The Escalation update

A-Spec First Assault

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.

The war is escalating, captain. Sumar forces are bringing in their bigger ships in an attempt to gain a foothold in the system. Bring your wingman and push back the tide. [b]Patch Notes 0.13.0[/b] [i]Overview[/i] [list] [*]Chapter 2 campaign added with 3 new story missions, new side missions, and a new 'Autogun' weapon type [*]Unlock, customize and fly with a wingman [*]Ship fitting screen sorting and filtering [*]Many bug fixes and improvements [/list] [i]Known Issues[/i] [list] [*]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 [/list] [i]Added[/i] [list] [*]Player campaign progress will be updated in line with changes that have occurred to Chapter 1 missions involving Prestige reward increases for the main missions and new weapon unlocks [*]Added Chapter 2 with three new story missions [*]Side Mission: Added new 'Ambush' mission type [*]Side Mission: Added new 'Ambushed' mission type [*]Side Missions Added a new variant of 'Distress Call' mission type [*]Railgun (S) is unlocked after completing Ch. 01 Mission 03 [*]Player fleet size is increased to allow for 1 wingman after completing Ch. 01 Mission 03 [*]Autogun (S) and X1-X3 versions unlocked after completing the Prologue [*]AI Actor can now follow assigned priority targets including subsystem targets [*]F3 key (Comms Action C) will order player wingmen to attack the subsystem component targeted by the player [*]When the player enables autopilot the player's wingmen will move to enter formation during the autopilot transition cinematic [*]Allowed variable replacements in dialogue for transmission panel on the HUD [*]Player wingmen can be configured in empty fleet slots (slots are unlocked by progressing through the campaign) [*]Added options to reset the campaign to the start of the prologue or to the start of chapter 1, accessible via the campaign menu options button [*]Added Sort functionality to Ship Equipment Screen [*]Added Filter functionality to Ship Equipment Screen [*]Players can now use the cancel button press to exit out of the Options menus (i.e. by pressing the Escape key) [*]Added Prograde and Retrograde indicators to the flight HUD [*]Added Guided Bomb Minimum Range Release Condition (>= 2000m) for AI Actor consideration [*]Added the Sumar Cruiser as a selectable ship in Skirmish mode [/list] [i]Changed[/i] [list] [*]Audio volume adjustments to avoid certain sounds drowning out others [*]Prestige Balance no longer abbreviated below values of 1 Million in the ship fitting screen [*]Briefing/Debriefing font has been replaced [*]Made improvements to text on the main menu screen to make them more easily readable against bright background elements [*]Adjusted text sizes to min-max range, and prevented text wrapping with text in the HUD Target Info Panel [*]Reduced MLRS missile damage [*]Went through briefings and debriefings for main and side missions to ensure they all used the same layout along with some typo and grammar fixes [*]Wingmen formations can now account for an indefinite number of wingmen without worrying they will spawn inside each other and become a Tuvix [*] The Options button in the Campaign Menu now opens a sub-menu, with the ability to open the game options added to a new button inside [*]Skirmish: Kherson default loadout changed due to cost adjustment of Railgun: Primary Railgun (M) replaced with Railgun (S); Rear Turret Blaster/2 X1's replaced with Autogun/2 X2's [*]Equipment not meant for the player's eyes no longer shows up on the Equipment Fitting screen with exceptionally high values. Instead, they are no longer visible at all. [*]Adjusted font size for scaleability based on length of descriptors for inventory items [*]Adjusted turret long and short naming schemes [/list] [i]Fixed[/i] [list] [*]Reinforced Amour Plating module text description now correctly refers to 'armor' instead of 'shield' [*]The Briefing/Debriefing Scrollbar was not working as expected [*]AI Actor will no longer fire off a guided missile without a valid target locked [*]The directives panel will remain open if its list is cleared or the last objective is removed from the list [*]Improved Missile Pool calculation to avoid excessive pool counts being used [*]Emergency thrusters now engage to ensure ship control is maintained when engines are severely damaged [*]Railgun causes damage to armor and hull (but does not penetrate outer damageable layer) [*]Railgun subsystem damage scales based on the armor section it penetrated [*]Damage Control subsystem repair priorities were not being honored [*]Missile Null ref on collision with distinct debris [*]Missile Null Ref on collision with an asteroid [*]Removed code meant to prevent audio cascading but made it worse [*]Actor AI collision avoidance now works as correctly [*]Added missing audio priorities for Hydra Cannon and X1 Mini Gun sfx [*]When an AI actor wingman is first enabled it will engage nearby enemies, instead of waiting for wing leader orders [*]Default ship configuration is not applied properly in the level editor [*]Turrets and modules attached to a destroyed substructure are no longer referenced by the parent structure [*]Item rewards are unintentionally given via a legacy game mechanic. Rewards are still correctly granted for completing specific main story missions [*]'Convoy Escort' side mission had suffix numbering on the convoy random generator names [*]'Convoy Escort' side mission enemy wing was not given a display name [*]MLRS Missile MissingReferenceException: The object of type 'Transform' has been destroyed but you are still trying to access it [*]Text will be cut off in subsequent mission briefings and/or debriefings if previously the text was scrollable and the player scrolled down [*]HUD gun pips will no longer display when viewing the rear of the ship [*]HUD reticule now adjusts to the forward view of the ship (instead of being centered on the camera) [*]Prestige and Experience for kills incorrectly calculated or not calculated at the end of each completed campaign mission [/list]