Cosmoteer Changelog

What's new in Cosmoteer 0.15.0

Aug 19, 2019
  • Bugfix: Crash when setting crew's home quarters in multiplayer.
  • Bugfix: Multiplayer crash when one player has a squad selected while the room is deleted by another player.
  • Bugfix: Crash when editing or creating a new crew role for an "asteroid".
  • Bugfix: Crew would be willing to switch from getting power for a factory to picking up ammo from the same factory, which would then mean that no one would be getting power for that factory, thus the crew switches back to getting power, ultimately getting stuck in an infinite loop switching back and forth.
  • New Feature: Squads & Roles:
  • Crew are now organized into "squads" of 2 or 6, where every crew bunk or quarters is a single squad.
  • Individual crew are automatically assigned to squads but can be manually moved different squads.
  • When crew are idle they will now always return to their squad's home quarters instead of going back to the closest one.
  • Ships now have one or more "roles" for their crew, up to 20 different roles.
  • Each squad is assigned a role for the entire squad. If a ship has multiple roles, different squads can be assigned to different roles, but individual crew within a squad all use the same role. Roles for a squad can be changed at any time.
  • Each role can have a custom name, shirt color (also the color of their bedsheets), and set of job priorities.
  • For each role, each job can be set to a priority between 1 and 10, where a higher priority number will take precedence over a lower priority number (i.e., crew will do a 10 job before doing a 1 job) or disabled completely (so crew with that role will never do that job).
  • If a crew bunk/quarters is destroyed, the individual crew that used to be part of that squad will retain their role (and thus any custom priorities) but will wander around the ship randomly until they find a job to do.
  • User Interface:
  • The user interface for managing crew has been enlarged to fill the bottom of the screen (like the Build and Paint interfaces) and reorganized into two tabs, one ("ROLES") for managing roles and the other ("CREW") for managing the individual crew:
  • With the "ROLES" tab selected, hovering the mouse cursor over crew or a bunk/quarters will display their home quarters, which other crew are part of that squad, and what role is assigned to that squad.
  • With the "ROLES" tab selected, clicking on a crew or bunk/quarters will select that entire squad and allow its role to be changed.
  • There is a mirror mode in the "ROLES" tab that will mirror squad selection, similar to the existing build and paint mirror modes.
  • With the "ROLES" tab selected, each of the ship's crew roles will be displayed as a large button. Left-clicking a role button will set all selected squads to use that role. Right-clicking a role button (or clicking the small menu icon) will allow the role to be edited, duplicated, deleted, copied, and pasted.
  • Editing a role will open a window allowing the role's name, shirt color, and individual job priorities to be changed.
  • A role's job priorities can be either individually or all-together reverted to the built-in defaults.
  • Roles can be drag-and-dropped to change their order in the list. The order of roles has no affect on gameplay, except that when deleting a role, any crew with the deleted role will be automatically reassigned to the first role.
  • Entire role sets can be copied & pasted between ships or loaded from saved ship designs.
  • A ship's roles can be set as "My Default Roles", which will then be used as the default roles when creating a new ship.
  • Changes to a ship's roles and squad role assignments supports full undo/redo.
  • With the "CREW" tab selected, hovering the mouse cursor over crew or a bunk/quarters will display their home quarters, their current job, and what path they are taking (if any) to get to their destination.
  • With the "CREW" tab selected, clicking on a crew or bunk/quarters will select those crew. Then right-clicking on a bunk/quarters will assign the selected crew to that squad.
  • Pressing Ctrl+A will select all squads/crew.
  • Double-clicking to select crew will select all crew/squads with that same role.
  • Clicking the "Fire Crew" button with crew selected will now fire all of the selected crew.
  • Deleting a crew's bunk or quarters will prefer to delete the crew assigned to that squad instead of deleting crew at random.
  • The crew U.I. is now available in Elimination, Arena, and Domination multiplayer modes, meaning roles can now be assigned and modified during battle.
  • The crew color can no longer be changed within the paint interface; it can now be changed via editing the individual roles. Any old ship save files will have their crew paint color copied into the default crew role.
  • It is no longer possible to select non-owned ships if any owned ships are selected and the "Allow Ship Deselection" setting is disabled.
  • The "Picture-in-Picture" is no longer displayed in Build, Paint, or Crew modes.
  • Zooming out while the build, paint, or crew management interfaces are open will no longer show the ship silhouette.
  • Crew A.I.
  • Crew A.I. has been overhauled to use a much-simpler, easier-to-understand priority 1-10/disabled priority system.
  • Crew with a higher priority number for a particular job will always do that job before a job with a lower priority number, regardless of distance.
  • If crew have multiple jobs with the same priority number, the closer job will be done first.
  • If a role's priorities are modified such that some crew have a higher priority than other crew currently working a job, the higher-priority crew will be swapped in to do that job.
  • Crew will no longer go to operate a part in anticipation of ammo or power being delivered to it; they will only go to operate it once it actually has the required ammo or power. If already operating a part, crew will still not leave it as long as the required ammo or power is on the way.
  • Crew will now go to and wait at a factory that is out of power as long as another crew is on its way with power.
  • Crew will no longer walk diagonally through reactors.
  • Balance:
  • Expanding nuke explosions now lose unused damage over time as they expand.
  • Buffed Tractor Beam rotate speed from 20 to 40 degrees/sec.
  • Projectiles will no longer penetrate friendly ships when friendly-fire is disabled and they are not being force-fired.
  • Creative Mode:
  • Fog of War can now be turned on and off in Creative Mode. It defaults to off.
  • Graphics:
  • New application icon with a blue planet background.
  • The bedsheets in crew's quarters and bunks are now lightly colored to match their role's shirt color.
  • Crew now appear to move more smoothly at low game speeds.
  • Performance:
  • Reduced the rate at which crew are assigned to jobs in order to improve performance. Larger ships with more jobs will take longer for individual crew to be assigned to a job.
  • Small performance improvement when loading the application, loading a saved game/ship, or saving a game/ship.
  • Tutorials:
  • Added a couple of "Managing Your Crew" tutorials to explain roles, squads, and priorities.
  • Bugfixes:
  • Crash when deleting a ship folder whose name contains certain characters such as '&'.
  • Ships with long, complex ion beam prism chains could cause the game to freeze for a very long time when telling the ship to attack an enemy.
  • Error loading a game that was saved while in Direct Control Mode and an enemy ship was being targeted.
  • In Bounty Hunter, fleets of enemy ships weren't staying in formation.
  • The "Reset Crew Positions" option didn't work in multiplayer creative mode.
  • A ship's selection circle would disappear when the center of the ship was off-screen.
  • When selecting a non-owned ship, the Direct Control Mode button would be visible. (But at least not clickable.)
  • Modding:
  • Crew beds are now provided by a 'CrewSource' component instead of the 'CrewCapacity' parameter. Each part can only have one 'CrewSource' component.
  • CrewSource supports an optional IdleRect parameter which will determine the area in which crew will randomly wander.
  • Removed the 'CrewIdler' part component. Crew will now idle at their assigned CrewSource component.
  • Line rendering has been made more flexible to support separate begin/end cap sprites that can optionally use different textures/shaders.
  • Nine-slice rendering has been made more flexible to support separate textures/shaders for each portion of the nine-slice.
  • Part 'Graphics' and 'Sprite' components now support a 'GetColorFrom' parameter that can be used to set the rendered sprite/graphics color to a color provided by another component. Currently only the new 'CrewSource' component can provide a color, which is the color of its selected crew role, optionally modified by 'ColorSRange' and 'ColorVRange' parameters.
  • AmmoConsumer and PartCrew now support an optional "OverridePriorityName" parameter which can be used to give the priority setting a custom name within the role edit window.
  • ExplosiveDamage and ExplosiveAmmoDrain now support an optional 'ExpandLoss' parameter that controls how much of the effect's damage/drain is lost over time as it expands, expressed as a fraction/percentage of the total damage/drain.
  • Updated the example mod to use Density instead of CrewCapacity as an example, since CrewCapacity no longer exists.

