Duskers Release Notes
Future Branch Note:Changes to the Daily/Weekly Challenges may create a (slightly) not fair apple-to-apple comparison for scores compared to the “Default” branch. This will go away once the two branches are on the same version.
Default Branch:
V1.205:
- Additions:
- Add "UI Scaling mode" graphics option to scale UI independently of resolution
- Settings:
- - Disabled
- - 720p
- - 1080p
- - 1440p
- Fixes:
- Fix randomness issues in daily challenge mode (Force "Clutter" graphics option = Normal)
V1.204:
- Fixes:
- Fix UI Scaling issue for some resolutions
V1.203:
- Fixes:
- Crash when HUD Static is disabled
- Log Collection Bug (Caused logs received to reset/duplicate)
- Schematic no longer scrolls on arrow presses during a swap from that view
- Fix UI scaling on big resolutions (1080p and above)
- typo: quarentine
- typo in 1.102 (GOG and Steam): The help text for "Show D[e]bug Messages" contains the word "resove", needs to be "resolve".
- Linux: S no longer written into alias file when saving
- Can now transport into small rooms
- Reroute can no longer unpower r1
- Prevent resetting all graphical settings when switching between game modes.
- Prevent Motion Sensor reading where mothership used to be (when re-docked)
- Pacifist Achievement no longer unlocked despite venting enemies
V1.202
- Fixes:
- Cosmic Event Storyline disappeared from Objectives UI
V1.201
- Fixes:
- Don’t award Pacifist Achievement upon completion of tutorial :)
V1.200
- Additions:
- Achievements
- All objective categories now dim when complete
- Fixes:
- v1.102 Daily Challenge salvage drone upgrades were different between operating systems
- Crash when alias.txt contains duplicate keys
- Super-Predator Objective 5 now correctly gets marked as complete
V1.102
- Fixes:
- Fix DataStore folder location for Mac. Move DataStore folder to StreamingAssets folder.
- Fix "[V]iew logs" crash dialog action on Mac.
V1.101
- Additions:
- Updated Crash Dialog with “Retry” option if error writing save file
- Swap command can transfer one upgrade from drone to drone in addition to swapping two upgrades between drones.
- Fixes:
- Truncate Steam IDs on leaderboards
- Issue swapping Upgrades from drones to storage
- Crash on viewing star maps in Weekly challenge
- Note: This will make Weekly Challenge on this version different seed than previous versions
- Command line version of Swap (with arguments) will now work on a drone that dies in a doorway
V1.100
- Additions:
- "Options-Difficulty ->Slime:
- Disabled = no damage, slowest, generator rooms safe
- Easy = half damage, slower, generator rooms safe
- Normal
- Daily & Weekly challenge Leaderboards: view other players' mission time, and component scores: Scrap, Drones, Upgrades, & Fuel.
- Press Shift+Left, Shift+Right, N or P key to view all leaderboard results.
- Update Weekly challenge point values Scrap = 2 Drone HP = 1 Drone Upgrade = 6
- Show crash dialog when reading or writing a save file fails.
- Show a descriptive error message when a crash happens. Add a button to open log folder.
- Updated credits
- Fixes:
- - losing drone upgrades
- - losing ship upgrades
- - made daily challenges more consistent across players
- - trading post no longer repairs broken sold items when loading a save.
- - trading post no longer repairs ship upgrades when loading a save.
- - black screen when starting daily challenge
- - can't install ship upgrades in some cases
- - vented scrap bug
- - bugs related to vented lures
- - can't teleport to a vented room
- - shield upgrade no longer breaks when placed on a disabled drone.
- - a bug that prevented a mission from starting when executing "open r1" command
- - missions where terminals do not work
- - custom dronenames.txt file no longer affects drone health in challenges
- - noise and color blind mode no longer reset when playing challenge mode
- - stutter when killing a lot of slime at once
- - ghost slime damage after using sonic
- - random terminal commands in dailies
- - random sentry scrap drop in dailies
- - fuel access has 100 HP instead of 0 HP
- - tow error in a vented room
- - an exploit that allowed used upgrades to not take damage at the end of a mission if placed on a disabled drone that was not a player starting drone.
- Save upgrade: transfer ship upgrades in autotraders inventory to UniverseSaveFile
- Save upgrade: fix broken last drone upgrade ID, last ship upgrade ID
- "Challenge" menu item is not being shown in the main menu on slow Internet connection.
