
This update has been in the works for a couple months, and so there's a lot of new features and changes:
Major Updates
Blueprint Library & Steamworks
The main Blueprint Library allows you to collect and make blueprints without loading or starting a game. You can also publish your ship Blueprints directly from this interface to Steamworks, and create or load & test blueprints from a special 'Sandbox' mode that you can initiate from the Blueprint Library. In the Sandbox mode you can equip any special, and have access to all types of ship components.
Your blueprint library will be seeded with 4 blueprints automatically (3 fighter type blueprints and one late-game destroyer), and any blueprints that you subscribe to on Steamworks will automatically be added to your library.

Each of your save games has a blueprint library with 15 slots, you can import/export blueprints from/to your main library, and build ships instantly when over a space station provided you have the required components and/or crafting materials.
Pooled HP
Your ship now has pooled HP, there and a Health meter has been added to show your total hitpoints. No component on your ship will be fully destroyed until your total health is depleted. If an individual component drops below 1 HP then it becomes 'Totaled', but not fully destroyed. Totaled components can only be repaired by entering build mode and clicking 'Repair Totaled', which costs crafting materials. If you have a blueprint of your ship saved you can also use the Build option in your Blueprints menu to rebuild your ship with fully function components.

Although most powered components will stop working when totaled, when a Thruster is totaled all thrusters on your ship will loose effectiveness evenly, so your ship will continue to fly as it did, only slower.
Sensor Blocks
Five Sensor type components have been added, when on they project what are essentially trip lasers that detect blocks that intersect them. In most cases these can be configured to simulate a key press on your ship which gives allows you to essentially program parts of your ship to react to sensor input. The three types of blocks a sensor can differentiate between and react differently too are:
Enemy,
Friendly/Self,
Salvage/Creature. Most of the sensors can also be bound to hinge/turret keys and in that case will automatically target the turret at the block or ship that the sensor is detecting. Like-wise, if bound to one of your 4 special ability key binds tripping the sensor will cause immediate use of the special ability and target it at what the sensor detected if it is an active special ability.

The 5 types of Sensors are:
- Single laser sensors
- Short angle sweep sensors
- Wide angle sweep sensors
- Radial sensors (sensor lasers don't collide with your own ship)
- Pick-up sensors (single laser, salvage will automatically be picked up or melted when tripped)
All existing save games and new games will automatically have these 5 types of sensors unlocked in the crafting menu.
Space Lifeforms

These spawn generally while you are sitting still and there are no (or very few) enemy drone ships around. They have randomized body configurations and personality traits.
There are three main types of space life forms: Ones that do damage, ones that EMP you, ones that Heal you. Generally speaking they are not dangerous, however are very inquisitive and like examining various ship components that they find interesting. If you attack them they will either run away or get angry and attack the component on your ship that did the damage.
In later updates there may be missions involving these creatures.
Other Updates
Lots of other changes and additions to this update, including:
- UI Overhaul: Better looking, more consistent, more contrasting UI.
- Shields no longer protect against melee/impact, they only protect against projectile weapon damage. This makes some enemy ships easier to attack with melee, however you are more vulnerable to things like Little Chargers and Big Spinners. Combing Shields with Razor armor is good way to protect your ship in late game, also sensors triggering a defensive special like Defense Screen or Shockwave can help with your defense.
- Planet Rendering: Improvements to planet rendering including dynamic atmosphere rendering
- Shinier, more metallic[/b/] and brighter ship component rendering
- Enemy ships now use a detached radial sensor to spot you before a battle begins, neutral components and other enemy ships can block an enemy's sight
- Updates to 20 enemy ships to make use of sensors and/or be better armored against melee attack
- Off screen enemy ships now disable a blueprint-style icon of the ship to make them easier to size up
- In the RPG modes, enemy ships no longer de-spawn when crossing zone boundaries, except when crossing into a planetary/boss zone
- Thrusters sputter and pop and leave longer smoke trails when damaged
- Various other bug fixes and smaller improvements
That's it for this post, if you have any feedback or questions feel free to respond to this post or start a discussion.
[ 2018-11-26 22:25:43 CET ] [ Original post ]