New in Cosmoteer 0.14.15 (Jul 29, 2019)

  • Balance:
  • Tractor beam strength now ramps up over 5 seconds.
  • Reduced Tractor Beam rotation speed by 2/3.
  • Multiplayer:
  • It is no longer possible to assign ships to another player that is "ready" when shared ship assignment is turned on.
  • Increased the time it takes for a connection to "time out" and become disconnected.
  • User Interface:
  • Focusing on a ship via any method and holding Alt to match rotation will now always make the ship's flight direction be "up", even if not using Alt+F to focus.
  • The Direct Control Mode button is no longer displayed when the "Show Advanced Ship Commands" setting is disabled. Tutorials no longer mention Direct Control Mode until either it is activated by the player or the "Advanced Ship Controls" tutorial is displayed.
  • The "Require Ctrl To Select Parts" setting is now enabled by default for new players and will be automatically disabled once the "Micromanaging Your Ship" tutorial is viewed by the player.
  • Tutorials that are displayed when certain U.I. elements are activated or parts are selected will now be shown only temporarily while the U.I. is active or part is selected and will be automatically hidden afterwards if not read by the player.
  • Removed the "Introduction" tutorial.
  • Creative Mode:
  • When an "invulnerable" ship splits into multiple pieces (such as when detonating an explosive charge), any new ship pieces will also be invulnerable.
  • Bug Fixes:
  • Crash if disconnected from the server while attempting to join a game without using a peer-to-peer connection.
  • Multiplayer desyncs caused by repairing a ship but the repairing is blocked by "junk" that is selected by another player.
  • It was possible to become "ready" if the ready button was clicked at about the same time that the host changed the game settings such that it should have been impossible to click ready. This could result in that player unintentionally spawning into a game as an observer.
  • It was impossible to repair your ship if it had invalid blueprints.
  • If an ion beam was being shot through a prism as the prism is separated from the original ship, the prism would stop functioning.
  • When a ship split into multiple pieces, the additional pieces wouldn't "exist" for a single physics tick, which could cause odd issues such as avoiding damage.
  • Ships wouldn't fire at junk when attacking the junk without targeting a specific part.
  • When a group of corridor tiles is selected in "paste" mode and are red because they are invalid at that location, the red corridor tiles would display walls between each tile.
  • Modding:
  • BeamEmitter now supports a 'RampUpTime' parameter which can be used to increase or decrease the beam's power over the given amount of time. This works in conjunction with new optional 'AmmoUsageScaleOverRampUp', 'HitEffectsScaleOverRampUp', 'MediaEffectsScaleOverRampUp', and 'ValueOverRampUp' parameters to determine how the beam changes during the ramp-up period. If omitted, each of these 'OverRampUp' parameters defaults to [0, 1].

New in Cosmoteer 0.14.14c (Jul 11, 2019)

  • What's New"Aim Assist" in Direct Control Mode:
  • The recent 0.14.12 update added the much-requested "Direct Control Mode" that allows players to manually fly ships with the keyboard and aim & fire weapons using the mouse. While the ability to fly your ship with the keyboard was well-received, many players found aiming weapons using the mouse to be too difficult, putting them at a big disadvantage.
  • This latest update seeks to address that problem by adding an "Aim Assist" feature. Basically, your weapons will automatically try to figure out what you're aiming at and target that thing while taking into consideration projectile speed and the target's velocity, just like they already do when you're not using Direct Control Mode.
  • In this GIF, we can see how the laser blasters are automatically targeting the parts of the enemy ship closest to the mouse cursor instead of firing directly at the cursor's location:
  • Also note the new faint-red dotted circle around the enemy ship. This indicates the ship that your weapons will aim at and is typically the ship closest to your mouse cursor. (Friendly ships will have a gray dotted circle, indicating that they are friendly and cannot be hurt.) You can also press the Alt key to lock-on to a ship, making your weapons always target that ship even if another ship is closer. Locking-on to a friendly ship will also turn on "friendly fire" against it, allowing your weapons to target and damage the friendly ship.
  • Aim Assist is an optional feature that is turned on by default but can be turned off in the gameplay settings.
  • Steam Downloads, Updates, and Cloud
  • By popular demand, Cosmoteer can now be downloaded and updated using Steam, the most popular digital distribution platform for PC games! To download Cosmoteer on Steam, head over to Cosmoteer's Steam page and click the "Download Demo" button on the right hand side:
  • (Even though it's called a "Demo", it's really the full version of Cosmoteer and is not limited in any way. Making it a demo was simply the best option for allowing the game to be downloaded on Steam without giving away the paid version for free. Please note that the demo will likely be removed before Cosmoteer launches as a paid game.)
  • If you don't want to download Cosmoteer using Steam, that's fine, you can still download the "standalone" version like normal. But there are a couple big advantages to downloading Cosmoteer on Steam:
  • First, Steam will automatically keep Cosmoteer updated, and Steam's smart patching software will only download the portions of the game that have changed instead of having to download the whole game with every update, saving you time and bandwidth.
  • And second, Cosmoteer supports the Steam Cloud for saved game and saved ship files, automatically backing up your games and ships and syncing them across all your computers. You can store up to a whopping 10GB of saved games and ships on the Steam Cloud. That's about 60,000 saved ship files!
  • Cosmoteer will display how much space you're using when saving or loading a saved game or ship:

New in Cosmoteer 0.14.13 (Jun 24, 2019)

