" file for ships that have been removed from use by the game but could still be necessary for some save files or plugins. (@quyykk)
* Updated some events to use the new ability to remove specific objects from a system. (@warp-core)
* CI/CD and development environment:
* Added unit tests for the Account class. (@petervdmeer)
* Removed Ubuntu-16.04 from the CICD pipeline. (@tehhowch)
* Added support for additional integration test actions. (@petervdmeer, @tehhowch, @Terin)
* Upgraded catch from 2.13.3 to 2.13.9. (@tehhowch)
* Use approximate matcher instead of direct double equality for testing of text parsing. (@tehhowch)
* Added unit tests for Format. (@tehhowch)
* Removed the 60hz speed lock on the game during integration testing. (@petervdmeer)
* Allow test framework to send SDL events to the game loop. (@petervdmeer)
* Removed Runtime Type Information from code and compilation and forbade its use. (@petervdmeer)
* Updated SCons version to 4.2.0 and cache scons locally. (@tehhowch)
* Support reading additional commands from text nodes for automated testing. (@petervdmeer)
* Tests now print flagship and escort info upon failure. (@petervdmeer)
* Removed Panel dependencies from Test.cpp / Test.h. (@petervdmeer)
* Added a spell-checking CI with codespell. (@quyykk)
* Adjusted the test dates on certain test data to avoid test failure. (@Terin)
* Warnings compile to errors only for release builds. (@quyykk)
* Deduplicated parts of the CICD pipeline. (@tehhowch)
* Builds now use SCons 4.2.0 or newer on all Linux platforms. (@tehhowch)
* Integration Tests now print out a call-stack for failing. (@petervdmeer)
* Added a generic landing test. (@petervdmeer)
* Combined testToRun and stepToRun into a single callstack variable. (@petervdmeer)
* A "compilation database" is emitted when building the default target. (@quyykk)
* Added tests for comparators. (@jostephd)
* Added a validation job for Code::Blocks project files. (@quyykk)
* Invoke integration tests more portably. (@quyykk)
* Adopt locally defined reusable workflow syntax. (@quyykk)
* Added tests for selling ships. (@petervdmeer)
* Removed multiple calls to hashFiles when only a single restore key. (@tehhowch)
* Improved version identification in the credits for continuous versions. (@quyykk)
* Updated the appveyor image to have the correct test binary location. (@tehhowch)
* Added the EditorConfig style checker to the CI. (@quyykk)
* Updated the XCode checker to account for dasherized filenames. (@tehhowch)
* Created a CI job for validating copyright entries. (@quyykk)
* Maked Windows Actions compatible with new CI image. (@samrocketman, @quyykk)
* Added a three-second delay to UI steps when debugging. (@petervdmeer)
* Moved the tests definitions out of the general data folder. (@quyykk)
Version 0.9.14:
* Bug fixes:
* Content bugs:
* Typo fixes. (@alextd, @Amazinite, @Anarchist2, @AraCaputDraco, @Arachi-Lover, @Corraban2, @dazuma, @EjoThims, @InfiniteDonuts, @infinitewarp, @jarekchr, @Jugosloven1612, @McloughlinGuy, @MCOfficer, @Ornok, @petervdmeer, @tehhowch, @Terin, @Zitchas)
* "Remnant: Deep Surveillance" will now offer, as typos in the offer conditions were preventing it from offering. (@alextd, @Amazinite)
* "Deep: Remnant 3" now properly offers on landing instead of requiring you to visit the spaceport with no direction. (@Amazinite)
* The Dropship is now sold in Navy Basics shipyards, whereas before it was sold nowhere. (@Amazinite)
* "Wanderers: Mentors 2" now has an on visit dialog. (@Amazinite)
* "Strider 1" now sends you to Allhome for the next mission instead of the spaceport, as the next mission in the string wasn't offering before. (@Amazinite)
* "FW Pug 4", "Nanachi 3", and "Nanachi 4" now mention both possible missing objectives when you visit the mission destination. (@Amazinite)
* The reverse thrust heat of the Smelter-Class Thruster is no longer the same as the smaller Crucible-Class Thruster. (@Zitchas)
* "Remnant: Cognizance 4" and "Remnant: Cognizance 16" no longer spoil the objective location for the player when you're supposed to go looking for them. (@Amazinite)
* The fighters that spawn alongside the Michael Zahniser person ship can no longer be disabled. (@Anarchist2)
* Engine bugs:
* Invalid planets are now filtered when iterating over a system's objects, preventing pathfinding from trying to use wormholes that no longer exist. (@tehhowch)
* Firing ionization/disruption/slowing on weapons no longer allows status effects to drop below zero, which could potentially cause a crash. (@Ferociousfiend)
* Ships can no longer have a drag of 0, which could have caused divide-by-zero errors. (@tehhowch)
* Active cooling now requires the ship to have positive energy. (@10010101001)
* The acceleration and turn values displayed in the ship info panel while in flight are now accurate to their actual values, no longer counting cargo as twice as heavy as it is. (@Amazinite)
* Game content:
* New content:
