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.
Hello starchasers!
If you haven't seen it, we've announced our next big milestone update: Faces In The Fog. This is far larger than Gods & Corpses was, and has many new locations, quests, and features. We'll be sharing more detail on this as we get closer to its launch at the end of the summer.
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Excited? My cat definitely is, considering she got so riled up she forgot she was a cat and decided to be a shoe.
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For now, we've got a smaller patch today, so let's get into that.
[h1]Update Highlights[/h1]
Most of my time this week was spent working on content for FITF (as it shall be known), but we still have some small goodies.
NEW ACHIEVEMENTS
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We've added several early-game achievements, intended to be unlocked in the first 1-2 hours of playtime.
NEW MINE GRAPHICS
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Players have been asking to give various weapons their own unique weapon skins or projectile graphics. We're slowly working on that, starting with a rollout that gives each minelayer its own spin. The stats haven't changed, but many of the models, textures, and of course, colors, have.
[h1][b]Changelog is as follows:[/b][/h1]
[h2]NEW FEATURES[/h2]
[list]
[*] Several new low level, just-starting-out achievements have been added to the game. Get that dopamine, you.
[*] Player and NPC-launched mines now have more variety. Each variant of mine now has its own model, texture, and explosion animation.
[/list]
[h2]CHANGES AND REBALANCES[/h2]
[list]
[*] Redid the lighting on some stations, in preparation for Faces In The Fog.
[*] You can now access a separate wreckage category within the storage UI.
[*] Ballden characters now talk alongside other quest characters, and there’s a small delay before their talking animation stops.
[*] You can now trade in ships even when your garage is full.
[*] The climactic fight in Mission 9 has been rebalanced slightly to give the main ship slightly less powerful guns, making it easier for players of that expected level to face it down.
[/list]
[h2]FIXES[/h2]
[list]
[*] Retooled the ship in Problem with Automation to be a static that moves rather than a dynamic ship. Less neato, but I’m sick of having to fix this stupid thing.
[*] Fixed issue where firing while cloaking would lock your ship into a permanent firing state.
[*] Fixed issue where the scrollbar wouldn’t appear in the saving UI.
[*] Fixed issue where the navmap search after a certain amount of playtime would stop working.
[*] Fixed more misplaced or screwed up station geometry.
[*] Minefields (that is, static asteroid minefields) have been refactored to have better performance and less memory footprint.
[*] Fixed some minor issues with the modding menu system.
[/list]
And that's all for this week. On a last note we're still working on controller and joystick support, but it's hard when SOMEONE insists on playing with the USB connector to your HOTAS.
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