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changelog
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Version 0.10.0
* 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 (without the bug this time). (@Amazinite, @RisingLeaf)
* Big changes:
* Added a young alien faction located beyond the core, inhabiting a region of space that is home to long-lost secrets and mysterious lifeforms. (@Saugia, @GefullteTaubenbrust2)
* Added a not-so-young alien faction located near the Korath, an advanced race of mantis-like beings that make heavy use of genetic and cybernetic modifications. (@Amazinite, @beccabunny, @Saugia)
* A long-standing UI feature has been finished: the job board can now be sorted by various metrics! Jobs can be sorted alphabetically, pay, deadline, and more. (@alextd, @samrocketman)
* A long-standing (and annoying) bug has also been fixed: out of system mission cargo and passengers will no longer be teleported to the player's location when loading a save. (Yes, this bug was reported enough over the years that this constitutes a big change.) (@warp-core)
* Created a large number of new conditions for content creators to make use of, including the ability to set "global conditions" that can be accessed by any save file, as well as a few new places to use them, including allowing individual lines and choices in a conversation to be hidden by conditions. More specifics can be found below.
* Bug fixes:
* Content bugs:
* Typo fixes. (@a-random-lemurian, @Anarchist2, @Aneutronic, @aradapilot, @Corraban2, @Deltaspace0, @EjoThims, @Ember369, @FoxSylv, @Hecter94, @hmglasgow, @Kepler-69c, @nathan-b, @opusforlife2, @real-dam, @roadrunner56, @Terin, @ThrawnCA, @tibetiroka, @warp-core, @williaji, @zlonghofer)
* Gave Void Sprite Parts a proper plural name override. (@warp-core)
* Moved the log entry in "Unfettered: Jump Drive Source" to the correct place. (@Hurleveur)
* Added range and velocity overrides and hit effects to the Twin Blaster definitions. (@Hecter94)
* Fixed a Rainmaker variant that was left with negative outfit space. (@Hecter94)
* Made an Unfettered jump drive job fail properly. (@Anarchist2)
* Prevented the Unwanted Cargo mission from offering on Alta Hai. (@warp-core)
* Prevented colony missions from selecting locations with the "urban" or "station" attributes as destinations. (@mOctave)
* Reduced the length of the description of "Bounty Hunting (Big)" as it was overflowing the description box. (@Anarchist2)
* Made the log after taking drugs trigger properly. (@Anarchist2)
* Replaced a reference to the Bulk Freighter with the Container Transport in the Container Transport description. (@McloughlinGuy)
* Fixed FW Escort 0 offering inappropriately on older saves. (@Aneutronic)
* Removed unnecessary text from Stone of Our Fathers 5. (@wallphoenix)
* Add the "uncapturable" tag to Korsmanath A'awoj variants that were missing them. (@warp-core)
* Various improvements to the end of the Skadenga saga. (@Anarchist2)
* Ensure Remnant Gascraft-Puffin compatibility with older saves. (@warp-core)
* Fixed a broken branch in Remnant: Paradise Visit. (@warp-core)
* Removed some British English spellings. (@a-random-lemurian)
* Adjust articles prior to "<ship>" text replacements. (@McloughlinGuy)
* Replace Korath world-ship freighter with fuel tanker in Ember Waste Large Raid fleet. (@rovermicrover)
* Improved the description of the Remnant Tech Retrieval mission. (@Zitchas)
* Improved dialogs in "Remnant: Cognizance 25" to make the objective clearer. (@McloughlinGuy)
* Remove a duplicated "Fury" in pirate ship name phrases. (@bene-dictator)
* Allowed Nanachi missions to start on Giverstone again. (@williaji)
* Ensured the laborer mission cannot select the source as the destination. (@quyykk)
* Prevent "Remnant: Celebration" mission from occuring in non-sensical places. (@warp-core)
* The "Remnant: Cognizance 32" blocked message now works as intended. (@warp-core)
* The player now always has clearance for Pugglemug in the Free Worlds mission to visit the Pug. (@TomGoodIdea)
* Earth Day jobs can no longer offer with deadlines after Earth Day itself. (@warp-core)
* Improved some Graveyard planet descriptions. (@Improvise#7330 (Discord), @RisingLeaf)
* Coalition Games jobs can no longer offer with deadlines after July (when the Games end). (@Arachi-Lover)
* Fixed a typo of 'automaton' in the Kas'ik Tek 7 definition and gave it a crew equivalent of 1. (@Hurleveur)
* Corrected an oversight where the Kimek Briar was not given reverse thrusters alongside the other civilian Coalition ships. (@Arachi-Lover)
