Version 1.27.0: Patch Notes

Underspace

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.

It's been a while starchasers! Have a sale, a big new patch, and some cats. Did you know that people got the game running on the 3DS and the Nintendo Switch? I have no idea how, but I was never that kind of engineer. [img]{STEAM_CLAN_IMAGE}/35321791/dc1425ed6a24dfd94db21d8ab34914994e855367.jpg[/img] [img]{STEAM_CLAN_IMAGE}/35321791/db443f52da3aa76ec8b9e7d2f08f46b653882fab.jpg[/img] Oh, and cats. People get so mad at these cats because it's "unprofessional" or something. I knew a guy who always had opinions like that in real life. God did he smell terrible. [img]{STEAM_CLAN_IMAGE}/35321791/9b47ccfbf9b6a17b75ea6ae20ad019db362ca2bd.jpg[/img] [img]{STEAM_CLAN_IMAGE}/35321791/ee31a0a17993597971b6df4652bfda994aecbae7.jpg[/img] [h1]Update Highlights[/h1] [h2]INPUT 3.0[/h2] A huge amount of time was spent on our new input system, which should, hopefully, be the final version. You'll still have to do a lot of setup yourself, but you were the one that decided to live the hard life and use a controller. Input 3.0 however has many new features, including the ability to rebind what axises control what, proper saving and acknowledgement of things like doubletaps and holds, the ability to bind multiple keys to a single action beyond just "shift + something", better controller autodetection, and the ability to save controller keybinds and presets (which are saved in your AppData/LocalLow/Pastaspace Interactive/Underspace/ControllerPresets folder). [img]{STEAM_CLAN_IMAGE}/35321791/d27f64589e42a6a7f25b914361fa9c94427ddf2a.png[/img] [img]{STEAM_CLAN_IMAGE}/35321791/e4bfa9cee1cb150ebbc9cda048c2091a2df77ae4.png[/img] You can share presets among each other, but controller support is still being worked on. It will, honestly, always remain something that's only partially supported, because as we've said MANY times before. [img]{STEAM_CLAN_IMAGE}/35321791/5f397b7c15a9f66569aa24fcb17ad21ff93b1a64.png[/img] Still if you want to scream and cry your way to getting it up on a Steam Deck, be my guest. You're the god of your own unhappiness now. [h2]GRAPHICAL REWORKS[/h2] A few outstanding things in game were lagging behind in terms of quality. Vignettes or dungeons that were missing what they needed, or UI elements that didn't have their proper icons. I've gone back and done a lot here. For starters, the Harvester Grove has received a big rework, finding those secret guns and fighting down the Harvest's Queen will be a lot easier. [img]{STEAM_CLAN_IMAGE}/35321791/2b3a9bbc25f3c69d3bfae524632081b28022de26.png[/img] Did you know darn near a lot of things in game can be scanned and sold? You'd better know, it's a great money maker. But some were missing proper or up-to-date images. I fixed that. [img]{STEAM_CLAN_IMAGE}/35321791/f4abb055daa4c551a76142c6a99fff4ffba656b2.png[/img] [img]{STEAM_CLAN_IMAGE}/35321791/44b8fc62fc268faf98fee0c03d4765961c2bda65.png[/img] [h1][b]Changelog is as follows:[/b][/h1] [h2]NEW FEATURES[/h2] [list] [*] Complete and total input overhaul! You can now define and properly take advantage of doubletaps, holds, bind multiple keys, and more. [*] Joystick and controller support has been expanded. You are now able to redefine what axises control what common actions in game, as well as load in presets for specific controllers. [*] Specific and VERY basic controller presets for the following controllers have been added: Xbox One controllers, PS4 controllers, Logictech Extreme 3D Pro joysticks. [*] You’re also able to import and share custom controller presets for controllers. [*] Please note as a result all keybinds have been reset. These were using the old system so they’re totally incompatible, as such you will need to rebind any keys that aren’t the default. This will hopefully be the only time this needs to be done, at least for mouse and keyboard users. [*] The dodge keys are now separated out from the normal strafe keys. Rebind them how you want. [*] Added key support for activating special items (such as the Ascended Pin, Black Borm’s Treasure Map, etc). [*] Redid icons for many scannables to be higher detail when viewing them in a menu. These were really out of date, honestly. [*] Added missing icons for all vignettes and ambient bosses. [*] Added a new gameplay option to disable the flying cars and ships you see on stations, to help with FPS. [*] Undersnakes now have many new attacks. These apply to the higher level ones (vulcondas and above). Stay on your toes, bros. [*] Cockpit customization items are now highlighted in their UI. [*] Added an interior light when customizing your ship’s cockpit. [*] Quitting the game now has a button to directly quit to your desktop. [*] Starting a new game has a confirmation menu before doing so now. [/list] [h2]CHANGES AND REBALANCES[/h2] [list] [*] Stations won't reflect docking queues when docking autopilot is disengaged. [*] The Harvester Grove has received a graphical overhaul, given its models more detail and much more accurate collision. [*] Station docking portraits will more accurately reflect the race/faction of the people operating it. [*] Adjusted health values in Tale of the Tick to prevent exploits. [*] Adjusted some campaign visuals for more clarity. [*] Reduced firing distance for automated turrets on large shipwrecks. [*] Slightly (very slightly) buffed the starter ship’s cargo hold to 15. [*] Improved the rendering on some bottles and glasses in game. [*] Improved controller auto-detection. [*] Added controller support for the game’s radial menu. [/list] [h2]FIXES[/h2] [list] [*] Rearranged some tutorials. [*] Fixed issue that prevented the Runaway Train side mission from completing. [*] Fixed some shadow rendering issues that, long term, should result in better shadows. [*] Fixed UI issues when disabling background effects in the navmap. [*] Missions will try to pick mission waypoints that are not too close to stations now. [*] Fixed some mismatched campaign icons. [*] Fixed some campaign issues where some NPCs wouldn’t be enabled. [*] Fixed issue where inverting control axises didn’t invert firing. [*] Fixed issue where the character customization UI wouldn’t maintain changes, at least visually. [*] Fixed issue where some trading and vanity achievements weren’t activating. [*] Fixed issues Hunt For The Megaborble that could result in sequence breaking. [*] Fixed some elite Macrovari missions spawning items incorrectly. [*] Fixed issue where quickloading a game in orbital camera mode would cause weirdness. [*] Fixed (once again) even more rendering issues on stations. [*] Fixed various typos in quest dialogue and entries. [/list]