0.26.2
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This update adds two new ship parts, plus a ton of other fixes, balance tweaks, and quality-of-life enhancements.
0.26.2 is a minor update released on July 1st 2024. It includes 2 new ship parts, many fixes, balance tweaks, and quality-of-life enhancements.
Changelog
New ship parts
- Added a
Crew's Barracks, a new 3x4 crew room that has beds for up to 24 crew.
- Replaced the
Resource Collector with the
Manipulator Beam Emitter. It can still collect resources but now has 16 beams (4 per crew operating it) and can also boost friendly flying crew as they do tasks such as construction and trading. All saved ships and games with Resource Collectors will be automatically upgraded to Manipulator Beam Emitters. Their cost is unchanged but now use
Hyper-Coils instead of regular
Coils.
Built-In Ships
- Added 4 new Monolith combat ships: Glaive, Sovnya, Validator, and Verificator.
- Added 6 new Cabal combat ships: Elagabalus, Gaze, Glare, Grus, Jabbah[1], and Sadalmelik.
- Added 5 new Cabal trade ships: Ascetic, Pilgrim, Seeker, Supplicant, and Trinity.
- Added a new Tiny Cabal Arms Depot II.
- Added 3 new Fringe combat ships: Bomb Anchor, Master of None, and Shin Hanabi.
- Miscellaneous other updates to many existing ships.
Career Mode
- Some star systems will now have binary (two smaller) suns instead of one larger sun.
- Defense platforms will no longer spawn around stations that are under attack.
Balance
- Doubled the speed at which crew salvage junk and deconstruct their own ships, which is then doubled again when salvaging/deconstructing
Armor.
Cockpit,
Small Hyperdrive, and
Large Thruster now require
Coils instead of
Hyper-Coils to construct. (The total
Credits cost of each is unchanged.)
Laser Blaster:
- Increased damage from
400
to500
. - Increased shot speed from
320
to340
.
- Increased damage from
Heavy Laser Blaster:
- Increased damage from
900
to1000
. - Increased shot speed from
240
to300
.
- Increased damage from
Ion Beam Emitter:
- Increased range from
300
to350
. - Reduced damage falloff at maximum range from
30%
to20%
.
- Increased range from
Mining Laser:
- Reduced rotation speed from
30
to20
, but it can now rotate while firing. - Reduced power usage per second from
6.0
to3.0
. - Increased damage vs ship junk from
1200/sec
to9600/sec
.
- Reduced rotation speed from
Chaingun:
- Reduced opening time from
1.2
to0.6
seconds. (Closing time is unchanged.)
- Reduced opening time from
Modular Rocket Thruster:
Nuclear Missile Factory:
Explosive Charge:
User Interface
- The resources. Clicking it will cause crew to repair as much as possible. button is now available even if the player doesn't have enough
- Valid and invalid door locations are now much more visually obvious when adding parts to ships.
- The game will no longer auto-save while paused if no user inputs have been given.
- In the load/save game dialog, saved games where the player is in debt will now show their negative credit amount in red.
- Hiding a news alert on the title screen will no longer prompt to confirm.
- Added hotkeys to increase and decrease the U.I. Scaling.
- Clarified the Power Capacitor's description to make it clear that crew still have to deliver the power.
- Disabling tutorials will now automatically activate/deactivate any settings that would have been automatically changed when viewing the now-disabled tutorials.
- Hailing your own ships will now open the crew/resource transfer window instantly.
- The Mining Beam stats have been renamed to Double Mining Beams to clarify that the stats are for both beams combined.
Ship A.I.
- A.I. ships will now put more priority on attacking closer targets instead of powerful targets.
- If one A.I. ship is already targeting a ship, other A.I.s will now be less likely to target it instead of something else.
Graphics
- Projectile trails for Railguns and missiles will now render regardless of zoom level for better visibility.
- Tweaked Chaingun loaded bullet sprites to more accurately convey whether bullets are loaded into the Chaingun.
- The Chaingun Magazine now appears to have the correct number of bullet loading holes.
- Factory animations will now speed up when the factory is buffed.
Tech
- Upgraded to the Microsoft .NET 8 runtime. This may slightly increase performance. If you're playing on Steam Deck or Linux and can no longer play because of this change, please make sure you're using the latest "experimental" Proton.
- Cosmoteer will no longer run on DX9-era GPUs. This probably won't impact anyone since those are EXTREMELY old GPUs, but please let us know if this causes problems for you.
Bug Fixes
- Crash when using certain combinations of screen/window resolutions and U.I. scaling settings.
- Crash if for some reason the size of the game window's render area becomes zero. (May happen when dragging the window between monitors or when disconnecting a monitor.)
- Rare crashes caused by the crew O2 warning icons appearing or disappearing.
- Ships traveling at very low speeds could "jitter", often as they approached their intended destination.
- The dotted boxes around crew quarters in the crew U.I. were not displaying properly.
- In some circumstances, Engine Rooms could fail to deliver batteries to connected thrusters.
- Ion Beam Prisms weren't retargeting as quickly as was intended.
- Modular Rocket Thrusters with
30
or more extenders were not using as much power as was intended. - In some cases, ships weren't properly blocking Large Shield arcs on other ships.
- Manipulator Beams (Resource Collectors) could sometimes grab more resources than were intended.
- A money duplication exploit triggered by jumping to a different star system and back.
- Wreckage in ship graveyards would be magically "repaired" after salvaging when leaving and returning.
- Resources pre-purchased from stations for construction weren't being properly marked as available again if the pre-purchase was canceled due to flying away.
- A station that was destroyed could still sometimes retain a "claim" to nearby resources that it was trying to use to repair itself, making those resources impossible to collect.
- It was possible to give roof lights invalid color/alpha values in build mode by selecting and adjusting the color of multiple lights simultaneously.
- Loading a saved game with partially-constructed parts would show those parts with glowing blue elements until the game was unpaused.
- Thrusters and other visual effects could appear to flicker when at the edge of the player's sight range.
- It was unintentionally possible to drag-and-drop ship files into the Built-In Ships section of the ship library.
- The crew squad assignment U.I. could flicker while the ship was moving.
Modding
- Career mode now supports different randomly-chosen "sector types" for each star system which can be used to change how objects are spawned within each type. They can also dictate which background styles will be used.
- The Doodads spawner's ScaleFactor parameter can now be a random range.
- The spawner Conditions blocks now support OnlySectorTypes and ExcludeSectorTypes.
- Added a WholeShipBuffProvider which provides a buff to the part's entire ship.
- Added a Repeating hit effect that repeats a set of sub-hit-effects a certain number of times with an interval between them. Can also spawn media effects for every repeat.
- Fixes to InlineResourceConverter bugs that were causing it to incorrectly convert resources in some situations.
- Fixed freezes and/or low FPS that could occur when salvaging if parts didn't have any colliders overlapping the center of the part.
- When running in Developer Mode, changes to shaders, .wav files, and non-ship textures will be automatically reloaded without have to reload the whole game.
News about upcoming updates
We're also hard at work finishing up the upcoming "Clouds & Storms" update, which is currently in testing and we expect to be ready for release within a couple of weeks!
- ↑ Called "Jabbaj" in changelog, which is a typo (validated using diff).