* Void Sprite Parts can no longer be installed. (@TomGoodIdea)
* Correctly fail "Deep: TMBR 0" when "Deep: TMBR 1" is offered. (@warp-core)
* Corrected "Hai Wormhole Warning" offer conditions. (@bene-dictator)
* Shorten the description of "Paradise Job: Debtors" so it fits in the UI box. (@Terin)
* Added a missing "goto" in a new alien first contact mission. (@Quantumshark)
* Fixed a stray pixel in a new ship image. (@Terin)
* Added a missing mission name and description to a new alien first contact mission. (@warp-core)
* Engine bugs:
* Fixed rendering of some compressed PNGs. (@quyykk)
* Use 'png_set_strip_16' when 'png_set_scale_16' is not available, such as the Steam runtime. (@quyykk)
* Fixed a potential null pointer dereference in System::Danger(). (@quyykk)
* Fixed weapons not firing on captured ships without a save reload. (@quyykk, @warp-core)
* Ships with the "staying" personality can no longer land or leave the system if they also have the "surveillance" personality. (@warp-core)
* Fixed a null pointer dereference in the MapPanel. (@warp-core)
* It is no longer possible to select invalid systems in the map using keyboard shortcuts. (@Hurleveur)
* Don't try to parse the "display name" token in an outfit like a normal attribute. (@warp-core)
* Ensured some primitive variables are properly initialized. (@Hurleveur, @petervdmeer)
* Fixed the minimum distance calculation for departure distance. (@wjp)
* Don't try to load non-existent plugin icons. (@quyykk)
* Ensured ships will always have an attraction and deterrence value. (@quyykk)
* Ensured options in conversation choices which aren't being displayed can't be selected with keyboard navigation. (@UnorderedSigh)
* Improved behaviour of out of system escorts without fuel. (@wjp)
* Fixed a null pointer dereference in the player info panel when the player has multiple ships but no flagship. (@warp-core)
* Do not offer landing missions in the shipyard or outfitter. (@warp-core)
* Do not allow disabled ships to dock with carriers. (@UnorderedSigh)
* Lines in interfaces now use the center of the defining rectangle instead of the top left corner. (@thewierdnut)
* Fixed various issues reported by Cppchecks. (@mike-f1)
* Less than 1 unit of free cargo space is no longer rounded down when attempting to buy an outfit into cargo. (@warp-core)
* Fixed a crash due to a null pointer dereference in the parallax code when the player has no flagship. (@warp-core)
* Fixed a vector iterator incompatibility in ShipInfoDisplay. (@warp-core)
* Out of system escorts that fail flight checks will now be parked. (@yjhn, @Amazinite)
* Fixed a crash due to a null pointer dereference with the missile overlay when the flagship is lost in a boarding operation. (@warp-core)
* Fixed an issue with the insufficient crew flight check. (@Quantumshark)
* Fixed a bug where the parking buttons did not work correctly with only one ship and no flagship. (@warp-core)
* Fixed building in gcc 13 by including <cstdint>. (@heirecka)
* Fixed an issue with displaying the text of the selected choice when some choices are hidden in conversations. (@warp-core)
* Ships which can be carried no longer select targets for plundering. (@tibetiroka)
* Use a PlayerInfo transaction to prevent repitition of actions in missions when saving and reloading during a conversation. (@wjp, @UnorderedSigh, @warp-core)
* Prevent plundering ships from retargeting a ship they've already boarded for plundering. (@tibetiroka)
* Carryable ships no longer offer to assist the player when hailed, since they are not able to assist. (@warp-core, @tibetiroka)
* Correct the minimum required crew check when installing or uninstalling an outfit to allow uninstalling a Command Center with no other required crew. (@TomGoodIdea, @RisingLeaf)
* Prevent a divide by zero error in Ship::Move(). (@warp-core)
* Allow mission clearance to bypass language barriers. (@Amazinite)
* Game content:
* New content:
* Two new human guns: Twin Blaster and Modified Twin Blaster. (@Daeridanii1)
* An easter egg if the pilot has a certain name. (@RisingLeaf)
* Additional Hai names and hail phrases. (@MasterOfGrey)
* A person ship for Gefüllte Taubenbrust and MasterOfGrey. (@Saugia)
* Two new Hai transport ships: the Cicada and Scarab. (@Saugia)
* A new ship and some outfits for the Unfettered. (@beccabunny, @EjoThims, @Hurleveur)
* The Sea Scorpion: a medium warship.
* Tripulse Shredder and Ionic Blaster and Turret weapons.
* Value Detector: a new scanner.
* Three new ships for the Korath Exiles. (@ravenshining, @Saugia)
* Rai'alorej: a search and rescue hospital ship.