- Fix stale galaxy data message when reinstalling the game.
V1.04
- Added: Daily Challenges can now have ship upgrades to mix things up
- Added: When ‘exit’ing a ship (or commandeering), if you have acquired 1+ drones that would put you over the max number of drones, a new warning has been added to tell you not all drones can be kept and which drone(s) will be left behind. You will have the option to cancel the ‘exit’ so that you can move equipment around, etc, to minimize the loss.
- Major Change: Daily Challenges should now be identical. We’ve gone through and made sure everything correctly and consistently builds off the seed.
- Change: Limit number of rooms with an inconclusive motion signal to at most 50%
- Change: Daily challenge ships are now biased toward being larger (avoiding all class C and D ship types)
- Change: In a previous patch, we kept small rooms from being the first room in a transporter, however players still occasionally encountered outposts with a room so small they can’t board. We’ve updated that to reduce the likelihood even further, but expanding the logic and making it more fault tolerant.
- Removed: “Out of Fuel” message for the Weekly Challenge. Players who can no longer progress will end with whatever score they had before running out of fuel.
- Fixed: Using ‘teleport’ with an unsupported command now fails the command, rather than launching your drone to its death :) Ex: ‘teleport 2 mine r8’ will let you know that ‘mine’ is not supported, rather than teleporting drone 2 into r8.
- Fixed: Transporter ship upgrade was getting stuck in ‘recharging’ state
- Fixed: Universe map sometimes had some really long lines that pushed the edge of the map offscreen. Reduced the max length to avoid that issue in the future.
- Fixed: Previously if you got a new drone from a ship back to your boarding ship, but then all your regular fleet drones died, the game was over. Now it’ll take into account the new drone you found, allowing you to ‘exit’ and continue play with that drone.
- Fix: Collect scrap in corridor!!! Reworked to remove the annoying issue of “unreachable” scrap in the middle of a corridor.
- Fixed: Don't show drone left behind on mission summary
- Minor Fix: Pressing 1, 2, or 3 while a ship was traveling (animating) was causing state issues, including a loss of fuel. Now will ignore changing views while animating. You can still use ENTER/SPACE to quick-jump.
V1.03
- Added: Schematic video feed is now repairable in Modifications under Ship (cost prohibitive, commandeering is still optimal strategy). Also increased the minimum time it will take the feed to break.
- Added: Option to enable re-starting a mission that was terminated early (game crash, exited to main menu, etc). Difficulty Options -> Abnormal Exit Revisit. We hope this helps those that experience crashes (especially the Mac rainbow bug)
- Added: Color Blind mode, which changes colors for Sensor and Motion scanners to make them easier to distinguish.
- Updated Strategy text for Commandeering and Ship Wear, as well as the help for Reroute command
- Change: Disallow certain characters in a dronenames.txt file: ':', '|', ',', or '='. Drones with names containing these characters will be ignored.
- Change: Ignore drone names in dronenames.txt file that start with characters that could be confused with door/room numbers (ex: R2D2)
- Fix: Some Internal Processing Errors when using ‘tow’
- Fix: When pressing ‘backspace’ on Main Menu, no longer deletes the main menu (this was the funniest bug evar, what did you expect?!)
- Fix: The value shown for Days Survived at the end of a mission when in a continuing run was relative to the number of days survived since starting Duskers and not since the beginning of the run. While the value in Stats was correct, this fixes the value shown at the end of missions to match stats (the actual Days Survived on a run).
- Fix: If either (or both) ‘begin’ and ‘end’ alias entries were removed or modified in the alias file, they would mistakenly be added back in whenever playing a challenge.
- Fix: Viewing another galaxy from a system with a stargate, but when you were not on the stargate node, would return you to the stargate node instead of your actual node.
- Fix: Using the same name for multiple drones was causing issues when one of those same-named drones was lost so that the lost drone would return and a good drone lost instead.
- Fix: Teleporting sensors left the sensor sound in the original room (the room they were teleported out of). Similarly, a lost/destroyed sensor would continue to make sound.
- Minor Fix: [spoiler]swarm enemy was able to chew through door[/spoiler] before mission started.
V1.02
- Fix: Possible cause of players losing saves. After dying, the 'Restart' option (wrong name) was executing old code. Renamed to Reset and used the updated Reset code.
