Hi captains,
The 0.9.0 update (largest to date) is out!
You can play it yourself through the demo so what are you waiting for?
Here are the highlights:
NEW CAMPAIGN
First chapter is ready and it involves the steps leading to the first hostile encounter.
NEW HULL EDITING FRAMEWORK
This is a major feature, now you can use hull pieces, walls and drill to modify the hull of the ship.
NEW COCKPIT
Complete redesign of the cockpit, more information presented in a better screen based interface.
Each of the 5 cockpit screens has a specific purpose: system stats, combat, targeting, navigation and sensors.
PLAYER WEAPON RELOADING
Self explanatory.
This feature also allows storing more information per item so spoil time, quality or level can be added in future versions very easily.
MULTI DECK SHIPS
The new hull editing framework allows you to extend the ship below and above the current decks.
SUPPORT FOR VERY HIGH SHIP SPEEDS
Complete redesign of the way ships transverse long distances, removed the legacy small scale mfm jump and replaced it with high speed pure newtonian physics baby!
In this new setup ships have to accelerate half the way and decelerate the other half, boosters are toggled so you don't have to hold shift.
Introducing the plasma mode for boosters, it needs the reactor to be functioning but it offers twice the acceleration power compared with pure fuel.
Kinda nice to repair the ship while it's moving at 10km/s.
10 TIMES LARGER SECTORS
Since the new accelerate/decelerate navigation method is way faster then the previous cap at 1km/s, sectors can afford to be way bigger.
ROVER INVENTORY AND SUITDOCK
No longer will you be limited on how much can you carry on planets in your inventory or by how long your suit o2 will last, the rover has you covered with the internal facilities that should cater to your needs like cargo hold, bunk, suit dock or toilet.
NEW TRADING UI
It's easier now to see what you can sell/buy and to trade in bulk with the new interaction panel.
Also the loot tables for all traders have been tweaked.
NEW SOUNDTRACKS
4 new soundtracks spread over 7 theme events.
NEW CHALLENGE GAME MODE
You are stuck on a abandoned wreckage filled with anti-personnel turrets, can you make your way to the closest station with only your trusted shotgun?
NEW RIROA9 SHIP
New major version, new main ship. To keep inline with the update it is a multy-decker.
LOTS OF NEW ITEMS AND RECIPES
18 new items
14 new recipes
TWEAKED ALL LOOT TABLES
Added the new items to loots and simplified the crafting tree to make Adro less of a looter-shooter, the last part is still in progress.
Now traders work with the same loot table code that loot containers do, easier too configure and mod.
TRAJECTORY CALCULATIONS
Want to know for how long should you accelerate and when to do a 180 at mid point or want to know other navigation details? The cockpit has you covered, just align the ship heading to your target.
HITMARKERS
Convenient feedback.
SHOTGUN
Hasta la vista baby!
MORE THAN 2 PLAYER MULTIPLAYER
Yes, after such a long time your 3rd friend won't be left out anymore! Neither will your 10th or 64th.
NEW SPACE DUST PARTICLES
Those 10km/s crazy speeds need a way of looking awesome, particles are the solution.
There are 2 types of space dust, for <50m/s you have static particles to indicate how you are moving relative to a stationary object and at >50m/s you got speed particles that get crazier and crazier the closer you get to light speed.
SUPPORT FOR AUDIO MODDING
Finally!
NEW LIQUID HANDLING
Reloading ship weapons works like reloading the tanks, all with same code.
You can reload batteries, capacitors and plasma buffers now.
Also added more items to aid with moving large amounts of liquids.
Did I mention all of this is modable?
DEBUG TELEPORT COMMAND
Sick of having to god mode your way to your ship or to a planet? /tp has you covered, use the parameter to indicate your destination ( 1: friendly, 2: neutral, 3: enemy, name of ship or class of ship)
REWRITE FOR THE MAJORITY OF CODE
This is the largest update so far, it took more than 300 hours to complete and it required complete/partial rewrites for most frameworks like interaction, inventory, vehicles, saving format, sector loading, mfm jumps, ship grids, ship movement, projectiles, networking, ship mesh, block building and so on.
If you want to support the game try the demo and wishlist!
Full changelog here: https://pastebin.com/raw/BaXYzVGQ
For feedback, discussions and question
https://discord.gg/Wsqnqh1
Have fun driving,
Beholder
[ 2020-10-13 14:03:34 CET ] [ Original post ]