* Ikatila'ej: a large mining and manufacturing ship with a unique spinal weapon.
* Kas'ik Tek 7: a surveillance drone. (@Saugia)
* Quarg now consider possession of their outfits or ships to be atrocities and will permanently imprison the player if they are caught with them. (@Arachi-Lover)
* Increased cooperation between Tarazed Corporation and the Free Worlds early in the campaign. (@bene-dictator)
* A new Free Worlds side mission about expanding infrastructure on Zug. (@bene-dictator)
* Added basic human jobs with shorter ranges than usual; 1 to 3 jumps. (@Zitchas)
* Six new pirate hails. (@bene-dictator)
* Added descriptions to the tier 1 Pug ships. (@McloughlinGuy)
* A Remnant job to disable (but not destroy or capture) a stranded Korath world-ship. (@rovermicrover)
* It is now possible to demand tribute from appropriate Unfettered Hai worlds. (@Hurleveur)
* A short mission chain about "Hound Racing," featuring the return of an old face. (@Anarchist2)
* A mission about smuggling wool. (@Anarchist2)
* Hails and news items hinting to the player about the requirements for the There Might Be Riots mission chain. (@Zitchas)
* Added a variety of new hails for Free Worlds and Republic ships. (@bene-dictator)
* Added a short mission chain about delivering a large inheritance. (@Anarchist2)
* Additional human ship names. (@bene-dictator)
* The Embersylph: a new form of spacefaring lifeform that can be found in parts of the Ember Waste under certain circumstances. (@Saugia)
* Added pirate versions of some human ships. Most are unavailable at the moment, and will be implemented in a future update. (@1010todd)
* Mammoth (pirate Behemoth).
* Nighthawk (pirate Blackbird).
* Cutthroat (pirate Clipper).
* Valkyrie (pirate Aerie).
* Bulwark (pirate Bastion).
* Added the Scrapper, a low-end ship built from scrap Shuttle parts. (@1010todd)
* Added optical jamming outfits to Hai ships. (@Hurleveur, @beccab)
* Added two new types of jobs from the Unfettered. (@Hurleveur)
* Added a mission where the Unfettered will exchange jump drives for new weaponry. (@Hurleveur)
* Unfettered Hai shipyards now sell ships outfitted differently to normal Hai shipyards. (@Hurleveur, @EjoThims)
* Added more attributes to human worlds and two new jobs destined for planets with the "forest" attribute. (@bene-dictator)
* Added a mission and jobs where the player can sell jump drives to the Heliarchs. (@Arachi-Lover)
* Began development on a new storyline titled Hai Reveal. Much of the content of this storyline is accessible in the game's files, but currently disabled being accessed normally while it's still being worked on. (@MasterOfGrey, @NomadicVolcano)
* Various fixes to missions. (@bene-dictator, @Hurleveur, @McloughlinGuy, @RisingLeaf, @UnorderedSigh)
* Various typo fixes. (@bene-dictator, @EjoThims, @Hatrask, @McloughlinGuy, @tibetiroka, @UnorderedSigh, @williaji)
* Relocate the new "Deep Space" systems. (@Quantumshark)
* Various fixes to other content. (@TomGoodIdea)
* Mission changes:
* Adjusted human bounty jobs to make engaging with them more active rather than passive. This includes putting deadlines on bounty jobs so that they can't be stacked infinitely, while at the same time reducing the area around the source that the bounty may spawn, among other minor changes. (@Anarchist2)
* Improved some conversation text in early FW missions. (@Anarchist2)
* Standardized the formatting of some old transport missions. (@Anarchist2)
* Made the offer conditions of early Free Worlds and Deep missions easier to meet. (@Anarchist2)
* Adjust "on visit" text of some Coalition missions. (@Arachi-Lover)
* Use new auto-conditions to remove duplicated Slave Crew Rescue mission. (@Hecter94)
* Made Moonbeam weapons available near the end of the existing Wanderer storyline. (@warp-core)
* Improved offer checks of Remnant keystone missions using new autoconditions. (@Zitchas)