- Added: Additional ship slot validation logic added based on a state a player's data had gotten into. We also try to apply it automatically to minimize needing to go to the main main menu to validate/repair.
- Added: Hint when ship begins deteriorating that you can commandeer
- Fix: Don't allow Drone to continue firing at an enemy in another room when the door is closed between them.
- Remove: Message telling player they are out of fuel EXCEPT in weekly challenge. This had a couple issues where it triggered incorrectly - also was the cause of some hang errors after leaving ships
- Fix: Don't allow players to dock to an airlock that isn't yet on the schematic.
- Fix: When viewing another system, pressing 'T' was draining P-Fuel as if you had actually traveled.
- Fix: Cases where patrol bots could shoot/move through closed doors
- [spoiler]Fix: Swarms were sometimes visible when entering boarding ship while on SV[/spoiler]
- Universal Linux build (separate 32 & 64 bit builds)
- Added: FS/Windowed toggle to Linux (ALT+ENTER or SHIFT+ALT+ENTER)
- Add: -alias-disablectrl command line option to disable the CTRL on the Alias window (interferes with Scandinavian keyboards, which use CTRL to access keys like '$')
- Change: Allow mapping of arrow keys (in Unity Launcher)
- Fix: Make sure 1st transportable room is clear of large debris and has at least one size that is 3 to make sure player isn't blocked from boarding an outpost.
- Added Upgrade Wear & Ship Wear to strategy menu
- Updated Semicolon tip text
- Help text has been clarified for many commands
- Minor fixes
V1.0
- Minor Add: Instructions on using alias parameters to Alias command in Help Manual
- Minor Add: 4th page of credits
- Minor Fix: Show dialog if player dies on a ship while playing a Challenge so they know score uploaded
V0.39
- Fix towing when items are on top of each other
- Added using drone names to tips
- Made stargate names less “#X” and more Hex!
- Rework enemy logic between rooms
- Added one time warning if player uses “aL” instead of “a1”
- Fix Hud static setting bugs
- Fixed challenge scoring display and leaderboard display
- Fixed issue where playing challenges could mess up your normal universe data
- Lots of other small fixes
V0.38
- New “dronenames.txt” that we will draw drone names from if you fill it in (will appear next to alias.txt)!
- 1000+ new ship/outpost/galaxy/system names, thanks to all who contributed!
- [spoiler] slime now correctly un-hibernates after sonic [/spoiler]
- Home key now returns you to your ship when off viewing other maps
- Strategies now pop up beginning of 3rd run rather than 4th
- Linux gets a proper game Icon :)
- Removing exploits :)
- Fixing inventory dimming, selection, & other issues
- PageUp/Down support all over the place
- Lots of other small fixes
V0.35
- Fix Linux/OSX issue with garbage in console
- Reduced volume on new drone callsigns (some can be annoying)
- Added Strategy entry for finding hidden scrap by scanning
- Fixed some story logs
- Moar Sekretz
V0.34
- [spoiler] Patrol bot is immune to sonic [/spoiler]
- Updated Transporter help to tell you you can type ‘transport’ for a list of rooms with signals and the number of signals you have left
- Fix for turret drone upgrade not firing in certain instances
- Fix that will help when you can't install into an empty ship slot
- Fix that will prevent permanent upgrades from uninstalling
- Fix for scrap not being able to be picked up when in awkward places (hopefully)
V0.33
- Special Add: As we wrap up v1.0, we’re still having some issues with Slots - particularly after commandeering another ship. Sometimes a slot is empty, but won’t allow upgrades to be installed. As we work to fix that, we’ve added some auto-data-validation logic on the main menu that specifically checks for slot errors. If you are in a game and cannot install into a slot, exit to the main menu. The auto-validate/fix is silent. Simply exit to the main menu, then back in game. We’d love to hear if that fixes most/all the issues, and we can make it better so you don’t have to go to the main menu to fix :)
- Major Add: New Game Over print out. Compare with run with your last 5 best runs. Only those runs played AFTER this update will be tracked and on the list.
- Major Add: More scrap on the Daily Challenge!
- Add: New rare DV color
- Major Change: Weekly challenge is now scored as you play! There’s a bonus for reaching the end (Stargate). You can tell if another player has not yet completed the Challenge if their score is dim. We hope this change encourages more play on the Weekly!