* The Heliarch Interdictor now has a Scrappy variant like other Heliarch ships. (@Arachi-Lover)
* The Pug Gridfire, Gatling Gun, and minable asteroid explosions now have unique sounds, whereas previously they had reused sounds or none at all. (@Floppa-Priest)
* Quarg planets now all have regional attributes describing where in the galaxy they're located for use by missions and jobs. (@Amazinite)
* Added a new human ship, the Container Transport. For now, this ship has identical stats to the Bulk Freighter, but the two ships will be differentiated from one another next update. (@ravenshining)
* Mission changes:
* Changed the Saryd couple's budget to something more sensible. (@jerith)
* Made it clear in "Remnant: Electron Beam" that you are to return with two electron beams. (@AraCaputDraco)
* Improved some of the wording in "Remnant: Expanded Horizons Storms 1". (@Zitchas)
* "Remnant: Face to Maw" no longer offers while you are in the middle of the "Cognizance" string of missions. (@Amazinite, @Ornok)
* "Remnant: Cognizance 4" no longer uses mission failure to determine player choice, which led to confusion when the mission failed message appeared after making an acceptable choice. (@Amazinite)
* The mission "Wanderers: Hai Diplomat" can now be offered on Mirrorlake. (@Ornok)
* Improved some of the wording in "Lagrange Ring: Cargo". (@Arachi-Lover)
* Lowered the chances of an alien baby crawling into your cargo hold. Safety measured have been put into place to ensure that this happens far less often. (@Amazinite)
* The James tutorial missions can now be continued if the player returns to the first mission after obtaining a ship that isn't in one of the starter categories. (@Zitchas)
* Balance:
* Tweaked the Telis and Vareti engines to maintain a better upgrade progression. (@DeBlister)
* Graphics:
* Updated the Bulk Freighter sprite to have a hardpoint layout matching pre-v0.9.13 Bulk Freighters for save compatibility. (@ravenshining)
* Other:
* The Unfettered now have their own outfitter and shipyard, preventing new Hai technology from being sold by the Unfettered. (@Amazinite)
* The Independent government will now always be friendly after it is introduced in the Free Worlds campaign. (@Amazinite)
* Removed part of a logbook entry that said that the Quarg claimed that the Pug could defeat the Drak, which they never did. (@Arachi-Lover)
* The highest rank of Heliarch has been changed from "elder" to "consul" to avoid having multiple alien factions use the "elder" title. (@Arachi-Lover)
* Game mechanics:
* Disabled ships that are captured or assisted will now repair to slightly higher than the bare minimum hull necessary. (@Amazinite)
* Invalid fleet variants are now removed from fleets, preventing plugins with improper data from blocking the offering of missions that spawn fleets. (@tehhowch)
* User interface:
* The "interrupt fast-forward" setting now defaults to off instead of on. (@Terin)
* Fixed a misaligned UI element in the map panel. (@Terin)
* Messages about low crew ships are no longer considered "important," meaning they will no longer be pushed to the bottom of the message list every time they trigger and drown out other messages. (@ravenshining)
* Under the hood:
* Combined checking if a stellar object has a planet and if that planet is valid into a single method. (@tehhowch)
* Having multiple missing frames for a sprite are now logged to the error file on a single line instead of generating a new line for each missing frame. (@ashdnazg, @tehhowch)
* The Barb (Proton) variant definition now uses "add attribute" instead of completely redefining the base ship. (@Amazinite)
* The heat and energy table values for ship info have been broken out into their own variables for easier handling. (@jostephd)
* Missions that fail to instantiate will now report to the error file why they failed. (@tehhowch)
* Missions that mix the "minor" or "priority" tags with the "landing" tag will now produce a warning to the error file, as "landing" takes precedence over the former two tags. (@Amazinite)
* Fixed a rare crash that could happen when printing errors, if the error file could not be opened. (@tehhowch)
* Updated the build process for Steam Linux to avoid statically linking in the C++ standard library. (@tehhowch)
* Updated the Scons build process to remove the need for both ar and ranlib programs to be LTO-aware. (@tehhowch)
* Slightly reduced memory usage associated with in-memory game data while loading. (@tehhowch)
* Enabled C++ "move" semantics for several core data structures. (@tehhowch)
Version 0.9.13:
* Breaking changes:
* Starting conditions defined by plugins no longer automatically override the game's default start. (@FranchuFranchu, @tehhowch)
* Big changes:
* Added over 30 new spaceport missions to Coalition space. (@Arachi-Lover)
* Added over 25 new missions to Remnant space, as well as a new region of the Ember Waste. (@Zitchas)