* Added an "on waypoint" message to the star research mission. (@Zitchas)
* Nanachi missions will no longer start during the Hai Reveal storyline. (@Zitchas)
* Adjusted text in Remnant ground assault ship bounty job. (@McloughlinGuy)
* Added advice on using multiple scanners to increase performance in "FW Recon 1". (@williaji)
* Remnant Shattered Light 3 now gives better information about the location of the ship. (@McloughlinGuy)
* Human jobs requiring brigs or luxury accommodations will now appear in the job board but be blocked if the outfit is not present. (@bene-dictator)
* Improved text in Remnant: Salvage 4 to better describe mission objective and failure condition. (@ThrawnCA)
* Improved some writing in FW Southern Battle 1B. (@Zitchas)
* The Behemoth bounty target in FW Bounty 2 is now a Mammoth. (@1010todd, @Saugia)
* Reduce some long job descriptions. (@bene-dictator)
* Balance:
* Adjusted the Sparrow and Flivver to better match their roles. (@Hecter94)
* Flivver:
* +10 cargo sapce (5 -> 15)
* -9 weapon capacity (25 -> 16)
* Sparrow:
* +200 shields (1200 -> 1400)
* +5 weapon capacity (20 -> 25)
* Made the Falcon and Leviathan more distinct from each other. (@Anarchist2)
* Falcon:
* +16 bunks (75 -> 91)
* +40 cargo space (90 -> 130)
* +20 outfit space (540 -> 560)
* +10 weapon capacity (240 -> 250)
* Leviathan:
* +120 mass (480 -> 600)
* +0.5 drag (7.6 -> 8.1)
* Marauder Falcon:
* +14 required crew (43 -> 57)
* +16 bunks (80 -> 96)
* +20 cargo space (60 -> 80)
* +40 outfit space (580 -> 620)
* +10 weapon capacity (265 -> 275)
* Marauder Leviathan:
* +40 mass (640 -> 680)
* +0.5 drag (7.6 -> 8.1)
* Increased the size and damage of some human large missile launchers to better differentiate them from the missile pods. (@Pointedstick)
* Increased the outfit space of the Marauder Manta (390 -> 400). (@Pointedstick)
* Increased the outfit space and weapon capacity of the Rainmaker (230 -> 240 and 60 -> 70). (@Pointedstick)
* Buffed the Star Queen. (@Anarchist2)
* -1300000 base cost (5.5M -> 4.2M)
* -8 required crew (41 -> 33)
* The Rano'ereks that appear as miners in human space are now better able to defend themselves. (@ravenshining)
* Made the battle in Terraforming Tundra less difficult. (@Anarchist2)
* Added some more Wanderer escort ships (equipped with Moonbeams) to "Wanderers: Sestor: Factory Escorts". (@warp-core)
* Significantly increase the energy capacity of Archons. (@Zitchas)
* Nerfed the flamethrower. (@Quantumshark)
* +100% firing heat (2 -> 4).
* -25% heat damage (200 -> 150)
* Added damage dropoff with range beyond 45 units. Damage is halved by maximum range.
* Increased the size of some Large Syndicate fleet variants. (@Quantumshark)
* Added a small amount of inertia reduction and force protection to Quarg engines. (@Zitchas)
* Made the Unfettered Hai attacking Wah Ki cowards and the Hai defending the system merciful, so fewer Unfettered get disabled or die there. (@Hurleveur)
* Slightly buffed the Berserker and Hawk. (@Zitchas)
* Berserker:
* Mass: 110 -> 90
* Hawk:
* Mass: 150 -> 110
* Required crew: 2 -> 1
* Reduced the lifetime of the Hai Tracker from 600 to 475 (range reduced from 8400 to 6650). (@Zitchas)
* Buffed the Hai Wiliwaw Cooling. 570 -> 660 cooling. (@Zitchas)
* Buffed the Hai Grasshopper. (@Hurleveur)
* Outfit space: 169 -> 198
* Weapon capacity: 38 -> 47
* Adjusted the Quicksilver. (@Zitchas)
* Reduce chassic cost: 1090000 -> 836000
* Increased cargo space: 10 -> 15
* Removed the Cooling Ducts and replaced the generator with a cheaper one to decrease the stock cost of the ship in the shipyard.
* Reduce the 0.9.15 afterburner buff. (@Amazinite)
* Reduced thrust by 20-30% and increased fuel usage by 20-30% on all afterburners.
* For reference, in 0.9.15, afterburners gained a 50% increase in thrust, 70-80% decrease in fuel usage, and 33% decrease in size.
