Humanity is fighting wars on all fronts only to be ambushed by a new enemy. As a combat pilot, you must protect the mothership and escort it back to Earth to warn them of this new threat. Upgrade your ship, salvage ancient technology, and turn the enemy's weapons against them.
Major focus on bug fixes and quality of life updates this time.
[h2]Equipment Comparison[/h2]
Probably one of the earliest requested features from our demo. Sorry this one took so long it presented some "interesting" challenges regarding layout and UI design. If you select the current weapon you can now mouse over (or select with a controller) potential replacements and compare the differences.
[img]{STEAM_CLAN_IMAGE}/42825867/07efc82a2ca8fc33a16d70badac5031e333f207b.png[/img]
[h2]Slot Linking[/h2]
As players get higher level they unlock more and more weapons, sometimes you just want to fire all of them at once and now you can with the slot linking system.
[img]{STEAM_CLAN_IMAGE}/42825867/604119db1436c2dc7b4af28fc8dcd5519bdff182.png[/img]
[h2]Auto Target Changes[/h2]
There are a few new settings regarding auto targeting. You'll now automatically target the nearest enemy and keep them as your target as long as they're in range. This should make Rescue Encounters more manageable as enemies often approach without targeting the player.
Lots of other changes and bug fixes are listed below. Next update will be the Species-XI invasions!
[h1]Patch Notes[/h1]
[b]New Features / Content[/b]
[list]
[*] New setting 'Auto Target Closest' enabled by default to target the nearest enemy.
[*] New setting 'Auto Untarget Out Of Range' to untarget enemies that move out of range.
[/list]
[b]Balance Changes[/b]
[list]
[*] Drone Bays now display their 300m range which can be modified by up to +50%.
[*] Common shields sold in Sector 1 now grant Radioactive Resistance.
[*] Common shields sold in Sector 2 now grant Cold Resistance.
[*] Mothership now sells common Javelin Launchers in all sectors.
[*] Mothership no longer sells Electromagnetic Pulses in any sectors.
[*] Sector 2 now sells Aegis Shields instead of Deflector Shields.
[*] Sector 2 now sells Cold Resistors instead of Radiation Resistors.
[*] Sector 2 now sells Frost Nova Pulses instead of Radioactive Pulses.
[*] Reduced effectiveness of Bio Network especially at higher levels.
[*] Resistors now start with 10% resistance and gain +0.5% per level.
[*] Infinity Stones now give significantly more resistance.
[*] Drone Bay max speed modifier now ranges from 10% to 50% instead of 5% to 25%.
[*] Auto Tesla Coils now shoot your locked target instead of nearest enemy.
[*] Reduced range of Auto Stinger Launcher by 50%.
[/list]
[b]Quality of Life / Accessibility[/b]
[list]
[*] Hovering over / highlighting equipment will now show a tooltip which includes comparisons.
[*] You can now toggle whether to include global modifiers when viewing an item's stats.
[*] Equipment in cargo can now also include global modifiers for easier comparisons.
[*] Sector 2 missions will no longer be added when you're in Sector 1.
[*] Toggle favourite button now still works when weapon is equipped.
[*] Hull regen display at bottom of equipment panel now includes actual value next to percentage.
[*] Slots can now be linked in the equipment panel so they activate together.
[*] Upgrade points can now be removed 1 at a time for a lesser cost in credits.
[*] Rewrote tooltip code to improve positioning and display.
[*] Added control binding displays to tabs across various panels.
[*] Renamed Hull Steal to Hull Leech for consistency with leech based weapons.
[*] Removed radar distance setting as it's now set to double the camera zoom.
[*] Developer mode now shows 'Export' on player saves for copying data to the clipboard.
[*] Game should now supports crazy wide resolutions like 48:9.
[*] UI panels are now locked at 16:9 maximum width to avoid distortion at wider resolutions.
[/list]
[b]Bug Fixes[/b]
[list]
[*] Turret Launchers can no longer get drone maximum speed modifiers.
[*] Fixed weird tabs that highlighted in yellow instead of blue.
[*] Fixed issue where Viper's head could be destroyed before their body hyperdrive jumped in.
[*] Surges no longer trigger when destroying drones.
[*] Surges no longer damage things they shouldn't damage (friendly ships, invulnerable ships, etc).
[*] Fixed null pointer in SetShip() when equipping weapons in a certain order.
[*] Fixed null pointer when equipping weapons in the mothership panel.
[*] Comparison tooltips will no longer show for "0" differences due to rounding.
[*] Long range AI will now correctly sit at the range of it's maximum ranged weapon.
[*] Removed old limit of 10 slots per ship in designer as no longer valid.
[*] Added 4 more slots to ship designs in sandbox to accommodate new maximum slots.
[*] Added missing keybind for the 8th slot on the ship bar.
[*] Fixed error when activating 2 x Shield Wards at the same time.
[/list]