* Added 15 new archaeology missions with Albert Foster to investigate the Sheragi ruins, including the discovery of ancient Sheragi technology. (@Karirawri)
* The Ember Waste has become a more hostile place with the introduction of system hazards. Be prepared the next time you visit. (@Zitchas)
* Outfits can now be stored on planets by pressing U or R on installed or in-cargo outfits in the outfitter. (@petervdmeer)
* Completely redid and improved the graphics for most human outfit images. (@beccabunny)
* Added a "New Pilot" scenario picker, allowing players to choose between game and plugin starts. (@FranchuFranchu, @tehhowch)
* Bug fixes:
* Content bugs:
* Typo fixes. (@Amazinite, @Anarchist2, @Arachi-Lover, @arkhne, @beccabunny, @Darcman99, @FixItYondu, @Galaucus, @infinitewarp, @MCOfficer, @michel-slm, @pega3, @Rakete1111, @roadrunner56, @tatami4, @tehhowch, @Terin, @thebigh2014, @Thunderforge, @tux2603, @W1zrad, @waterhouse, @Zitchas)
* The Subsidurial person ship can now appear in uninhabited systems as intended. (@Zitchas, @Terin)
* "Deep Mystery Cube [3]" no longer offers on stations. (@Anarchist2)
* Corrected the hull mass of the Faes'mar. (@Amazinite)
* Tinker's tribute is now properly restored after the main plot. (@Zitchas)
* "FW Pug 3" now requires that the previous mission be completed before offering. (@Amazinite)
* "There Might Be Riots part 3A" no longer offers on pirate worlds. (@Amazinite)
* The event "fw reconciliation break" now properly triggers when the related mission is completed instead of offered. (@Amazinite)
* The dimensions of the large Pug explosion 3 and 4 sprites now match the other large explosion sprites. (@Amazinite)
* The Stack Core side plot mission now fails after the Pug invasion starts if the player still has it active. (@Anarchist2)
* Fixed conversation branch conditions in Remnant missions. (@Ornok)
* Cleaned up the edges of UI and haze images. (@Terin)
* The EMP ammo storage outfit will now sell any excess ammo when uninstalled. (@Anarchist2)
* Destroying the asteroid during Terraforming Rand now causes the mission to fail. (@Anarchist2)
* Large Coalition engine flares are now better centered in the image. (@Arachi-Lover)
* The FW epilogue missions are no longer marked as minor. (@Anarchist2)
* The Core Blockade mission now gives clearance to land on the pirate planet destination. (@Amazinite)
* The Remembrance Day jobs now properly have a deadline. (@Amazinite)
* Shortened the descriptions of some jobs as to not overflow the UI. (@Amazinite)
* Added missing "variant" keyword to NPC fleets in several Wanderer missions. (@tehhowch)
* Remnant "tech retrieval" missions have more appropriate destinations. (@jerith)
* Engine bugs:
* Missions with illegal cargo that fail when scanned can no longer be scanned again before landing. (@Amazinite)
* The outfitter will no longer allow purchasing licensed outfits under certain circumstances where the player didn't have a license. (@Rakete1111)
* Planets without a spaceport but with a jobs board will no longer skip generating jobs. (@Amazinite)
* Ships will no longer attempt to route through undefined systems. (@Elorram)
* Infinitely nested submunitions will no longer crash the game. (@Rakete1111)
* Fixed a potential divide-by-zero error. (@tehhowch)
* Escorts will now properly obey the hold command when they are already moving to hold position. (@petervdmeer)
* Fixed a potential null pointer exception. (@petervdmeer)
* News with no message will no longer be chosen. (@tehhowch)
* Fixed a potential floating point exception related to mortgages created through save editing. (@tehhowch)
* Fixed a segfault that involved the player rapidly cycling through ships in the info panel while moving the mouse. (@tehhowch)
* Unvisited systems that are selected on the map in the outfitter/shipyard key no longer display whether they have an outfitter/shipyard. (@tehhowch)
* Prevented factions that didn't share a language with the player from sending hails. (@Amazinite)
* The motion blur effect no longer persists if the player's flagship is destroyed while in motion. (@bobrobbow)
* Ships will now save various non-numerical attributes that they previously did not. (@Amazinite)
* Destroyed ships can no longer be selected after the player has died. (@bobrobbow)
* Disabling your own escorts no longer increases your combat rating. (@tehhowch)
* Disabled ships will now experience the effects of ionization. (@Amazinite)
* Ships will no longer attempt to land on planets without a sprite. (@bobrobbow)
* Missions now ensure that the defer action can be done before offering. (@Amazinite)
* Player conditions are now properly updated when failing or aborting a mission when the fail action can not be done. (@Amazinite)
* Ships will now check if they are overheated after taking damage, preventing overheated ships from healing for a frame after taking damage. (@Amazinite)
* The gather escort command will now work if all escorts are out of the player's system. (@petervdmeer)