* Adjusted the Sea Scorpion and Cicada slightly. (@EjoThims)
* Increased ramscoop value of all Remnant ships and the Emergency Ramscoop by 0.75, and adjusted the performance of ramscoops in Ember Waste systems. (@Zitchas)
* Change the Ibis' required license to "Remnant" from "Remnant Capital". (@Zitchas)
* Increase scan speeds on some ships to account for the changes to scanning. (@Zitchas)
* Graphics:
* Added sprites for the Remnant Swan. (@Saugia)
* Remodeled Korath Thermal Repeater sprites. (@Daeridanii1)
* Remodeled the Android sprite. (@Anarchist2)
* Reduced the scaling of Hai stations from 0.5 to 0.4. (@Azure3141)
* New landscape images for Earth, New China, Chiron, and Solace. (@bene-dictator)
* Remodeled the Hai Railgun, Railgun Slug, and Railgun Slug Rack. (@1010todd)
* Expanded and improved the Milky Way galaxy sprite. (@Azure3141)
* Remodeled the Enforcer Riot Staff and Enforcer Confrontation Gear. (@1010todd)
* Added a brown background haze graphic to be used in new locations. (@RisingLeaf)
* Sprites for Hai optical jamming outfits. (@beccabunny)
* Added a sprite for a proto-planetary disk. (@RisingLeaf)
* Gave unstable wormholes red link colors. (@Azure3141)
* Sounds:
* Reduced the volumes of the Particle Cannon and Proton Gun sounds. (@Saugia)
* A new sound for the Ion Hail Turret. (@Saugia)
* A unique sound for the Moonbeam and Moonbeam Turret. (@Saugia)
* Unique sounds for the Ember Tear. (@Saugia)
* Added ambient music to some stations. (@roadrunner56)
* Added bay launch sounds to various carriers. (@Saugia)
* Other:
* Reduced the speed of minable asteroids in Coalition space. (@Azure3141)
* Inform the player if they lose their jump drive while it is still necessary in the Free Worlds story. (@Anarchist2)
* Improved descriptions of various planets: Longjump, Buccaneer Bay, Poisonwood, Bourne, Millrace, and Solace. (@bene-dictator)
* Added a new category to the shipyard: Superheavy. (@Saugia)
* Also moved the Ikatila'ej, Korsmmanath A'awoj, Heron, and Emerald Sword to this category.
* Danforth's ship now also has the "timid" personality in "Wanderers: Alpha Surveillance F/G". (@Quantumshark)
* Broke up the main Hai shipyards into a number of smaller shipyards, each offering different ships. (@MasterOfGrey)
* Moved the Cloaking Device to the "Unique" outfit category. (@czartrak)
* The descriptions of the Heliarch reactors now indicate that they use anti-matter catalyzed fusion technology. (@Arachi-Lover)
* Added a reference in the credits to the player's manual. (@hmglasgow)
* Separated planet and system definitions into their own files. (@Amazinite)
* Brighten some government colors to improve map readability. (@TomGoodIdea)
* Added custom penalties to improve Remnant and Quarg reactions to actions against some foreign governments. (@Hurleveur)
* Added departure distances to systems with Quarg Ringworlds. (@RisingLeaf)
* Void Sprites now drop Void Sprite Parts. (@Quantumshark, @Saugia)
* Adjusted the description of Hai Quantum Keystones to better differentiate them from Remnant key stones. (@Zitchas)
* Reduced tribute payments from New Tortuga from 6000 to 1400. (McloughlinGuy)
* Added a hazard to neutron stars. (@RisingLeaf)
* Added more details to the description of "Remnant: Cognizance 28". (@Aneutronic)
* Added a new conversation option when first offered the Emerald Sword. (@dashkal16)
* Reworded the message given when attempting to land on an unlandable stellar object within the habitable range of its star. (@TomGoodIdea)
* Swapped the Ramscoop on the "Cruiser (Jump)" for a Catalytic Ramscoop. (@williaji)
* Removed two curse words from "Remnant: Deep Surveillance" missions. (@Zitchas)
* Game mechanics:
* New mechanics:
* New autoconditions:
* Pilot first and last name. (@RisingLeaf)
* All ships of a certain category in fleet, total number of ships in fleet, ship models in fleet, outfits in fleet, visited planets and systems. (@Amazinite)
* The attributes that the planet that the flagship is currently landed on has. (@rovermicrover)
* Several date related conditions. (@warp-core)
* Conditions for the number of hyperspace jumps to another planet or system. (@warp-core)
* Attributes that the flagship has, including a version to check only the base ship stats. (@warp-core)
* The planet that the flagship is landed on, if any. (@Hurleveur)
* The method you used to enter the current system by and the previous system you were in. (@Hurleveur, @Amazinite)
* Individual text lines and choices in conversations can be hidden with conditions. (@SolraBizna, @UnorderedSigh, @Hurleveur)
* Conditions can be stored and accessed across save files using the "global: " prefix. (@RisingLeaf)
* Starts may be unlocked based on the above global conditions. (@RisingLeaf)
* Illegal outfits and cargo:
* "scan brightness" attribute, increases the chance an outfit is found on a scan. (@quyykk)
* "scan concealment" attribute, reduces the chance an outfit is found on a scan. (@quyykk)
* Illegal and attrocity goods can now be defined individually for different governments. (@Hurleveur, @tibetiroka)
* Added the option for a hyper, scram, or jump drive to have variable fuel cost based on the mass of the ship using it. (@Ferociousfeind)
* Added new NPC ship personalities:
* "merciful": causes ships to avoid attacking hostile ships that are fleeing. (@Hurleveur, @quyykk)
* "daring" and "hunting": separate behaviors of "heroic" so they can be applied with more granularity. "daring" ships will disregard the strength of their opponent, while "hunting" ships will disregard how far away their target is when pursuing them. (@UnorderedSigh)
* Added "drag reduction" and "inertia reduction" attributes. (@Azure3141)
* Systems can now define a "departure distance", a minimum distance a ship must be from the center to jump to another system. (@RisingLeaf, @petervdmeer, @quyykk)
