Engaging space combat simulator, using a realistic flight system with Newtonian physics, sophisticated and diverse gameplay featuring detailed ship systems, including ship weaponry and module customization.
[b]Patch Notes 0.12.3[/b]
[i]Overview[/i]
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[*]Big improvements to all sound effects!
[*]Lots of other miscellaneous improvements!
[*]Bug fixes!
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[i]Known Issues[/i]
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[*]Autospeed match 'close' setting does not work as expected
[*]Colliders for Fighter, Gunship, Carrier, and Large Transport are not optimized for best-fitting
[*]Jump-out animations are not scaled correctly for ships bigger than a gunship
[*]Guard My Target command is not implemented
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[i]Added[/i]
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[*]Vessel names can now be randomly generated
[*]AI Actor will now change targets if another hostile is more of a threat
[*]AI Actor uses a fuzzy target selection of the nearest hostile (rather than using the 'Select closest hostile' command)
[*]Ship wings will now jump in formation to their leader
[*]Flash Radar Quadrant On Hit effect attached to a toggle option in Options > Game
[*]Added Autogun (XXS) as a replacement primary weapon for hostile fighters in the prologue (due to fixing AI firing weapons slowly)
[*]Added UI Volume slider
[*]Audio priorities adjustments for sound effects during gameplay to better manage many simultaneous playing sounds
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[i]Changed[/i]
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[*]Controller Glyphs now display the control element descriptor for controllers without a defined glyph icon
[*]Prologue mission 1: Added Throttle Axis to help glyphs
[*]Prologue mission 1: Removed diagonal help glyphs as the vertical and horizontal glyphs communicate this
[*]Prologue mission 2: Updated directives text regarding waypoint references in line with Prologue mission 1
[*]Prologue mission 3: Removed the distress call waypoint when in range
[*]Prologue mission 7: Fixed typo during friendly spawn message near end of mission
[*]Corrected spelling and grammar throughout all prologue mission briefings and debriefings
[*]Navigation tutorial 2: Can now use throttle axis during throttle acceleration and deceleration section
[*]Navigation tutorial 2: Allowed 8-way hat to work during diagonal thrust sections
[*]Navigation tutorial 3: Disabled autopilot
[*]Mining beam SFX replacement
[*]Increased size of flare and muzzle VFX for mining beam
[*]Removed hull Hit Effect for mineable asteroids and normal asteroids due to excessive calls from using the mining beam
[*]Updated main missions and side missions to use directives and monitoring panels as needed
[*]Dying throes explosions VFX/SFX improved
[*]Death explosions VFX/SFX improved
[*]Gun sound effects improved
[*]Round robins used for repetitive sound effects (i.e. gunshots, impacts, explosions, etc)
[*]Replaced most Heads Up Display sound effects
[*]Directives Panel: When directive status changes the text now flashes with an audible bleep
[*]Player Received Transmission: Play audio bleep at the start of a transmission
[*]Main menu: Increased vertical button spacing for easier mouse highlighting on mouse over
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[i]Fixed[/i]
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[*]Prevented mineable asteroids and Mining Station from being pushed around easily
[*]Particle explosions from weapon damage on the player seem to jitter/skitter during player movement
[*]Attempt to set pitch to infinite value from script ignored!
[*]Prevented autopiloting out of Skirmish when all enemies were destroyed
[*]Explosion lighting source only lights up for 1 second, where it should be limited for the particle animation time
[*]Turret Railgun shell mass not scaled correctly (decreased accordingly)
[*]Burst Autocannon 2/4/8 shell mass not set correctly (increased accordingly)
[*]Impact Hull/Armour SFX now calculated for pooled items
[*]Audio Asset pooling counts are under-calculated for guns and launchers
[*]Skirmish: Player not spawning in the correct position
[*]Projectile spawn location offsets more as the shooter's velocity increases
[*]Primary weapons fire faster the more the gun control subsystem is damaged
[*]AI Actor would trigger pull-release for each primary weapon shot, unintentionally slowing down the fire rate of fast-firing weapons
[*]Button UI audio interactions are not affected by the audio volume sliders
[*]Fixed duplicate audio sources from being created for parent objects not added to the pooling system
[*]Fixed issue of audio popping where played audio was stopped too early for explosions
[*]AI Actor severely under-calculated the effective firing range (effectively preventing the AI Actor from using primary weapons)
[*]Prologue mission 2: After mining 1st asteroid, engines should not be activated until 2nd asteroid is targeted
[*]Prologue mission 4: Enemies at Navpoint 2 can no longer be goaded in to attacking the player instead of transports
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