* Ships with reverse thrusters no longer struggle to land. (@Terin, @Vitalchip)
* The planet panel will no longer become blank when departure requires confirmation. (@tatami4)
* Planets are now written to the save file using their true name instead of their display name. (@tehhowch)
* An error is now produced when improperly granting a ship in a start condition. (@tehhowch)
* The "battery only" warning in the outfitter now takes fuel energy into account. (@Amazinite)
* All flagship commands and the hailing command are now ignored while in the process of landing or departing from a planet. (@tatami4)
* Ships no longer preserve inaccessible jump targets when loading the game. (@tehhowch)
* Reduced likelihood of integer overflow when selling commodities. (@tehhowch)
* Fixed a divide-by-zero error when a fleet contains no variant definitions. (@tehhowch)
* Game content:
* New content:
* New missions:
* New missions offered by the Quarg. (@Arachi-Lover)
* Created two short spaceport missions in human space. (@Naminson)
* Created a difficult combat mission only available to early pilots. (@Anarchist2)
* The player will now be warned when their combat rating is high enough that Marauder Hunted fleets will start showing up. (@Amazinite)
* Created jobs and missions available on Kor Efreti worlds. (@W1zrad)
* Created new bounty hunting jobs to track down disguised ships. (@Anarchist2)
* Added a new string of missions during the start of the Wanderer campaign that leads to a sideplot to help the Hai build a new ship. (@Amazinite, @Arachi-Lover, @beccabunny, @LocalGod79, @Zitchas)
* Created an epilogue mission for Barmy Edward. (@beccabunny, @Darcman99)
* Created a mission where you can inform the Remnant about the research that the Deep are doing on the Ember Waste. (@Amazinite, @Zitchas)
* The player will now be warned the first time their pirate attraction is greater than 50%. (@Amazinite)
* Added a boarding mission about a secret slave ship. (@Pointedstick, @oo13)
* New outfits and ships:
* Created an ammo storage outfit for Finisher torpedoes. (@Arachi-Lover)
* Ka'het ships now have power generation and storage outfits. (@beccabunny)
* The Navy now has a unique logistics vessel, the Auxiliary, along with a new fighter, the Dropship. (@Brick63)
* Added a new Remnant ship, the Peregrine. (@beccabunny, @Zitchas)
* Created an ammo storage outfit for EMP torpedoes. (@Anarchist2)
* Ka'het ships now have engine outfits. (@beccabunny, @Karirawri, @TheronEpic)
* Created six new Heliarch ships. (@Arachi-Lover)
* Added a new Ka'het ship with a unique superweapon and other new outfits. (@beccabunny, @Karirawri)
* Added a new Korath Exiles ship, the Dredger, intended to replace the World-Ship in combat missions that need a stronger Korath ship. (@beccabunny, @NomadicVolcano, @Zitchas)
* Other new content:
* The Penguin now uses the new engine flare mechanics. (@Zitchas)
* Added new civilian hails. (@Anarchist2, @Naminson, @petervdmeer)
* New logs for various characters, factions, and plot points. (@MasterOfGrey, @pega3)
* Added a new Builder station to the Graveyard. (@beccabunny)
* Wrote more news messages for human space and beyond. (@Amazinite, @Anarchist2, @Arachi-Lover, @Galaucus, @NRK4, @petervdmeer, @Plip-Plop, @Pointedstick, Swiren#8879, @W1zrad, @WarlordMike, @Zitchas)
* Wrote friendly and hostile hails for the Remnant. (@temtemy)
* The Archon now has a ship description. (@Zitchas)
* Added three new person ships. (@beccabunny, @Brick63, @MCOfficer, @Zitchas)
* Quarg outfits now have placeholder descriptions. (@Amazinite)
* Planets in the Graveyard region now gain expanded descriptions after you learn more about the region. (@beccabunny)
* Added system attributes to various system for use in missions. (@Galaucus)
* Expanded the list of potential Heliarch ship names. (@Arachi-Lover)
* Scouts will now actually spawn in merchant fleets. (@ScruffyKitty)
* Added various new help messages describing hidden features. (@Terin)
* The supermassive black hole in Sagittarius A* now pulls in ships that get too close. (@Zitchas)
* Wrote a description for the vanilla start of the game for the new start scenario picker. (@Amazinite)
* Mission changes:
* "FW Hope Recon 1C" now refers to the proper number of crew on a Gunboat. (@beccabunny)
* Rewrote some of the conversation for "Wanderers: Defend Vara Ke'sok Hint". (@Anarchist2)
* If the player has forgotten, the Remnant outfitter asking for Hai keystones will now explain how to purchase outfits into cargo. (@Zitchas)
* Corrected the on visit dialog for some missions that had multiple objectives to now refer to all possible missing objectives. (@W1zrad)
* Planets that are being actively evacuated during the Wanderer campaign will no longer have jobs as their source or destination. (@Amazinite)
* Log entries for Chilia now come in a fixed order. (@Zitchas)
* The first contact missions for the Hai and Unfettered now change depending on the order in which they are done. (@Amazinite, @arkhne)
