Cosmoteer release candidate 0.28.1 is now available for testing! (To play this release candidate, you must opt in to test it. Please see [url=https://steamcommunity.com/games/799600/announcements/detail/3633879261310143806]this post[/url] for info on how to test release candidates.)
This release candidate has a lot of quality-of-life improvements, some balance changes, improvements to ship collision avoidance, and a handful of bug fixes.
We're still working hard at a bunch of upcoming improvements as part of Career 2.0, but we wanted to get these improvements out to everyone sooner rather than later.
Thanks for testing!
[b]RC1:[/b]
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[*][b]Built-In Ships:[/b]
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[*]Added 4 new Monolith combat ships: Ambassador, Averter, Middleman, and Praefectus.
[*]Added 7 new Cabal combat ships: Alcor, Atria, Chasing Wind, Decrux, Lazurite Tear, Menkalinan, and Zaurak.
[*]Added 3 new Cabal trade stations: Small Cabal Trade Station III, Med Cabal Trade Station III, and Large Cabal Trade Station III.
[*]Added 5 new Imperium combat ships: Ani, Dromiceius, Sulla, Swallowtail, and Tinamou.
[*]Added 1 new Imperium trade ship: Penguin.
[*]Added 3 new Imperium arms depots: Tiny Imperium Arms Depot II, Small Imperium Arms Depot II, and Med Imperium Arms Depot II.
[*]Added 3 new Fringe combat ships: Clytemnestra, Kenesary, and Quicksilver Scout.
[*]Miscellaneous updates to many other existing ships and stations.
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[*][b]Balance:[/b]
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[*]Small Thrusters (all variants) now have a small dynamo that generates power very slowly. This allows Small Thrusters to operate while disconnected from crew/power sources, but the rate of power generation isn't enough to perpetually sustain the thruster.
[*]Increased the 1x3 Armor Wedge's penetration resistance from 2 to 4.
[*]Increased EMP Missile's launch cooldown from 2 to 4 seconds.
[*]Mines are now much more visible and clearly show their detonation trigger range.
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[*][b]Ship A.I.:[/b]
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[*]Improved collision avoidance when avoiding moving ships/objects.
[*]Improved collision avoidance when avoiding multiple ships/objects simultaneously.
[*]Improved collision avoidance when trying to move away from very close ships/objects.
[*]Improved collision avoidance of ships in a formation.
[*]Ship formations should now do a better job of navigating around suns and storms.
[*]A.I. ships will no longer deliberately target roof lights or headlights.
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[*][b]Career:[/b]
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[*]Repairing damaged parts was much more expensive than was intended. Repair cost (steel/coils only) has been reduced from 57.5% of base cost to the intended 7.5%.
[*]It was unintentionally often cheaper to fully deconstruct and rebuild a part than it was to repair it. This has been fixed.
[*]Defense platforms will no longer surrender to players.
[*]Stations will no longer hail the player from outside the player's sensor range, because that was confusing.
[*]Fires will no longer be regarded by the A.I. as breaking a surrender truce.
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[*][b]User Interface:[/b]
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[*]Enemies will no longer automatically slow or pause the game speed when spotted if they had previously been spotted within the past minute.
[*]When a weapon's target goes out of sight range, it will now be automatically re-targeted when coming back into sight range. (Unless in the meantime the target is changed by the player.)
[*]Small thrusters now display a yellow warning instead of red error when they don't have door, crew, or power access. (Because they no longer strictly require power.)
[*]The U.I. Scaling setting will now be remembered per resolution or window size.
[*]Except for Creative Mode, "lost ships" will now only be saved for ships that the player actually controls.
[*]Added tooltips to the Resource Desired & Limits dialog that explain the functionality of the "Desired" and "Limit" numbers.
[*]Updated the Large Shield Generator's description to make it clearer what it can and can't be projected through.
[*]Crew distance warning icons can now be "clicked through".
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[*][b]Multiplayer:[/b]
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[*]Reduced the amount of clouds and storms that will appear when using "Varied (Sparse)", "Varied (Dense)", "Ion Storms (Sparse)", and "Ion Storms (Dense)".
[*]If a player joins, leaves, or changes teams, the players in the game will no longer be automatically changed to "not ready".
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[*][b]Performance:[/b]
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[*]Updated to Microsoft .NET 9.0. This may slightly improve overall performance. Please let us know if you have any compatibility issues running Cosmoteer.
[*]Texture and shader caching can now be disabled with the --no-cache launch argument.
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[*][b]Bug fixes:[/b]
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[*]Crash when loading a multiplayer save in single-player and then trying to transfer money to another player.
[*]Very rare crash caused by crew being automatically unassigned from certain jobs.
[*]Multiplayer desyncs caused by transferring resources to a ship with no crew.
[*]Nuke explosions could occasionally "phase" into the ships that they hit.
[*]In multiplayer, engaging an inter-system hyper-jump while another player is on the galaxy map would prevent the jump from happening and could ultimately lead to a crash.
[*]In Creative Mode, it was unintentionally possible to tell a junk ship to salvage itself, which would then crash.
[*]A.I. ships would sometimes spawn inside storms due to a pathfinding bug.
[*]Ships could sometimes erroneously try to avoid collisions with objects that were farther away than their destination.
[*]A.I. ships that had surrendered to the player were sometimes not exit the star system as intended.
[*]When thrusters were attached to Engine Rooms, they were not correctly lighting up as possible power supply chain targets in the resource management screen.
[*]The wrong ship name would be displayed when an ally was hailed by the A.I.
[*]The names of ships and stations in the Comms list would sometimes appear smaller than intended.
[*]Using the "Transfer Excess Resources" options would work but then make it impossible to reset or make any further changes to the amount of resources to transfer.
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[b]RC2:[/b]
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[*] Translation updates for all supported languages.
[*] Velocity arrows will no longer display for off-screen ships.
[*] Bugfix: The chat/message log unintentionally had a non-function text-entry box and send button when playing in single-player.
[*] Bugfix: Ship icons and crew warning icons were being unintentionally rendered on top of the mission list and chat/message log.
[*] Bugfix: The ship velocity arrow for the selected ship could be extremely long when viewing the build, paint, crew, or resource screens.
[*] RC Bugfix: Error when trying to load saved multiplayer games from previous versions.
[*] RC Bugfix: The chat box was causing off-screen ship icons to be farther from the edge of the screen than intended, even when the chat box wasn't being displayed.
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