The spiritual successor to Freelancer with a Lovecraftian, sandbox RPG twist. Explore a vast handmade universe with Day 1 mod support and a planned PvP/co-op multiplayer on the Early Access roadmap. You're going to need a bigger ship.
Starchasers! Welcome back. I'm taking my wife to a convention this Saturday and I'll be out all day, so, lucky duckies that you are, you get this week's patch early! It's a small one but there's some stuff there you'll like. I liked it. I like a lot of things. It's nice to like things. Like cats. I don't like my cats but I love them all the same.
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Anyway, onto the patch!
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[h1][b]Changelog is as follows:[/b][/h1]
[h2]NEW FEATURES[/h2]
[list]
[*] Added new commands to help find items via the developer console.
[*] Points of interest you've scanned and sold will now have a different color and marker indicating so.
[*] NPCs in on-station dialogue will now play talking animations when text is scrolling. Note that this kind of dialogue is something we never aim to voice, even when voices are implemented.
[*] You can now speak to the bartender on Gravecity.
[/list]
[h2]CHANGES AND REBALANCES[/h2]
[list]
[*] Autoturrets now prioritize your current target.
[*] Removed blank dialogue history nodes from your dialogue history from occurring. Or something. Who am I?
[*] Godmode now lets you craft things without needing the items. You still need the recipe, however.
[*] You can no longer pause and load the game within loading screens. This was largely an oversight that could result in too many save issues doubling up.
[*] Fitt’s planets now have symbols on the navmap.
[/list]
[h2]FIXES[/h2]
[list]
[*] Fixed issue where the Pin could take you to dungeon exclusive systems.
[*] Radial menus will now close when you open another menu.
[*] Fixed miscolorations on Us freighter engine charging.
[*] Fixed UI issues with the on-station UI.
[*] Fixed exploit where you could equip higher tier objects in the wrong slot.
[*] Fixed issue where mods could restrict campaign and mission progress.
[*] Fixed issue where large transport tier ships wouldn’t have their turrets appear unless you were stupidly close.
[*] Fixed issue where the Planet Carver would spawn weirdly.
[*] Fixed mistextured or floating objects on stations.
[*] Adjusted spawn distance of fishing ships to help prevent bigger ships from hitting em.
[*] Fixed some mislabeled lanelines.
[*] Fixed issue with elite Subsumer missions not working.
[*] Fixed issue where docked denial AI voices would override normal docking voices.
[*] Fixed issue with The Problem With Automation’s transport circling endlessly.
[*] Fixed dialogue issues if you lost a race in Chunidale’s racetrack.
[*] Fixed issue where Allco’s elite missions wouldn’t let you loot the salvage item.
[/list]
See you next week!