* Reworded the Sestor search hint conversation to make more sense if offered on Farpoint. (@Amazinite)
* The Kestrel mission now shows the ship's thumbnail during the conversation instead of its sprite. (@Anarchist2)
* Updated various missions to make use of the new "on abort" behavior. (@petervdmeer)
* The Marauder Hunted mission has been changed to now scale with the player's fleet strength. (@Amazinite)
* During the "Deep: Remnant" mission string, it is now optional whether you reveal the existence of the Remnant to the Deep. (@Amazinite, @Zitchas)
* The player now saves the cultural data from Alexandria, allowing missions to be skipped that need it instead of having the player fly to Alexandria again. (@Amazinite)
* The mystery cube jobs will now hint that you are being followed by bounty hunters when you accept it. (@jmathes)
* Balance:
* Buffed the Heliarch reactors and Coalition engines. (@Arachi-Lover)
* Buffed the Drak Draining Field and Antimatter Cannon. (@Zitchas)
* Gave the Kestrel two fighter bays. (@Zitchas)
* Increased the heat dissipation on the Kestrel (More Shields) to strengthen it against heat damage. (@finite-galaxy)
* The Ka'het Annihilator Turret now fires two projectiles at once instead of one projectile that deals double damage. (@Amazinite)
* Heliarch ships now ignore a small percentage of incoming ion damage. (@Arachi-Lover)
* Increased the crew strength of the Alpha government. (@Zitchas)
* Slightly buffed the cooling ability of Thermoelectric Coolers. (@Zitchas)
* Changed the outfits on the stock Aphid as to nearly cut its cost in half. (@Terin)
* Some Remnant outfits now come with ion resistance to help against the Ember Waste's new ion storms. (@Zitchas)
* Gave Remnant thrusters built-in reverse thrust and slight slowing resistance on all their engines to make them stick out more. (@Zitchas)
* Reduced the number of missile-equipped ships in one of the small pirate fleet variants. (@Terin)
* The Puffin's Quantum Key Stone is now integrated into the hull to prevent access to stone before the player has a license for them. (@Zitchas)
* Human missiles were updated to reflect changes to missile tracking behavior. (@Pointedstick)
* Graphics:
* "Mouthparts?" now has a sprite. (@beccabunny)
* Added a scene image to the on enter conversation in the Graveyard. (@beccabunny)
* Created a black hole scene image used in a new Remnant mission. (@wrzlprnft)
* Created a new jump drive sound and visual effect to be used at a later date. (@Kryes-Omega)
* The background haze now changes in intensity according to where you are in the galaxy. (@ravenshining)
* Created graphics for hot Jupiter planet sprites. (@beccabunny)
* Reworked the graphics of some Remnant ship thumbnails to better match the ship sprite. (@beccabunny)
* Reworked the graphics of Tarazed ships. (@Anarchist2)
* Reworked the graphics of Ka'het ships. (@beccabunny)
* Reworked the graphics of Syndicated Shipyards ships. (@beccabunny)
* Reworked the graphics of the Korath Raider. (@ravenshining, @Red-57)
* Reworked the graphics of some Korath outfit images. (@beccabunny)
* Replaced the 2D assets of the void sprite images with 3D models, and update associated images. (@beccabunny)
* Other:
* Renamed the Gascraft to the Puffin so that all Remnant ships are named after birds. (@Zitchas)
* Removed the Quarg ringworld from the Graveyard. (@Arachi-Lover)
* The phrase "plural nouns" now includes the contents of "gender-neutral titles" for ship names. (@SubstandardZeal)
* Added system attributes to the Ember Waste and related systems to be used by jobs. (@Zitchas)
* Updated the description of the Militia License to better match the description of other licenses. (@Anarchist2)
* News portraits have been removed in response to feedback. (@Amazinite)
* All Remnant ships now come equipped with key stones. (@Zitchas)
* Updated the description of the Pilot's License to reflect current lore and updated the silhouette of the Argosy to use the newer model. (@Anarchist2)
* Renamed the Membulem system to Meblumem to match the name of the inhabited planet within it. (@arkne)
* Local God's gridfires will no longer accidentally kill him. (@ravenshining)
* Coalition space now sells fuel pods and bunk rooms. (@Terin)
* Prevented various governments from being able to fine or be bribed by the player. (@petervdmeer)
* Standardized capitalization of certain terms. (@Amazinite)
* Replaced some remaining imperial measurements with metric ones. (@prophile)
* The starting frame of a void sprite is now randomized. (@Zitchas)
* Game mechanics:
* New weapon and outfit attributes:
* Weapon attributes to override the range and velocity values used by the AI to determine where to aim and when to fire. (@Amazinite)
* Multiplier attributes for various shield and hull-related attributes. (@Amazinite)
* "Protection" attributes that reduce the effect of incoming damage types. (@Amazinite)
