Doot Doot

Hey, we're back and just in time for Halloween! This time we've managed to finish a large portion of the unfinished 3D model backlog, lots of fixes and some special Halloween stuff as well.
In this town of Halloween
Special stuff first, but I won't go into details for obvious reasons...
There's some cosmetic stuff.

Module colors are back again, this time in different styles.

And some more interesting stuff.

And when you get bored of it, you can turn it of in the options menu (game reboot is needed).
New Modules
As you can see, this update is mostly about the new modules. Some reworks of alredy existing ones and a bunch of new ones - with a few more arriving next week after the Halloween period ends.
Industrial Conglomerate
I feel like we've been somewhat neglecting this faction recently, so this time it gets a new structural wing element, the old reactor and basic engine have been reworked to look a bit better...

...then there's a brand new Mk 2 engine: the Roche-Assisted Graviton Engine System or R.A.G.E. for short.
Junkyard
Finally got around to finishing the second rusted command pod and added an old reactor as well.

This reactor (or generator) is now the starting one, and is half as powerful as the CAR-4 and twice the size while being more fuel efficient.
United Research Alliance
There's a new gun called the M-24 Double-Barrel Plasma Shotgun which expels twin shots with decent range and rate of fire. Its turning angle is restricted to 180 degrees so it can be placed in a more compact fashion.

The new SETI Antenna Dish is now the most powerful and largest scanner in the game. Once used to search for intelligent life, now used to tell them where to pay taxes.
Station Modules
There are three new space station modules as well. The Typhoon Spherical Habitation Hub is a larger version of the stock hub and can only be found in the core worlds.

There's an Observational Deck which allows for 40% faster module construction with the Terminal and finally, billboards are back!

There's also a recreational biodome, which serves no purpose at the moment, but will be used to provide entertainment to station crews in an update or two when we get station management implemented.
Restore Schematic
Due to requests from @SpiralRazor here in the Steam forums, there's now an option in the radial menu to quickly restore your ship to the last used schematic (last saved or loaded).
As of now, the function works the same was as loading a ship would, selling any modules that aren't a part of the blueprint. Hopefully we can get it to just leave them on in a future update.

The station needs to have the required modules (Repair or Terminal or both) for it to work. It also needs to be selected twice to commence the process which should counter any misclick problems.
Building Transparency
In response to some feedback regarding station construction all modules are now transparent when being placed.

Some of the larger modules that obscure the 5x5 docking port used to be hard to center right but with this it should be a piece of cake.
Weapon Knockback
Ever felt like your guns needed more kick? Well now they do, with physical knockback force being exerted onto your ship and a camera movement to complement it as well.

Here's a demonstration upped to 160% of default (to make a point). You can adjust it yourself in the settings menu of course.
Changelog:
Additions:
- modules are now transparent when being placed
- SETI 16.5m Antenna Dish
- Radioisotope Thermoelectic Generator
- Nobutake-Type Pod (Mk2 Rusted Command Pod)
- Parks & Recreation Biodome
- R.A.G.E. System (Mk2 Industrial Engine)
- new mesh and textures for the Industrial Basic Engine Mk1 and CAR-4 Reactor
- Observation Deck
- Landscape Billboard
- M-24 Double-Barrel Plasma Shotgun
- most weapons now exert a knockback force on the ship (+a camera effect)
- screenshake slider in options
- Typhoon Spherical Habitation Hub
- an option to quickly reload your last used (saved or loaded) schematic by opening the radial menu on a station with the required infrastructure
- KNIFE random event
- Workshop uploads are now automatically tagged and sorted into categories
- fuel tanks now drop fuel into space when destroyed
Changes:
- nerfed 5"/42 Caliber Gun rotation speed
- buffed UH-37 Turret's rotation speed
- 7.0 Caliber Buffers Gun turns slower, does more damage and has a slightly slower rate of fire now (keeping the same dps)
- replaced station icons on the galaxy map
- nerfed Flak cannon damage
- HUD arrows pointing at stations are now station icons
- rewised the way how neutral ships and stations load, making for more smooth inter-system warp
Fixes:
- some minor wiki printer bugs
- radial menu should no longer appear offscreen in some cases
- loadgame menu now displays the currently loaded game's text in white and selects it by default so you can just click engage on the main menu
- loading ships in campaign no longer gives you money but takes it from you instead
- crash when overwriting a savedgame with already generated systems
- issue where "the fist" random event would be really common in the core
- adjusted unknown substance inventory image size and particle effect
- unknown substance now has an effect on stations
- partially fixed station modules sometimes not shutting down after flicker cycle
- game crash on entering the void in the central system
- fuel explosions' shockwave now pushes away stuff in the right direction
- some design issues with the out of fuel dialogue
Halloween (togglable in options):
- replaced structural pylons with leg bones
- candy debris
- pumpkins on modules
- ghost tactical mode ability
- colored ships and stations (note: colors do not save)
Thank Mr. Player for good reading and catching up.
Doot doot.
[ 2017-10-25 06:34:37 CET ] [ Original post ]