* When taking off from a planet with an outfitter while having more outfits in cargo than there is space for, store them instead of selling them. (@warp-core)
* Ship variant definitions can now remove all the bays from the base definition. (@daggs1)
* It is now possible to offer a mission in the shipyard or outfitter. (@rovermmicrover)
* A system definition can now include a custom value for the invisible fence radius. (@a-random-lemurian)
* Governments can now have penalties for actions taken against other governments that differ from how they take those same actions agsint themselves, instead of using the same penalty multipliers for everyone. (@Hurleveur)
* Missions can now define a "to accept" condition set. (@rovermicrover)
* Governments can use named "stock" colors instead of always defining a color literal. (@warp-core)
* Added a "flotsam chance" attribute for outfits which determines the chance the outfit will be dropped as flotsam when the ship carrying it explodes. (@Azure3141)
* Governments can define custom values for various actions against foreign governments. (@warp-core)
* Added an "optical jamming" attribute that works similarly to radar jamming, but against optically guided missiles. (@Hurleveur)
* Added the "invisible" system property which makes systems inaccessible. (@yjhn, @Amazinite)
* Added a new "secretive" personality that causes a ship to fly away from ships attemmpting to scan it. (@Hurleveur)
* Added customizability to landing speeds. (@Hurleveur)
* Added more options for customizing ramscoop based fuel collection on a per system basis. (@Hurleveur)
* Added support for the use of phrases in conversation text. (@UnorderedSigh)
* Boarding missions are now able to override the "uncapturable" tag on the originating ship and allow the player to capture it. (@Hurleveur)
* A mission's "apparent payment" may be used in "<payment>" text replacements. (@tibetiroka)
* Added an <npc model> text replacement for text in missions and NPCs. (@kaol)
* Added support for a user to increase the number of previous saves created automatically by editing the preferences file. (@warp-core)
* Added support for "gamerules," which allow for the tweaking of gameplay constants without the need to recompile the game. Currently available gamerules include activating or deactivating the universal ramscoop everywhere and adjusting the person ship spawn period and no-spawn chance. (@Amazinite)
* Mechanic changes:
* Improved the AI's awareness of their own weapon ranges. (@StuffPhotonDev, @Hurleveur)
* Frugal ships now consider their health percentage instead of the sum of their shield and hull percentages. (@Hurleveur)
* Changed the scanning formula for detecting illegal cargo so more legal cargo can conceal illegal cargo in the hold, making it less likely to be detected. (@quyykk)
* Ships with the "mining" personality no longer continue mining when they should flee. (@Hurleveur)
* The "scan speed" attributes have been replaced with "scan efficiency" attributes. The higher your scan efficiency, the quicker the scan, but the speed of a scan is now also influenced by the size of the ship you are scanning and its distance from you. Overall scan times will have increased. (@Ferociousfeind)
* Ships with the "forbearing" personality will now also react to special damage types, instead of just based on health. (@Hurleveur)
* Both a dialog and conversation may now be displayed upon completing the objective for a mission NPC. (@Hurleveur)
* Made wormholes root-defined objects, allowing for more customization of wormhole behavior. (@quyykk, @tibetiroka)
* Restored the old overheating behaviour where a ship is completely unable to act, instead of just not having energy generation while overheated. (@warp-core)
* Initiating a hyperspace jump with no travel plan set does not set one. (@Zitchas)
* Hazard environmental effects may now be given non-integer magnitudes. (@RisingLeaf)
* Weapon jamming is now its own damage type, "scrambling," separated from ion damage. (@Hurleveur)
* Raid fleets are now much more customizable. (@Hurleveur)
* Ships will now send random interval untranslated hail messages if they have hails even if the player does not have their government's language. (@UnorderedSigh)
* Reintroduced the possibility for enabling auto-aim only while weapons are being fired. (@Koranir)
* Ships conducting scans will match course and position with their target if possible. (@UnorderedSigh)
* User interface:
* Added shortcut keys for parking and unparking ships ("K" for the selected ships, "A" for all). (@Terin)
* Added a setting to always underline the shortcut hotkey on button labels. (@warp-core)
* Changed the line style for the jump range in the map to differentiate it from the view range. (@RisingLeaf)
* Changed the default screen mode to full screen. (@samrocketman)
* Separate governments with the same display name and color will no longer appear separately in the map key. (@warp-core)
* Added option for only parking or unparking ships in the current system. (@Koranir)
* The settings panel can now have multiple pages. (@warp-core)
* Added a button to the plugins panel which opens the plugins folder. (@quyykk, @tehhowch)
* Outfits can now have non-unique display names, different from their real name. (@RisingLeaf, @quyykk, @Hurleveur, @Amazinite)
* The boarding panel will now indicate how many crew were transferred to a captured ship. (@warp-core)
* Added indicator overlays for missiles. (@Koranir)
* Added an 's' unit symbol for attributes that are in seconds. (@Koranir)
* Improvements to the selecting of targets for boarding. (@Hurleveur)
* Automatic target selection can prioritise either proximity or value, based on a user controlled setting.
