10/9 Patch Notes: Release Candidate

Orion Trail

Dare to travel the absurd and dangerous Orion Trail, where only the luckiest, bravest, and most stubborn captains will make it all the way to the end. Become famously incredible or incredibly dead in this single player choose-your-own-space-adventure!

Hello friends. This build is a doozy. We’re getting ready here to put some of the finishing touches on the game before we graduate it from Early Access on October 12th. We’ve squashed bugs, beefed up Trade Posts, added a sizeable chunk of new content, added the second to last Star Map, and introduced scaling encounter difficulty. Also, achievements are in! Yeah, achievements! Give it a play. As always, we want to hear what you guys think. Just because we’re hurtling towards our official launch doesn’t mean we won’t be listening. We are. Keep it space real. [h1]10/9 Patch Notes[/h1] [list] [*] [b]Achievements[/b] [list][*] Achievements have been enabled! [*] Added achievements for the latest starmaps. [/list] [*] [b]Starmap Updates[/b] [list][*] New Starmap: Quadrilateral Quadrant. [*] Telchines Tangle has been renamed The Gates of McFadden. [*] Space Montezuma’s Revenge and The Gates of McFadden have been drastically updated to be better in line with their earlier map buddies. [*] The Gates of McFadden is now a later level Starmap. [*] Ursa Major has been condensed. Most travel distances should now be in the range of 3-5 rather than 5-8. [/list] [*][b] Out of Fuel SOS State[/b] [list][*]This is now triggered by a button-press instead of automatically. This should hopefully make a few edge cases less confusing when you run out of gas. [/list] [*][b] New Feature: Threat Level[/b] [list][*] Encounters can come in three different difficulties now: Normal, Hard, and Extreme. [*] By selecting a star on the Starmap, you can see its threat level represented from 1 to 3 skulls. [*] The harder difficulties are, well, more difficult, but they also have increased rewards. Choose wisely! [*] Away Missions will always be “normal” threat, and Trading Posts will have no threat level. [/list] [*] [b]Trading Posts[/b] [list][*] Overall structure has been modified so that all resources are available for trade. [*] Resting at a trade post will now heal the Captain and all three Officers, instead of just all three Officers. [*] Four new Trading Posts have been added. While we love the Space Alamo appearing 4 times, it’s probably good to have some variety. [/list] [*] [b]Encounters, Crises, and Away Missions[/b] [list][*] Added 3 new Encounters. [*] Added 16(!) new Crises. [*] Added 2 new Away Missions. [/list] [*][b] UI Updates[/b] [list][*]Made the encounter choice buttons a little cleaner to accommodate the + Resource box. [*] Updated How to Play screen with recent rule changes and additions. [*] Added How to Play button to Mission Select screen. [*] Various tweaks to animations, timings and the like. [*] Update the credits to make sure and give credit where it's due. [/list] [*] [b]Balance Changes[/b] [list][*] The current “Normal” probability drive spread has been modified to be a little easier. [list][*] Changed from “2 Skulls, 8 Fails, 1 Success, and 1 Critical Success” to “1 Skull, 8 Fails, 2 Successes, and 1 Critical Success.” [*] With the longer maps, skill checks, and other additions to the game, the previous difficulty level felt brutal. [/list] [*] When starving, Officers will only lose 1 HP per tick instead of all 3. We still want you to have a chance to come back from starving to death! [*] Rewards for several Away Missions have been updated. [/list] [*] [b]Bugfixes and Typos[/b] [list][*] We closed out, like, at least a hundred typo and grammar bugs spanning all of our content, so the encounters should read better than ever. [*] Fixed weird issue where the final step of an Away mission wouldn’t scale properly / refer to an Officer by name. [*] Optimized loading time for levels. [/list][/list]