- Add: a whole lot more story
- Fix: [spoiler]Swarm sounds can be heard through walls once again![/spioler]
- Add: Scroll around in Console using SHIFT + arrow keys. PgUp/PgDown still work to do the same.
- Add: CTRL + A moves to beginning of line in Console, CTRL + E moves to end of line in Console
- Add: CTRL+BACKSPACE to delete the previous word in the Console
- Change: CTRL + U now only deletes the text before the cursor (as opposed to the entire line)
- Add: Show Auto-show the help manual on the start of a player’s 4th run, open to the Strategy section
- Add: Message the first time the Weekly Challenge is played to tell the player what the goal is :D
- Add: “Game Over” detection on Weekly Challenge when out of fuel and can’t play further. Similar, but less binding message being tested on a regular Universe. In that case the message will tell you you are out of fuel, but allows you to say in game, if you so desire.
- Add: A “Soft Reset”. OK, so we know some of you “cheat” and kill the game when it looks like you will lose so you can get your equipment back. Sigh. We’ve now enshrined that in a feature called “Soft Reset”. You must enable it under Options, and can then access it from the pause menu in-game and if you die. It’s like an airbag for Duskers. Again, I say, sigh :)
- Add: Mod text to help manual
- Add: Pressing the HOME key will return you to your ship (ex: if viewing another system/galaxy)
- Add: Yet more sounds!
- Minor Add: Refer player to help manual if upgrade can have mods when using ‘help UPGRADE’ in console
- Minor Add: Sound when SV is panned all the way to the edge of the viewable area
- Minor Add: Show player’s ship name on Ship UI window
- Minor Add: A couple Strategy notes to the Help Manual
- Minor Add: More credits :D
- Major Change: The moment you start the Daily Challenge a 0 will be posted to Steam! It is a temporary score until you complete the challenge (and other players will see your entry as DIM so they know you are playing). This is to protect against players playing the Challenge, then killing the game before a score is posted, then playing again for a better score :)
- Change: Pulse Shield overlay when active
- Change: Flicker SV off/on a short time before the SV visual goes offline as a warning
- Minor Change: Made the selection lines more faint on the Universe view because they were conflicting with the travel lines.
- Minor Change: When showing new Galaxy (during a jump) now flashing the shortcut key IN ADDITION to the line/node
- Minor Change: Play Interface connect/disconnect sound in both views (was just SV before)
- Minor Change: Place Reset option at the top of the menu after the Game Over printout
- Fix: Change internal graphic settings so that (hopefully) the various DVs look the same on all computers.
- Fix: Sometimes doors were not showing powered color state in DV if they were discovered (and blinking) at the same time the power was turned on
- Fix: Ship upgrades on Modification UI were showing wrong color states
- Fix: Commandeering a ship with less P-Fuel than player currently had would give player more P-Fuel than their ship could hold.
- Fix: (MAYBE!) Took a good shot at keeping disabled/dead drones from showing shields, if they have that upgrade. This issue has been elusive over the last year, but I hope this is the final solution :)
- Fix: If player tried to jump to a NEW galaxy, jut then changed their mind and instead jumped to an EXISTING one, the data was flagging the new galaxy as visited, though it never had been.
- Fix: Prevent the docked airlock from failing (door no longer responding event)
- Fix: Noise setting wasn’t applying correctly in-game (was always on, no matter what value it was set to)
- Fix: Using the Swap UI between drones with different number of slots could cause the cursor to be “lost” on the drone with fewer slots until it was moved into view
- Fix: Adjust internal Hint position if game toggled between FS/Windowed so next Hint would be properly placed
- Fix: Additional fixes where turret sound kept playing when player died in battle
- Fix: Ignore case when specifying a ship upgrade to tow. Also allow partial names to be used.
- Fix: When using ‘sonic’ right after moving, it would be detected as moving and cancel the upgrade right-away
- Fix: Hide Turret overlay in SV when redocking ship
- Minor Fix: Show ‘min’ when console maximized
- Minor Fix: Moving the cursor through the command line causes the selected character to look weird
- Minor Fix: Auto-close Swap UI if opening the Steam overlay. Was causing conflicts with the game pausing when in the state.
- Minor Fix: ‘R1’ text wasn’t reorienting when moving the docking bay
- Minor Fix: Pause motion sound when Pause Menu open
- Minor Fix: “Blind Hint” (hint when scan results inconclusive) was showing between two rooms that were BOTH inconclusive
- Minor Fix: Name on System/Galaxy view was showing the wrong values (the one on the main screen area). Was also showing on the Universe screen, but wasn’t supposed to be there at all.