* Pressing the 'board' key multiple times in quick succession will now cycle through boarding targets.
* An additional autosave at the most recent planet with a spaceport. (@Hurleveur)
* Added a visual warning icon alongside the audible warning siren. (@Zitchas, @warp-core)
* Star icons on the radar now have a unique color. (@Zitchas)
* Hailing a hostile ship shows the hostile hail, offering a bribe shows the cost. (@Hurleveur)
* The outfitter only shows one tutorial each time it opens, and tutorials have titles. (@Hurleveur)
* Selecting a new system in the mission panel selects the first mission involving that system, instead of looking down from the previously selected mission. (@alextd)
* Switching the map to the mission view recenters on the system of the auto-selected mission. (@alextd)
* It is now possible to aim your ship and fire primary weapons using your mouse! (@CAPTAIN1947, @samrocketman, @Hurleveur, @Terin)
* Made the secondary weapon icons in the HUD clickable. (@warp-core, @quyykk, @tehhowch, @tibetiroka, @Hurleveur)
* Minables can now have custom display names and nouns. (@warp-core)
* Wormhole arrows and links colors can now be customised in the wormhole definition. (@Azure3141, @RisingLeaf)
* Trade commodity profit is now displayed in its own column, separate to the price level. (@hmglasgow, @warp-core)
* Improved the display of requirements to install an outfit. (@alextd)
* The order of outfit attributes in the outfitter is now cost, requirements (e.g. outfit space used), then all other attributes. (@warp-core)
* Outfits in storage on planets without an outfitter are no longer marked on the map. (@TomGoodIdea)
* Targeting pointers and the target ship outline in the HUD can now have colors defined independently to the radar colors. (@warp-core)
* Flicker the name text entry fields in the conversation panel on invalid inputs. (@Terin)
* Added an option to hide the asteroid scanning target pointers around unselected minables. (@RisingLeaf)
* Hostile disabled ships no longer apologize for being unable to assist when hailed by a player in need of assistance. (@tibetiroka)
* The parallax setting now has separate "fast" and "fancy" settings, the former providing better performance for less flashiness with the latter being flashier for those whose computers can handle it. (@Azure3141, @quyykk)
* Under the hood:
* Various content and code style fixes. (@tibetiroka, @petervdmeer)
* Fixed various issues in the copyright file. (@quyykk)
* Governments that reuse colors now refer to named "stock" colors instead of providing their own color literals. (@warp-core)
* Moved Unfettered missions and jobs to their own files. (@Hurleveur)
* Use SDL for Windows high-DPI support. (@quyykk)
* Cache attraction and deterrence values. (@Hurleveur)
* Added a warning when no plural name is defined for ships and outfits with names ending in 's'. (@warp-core)
* Changed the default priority for "Messages::Add()" to low. (@Koranir)
* Added formation pattern load and store code and unit tests. (@petervdmeer, @tibetiroka)
* Add a warning for the deprecation of the "apply" conversation node. (@warp-core)
* Avoid race conditions inside MaskManager. (@quyykk)
* Moved some potentially expensive jump navigation calculations to their own class from Ship, and cache the values. (@Amazinite)
* Added a command line option for parsing a location filter definition and printing all the planets and systems which match. (@warp-core)
* Include afterburner attributes when printing engine outfit data. (@warp-core)
* Fixed typos & metadata in the appdata file for latest releases. (@tehhowch)
* Link on Linux to the new OpenGL ABI. (@sevu)
* Improved the error message for instantiation of events referencing invalid planets or systems. (@warp-core)
* Improved documentation on settings panel pagination. (@samrocketman)
* Re-ordered minable checks in AI::Step() to improve performance. (@wjp)
* Added a method for getting the hail phrase of a ship. (@RisingLeaf)
* Added a method for checking if the Personality has been defined. (@RisingLeaf)
* Added a coarse check to Mask::Collide() to improve performance. (@mike-f1)
* Improved CollisionSet performance. (@mike-f1)
