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.
Welcome starchasers! Have a good week? Didn't die in the summer heat? Didn't get compared to a loaf of bread and get heinously angry over being compared to a loaf of bread like my cat?
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Well that's all well and good but be quiet now. It's patch time!
[h1]Update Highlights[/h1]
There's a bunch of new stuff this update that we don't have time to cover because I want to go get a cheeseburger, but I'll run through the big stuff.
[h2]NEW GRAPHICS[/h2]
Lots of existing things have gotten a bit of a graphical facelift. Docking lights have been replaced with shiny holographic docking arrows, several stations have some lighting, placement improvements (if not full models), and even more takeoff and landing cutscenes.
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Unique dungeon-exclusive weapons also now have their own unique models. We've also added two new unique dungeon weapons (the Arcane Arsenal and the Cornucopia) to several neglected interiors. Keep an eye out for loot crates!
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[h2]NEW (OLD) BOSSES[/h2]
The bad part about being a one man show is that if you miss something entirely and nobody else knows about it then how do you really know it's missing? Yeah see what I mean? A fair amount of storm-specific bosses were wiped out in a batch edit and never re-added or properly tested because of this. But they're here and they're back now!
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Get blown up by a greedy asteroid, face a giant sentient naval mine, or get overwhelmed by a fleet of hivemind starships. But conquer them, and you'll find some new sources of lucrative loot and new (old) equipment.
[h2]MODDING IMPROVEMENTS[/h2]
You can now modify and add new starships via the modding system! This system's still in its infancy, but those experienced with it will be able to turn text files into entire new ships, or rebalance existing ones.
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We're still working on getting new models and textures in entirely via a runtime-model-importer, which has had great early success. But I don't think people want the first ship mods to be about flying around Oscar's breadsticks. Maybe. You might be weird like that.
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[h1][b]Changelog is as follows:[/b][/h1]
[h2]NEW FEATURES[/h2]
[list]
[*] Added some initial technology that allows mods to add and modify in new ships! We’ll be having more on this later, once we get things like model importing working.
[*] Added several new billboards.
[*] All dungeon-specific guns now have their own unique models.
[*] Added two unique guns to the Ordnance Tomb and Harvest Grove, respectively.
[*] Battleship Greatclaw now has a full interior.
[*] Gravecity now has takeoff and landing animations.
[*] Turns out at launch the editor wiped out a bunch of storm data entries that controlled what spawns… spawn. Which means a bunch of storm bosses that exist were never spawning. I feel stupid, but that means the game has now been updated to contain a whole variety of new critters.
[*] Re-added and fixed up Mama Mine.
[*] Re-added and fixed up the Overwhelm.
[*] Re-added and fixed up the Volatile Planetoid.
[*] The Disium now spawns disium asteroids around itself for mining. Gotta keep up with it though!
[/list]
[h2]CHANGES AND REBALANCES[/h2]
[list]
[*] Updated the eyeballs of Ballden on-station characters to no longer be glowy squares that lead to the plane of eternal fire.
[*] Docking lights have now been replaced with docking arrows.
[*] Docking arrows for lanelines have gotten a small graphical rework to make them match docking arrows.
[*] Added some more clarification to certain tutorials.
[*] Marked several quest-starty-people as important in your contact HUD.
[*] Rebalanced some later stages of “Our Good Name” that were unintentionally too high level.
[*] Adjusted some scannable distances of things.
[*] The Hellmouth Prince now gives his proper broken reward. He’s not a smart guy.
[*] Improved some storm hazards, making them more dangerous and more engaging! Examples including making damaging asteroids rotate and move, or stalking rifts move faster.
[*] Added some edge case fixes for places with landing cutscenes that can malfunction and cause on-station camera weirdness.
[*] Many of the ambient starchasers that can join you in your starchasing now have new icons for their individual characters.
[/list]
[h2]FIXES[/h2]
[list]
[*] Fixed issue where large ships were launching far too many permanently immortal mines too often. Sorry.
[*] Fixed UI issue where secondary heavy weapons on bombers would show both bars as being drained.
[*] Usable items (such as maps, fast travel things, quest items) are now saved by the game.
[*] Your selected contact HUD category is now saved by the game.
[*] Fixed some floating or misplaced objects.
[*] Fixed issue where some placeholder stations could have the player fall through everything.
[*] Fixed issue where some chapters wouldn’t advance.
[*] Fixed some broken teleports on Union battleships.
[*] Fixed issue where the Hellmouth Prince was missing some attacks and wouldn’t jump out properly.
[*] Fixed some issues where nonexistent mods would be loaded by accident.
[*] Fixed issues where station geometry could be walked through.
[*] Fixed issue where some storm hazards wouldn’t spawn.
[*] Fixed some issues in the capital systems that caused their skyboxes to be lower resolution than was intended.
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