- Minor Fix: When setting Stealth while in DV, then switching to SV and back to DV, the stealth would be brighter. More going for a roe subtle look to the stealth overlay
- Minor Fix: When towing a ship upgrade while on the SV, it wasn’t stuttering like the rest of the moving UI elements
- Minor Fix: Help Manual didn’t show help for all known drone upgrades when game first opened. Needed to enter the galaxy (Play Game) for them to be correctly updated
- Minor Fix: The game could crash in rare cases on certain boarding logs
- Minor Fix: Airlock vacuum sound playing when opening the airlock attached to the docking ship
- Minor Fix: When drone ‘navigate’ing and ‘tow’ing, was playing the sound incorrectly
- Minor Fix: If a patrol bot was firing at a sensor when it was vented, there would be weird “streaks” in the room
- Minor Fix: The lootable drones (non-fleet drones) still had an old model we used during early development. In some cases, that model would be left behind when the drone was vented out of an airlock
V0.328 (another hotfix for v0.327)
- Fix: leaderboard would hang if you’re score wasn’t in the top 10 (loser)
- Fix: Motion sensor would not go green if you vented a swarm to space (though they were totally toast)
V0.326 (another hotfix for v0.322)
- Fix: Get drone view shaders/colors to look varied (correct) across different machines
- Fix: Events weren’t triggering correctly causing them to be way less frequent
- Fix: Tutorial wasn’t showing drone upgrades
V0.324 (hotfix for v0.322)
- Fix: Linux version crashing on startup for some OS builds
- Fix: saving alias (ctrl + s) file was writing and ‘s’ into the file
- Fix: Data issue causing hang with “Duskers Boot Utility” menu showing
- Fix: When using 'info', added additional checks to eliminate the occasional "Internal error processing" message when using it
- Fix: Linux specific: console had lots of garbage output
v0.322
- Major Add: 4 new storylines via logs/objectives
- Major Add: Mac & Linux support!
- Added: LOTS of new sounds, everything from text printing to upgrades to enemies
- Change: Ship slots only wear down if there is a ship upgrade installed in them
- Change: The turret ammo mod only gives you 50 (instead of 100) rounds per purchase
Special Notice: We are having trouble reproducing (let alone fixing) the issue where some players are unable to use the ‘remote’, ‘power’, ‘reroute’, and sometimes, ‘transport’ commands. We’ve added some code that we HOPE compensates for the issue (detects it messed up and executes the command, anyway). There is nothing you need to do to use this test code. However, if you would like to help us test this feature, enable Options -> Show Debug Messages. You will get few to no messages with this enabled. If the error is detected, you will get a message that you can pass on to us to say “it worked!”. If the same issue happens, but you don’t get a message, let us know that too...
Special Notice: Mac users - unfortunately there is an issue in the Unity Engine that doesn’t allow arrow keys in the new Alias editor to work properly (the one that came out in the previous version). We have reverted to the old one (for the Mac, alone) until Unity has a fix. However, the old one doesn’t support the arrow keys on the new engine, either. But that one at least allows using the mouse to move the cursor. Remember, until fixed, you can edit the alias file in any text editor. Sorry about the inconvenience on this one!
- General: Code optimization, specifically in-game and galaxy-view memory usage as well as removing unnecessary CPU usage (primarily old code still running). Note that while we were specifically targeting our fixes to Mac and Linux, these changes should help Windows players with slower/older machines, as well.
- Added: First pass animation for brutes
- Added: Rotation animation to ship defenses (when powered)
- Added: Setting to keep the first room from being blocked with stuff. This is the default setting. Turn on (for more difficult play) under Options -> Difficulty -> First Room Blocking
- Added: Setting to keep the all rooms OTHER THAN the first room from being blocked with stuff. The default setting for this one is “allow blocking” (same as previous builds). Turn off (for easier play) under Options -> Difficulty -> Other Room Blocking
- Added: We added the ability to change the Duskers screenshot key. It still defaults to F12 (which conflicts with Steam’s screenshot key), but in the Unity launcher you can set it to whatever you like.