* Made use of existing Color methods instead of replicating their functionality in MapPanel. (@warp-core)
* The "color" root node allows defining only the RGB values, using 1. as the default alpha value. (@warp-core)
* Refactored LocationFilter to determine if it is empty at the end of the Load method and store that value, instead of rechecking on every call to LocationFilter::IsEmpty(). (@warp-core)
* Moved CanSendHail from the AI.cpp anonymous namespace to Ship. (@Hurleveur)
* Added a method for formatting a credits string ("<number> credits") and make use of it in appropriate places. (@tibetiroka)
* Skip the use of RendezvousTime for projectiles with TotalLifetimes of a single frame. (kaol)
* Standardized the construction of "<x> tons" and "<x> tons of <cargo>" strings with new Format methods. (@tibetiroka)
* CI/CD and development environment:
* Removed the xCode project files in favor of using CMake to generate them on demand. (@quyykk)
* Fixed an issue with the MacOS CD bundle. (@RisingLeaf)
* Added support for debugging integration tests. (@quyykk)
* A variety of new integration tests for new and existing features. (@Hurleveur, @warp-core)
* Various fixes to unit tests. (@quyykk)
* Update link to the assets repository. (@quyykk)
* Updated Ubuntu runtime to 20.04. (@tibetiroka)
* Created an issue template for documentation problems. (@quyykk)
* Improved bash debug output for Steam release build. (@samrocketman)
* Updated Windows build instructions and project files with updated libraries. (@quyykk)
* Added a section for automated tests to the PR template. (@petervdmeer)
* Added an integration test for afterburner only flight. (@petervdmeer)
* Improved the handling of known failing tests. (@petervdmeer, @quyykk)
* Expanded code style check. (@tibetiroka, @petervdmeer, @quyykk)
* Fixed CI path filter. (@quyykk)
* Increased capacities of ships defined in test data to account for increased secondary weapon sizes. (@Hurleveur)
* Fixed some pilot name checking in integration tests. (@Hurleveur, @petervdmeer)
* A warning is now printed and the integration test will fail if an input key string parses to SDLK_UNKNOWN. (@warp-core)
* Filter integration test warning messages. (@quyykk)
* Fixed a slow GLES integration test. (@quyykk)
* Fixed deprecated usage of "go get" in CD release upload. (@MCOfficer)
* Cancel currently running workflows when starting new ones. (@quyykk, @warp-core)
* Inverted a condition in the copyright CI. (@quyykk)
* Booted the appveyor config. (@tehhowch)
* Honor CPPFLAGS from environment in scons. (@real-dam)
* Added file argument support to check_code_style.py. (@samrocketman)
* Added SonarQube static analysis files to gitignore. (@samrocketman)
* Added unit tests and benchmarks for Dictionary. (@quyykk)
* Fixed the project check CI when adding a new test file. (@quyykk)
* Added missing runtime dependency. (@quyykk)
* No longer report condition errors in unit testing. (@quyykk)
* Added CI to verify integration test syntax. (@quyykk)
* Fixed test presets not working. (@quyykk)
* Reduced the output delay when running integration tests with the --debug flag. (@quyykk)
* Compile in strict C++ mode (without any compiler extensions). (@quyykk)
* Update GitHub Action versions. (@quyykk)
* Improve CI job names. (@quyykk)
* Remove the Ubuntu CD run. (@quyykk)
* Import DefaultEnvironment from scons. (@quyykk)
* Use relative path for workflows instead of absolute. (@quyykk)
* Improved the test parse script. (@quyykk)
* Simplified data parsing CI jobs. (@quyykk)
* Use dedicated sccache GHA support + Linux support. (@quyykk)
* Disabled various invisible landing missions that were causing an integration test to fail. (@warp-core)
* Reorganized the build instructions. (@Zitchas)
* Added the "install" folder to .gitignore. (@Zitchas)
* It is now possible to inject missions as test-data into integration tests. (@warp-core)
* All relevant conditions will be printed when an integration test fails, not just ones with a specific prefix. (@petervdmeer, @quyykk)
* Muted audio by default when running integration tests. (@tibetiroka)
* Added an extensive data file style check CI job. (@tibetiroka)
* Install pkg-config in MacOS CI/CD if it is not installed. (@samrocketman)
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)