* A resistance attribute for piercing that subtracts from the piercing of incoming projectiles. (@Amazinite)
* The sound and visual effects of hyperdrives and jump drives can now be customized. (@Amazinite)
* A "parallel" keyword for gun hardpoints and weapons that changes aiming behavior. (@petervdmeer)
* Attributes that can alter the point at which a ship becomes disabled. (@Amazinite)
* Attributes that allow a projectile to lose (or gain) damage over range. (@Amazinite)
* An attribute that allows the customization of how far a jump drive can travel. (@Amazinite)
* Energy, fuel, and heat attributes for disruption, ion, and slowing resistance. (@Amazinite)
* Attributes that allow for shield and hull repair to be delayed after taking damage. (@Amazinite)
* A "gravitational" weapon tag that causes all hit force to deal the same push regardless of the mass of the impacted ship. (@Amazinite)
* "Relative" damage types that deal damage as some percentage of the target's stats. (@Amazinite)
* New ship mechanics:
* Ships can have engine flares for reverse and steering engines. (@Amazinite)
* Engine flares on ships can now be given arbitrary facing angles. (@Amazinite)
* Fighter and drone bays on ships can now be given arbitrary facing angles. (@petervdmeer)
* Gun ports on ships can now be given arbitrary facing angles. (@petervdmeer)
* New mission mechanics:
* Mission NPCs can now be spawned or despawned based on the player's conditions. (@Amazinite, @tehhowch)
* Missions are now capable of gifting ships to the player. (@Fzzr, @Gods-Righthand, @NomadicVolcano)
* Aborting and failing a mission are now separate mission actions. (@Amazinite)
* Two new NPC mission objectives to capture or provoke an NPC. (@Amazinite)
* Created a mission action that can be triggered after all waypoints are visited. (@Amazinite)
* Other new mechanics:
* Effects can now have a random lifetime. (@Amazinite)
* Spaceport news can now be triggered based on the player's conditions. (@Amazinite)
* Systems are now able to generate hazards, "space weather" that can affect any ships in the system. (@Amazinite)
* Escorts can now be commanded to move to other systems by using the galaxy map. This must be opted into via the "System map sends move orders" preference. (@tehhowch)
* Systems can change the range at which ships enter the system, with potentially different ranges for hyperdrive and jump drive travel. (@petervdmeer)
* Playtime is now tracked for each pilot save. (@Terin)
* Systems can now be hidden from view unless they are linked to a visited system. (@Amazinite)
* Changed mechanics:
* Certain attributes are now capable of being made negative in the outfitter. For example, shield energy is now allowed to be negative, resulting in shield generation also creating energy. (@Amazinite)
* Fines for illegal mission cargo are now added together instead of only the worst being applied. (@Amazinite)
* Escorts of a person ship can now have names that do not match the person ship. (@tehhowch)
* Fighters and drones can now be deployed and recalled individually. (@petervdmeer)
* Missions can now randomly pick uninhabited planets for stopovers, as well as randomly pick uninhabited planets for destinations if explicitly provided in a list of planet names. (@tehhowch)
* Hardpoint sprites are now drawn on the player's flagship when cloaked. (@tehhowch)
* The player's ship will no longer auto-fire on previously boarded ships. (@petervdmeer)
* Improved the AI's usage of afterburners and reverse thrusters. (@Rakete1111)
* The visited planets map key now includes uninhabited systems with landable planets. (@Amazinite)
* The player is now capable of piloting fighters and drones. (@Amazinite)
* The player's cargo space is now ignored in the outfitter when uninstalling outfits. (@Sandwichs-del)
* Ships with a low amount of cargo no longer count as repulsive toward pirate raids. (@wjbotham)
* Heat can now be used as a resource for shield and hull repairs. (@Amazinite)
* Escorts will now follow their parent to landing instead of racing ahead of it. (@petervdmeer)
* Pirate deterrence takes relative shield and hull damage into account by scaling relative to the ship with the weapons. (@Terin)
* Ships with both the disables and plunders personalities will no longer destroy ships that have been plundered. (@tatami4)
* Ships with the plunders personality will now always aim to destroy ships they plundered. (@tatami4)
* Greatly increased the lifetime of flotsam by at least 10x and added drag so they slow down over time. (@Amazinite)
* Modify missile tracking calculations to improve usefulness of radar jammers and heat reduction. (@Pointedstick)
* User interface:
* The outfitter help now explains how to buy outfits into cargo. (@Zitchas)
* Fast-forward will now be turned off if the player is not in flight, such as when landing or boarding a ship. (@petervdmeer)
* The fast-forward interrupt can be turned off in preferences. (@Amazinite)