  • What's New:
  • Peer-to-Peer Networking:
  • Prior to this latest update, playing Cosmoteer online (i.e., on a server as opposed to on a L.A.N.) required all network communications between players' computers to be routed through the server. This meant that every ship command, every gameplay update, every chat message, had to first be sent to the server, which would then forward the message to the other players. This basically worked, but created a lot of network latency (long response times to player commands) for players that were located far from the server (which is in New York, USA). For example, imagine two players in Sydney, Australia wanting to play multiplayer with each other: All of their network communications would have to travel halfway around the world to New York before coming right back to Sydney, which added a huge amount to their network latency. Wouldn't it be better if those player's computers just talked directly to each other?
  • It would! This is where "peer-to-peer" networking comes in: Instead of routing all network communications through the server, all the server does is help setup a direct connection between the host of the game and all the other players in it. If the players are close to each other or far from the server, this can greatly reduce latency and make multiplayer a better experience for everyone in the game!
  • For the most part this "just works" and you don't have to think about it at all. In some cases a peer-to-peer connection might not be able to be established, such as if you're playing on a restrictive school, work, or mobile network, or you have an unusually restrictive router. But even if a peer-to-peer connection can't be established, that won't stop you from playing, it will just mean that the network communications need to be sent through the server and you may experience more latency.
  • I am aware that some players may be wary of doing anything that could reveal their I.P. address to other players (especially streamers and others who may be at high risk for things like DDOS attacks and doxing). For that reason, there is also an option under the multiplayer settings to turn off peer-to-peer networking, which will force all network communications to be routed through the game server.
  • Multiplayer Game Searching, Sorting, & Filtering:
  • Since multiplayer support was added to Creative Mode in the previous update, the number of multiplayer games has nearly tripled! This is awesome, but it also makes finding the ideal game for you a bit more challenging!
  • And so, by popular request, this new update adds the ability to search, sort, and filter the list of multiplayer games. Typing in the search box will hide any games whose game name or host name don't match what you typed. You can also sort the list of games by various things like open status, ping, and credits. And you can filter the list of games, hiding those that are closed or don't match the desired game mode, credit range, or ping.
  • Tractor Beam "Auto" Mode:
  • Another commonly-requested feature was the ability to tell a tractor beam to automatically push or pull to keep the other ship at the desired distance. You can now do that! Selecting a Tractor Beam and clicking its mode button will now display a 3rd "auto" option:
  • When this option is chosen, the Tractor Beam will attempt to keep the targeted ship at a specific distance, automatically switching to pull when the target is too far and switching to push when it is too near. The actual distance it tries to maintain is whatever distance you set when attacking or following the ship. (If you target the tractor beam on a ship that you aren't attacking or following, it will default to a distance of 125 meters.)
  • Improved Mines:
  • "Mines need a buff!", you say! I hear you loud and clear! And so they've received one: Mines now release twice the number of shrapnel, which now also flies twice as far, making it harder to avoid them

New in Cosmoteer 0.14.12 (Jun 8, 2019)

  • Cosmoteer update 0.14.12 is now available for download! This update allows makes Creative Mode available in multiplayer so that you can build and battle ships with your friends. It also adds ship building and repairing to Domination mode, allows the game speed to be changed or paused in all multiplayer modes, and improves the game save/load menu.
  • What's New:
  • Multiplayer Creative Mode:
  • Creative Mode can now be selected in multiplayer games! Simply select "Creative Mode" under the Game Mode drop-down.
  • Multiplayer Creative Mode works almost exactly like the existing single-player Creative Mode. Players can spawn any ships from their own Ship Library or create a new ship from scratch. Multiple players can edit the same ship at the same time, allowing for collaborative ship designs. Ships can then be battled against each other or given an A.I. so you can sit back and watch the carnage. You can adjust the game speed and pause at any time, and you can even see the other player's mouse cursor to make communication and collaboration easier.
  • Multiplayer Creative Mode also supports saving and loading saved game files, so you can save an in-progress build session and then resume it later. All Creative Mode saved games can be loaded in both single-player and multiplayer regardless of where they were originally saved.
  • While most Creative Mode features are available in multiplayer, a few are not due to their low priority and difficulty making work over a network. Most notably this includes the galaxy map (multiplayer creative mode is limited to a single sector) and the battle helper.
  • You may also run into some issues when multiple people are building on the same ship at the same time. For example, if two players build something on the same spot at approximately the same time, one of the player's changes will overwrite the other's. Additionally, each player has their own Undo & Redo history so that when you press Undo you won't revert something that another player built, but this also means that it may run into situations where you can't undo a change you made because that change conflicts with a change that another player made.
  • Other Multiplayer Improvements
  • Thanks to technology improvements that were implemented to support multiplayer Creative Mode, the other player-vs-player multiplayer game modes have also received a couple of small improvements.
  • First, all multiplayer modes now support pausing and changing the game speed during the battle, although this feature must be specifically turned on by the host. (By default, no one can pause or change the game speed, but the host has options to allow either anyone or only the host to pause change the game speed during the battle.)
  • And second, Domination mode now allows ships to be repaired and modified during the battle. Only ships that are within their own spawn areas can be repaired or modified. The host can turn off this new feature if desired.
  • Improved Saved Game Menu
  • As a nice quality-of-life improvement, the menu for saving and loading games now shows a screenshot thumbnail of the saved game as well as the game mode (Bounty Hunter or Creative Mode) along with the existing name and date to make it easier to identify the particular save file you want to load, overwrite, or delete.
  • Note that while pre-0.14.12 saved game files are still supported, the screenshot thumbnail and game mode will not be displayed for them. (You can load and re-save to add those if you want.)

New in Cosmoteer 0.14.11 (May 27, 2019)

