Shortest Trip to Earth is a roguelike spaceship simulator focused on exploration, ship management and tactical battles. Embark on a perilous journey across the universe with nuclear missiles, armed crew and a cat.
We are truly excited to unveil this latest batch of hard work. From new difficulty options to upgrading cargo space & saving crew into quick selection UI; this update contains a lot of new features, while also making your life easier and rebalancing many things.
Please read the changelog below for a full overview.
[b]New content & features[/b]
[list]
[*]Added one new game mode (Beginner mode) and updated existing modes
[*]New feature: Ship module storage can be now upgraded for greater capacity
(the storage module is now visible in UI only)
[*]New feature: "warp to system" button in the star map view (in star systems that you can warp to)
[*]New feature: It's now possible to save crew members to empty slots in the quick selection bar
[*]New feature: It's now possible to change the order of the guns in the quick selection bar
[*]New feature (turned off in the beginner mode) "Permanent module damage": a critical hit (~20% of all hits) may reduce max hitpoints of module permanently by 50% (read the in-game help page about permanent module damage for full info)
[*]Improved feature: crew will load their combat weapons even during movement or mid-magazine (previously, reloading was possible only while standing and after emptying gun magazine)
[*]Improved feature: crew role button now opens when hovering over it
[*]Improved feature: selecting a module in loot panel or storage now activates Install/Move command, making placement markers visible
[*]Created new memorial service popup for pets
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[b]
Balance and related[/b]
[list]
[*] Multiple starting ships can be now unlocked during a single run
[*] Completing a level may now unlock both a ship and a perk
[*] The Tigerfish starting module set and stats have been improved. It's now a better ship
[*] Made most of the shield batteries better
[*] Reduced amount of intruders for some enemy ships
[*] Updated level 9 ships
[*] Added 2 nuke slots to a small Slaver ship
[*] Rebalanced the toughest enemy fleet in sector 1 (made it less dangerous)
[*] Swapped firefight and repair priorities for repair officers (should fix one navigation overload issue and repairing burning modules issue)
[*] Sector 2 boss won't allow player escape any more.
[*] Besides Cryosleep and Sensor modules, enemy ship crew now also ignores working in Garden and Lab modules during battles
[*] Smugglers now offer much more favourable deals
[*] All non-biotech reactors now also give explosives as scrap
[*] View sector button in sector map is now visible even if warping is not possible.
[*] Rebalanced stats of numerous enemy crew
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[b]
Updated info & visuals[/b]
[list]
[*] Updated Tigerfish description
[*] Updated ship health points hover text, it now shows remaining ship max hp and also combined permanent damage
[*] Enemy projectiles now have hover text describing how to prioritize those projectiles for point-defences
[*] SOS button is now animated when the player has no fuel
[*] Module hover box is now moved when over right or bottom screen edge
[*] Sectors text: "Sector info" changed. Minor changes here and there
[*] Updated projectile names
[*] Updated tutorial texts
[*] Artifacts have type icons now
[*] Enemy warp drives are now more closely monitored and "enemy warping" comtip is closed when enemy warping is prevented
[*] Added help page for permanent module damage
[*] Menu now shows what game mode is currently on Item hover in info panel now has sorting
[*] Crew level up icon now blinking in UI
[*] Most of the item hovers in PlayerPanel are now sorted by +- values
[*] Updated sector summary "perks found" hover text
[*] Changed organics pack avatar colour to green
[*] Moved craftable container modules from Essential to Cargo group
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[b]Fixes and Misc improvements[/b]
[list]
[*] Major fix: idle enemy crew won't leave the ship any more on battle start
[*] Idle enemy crew accidentally outside their ship will now try return to their ship
[*] Fire officers now only see a fire in the same ship the crew is in. Intruders now only pick targets that are player crew and also in a player ship
[*] Fixed DIY bridge scrap cost
[*] Fixed 1 gas giant text
[*] Aiming a beam at an enemy ship without a shield doesn't highlight shield points bar under the ship any more
[*] Enemy warp drives are now more closely monitored and "enemy warping" comtip is closed when enemy warping is prevented
[*] FirstGameLoad scene now shows "Loading..."
[*] 6x cryosleep attempted nav-mesh fixes
[*] Game loading is now faster and UI stays responsive (asset bundle loading is now asynchronous)
[*] Ship modules can now be placed and replaced with right-click into storage panel UI
[*] Removed one name from human name pool, reduced level4 boss beam weapon accuracy by 1
[*] Fixed a bug that caused all game modes to apply beginner starting resources
[*] Storage UI element animation tuning
[*] Fixed one com channel picture in the tutorial
[*] Fixed sound issues when multi selecting crew so that multiple quick selection slots get selected too
[*] Fixed an issue where drag selecting a crew while it dies caused a drag selection box to not to disappear.
[*] Fight fire command is now a priority over the repair and operate command when hovering a "burning module"
[*] Fixed an issue that tutorial sometimes got beginner mode starting bonuses (when the previous game was in beginner mode)
[*] Repairs stopped comtip is now triggered more reliably when repairing stops
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