* Added a preference to change the graphics of the player's ship outlines in the shipyard/outfitter. (@Amazinite)
* Simply clicking on a player ship in the player info planel or shop panel doesn't create an overlay for the ship's name or sprite/outline. (@tehhowch)
* Holding Control when clicking a system on the map now doesn't set a travel plan. (@Terin)
* Renaming a ship or save file will now prefill the UI with the existing name instead of starting blank. (@jostephd)
* Added a confirmation when overwriting a save snapshot. (@tehhowch)
* Information for a selected outfit or ship in the shop panel now appears in a separate details column instead of being drawn under the selected item. (@ThrosturX)
* Pressing D at the end of a conversation now ends it. (@Terin)
* Disabled ships are now colored orange in the player info panel instead of disabled and destroyed ships both being red. (@Terin)
* Added a "Find" button to the map. (@Terin)
* The min and max zoom levels on the map can now be customized in the interface file. (@thebigh2014)
* The vsync setting can now be changed in the preferences. (@tehhowch)
* Text truncating is now used more widely for shortening long text. (@oo13, @tehhowch)
* A warning dialog will appear when attempting to change the vsync setting fails. (@tatami4)
* The main view, map, hiring, and trading panels are now capable of using the numpad + and - keys for zooming in/out, hiring/firing crew, or buying/selling goods. (@tatami4)
* The list of pilot snapshots now resets to the top when switching between pilots. (@Terin)
* Clicking on empty space now deselects the player's current ship or asteroid target. (@ChamEV, @tatami4)
* Conflicting keybinds are no longer reset when loading the game, allowing for one key to be bound to multiple controls. (@tatami4, @yobbo2020)
* Fix a small misalignment of list items in the Pilot & New Pilot pickers. (@oo13)
* Under the hood:
* Carried ships are now identified by their category instead of a boolean. (@petervdmeer)
* The game will now report more errors in conversations, including incorrect indentation. (@NomadicVolcano)
* The `--ships` command-line option now outputs the number of guns and turrets on a ship. (@fcfort)
* The `--weapons` command-line option now outputs the firing force and hit force of weapons. (@petervdmeer)
* The systems that were defined in the Pug file have been moved to the map file. (@Zitchas)
* Fixed a memory leak related to recreating the errors.txt log file. (@tehhowch)
* A single bind + unbind is used when drawing mission system rings instead of one for each ring. (@tehhowch)
* Commands can now be created from datafile text. (@petervdmeer)
* Various sections of a save file, including the outfits on a ship and visited systems and planets, are now saved in alphabetical order instead of the save order being random. (@petervdmeer, @tehhowch)
* Data files encoded by UTF-8 are now supported. (@flaviojs, @oo13)
* Fixed a potential compiler error for older compilers. (@thebigh2014)
* Added nullptr checks where they were missing. (@tehhowch)
* Updated the copyright file with a "catch-all" line for contributors. (@oo13)
* Pre/post-fix operators now function as expected on dates. (@tehhowch)
* Added a missing virtual destructor for ItemInfoDisplay. (@tehhowch)
* Prevented a race condition scenario when loading audio. (@Rakete1111)
* The game will use shaders for swizzling if the player's hardware does not have the swizzle extension. (@janisozaur, @thomasballinger)
* References to undefined data are now preserved in the save file, preventing crashes or lost data caused by removing plugins. (@tehhowch)
* The game will now warn about having a low monitor frame rate, which causes the game to run at a reduced frame rate. (@tehhowch)
* Improved performance of certain repeated effect generation steps. (@tehhowch)
* CI/CD and development environment:
* Make (test-)executables available (for Linux, MacOS and Windows) for every in-progress PR. (@MCOfficer)
* Update CI/CD environment to the latest GitHub actions and Linux runtime environments. (@MCOfficer)
* A number of smaller CI/CD updates. (@MCOfficer, @petervdmeer, @tehhowch)
* Added CLion IDE files to the gitignore. (@Ririshi)
* The Code::Blocks project file now uses default MinGW paths. (@Terin)
* Created a unit-testing framework. (@tehhowch)
* Converted the Windows makefile build to use Scons, to match linux development. (@tehhowch)
* Added an initial framework for integration testing. (@petervdmeer, @tehhowch)
Version 0.9.12:
* Bug fixes:
* Typo fixes. (@Amazinite, @Anarchist2, @Arachi-Lover, @MCOfficer, Mr. Doom, @Naminson, @NomadicVolcano, @petervdmeer, @oo13, @Proont, @tehhowch, @TheMarksman-ES, @waterhouse, @Zitchas)
* The Penguin now requires a Remnant license to purchase. (@Zitchas)
* Out-of-system ships can no longer be selected in the outfitter and shipyard. (@tehhowch)
* Pressing D to depart will no longer also immediately deploy fighters on launch. (@petervdmeer)