  • New Feature: Direct Control Mode:
  • "Direct Control Mode" is a new mode that the player can turn on to assume direct control over a ship's flight and weapons.
  • Click the Direct Control Mode button to toggle it on an off, or press its default hotkey Ctrl+D.
  • While in Direct Control Mode, the camera will be locked onto the ship and cannot be controlled other than zooming in and out. (Although there are some options that can be turned on to make the camera "follow" the mouse cursor; see below.)
  • While in Direct Control Mode, use the WASDQE or arrow keys to fly your ship. By default the W/Up keys go forward, the S/Down keys go in reverse, the A/Left keys rotate counter-clockwise, the D/Right keys rotate clockwise, the Q key strafes left, and the E key strafes right, but these keys can be customized in the control settings.
  • While in Direct Control Mode, your weapons will aim at the location of your mouse cursor. (This can be disabled; see below.)
  • To fire weapons, click the mouse button to which the desired weapons are bound. By default, turreted weapons are bound to the left mouse button and fixed weapons are bound to the right mouse button. Weapon bindings can be customized by selecting the weapon and opening its extras menu. (Weapon firing can be disabled; see below.)
  • Weapons can also be set to have no binding, in which case they will be controlled by the regular weapon A.I. even in Direct Control Mode.
  • While in Direct Control Mode, you can hold the Ctrl key to select weapons and target enemy parts. Targeting enemy parts is useful for missiles (so that they know what target to seek toward) and will also enable friendly-fire damage if targeting a friendly ship. You can also use the 0-9 keys to select part control groups.
  • If any parts are selected, only the selected parts will be fired. Unselected parts will not fire even if you are pressing their binding.
  • By default, ships will automatically "brake" and fire retro thrusters when you're not pressing any flight keys. This can be disabled by turning off the "Automatically Brake" gameplay setting. You can also hold Shift to temporarily invert this setting, either braking or not braking while Shift is held.
  • Turning on the "Face Ship Toward Cursor" gameplay setting will make your ship automatically turn to face toward your mouse cursor. This setting can be toggled during gameplay by pressing Ctrl+F while in direct control mode.
  • Turning off the "Enable Weapons Control" gameplay setting will disable mouse control of weapon aiming and firing, leaving them controlled by the AI. With this setting disabled, weapons can be targeted on enemy ships when in direct control mode just like normal, by right-clicking on the targeted part.
  • By default, the game camera will always stay perfectly centered on your ship. However, turning on the "View Follows Mouse Cursor" camera setting will make it so that the camera is always centered between your ship and the mouse cursor, effectively allowing you to see further in the direction the mouse cursor is pointing.
  • Turning on the "Zoom Follows Mouse Cursor" camera setting will make the camera automatically zoom out as the mouse cursor is moved farther from the ship.
  • Turning on the "Match Ship Rotation" camera setting will make the camera automatically rotate to match your ship's rotation.
  • Balance:
  • Ion beams will now damage enemy Ion Beam Prisms when hitting them, although until they are destroyed the beam's power will still contribute to and be utilized by the enemy prism.
  • Ion beams will no longer ever do damage to or exert a force upon their own prisms, even if friendly fire is on.
  • In Domination mode, Control points that are being contested by multiple players/teams will no longer revert to neutral. They will stay with their current team and level of capture until they are no longer being contested by multiple teams.
  • Updated Domination mode map generation to reduce the average distance between control points and to always put the spawn areas on the edges of the map.
  • Doubled the amount of time it takes to capture a control point in Domination mode.
  • User Interface:
  • Removed the "Force Move" command. To disable collision avoidance when moving, following, strafing, or attacking, simply hold the X key while issuing the command. Alternatively, you can turn off the "Enable Collision Avoidance" gameplay setting, in which case holding the X key turns collision avoidance back on. To move onto another ship's position without attacking or following it, use the "Move" command with collision avoidance disabled.
  • The "Rotate" command can now be targeted on other ships or ship parts to stay continuously facing that target. To face a ship, simply invoke the Rotate command and click on a ship. To face a ship part, invoke the Rotate command and click on a part while holding the Ctrl key. Clicking on a target, holding, and dragging the mouse allows a specific rotation to be set that will be kept facing the target.
  • Adjusting an attack command by holding shift and dragging its movement widget will now change both the radius and angle of attack simultaneously.
  • When using the "Attack" button or T key to adjust an existing attack command, it is now possible to click and hold the mouse button while dragging to adjust your ship's rotation.
  • The minimap will now rotate to match the main view's rotation. This can be disabled in the camera settings.
  • Reorganized the Settings so that most tabs are further divided into collapsible sub-categories. Some tabs have been combined. Some important settings such as Language and Trap Mouse Cursor have been moved to more prominent tabs.
  • Added a tutorial for Direct Control Mode and updated other tutorials to indicate when features aren't available in Direct Control Mode.
  • The "Require Ctrl To Select Parts" setting is now disabled by default for new players.
  • Changed the explosive charge detonation hotkey from Ctrl+D to Ctrl+Shift+D to prevent it from conflicting with the hotkey used to toggle Direct Control Mode.
  • Ship A.I.:
  • Ships now fire retro thrusters more aggressively and thus come to a stop a bit more quickly.
  • The lead ship in a formation will no longer wait for the other ships in the formation to get into position before moving.
  • Ships will now avoid collisions with other ships even when their destination is on top of the other ship. (Unless collision avoidance has been deliberately disabled.)
  • Graphics:
  • Updated the appearance of the "gold nebula" background to look a lot nicer and a lot less like cheese.
  • The thickness of an ion beam now better reflects its actual strength. (Stronger beams now appear somewhat wider than they used to.)
  • Updated the multiplayer player/team colors to no longer use white, which was too hard to tell apart from the neutral gray color. Pink is now used instead of white.
  • Bounty Hunter:
  • Most of the built-in ships that have tractor beams have had their tractor beams changed to "push" mode.
  • Bug Fixes:
  • Crash when taking a screenshot while a game is being saved or loaded.
  • Railguns wouldn't shoot sometimes even if they were in range.
  • A ship passing through a waypoint would remove that waypoint even if it wasn't the next waypoint in the queue.
  • Ion Beam Prisms that were force-firing on a friendly ship wouldn't do any damage if set to hold rotation.
  • Attacking a ship in the fog of war with the "Prefer Ship-Relative Attack Angles" setting turned on would reveal the orientation of the target. It will now revert to use grid-relative angles when attacking a ship in the fog of war.
  • In Arena games, you wouldn't lose points when abandoned ships took self-damage or damage from the ring of death.
  • Ships with internal weapons (especially internal unlinked Ion Beam Prisms) could cause the default attack distance to overlap the enemy ship.
  • Fresh installs of stable updates were defaulting to checking for unstable updates.
  • Double-clicking on an Ion Beam Prism wouldn't select both straight and 45-degree variants.
  • Certain visual effects such as weapon shots could be shown in the incorrect location on fast-moving ships.
  • Ship status icons would be shown with the incorrect orientation in the picture-in-picture if the "Lock Ship Rotation" setting was enabled.
  • The minimap would expand to contain the locations of the player's ships even if those ships didn't actually appear on the minimap.
  • Modding:
  • TurretWeapon and FixedWeapon now have an optional 'AllowDirectControl' parameter (default true) that if set to false will prevent the player from being able to manually aim and fire the weapon using direct control mode.
  • TurretWeapon and FixedWeapon now have an optional 'DefaultDirectControlBinding' parameter that if set will indicate the default direct control binding slot that should be used to fire the weapon until it is changed by the player. If omitted, the default binding for TurretWeapon is slot 0 (left-click), and for FixedWeapon it is slot 1 (right-click).
  • TurretWeapon and FixedWeapon now support a 'SuppressDirectControlWhenTargetingPartCategories' parameter which will prevent the weapon from being direct-controlled by the player if it is targeting any of the specified part categories.
  • TurretWeapon AutoTargets now have an optional 'EnableInDirectControlMode' parameter that is required if the weapon should continue auto-targeting even in direct control mode. (This is useful for missile-like weapons that aren't aimed but still need a target in order to home.)
  • Using a negative AnimationInterval together with ClampAnimation now works properly. (That is, it plays the animation in reverse once and holds on the "first" frame.)

