3.12 is a stability small features release, with no huge changes. This version has been available for some time in the pretest branch and should be a solid release. As we are close to going out of Early Access our focus has been in polishing the game.
Game guide

The biggest new content in this release is the game guide. It covers a lot more of the game systems and mechanics than the tutorials, without being intended to cover 100% of the game.
Delivery stations

Selling products to civ planets now requires to first build a delivery station on a planet. This delivery station will allow you to pick which product you want to deliver to this planet, from the list of products accepted by the planet civ.
Autopilot changes

The autopilot has been made more usable with some much needed improvements. The selection row in the autopilot window now behaves correctly when adding, deleting or moving orders. An icon will now display which resource will be loaded next to the planet icon, to make it much easier to figure out what a ship is doing. Notice the drag and drop orders icon is now a button? This is what it opens:

Instead of hunting around for the correct system and planet and then dropping an icon on top, a picker is now displayed, showing only the planets that have extractors installed, along with important information like how many ships are visiting them and which resource they are extracting.
Unique discoverable objects

Discoverable objects are back! The entire set from V2 is now available, plus another new batch for Galactology. Just keep your eyes open when landing on planets and if you find one, click it to unlock it.
Full Korean translation by kiironosora
kiironosora, a member of this forum, has produced a full and detailed Korean translation. Thank you very much!
Other changes
This release was much focused on smaller changes. Here's some "finally!!!":
- Delivery after production: only do if officer has delivery job enabled
- Separate menu for ship listing in officer list filter menu
- Add four sided fallback positions for some jobs, specially for construction ones
- Extra checks to not allow autopiloted ships to explore planets. Stop them first.
- Do not crash on some GUI errors
- Do not allow room marking beds (master, cryo) to be blueprinted outside of a room
- Fix: officers with multiple beds get wrong values in their demands
- NPC invaders on planets must spawn at least at raider level
- Outdoor attrition system: give the warning immediately but start the damage only after some minutes
- Add missing levels to recycler
- Fix: when forcing a delivery, if the officer is standing on a pallet of the resource kind, resources are teleported into the stack, even if the stack is far away
- Fix: floor replacing should not mark a room as outside
- Fix: manual repair orders via context menu do not work
- Fix: demands listing text does not fit for most languages
- Neutral civs do not come visiting anymore, you need friendly
- Before neutral you cannot cargo to civs, only pay tribute
- Reputation-based progressive tribute prices
- Add flagging for destruction action to objects
- Add storage area to copy-able objects
- Fix: reputation is not being added if you liberate a planet
- Fix: built walls over existing finished floors are not painted properly
3.12.1
- Better pathing for station raiders. Raiders will now ignore walls unless absolutely nothing else is available, including entities beyond their sight range. They will get flexible but persisting damage targets (like forced targets for officers) and will try to look for them inside the station in populated areas. This is not the big raiders review, but it's a first step to make them more interesting.
- Taking from a stack first splits it into two stacks, then marks one as busy. This is a subtle change with a potential big impact. For starters it should fix most or all bugs related to false job starts, failed deliveries and stampede effects on new stocks. A new system has also been introduced to unify back the stacks into one in case the job abandons the busy stack.
- New achievement, counter, and goal for discovering 10 uniques on planets. Reveal goal only when landing on a planet with a spawned unique.
- Extra ui sounds for construction
- Add icon to ship listing cell to indicate if it has dock assigned
- Fix: doctor cures counter should count cured patients, not medical actions
- Fix: some deconstruct wall flagging does not produce jobs
- Fix: direct delivery to nearby pallet after production should always work, even if the officer has no restocking job enabled
- Fix: focus officer in staff (link action) should switch to staff listing from recruit listing if required
- Fix: "Kill x enemies" goal description should not say anything about civs
- Fix: goal alert click should focus on the goal in the goals window
- Fix: Add manual recycle action to context menu
- Fix: do not allow to trigger self destroy more than once in pause mode
- Fix: manual delivery orders should respect entity max carry amount
- Fix: starting a job should stop any walking
3.12.2
- The star and planet name generator has been removed. Now names will be picked up at random from a list of real star names. The reason for this change is that the generator sometimes created real words that were offensive. To fix this a blacklist is required. But the game is now localized to half a dozen languages, and it is impossible to have a comprehensive blacklist. So now a whitelist will be used instead. Planets will now be named with the star name plus a roman numeral.
- Fix: nearby deposit on pallets for officers with no restocking job should always work
- Fix: stack split for jobs must preserve some flag components (fixes tourists picking up free products)
3.12.3
- Buff aesthetics for unique objects
- Add price to product listing when choosing a product for the delivery station
3.12.4
- Make floater builder robots so they are much faster when moving and working
- Halve required research XP for master researchers
- Update some missing translations
- Fix: medical event adds rally flag to visitors to path to a doctor desk. Make sure the way is path-able for them
- Fix: make sure auto stack pallet output for factories considers the proper 3x4 area
- Fix: when using copy mode for the object build tool make sure fields are copied and not just referenced
- Fix: Turkish guide crash
3.12.5
3.12.6
- Show system level in galaxy map when civ overlay is enabled
- Higher default amounts for shops (3/10) and pallets (10/50)
- Right click on crew slots to quickly remove officers from ships, plus tooltip
- Right click on pallet resource picker button to clear selection, plus tooltip
- Right click on ownership officer picker button to clear owner, plus tooltip
- Show a warning modal when leaving a planet with a product-less delivery station
- New inspector tab for officers: owned objects
- Add selection button to portrait in the owner tab for objects
- Planetarium info in systems with no pending links should explain that all the links are unlocked
- Add default non demand price for products in the civ screen
- Button to copy autopilot from another ship
- Add filter for kind of equipped active item for all officer listings
- Add tooltip listing the entire list of recipes in resource ingredient information elipsis
- Add factory information to product information and recipe information
- Add list of recipes to factory object descriptions
- Remember staff picker sorter/filter choice
- Update some translations
- Fix: jumpy autopilot order listing should not be jumpy
- Fix: delivery station "demand" is actually "demand increase speed", fix label
- Fix: resources refunded from dismantling ships should spawn in walkable border tiles
- Fix: cancel construction button for tile building job builds the tile
- Fix: properly focus the listing selector in the staff screen when selecting an staff alert
- Fix: noisy objects should force a room noise recalc for all possible construction and destruction scenarios
- Fix: some civ objects had wrong names
- Fix: some civ boxes were not spawned as boxes
- Fix: proper sorting in build menus
- Fix: when an officer is not in the station the equipment matrix should behave the same as the per-officer equipment picker
- Fix: allow keypad enter in text modal prompts
- Fix: don't require so much aluminium for so many active and wearable item recipes
- Fix: landing on an previously player invaded planet should not trigger the retaliation event
- Fix: floating robot gets stuck after building walls or objects
[ 2018-04-02 11:10:50 CET ] [ Original post ]