* Fixed various instances of missing or unnecessary minor tags on missions. (@Amazinite, @Anarchist2)
* Governments now have the same attitude toward the " Hai " government as they do the "Hai" government. (@NomadicVolcano)
* No longer able to ask the Remnant about the Ka'het before having passed the blood test. (@beccabunny)
* Max depreciation age now accounts for the 7-day grace period. (@Amazinite)
* The Wanderer outfit license is now granted when you return to Wanderer space instead of while in Hai space. (@Amazinite)
* The number of drone and fighter bays is now properly displayed in the ship info when in flight. (@tehhowch)
* The pop-up dialog when launching with ships that can not leave the system will now always refer to the correct number of ships. (@tehhowch)
* Fixed various cases where the map would improperly display whether a mission's objectives were satisfied. (@tehhowch)
* Afterburner and other visual effects are no longer drawn "shifted" by their velocity. (@tehhowch)
* Fixed a possible crash on startup caused by unsupported VSync settings. (@tehhowch)
* Restored the visual alert for fatal errors that occur during startup. (@tehhowch)
* Game content:
* New content:
* New variant of the mystery deliver jobs that has unique dialog for station destinations. (@Anarchist2)
* Remnant ships now have unique leak effects. (@Zitchas)
* New missions in Hai space where the player helps a Hai captain who has just bought her first ship. (@Arachi-Lover, @Janaszar)
* Added a new person ship. (@Zitchas, @beccabunny)
* Added a new, extremely rare and valuable minable asteroid. (@Arachi-Lover, @beccabunny)
* There are now more large passenger jobs in human space to balance out with the abundance of large cargo jobs. (@MasterOfGrey)
* Added new Remnant outfits, an afterburner and a turret, to be used in future missions. (@Zitchas, @beccabunny)
* Added a new Heliarch turret, the Ion Hail Turret. (@Arachi-Lover, @beccabunny)
* More Ka'het ship names and hails. (@beccabunny)
* Added a new star/planet type, the brown dwarf. (@ravenshining)
* Added spaceport news stories for Hai space. (@NomadicVolcano)
* Balance:
* Slightly increased the hull and ion damage of the Ion Rain Gun. (@Arachi-Lover)
* Reduced the outfit space requirement of solar panels to make them more attractive to use. (@Zitchas, @Amazinite)
* Reduced the number of gun ports on the Kestrel (More Weapons) from 18 to 12. (@Naminson)
* Other:
* Kor Mereti will now use Wanderer hails after becoming friendly. (@Amazinite)
* The Pug in Pug Iyik are now a separate government from the Pug in Deneb. (@Amazinite)
* Hai space is now patrolled by Hai ships with scanners. (@NomadicVolcano)
* Added a blue flame to the base of the Fire-Lance projectile sprite to give it a blow-torch effect. (@Amazinite)
* Solar panels are now used by various human ships. (@Amazinite)
* Tweaked the description of the Ka'het Primary Cooling. (@beccabunny)
* Renamed the Carrier and Cruiser licenses to the Navy Carrier and Navy Cruiser licenses. (@Zitchas)
* The Pug Arfecta will now defend the Wanderers if the player attacks them. (@Amazinite)
* The Hauler VI missions now mention why Southbound Shipyards skipped over the Hauler IV and V. (@Anarchist2)
* Game mechanics:
* Added a "solar heat" attribute that generates heat based on the type of and distance to the system star(s). (@Amazinite)
* Automatic conditions are now updated daily instead of only on landing. (@petervdmeer)
* The flagship's system and planet are now automatic condition variables. (@petervdmeer)
* Negative shield/hull energy and shield/hull fuel will no longer block the ability to repair. (@Amazinite)
* Under the hood:
* Organized the game data into subfolders based off of factions and species. (@Amazinite)
* Generate downloadable continuous builds upon commit. (@MCOfficer)
* Make AppImage releases compatible with systems older than Ubuntu 18.04. (@MCOfficer)
* Expanded the credits to acknowledge everyone who has contributed to the game on GitHub. (@Zitchas)
* The game's build systems now support placing code files in subdirectories. (@tehhowch)
* Various improvements to the GitHub build pipeline. (@MCOfficer, @petervdmeer, @tehhowch)
* Release note updates for the Appstream XML file. (@corecontingency)
Version 0.9.11:
* Big changes:
* Added the Graveyard, a region near the Ember Waste, and its inhabitants. (@beccabunny)
* Bug fixes:
* Typo fixes. (@alextd, @Amazinite, @Anarchist2, @Arachi-lover, @Darcman99, @Gods-Righthand, @Jozephi-Krakowskije, @Mageking17, @MCOfficer, @oo13, @otsohelos, @perey, @petervdmeer, @tehhowch, @Waffleship, @wjp, @Zitchas)
* The Quicksilver (Mark II) variant no longer has the exact same outfits as the base variant. (@Amazinite)
* The Shuttle and Behemoth no longer contact the image border. (@beccabunny)
* Terraforming 7 will no longer offer on every planet. (@Bladewood)
* Explicitly stated the source of various missions so that they don't accidentally offer where they shouldn't. (@Amazinite)