New in Cosmoteer 0.14.9 (Apr 30, 2019)

  • New Multiplayer Mode: "Domination":
  • Players or teams compete to capture "control points", which are large circular zones on the map. Each control point provides a steady income which can be used to warp in new ships during the battle. The first team to capture all control points, or the team with the most control points after the timer reaches zero, wins the battle.
  • Most control points start already owned by one of the teams, except for usually one neutral control point.
  • Neutral control points are captured by moving a ship onto it and waiting a few seconds for it to become yours. Neutral control points can only be captured if there are no enemy ships on it. Once yours, it will start giving you a steady income.
  • Enemy control points can be contested by moving a ship onto it, and after some duration (depending on the strength of your ships relative to the enemy ships within the control point) it will turn neutral, after which it can be captured and made yours by eliminating any enemy ships on it.
  • Each team also receives a small amount of "basic income" in addition to the income from any captured control points.
  • Capturing a control points provides a one-time "bonus" income as a reward for the time spent capturing it.
  • The ships that you select on the game setup screen are NOT the ships you start the battle with. (You do not start the battle with any ships.) Instead, they are your "fleet loadout", which are the ship designs that you can quickly warp in during the battle. You can also change your loadout during the battle, unless the host has turned off that option.
  • New ships can be purchased simply by clicking the button for the desired ship design at the top of the screen. Newly-purchased ships will warp into your "spawn area".
  • Any enemy ships within a spawn area will take significant continuous damage.
  • The arrangement of control points and spawn areas will be randomized every battle, but will always be symmetrical so that no team has an advantage. There are nine different "map types" that can be selected, one for each combination of size option (small, standard, and large) and number of teams (2, 3, and 4).
  • Each team is limited to a maximum fleet value at any given point during the battle, and it will not be possible to warp in ships that would cause the total value of your fleet to exceed that maximum. To lower your current fleet value to make room for more ships, destroy your existing ships in combat or by using self-destruct.
  • If a player forfeits or leaves a Domination game, their money and maximum fleet value will be redistributed to the remaining players on their team.
  • A.I. players cannot currently be added to Domination mode games.
  • User Interface:
  • Doubled the distance that the view can be zoomed out.
  • Zooming out now displays the full silhouette of any visibly small ships instead of a simple dot.
  • With the "Grab" tool selected, you can now right-click on a part on your ship to select that type of part as if you had clicked on its button.
  • You can now use Alt+F1 through Alt+F8 to remove ships from that control group, or Alt+0 through Alt+9 to remove parts from that control group.
  • Added a new "Random Per Team" option for both ship and blip multiplayer colors.
  • The "Lock Teams" multiplayer option is now called "Only Host Can Assign Teams" to better reflect what it actually does.
  • Holding the Alt key while dragging a box to focus the view on multiple objects will now ignore any insignificant junk objects unless the only objects within the box are insignificant junk.
  • Multiplayer:
  • All ships used in multiplayer, including Domination but also Elimination and Arena, are now required to have at least one control room.
  • Ship A.I.:
  • Weapons will now auto-fire on the target ship at ranges beyond their normal range if their momentum allows them to do so.
  • Graphics:
  • Reduced the brightness of the edge of the Fog of War to reduce the visual confusion it can cause when there are lots of other circles on the screen.
  • New icon for the Arena multiplayer mode.
  • Bug Fixes:
  • Crash when typing text containing certain special unicode characters.
  • Loading a saved game where a ship was rotating at high rotational velocity could cause the ship be loaded with the incorrect linear velocity.
  • Clicking the "Sell" option with multiple ships selected didn't do anything. It now allows you to sell all the selected ships.
  • Pressing the key for a part control group will would select parts in that control group on any non-owned ships that were selected.
  • The Boost Thruster stats were displaying the incorrect continuous power usage for boost mode.
  • Holding Alt while hovering over a part button in the ship designer if the part button was disabled because it was unaffordable wouldn't show that part's stats.
  • Icons on the player list in the top-left corner of the screen in multiplayer games would be stretched if the player's name wrapped to multiple lines.
  • Commanding multiple ships to attack an enemy ship and then hovering the mouse cursor over the enemy ship would display multiple overlapping red targeting overlays, one for each friendly ship.
  • Pressing the Enter key while typing in the ship Lore/Description box would close the dialog window instead of inserting a newline.
  • Cosmoteer 0.14.8 (Apr. 12, 2019)

New in Cosmoteer 0.14.8 (Apr 15, 2019)

  • New Ship Part: Tractor Beam Emitter:
  • A support "weapon" that fires tractor beams at other ships.
  • Cost: $40,000
  • Size: 5x5 (interior)
  • Has a 360-degree turret that is mounted on top of the ship instead of on the side, meaning unlike other weapons, the Tractor Beam Emitter doesn't need to be placed on the edge of the ship and is not blocked by its own ship.
  • Operated by 4 crew.
  • Uses a significant amount of power while firing the tractor beam. Has capacity for 24 power.
  • Has two modes of operation: a pull mode, and a push mode:
  • In pull mode, the tractor beam can "attach" to an object up to 200 meters away which will exert a modest force pulling the object closer. The beam can then stretch up to 200 additional meters beyond the initial attach distance, greatly increasing both pull strength and power consumption.
  • In push mode, the tractor beam can push objects away up to 200 meters. The closer the object is to the Tractor Beam Emitter, the stronger the push force and the higher the power consumption.
  • By default, Tractor Beam Emitters do not automatically fire at enemy ships, but they can still be set to "Fire At Will" if desired.
  • Tractor Beam Emitters will ignore any ship-wide targeting orders and must be targeted manually, either by selecting the tractor beam and giving it a target, or by clicking the "Target Tractor Beam" button that will appear on the HUD when a ship has any Tractor Beam Emitters.
  • The "Target Tractor Beam" button will, by default, target the center of any targeted ship, but you can hold the Ctrl key to target a specific part.
  • Shields will not block the tractor beam.
  • Balance:
  • Ion Beam Emitter:
  • The damage dealt by the Ion Beam now depends on the length of the beam.
  • At minimum range, the damage is unchanged at 2500/sec.
  • At maximum range, the damage has been nerfed from 2500/sec to 1500/sec.
  • Flak Battery:
  • Increased rate of fire from 2 shots/sec to 4 shots/sec.
  • Reduced ammo usage from 2/shot to 1/shot.
  • Reduced damage from 3600/shot to 1800/shot.
  • Reduced explosion radius from 5 to 4.
  • Increased random explosion offset at max range from 4 to 5.
  • Point Defense:
  • Reduced damage vs ships from 100/shot to 50/shot.(Damage vs projectiles is unchanged.)
  • Halved power usage from 0.1/shot to 0.05/shot.
  • Railgun:
  • Increased bullet health from 3000 to 4500.
  • Power Storage:
  • The Power Storage now spawns empty only in multiplayer PvP games. In Bounty Hunter and Creative Mode, it will spawn full of batteries.
  • General:
  • Weapons will now aim at the ship or part being targeted even when they are out of range. (This includes the new Tractor Beams.)
  • Bounty Hunter:
  • Updated some of the built-in ships to have Tractor Beams.
  • User Interface:
  • Added a Misc settings option "Disable Mods When Updating" that, if disabled, will prevent mods from being automatically disabled when updating the game.
  • When auto-updating this version to a future version using the in-game downloader, the game will always update the copy currently being played in the case where the user has multiple copies on their hard drive.
  • The "Ship Selection" multiplayer option is now called "Ship Assignment" for clarity.
  • Graphics:
  • New Sensor Array icon and blueprints.
  • Bug Fixes:
  • Exiting the application while saving, loading, or starting a new game could cause crashes and, if saving, corrupt the save file.
  • Rare crashes while loading saved games.
  • Crash if the update notification or news is displayed while the game is being started, loaded, or saved. (The update notification and news will no longer be displayed anywhere but on the title screen.)
  • Crash when attempting to display your public I.P. address if you are on a network that requires you to login via a webpage before being able to access the internet.
  • Railguns and Nukes would auto-target through friendly ships when their own ship had not been given an order to attack an enemy.
  • In some cases, weapons with firing arcs between 180 and 360 degrees wouldn't rotate to point at their targets.
  • Crew would deprioritize powering disabled shields once the shield's power was nearly full.
  • It was possible to repair enemy ships in Bounty Hunter by selecting them along with your own ship.
  • Dragging a ship inside the Ship Library wasn't displaying the ship's thumbnail near the mouse cursor as was intended.
  • Modding:
  • Weapons now have an optional 'IgnoreSourceShipLOSChecks' parameter that, if true, will cause the weapon to ignore its own ship when checking for blocked line of sight.
  • TurretWeapon's 'HoldTargetAfterDeath' parameter has been renamed to 'HoldTargetAfterCancel' and now causes the turret to hold its rotation after its target is canceled for any reason, not just death. The turret can now also continue searching for a new target while holding and will stop holding immediately when it finds a new target, even if the hold time hasn't yet expired.
  • TurretWeapon now supports a 'ShipCenters' AutoTargets TargetType, which will cause the weapon to always target the center of the enemy ship instead of a random part on it.
  • BeamEmitter now has an optional 'SourceShipCollisions' parameter that, if set to false, will make it so that the beam can pass through the ship that fires it.
  • BeamEmitter now has optional 'HitEffectsScaleOverRange', 'MediaEffectsScaleOverRange', and 'AmmoUsageScaleOverRange' parameters that can be use to control the strength of the hit and media effects and amount of ammo used depending on the range of the beam.
  • BeamEmitter components can now provide values to other components. The provided value will be based on the range of the beam, by default between 0 and 1, but can be customized using a new 'ValueOverRange' parameter.
  • BeamEmitter now has an 'InvertRangeScaling' parameter which will reverse all of the "OverRange" parameters and the provided value.
  • BeamEmitter now has an optional 'StretchRange' parameter that allows the beam to stretch beyond its initial lock-on range. When 'StretchRange' is specified, the behavior of the 'HitEffectsScaleOverRange', 'MediaEffectsScaleOverRange', and 'AmmoUsageScaleOverRange' parameters, as well as the provided value, changes to be proportional to how much the beam has been stretched relative to its maximum stretch. This has no effect for BeamEmitters without a duration.
  • BeamEmitter now has an optional 'KeepLengthWhenHitNothing' parameter that, if true, causes the beam to stay at its current length when not hitting anything.
  • Added an 'EmitterProxy' part component that acts as a proxy for weapon emitters, allowing the emitter to which a weapon is attached to change. They work identically to the other proxy components.
  • Beam media effects now have optional 'AlphaOverIntensity', 'ThicknessOverIntensity', and 'SpeedOverIntensity' parameters that allow the opacity, thickness, and animation speed of the beam to be adjusted based on its intensity (effect scale).
  • Beam media effects now have an optional 'CaptureBackBuffer' parameter that will capture the back buffer into a texture for use in the beam's shader.
  • Beam media effects now have optional 'ExtraBeginLength' and 'ExtraEndLength' parameters that allow the beam graphics to extend beyond the physical ends of the beam.
  • Added a 'Feedback' hit effect that can be used to apply other hit/media effects to the ship/part that fired the bullet or beam.
  • Parts can now be given 'UITargetor' components which will cause custom targeting buttons to be displayed on the HUD that can be used to target specific kinds of weapons or cancel those targets. These work similarly to the existing UIToggle and UITrigger components, and similarly require the actual targetor buttons to be defined in './Data/gui/game/parts/part_targetors.txt'. Targetors can be customized to allow targeting of whole ships (which will target their centers) and/or specific parts. They can be given custom cursors and mouse-over overlays.
  • Weapons can now override their targeting overlay graphics by setting 'OverrideTargetNineSlice', 'OverrideTargetCircle' 'OverrideTargetLine', and/or 'OverrideReticleSprite'.
  • Turrets now have an 'AllowShipWideExplicitTargets' parameter which can be used to disable ship-wide targeting without having to create a whole toggle component.
  • Weapons now have a 'ShowTargetButtons' parameter which, if false, will prevent the target and cancel target buttons from appearing when the part is selected.
  • Ship sprite animations can now be reversed by specifying a negative AnimationInterval. This is preferable to reversing the list of animation files, which duplicates the memory for the sprites.
  • Audio IntensityRampUpTime and IntensityRampDownTime are now just called 'RampUpTime' and 'RampDownTime' and only affect the audio effect's volume.
  • Added a 'RampAffectsSpeedIntensity' paramter to audio effects that causes the ramp-up or ramp-down volume multipliers to be applied to the intensity used to calculate the speed of the audio.
  • Added 'VolumeOverIntensity' and 'SpeedOverIntensity' parameters to audio effects that allow the effect's volume and speed to be controlled based on the effect's intensity. Removed the 'IgnoreIntensityForVolume' parameter since that can be accomplished by setting 'VolumeOverIntensity' to 1.
  • Removed the 'FactorMediaEffectsSpeedWith' parameter from ContinuousEffects. Adjusting the speed can now be accomplished using 'FactorMediaEffectsIntensityWith' and adjusting the audio speed based on its intensity.
  • Both Beam and Particles effects now support both 'IsFancy' and 'IsSimple' parameters that will cause the beam or particles to be displayed or not displayed depending on whether the "Fancy Particles & VFX" setting is enabled.
  • Added a 'InitToMaxAmmoPVP' parameter for AmmoStorage and AmmoConsumer that sets the initial ammo specifically for multiplayer PVP games.
  • The texture generator editor can now save generated textures as PNG files.
  • The texture size can now be adjusted in the texture generator editor.

New in Cosmoteer 0.14.7a (Apr 1, 2019)

  • What's New:
  • New Backgrounds & Planets:
  • All of the space backgrounds and planets have been updated to look a lot nicer! More importantly, they do a much better job at matching the game's overall visual style than the old backgrounds. Here are a few examples:
  • Balance Updates:
  • This update also makes a number of signficant balance changes such as tweaking Cannons to emphasize short-range brawling, allowing Railgun Accelerators to increase Railgun range, making E.M.P. and Nuclear Missiles easier to shoot down, and overhauling Point Defenses to have a much longer range. You can read the detailed list of balance changes in the changelog.
  • User Interface Improvements:
  • First on a long list of interface improvements is a long-requested feature: a detailed list of weapon & part statistics, which can be viewed by hovering the mouse cursor over a part and holding the Alt key:
  • Another long-requested feature was the ability to give ships a "creator" name and custom lore or description, both of which have been added to this update. Hovering over a ship in the Ship Library will display its name as well as creator and description, if it has any.
  • New and lapsed players may appreciate a revamped tutorial system with less-intrusive tutorial popups and an easier-to-navigate "How to Play" manual:
  • Multiplayer has also has received a number of other frequently-requested interface improvements, such as the ability for the host to assign ships to players, a button to force-start the game even if other players aren't ready, features to mute and kick players during a match, and an always-on-screen list of each player's score in Arena games.

New in Cosmoteer 0.14.7 (Mar 30, 2019)

  • Graphics:
  • Updated space backgrounds to add more variety and better match the game's visual style.
  • Updated planets to be more visually appealing, have more variety, and better match the game's visual style.
  • The title screen now cycles through seven different planets and backgrounds, changing every time the game is launched. You can cycle through them manually using the left/right arrow keys or A/D keys. Automatic cycling can be turned off in the Misc settings.
  • Updated the application icon, which now has a lava planet behind the C.
  • Added particle effects when a ship is taking damage from the Ring of Death.
  • Mines now have spinning "searchlights" that make them more visible.
  • Balance:
  • Laser Blaster:
  • Buffed range from 150 to 175.
  • Heavy Laser Blaster:
  • Buffed range from 150 to 175.
  • Buffed firing arc from 150 degrees to 190 degrees.
  • Electro-Bolter:
  • Nerfed range from 125 to 120.
  • Ion Beam Emitter:
  • Buffed damage from 2000/second to 2500/second.
  • Standard Cannon:
  • Nerfed range from 200 to 125.
  • Buffed penetration from 3.0 to 5.0.
  • Buffed part health from 9000 to 12000.
  • Reduced cost from 3000 to 2000.
  • Large Cannon:
  • Nerfed range from 200 to 180.
  • Buffed penetration from 5.0 to 7.0.
  • Buffed part health from 18000 to 21000.
  • Reduced cost from 6000 to 4000.
  • Railgun:
  • Nerfed accelerator bonus from 25% to 10%.
  • Buffed base impact damage from 7000 to 10000.
  • Buffed base penetration from 12 to 15.
  • Buffed base penetration damage from 900 to 1000.
  • Range is now increased with each additional accelerator, up to 400 meters maximum.
  • Nerfed base range from 250 to 200.
  • Nerfed base projectile speed from 110 to 100.
  • Increased Loader cost to 12500.
  • High Explosive Missile:
  • Buffed range from 250 to 300.
  • Buffed projectile lifetime from 7.0 to 8.5.
  • No longer causes area-of-effect damage when shot down.
  • E.M.P. Missile:
  • Buffed range from 350 to 400.
  • Buffed projectile lifetime from 7.0 to 8.5.
  • Nerfed health from 2400 to 1600.
  • No longer causes area-of-effect power drain when shot down.
  • Nuclear Torpedo:
  • Nerfed range from 150 to 120.
  • Nerfed health from 4800 to 3200.
  • No longer causes area-of-effect damage when shot down.
  • Mine:
  • Buffed lifetime from 3 minutes to 5 minutes.
  • Flak Battery:
  • Nerfed rate of fire from 4 shots/second to 2 shots/second.
  • Nerfed ammo usage from 0.5/shot to 2/shot.
  • Nerfed explosions per shot from 2 to 1.
  • Buffed damage per explosion from 900 to 3600.
  • Buffed explosion radius from 4 to 5.
  • Reduced explosion random offset from 5 to 4.
  • No longer does friendly-fire damage to friendly ships.
  • Point Defense:
  • Removed the 5-shot salvo. Point Defenses now fire continuously.
  • Buffed rate of fire from 1.666/second to 10/second.
  • Buffed range from 75 to 200.
  • Nerfed damage from 200 to 100.
  • Nerfed random spread from 0.1 degrees to 1.0 degrees.
  • Exploding launchers, storages, and factories storing nukes no longer have a delay before the explosion begins.
  • Bounty Hunter:
  • Added four new built-in ships from the Feb. 2019 design contest that will spawn as enemies: Marathon by Dalas120 and Cosmopyr, The Demolisher by UltraBlast, Reverb by Bevan, and Spur X170 by Cosmopyr.
  • It is no longer possible to reroll which ships spawn in a sector by loading a past saved game from before the sector was visited for the first time.
  • Updated the Mosquito so that it can't fly in reverse quite as fast.
  • Creative Mode:
  • Ships in Creative Mode can now be set to invulnerable. (This used to be a Developer Mode-only feature.)
  • Multiplayer:
  • The host can now set who can assign ships to players using one of four options: "Each Individual Player" (each player assigns their own ships and the host assigns A.I. ships), "Host Only" (the host assigns ships to all players), "Same Team" (players can assign ships to themselves and other players on the same team), and "Everyone" (all players can assign ships to themselves and all other players).
  • The host now has a "Start Countdown" button which will start a 15 second countdown timer after which the game will begin even if not all players are ready. Any players with invalid fleets when the countdown reaches zero will become observers and be unable to participate in the game. If all players mark themselves as ready while the timer is counting down, the game will immediately begin. The host can cancel the countdown timer at any time until the game begins.
  • During the battle, there is now a player list displayed in the top-left corner of the screen. In Arena games, each player's current score is displayed next to their name. Icons next to the player's name indicate whether they are the host (a crown), an observer (an eye), and/or an A.I. player (a microchip). Non-host/non-A.I. players also display a latency meter.
  • A red clock icon will be displayed next to a player's name whenever that player is lagging the game.
  • The pre-game setup screen now uses icons to identify the host (a crown) and A.I. players (a microchip). (Non-host/non-A.I. players have the latency meter.)
  • You can mute any other player during a battle by right-clicking on their name and selecting "Mute".
  • The host can kick and/or ban any other player during the battle by right-clicking on their name.
  • When a ship is partially inside and partially outside the Ring of Death, the portions of the ship that are outside will now take damage.
  • Observers can now select and view the interiors of any ship in the battle.
  • Regular players can now also select and view the interiors of any ship belonging to another allied player.
  • User Interface:
  • Ships now have "Designed By" and "Description" text that can be edited by the player. These will be displayed when hovering the mouse cursor over a ship in the Ship Library. Changing the "Designed By" will cause that to be the default "Designed By" for any newly-created ships. The existing built-in ships have been updated to indicate who designed the ship.
  • It is now possible to left-click on any ship to select it, not just ships that you can control. Dragging a box around multiple ships, some of which you can control and some of which you can't, will only select the ships that you can control.
  • Holding the Alt key while hovering the mouse cursor over a part will now display detailed statistics for the part. This can be made the default behavior via the settings.
  • Added a minimum/recommended ammo bar similar to the recommended crew and power bars.
  • The minimum/recommended power bar is now measured in batteries produced/consumed per second. It should now more accurately reflect the actual power amounts used by the various ship systems.
  • The minimum/recommended crew bar should now more accurately reflect the actual crew used by the various ship systems.
  • Added an introduction tutorial that describes how to disable and re-view tutorials.
  • The first combat tutorial now mentions the eye icon.
  • Tutorials shown during gameplay will now open in a separate window that can be moved and resized.
  • When more than three tutorials are viewable, a scrollbar will now be displayed.
  • The "How to Play" dialog has been revamped with the list of tutorials on the left and the selected tutorial displayed on the right.
  • The game load/save dialog now displays the date and time for each saved game.
  • Canceling or leaving a multiplayer game will now display a confirmation message.
  • The title screen now displays the approximate time remaining until the next scheduled game update.
  • Pressing the I key on the title screen will now display the interior of the Cosmoteer logo ship.
  • Pressing Ctrl+Shift+U on the title screen will now hide the user interface, displaying only the Cosmoteer logo ship and planet background.
  • Saving, loading, or starting a new game no longer causes the game to appear to briefly "hang" for the duration of the operation.
  • The custom server dialog now responds to Enter/Escape hotkeys.
  • Ship A.I.:
  • Ships will now take their rotational velocity into consideration when deciding the quickest way to rotate to arrive at the intended orientation.
  • When a ship is following or attacking another ship at a specific target-relative angle, the rotational velocity of the target's ship will now be taken into consideration.
  • Performance:
  • Reduced multiplayer bandwidth usage by about 90%.
  • Further reduced multiplayer bandwidth usage by players with high ping times.
  • Bugfixes:
  • Starting a multiplayer game that defaulted to an unsaved custom ruleset or joining a game using an unsaved custom ruleset wasn't properly hiding the "Delete Custom Ruleset" option, which would then cause a crash if clicked.
  • It was possible to tell two ships to follow each other using the "Move" command, which would then cause a crash if both ships were ever selected at the same time.
  • Crash if there is an error deleting a saved game. An error message will now be shown instead.
  • It was not possible to set the munition type for a new or existing Launcher in the build interface if the ship did not have an operational control room.
  • Trying to replace a Launcher set to one type of munition with a Launcher set to a different type of munition didn't do anything. It will now change the munition type as desired.
  • Copying a Launcher, changing its munition type, and then pasting the copied Launcher would paste it using the new munition type instead of the munition type it had at the time of copy.
  • Changing the munition type of a selected Launcher in the build interface with mirror mode enabled wouldn't properly change the munition type of any mirrored Launchers.
  • Setting Flak Batteries and Point Defenses to "Hold Fire" wouldn't stop them from shooting.
  • Nuclear explosions could penetrate into enemy ships, causing massive damage to their interiors without having to first destroy exterior parts.
  • Railguns would sometimes not properly chain-react when destroyed, leaving parts of the railgun alive but non-functional.
  • Exploding parts (such as explosive charges) would sometimes do no damage to the structure tiles that were spawned by nearby parts being destroyed by the explosion.
  • Penetrating shots such as railguns would sometimes "skip over" a tile when penetrating if they completely destroyed the part on the previous tile.
  • Railguns would fire through their own ship when auto-firing on an enemy ship that wasn't being specifically attacked.
  • Detonating Explosive Charges in Arena mode wasn't properly subtracting points from the player.
  • After a ship splits into multiple pieces, any crew in detached pieces that are not actively walking would turn invisible until they started walking somewhere.
  • Multiple overlapping particle effects would frequently change draw order relative to each other and thus appear to "pop" in front and behind each other.
  • Planet lighting could appear strange when the light was coming from a direction near the planet's poles.
  • Spinning bullet sprites would spin twice as fast when the picture-in-picture was displayed.
  • Empty space was being inserted above the crew bar when a part was selected in Build mode.
  • Modding:
  • Mathematical equations are now supported in the .txt data files wherever a numeric value is expected. These equations support all the regular mathematical operators and parentheses. They also support embedded references using '(&Path/To/Value)' within the equation which will effectively cause the equation to be evaluated with the reference replaced with its actual value.
  • The 'UIStats' components have been replaced with 'Stats' and 'StatsByCategory' blocks in each part file. Each stat should can be calculated using the new equation support. Additional custom stats can be defined in the 'part_stats.txt' file.
  • Mods can now add custom min/recommended stat bars similar to the existing crew and power bars by editing the 'stat_bars.txt' file and then adding the appropriate stats to the individual parts. The crew/power stat bars are no longer hardcoded into the game.
  • Added "texture generators" which can be used to procedurally generate textures for backgrounds and planets. Textures are generated by combing multiple procedurally-generated layers such as perlin noise and decals.
  • Procedurally generated backgrounds can now have simple background textures generated via a texture generator.
  • Planet layers are now each generated using a texture generator. The old planet layer types are no longer supported.
  • Planet layers can now have inverted darkness.
  • Planet layers can now be given a random chance to appear.
  • Planets can now have rings as a new type of layer.
  • Planet and map cell backgrounds now use a priority system to determine which backgrounds can be chosen for a particular map location.
  • The meaning of 'GridSize' in perlin noise generators has been inversed.
  • The RepeatX and RepeatY parameters in perlin noise generators have been replaced with a single 'Repeat = [X, Y]' parameter.
  • The planet generator editor can now load arbitrary planet files.
  • The planet generator editor now allows the background behind the rendered planet to be changed.
  • Added background generator and texture generator editors in developer mode.
  • Added a WeaponTargetOverlay component that can be used to render a targeting line to and sprite on top of a weapon's target.
  • All mod actions now have an optional 'IgnoreIfNotExisting' parameter which will skip the action if the targeted node doesn't exist instead of crashing with an error. The Add, AddMany, and Overrides actions now also have an optional 'CreateIfNotExisting' parameter which will cause the target to be created if it doesn't already exist.
  • Multiple mods with the same ID will now all be displayed in the list of mods in the Mods Manager without showing an error. Attempting to load multiple mods with the same ID will still show an error and deactivate the conflicting mods.
  • Bounty ships and tiers now have an optional 'UseOriginalPaintScheme' parameter which will prevent the ship's paint scheme from being randomized.