- Added: An option to refresh the full-screen window after the Steam overlay closes. This is to fix artifacts that the overlay leaves behind for resolutions that have a black border on top/bottom. Note that this actually flickers the game into Windows then FS to clean the screen, and should only be enabled if you have the artifacting issue. Found in Options -> Graphical -> Refresh After Steam
- Minor Add: Ability to toggle between windowed/fullscreen on Mac (CMD+ENTER) - note there’s a known issue if you do this while on a ship!
- Minor Add: Auto-hide mouse after a few seconds if not being used (turn off in Graphical Options)
- Minor Add: Basic controls (arrows, drone selection, et al) to the help manual (under a new menu item)
- Minor Add: An “Are You Sure?” message when Resetting to the Galaxy Scene
- Minor Add: “Age” to boarding log header
- Minor Clarification: Added the phrase ‘navigate all r1’ to the hint that shows ‘navigate 1 2 3 4 r1’
- Change: When the boarding ship is redocking, any drones in that ship are not viewable in DV. Similarly, if you start redocking while in DV with a drone that’s in the docking ship, the view will switch to SV.
- Change: Trading posts now show actual descriptions for items.
- Change: When an item is queued to be scrapped in the modification UI, now “dimming” it in the list of items to make apparent which is about to be scrapped.
- Change: In the Stats UI, if your current score = best score, it’s a different color to call attention to it
- Change: When traveling between systems in a galaxy, can now use a second ENTER to quick-jump to the system (instead of watching the full flying animation play out)
- Minor Change: Removed and cleaned up Universe, Galaxy, and System display text
- Minor Change: Enforced a cap for 5 times that the “try commands from schematic” hint would show up (for those players who never get the hint - ha)
- Fix: Boarding with a disabled drone was causing errors - fixed
- Fix: While viewing another galaxy, pressing ‘T’ would drain fuel. Now correctly disabled.
- Fix: After commandeering a ship, the Ships window was showing the old ship image
- Fix: When attempting to scrap a drone AND an upgrade(s) installed on that drone at the same time, only the drone was being scrapped and you needed to scrap the upgrade(s) a second time
- Fix: When killing a bot, it was possible for some of its scrap to be unreachable, under crates
- Fix: When buying/selling at trading post, the ability to craft fuel was not refreshed, so even if you obtained enough fuel to craft fuel by selling some items, you needed to close/reopen the trading post to actually craft the fuel.
- Fix: Highlight states on the trading posts fixed so the right items and columns are selected as you buy/sell items
- Fix: If player accidently attempted to power a broken generator with the Remote Power Ship Upgrade, the ‘power’ command would become unable on the rest of the ship.
- Fix: Using a cannon to break a room did not properly vent drones either in the room or that would later enter the room.
- Fix: If an airlock broke that had not yet been seen (not yet on schematic) an odd, gray overlay was being shown on the SV
- Fix: Object count for selected system was not including stations, outposts, and stargates
- Fix: Speedboost was never wearing down :)
- Fix: In the previous release, we included some special DV effects. However, the render those effects, we ended up making it very difficult to see the Shield and Turret overlays. This build fixes that.
- Fix: Previously, if you got a dialog when on the pause menu (example, an “Are You Sure?” message) you could not use the arrow keys to choose “Yes” and could only access with “Y”. That’s been fixed.
- Fix: Mac users experienced a “rainbow” screen after long-play. We believe this has been corrected. If you experience it, please let us know along with how long you played before it happened.
- Fix: ‘pry’ wasn’t working on all doors do to a bounds issue where it didn’t know the drone was close enough to open it.
- Minor Fix: On some resolutions, menu description text cuts off. Changed to wrap.
- Minor Fix: Renamed Am[b]ience audio menu option to A[m]bience because of keyboard conflict with [B]ack
- Minor Fix: null error when attempting to ‘tow’ an empty or perm ship upgrade
- Minor Fix: “First time” scrap warning when using Modifications UI was showing “first time” for every new run, rather than just “first time ever”
- Minor Fix: After saying “yes” to scrap before the first mission, the UI was not refreshed and it didn’t look like scrapping worked.
- Minor Fix: If the new player has never seen the “Generator Disconnected” message (first time moving generator drone away from powered up generator), that message was mistakenly showing up while commandeering the ship.
- Minor Fix: When Decontaminate Perm Ship Upgrade used, toggling the view to SV (or DV then SV) would cause the radiation overlay to show back up for the cleared room.
- Minor Fix: Editing a drone name, then boarding with a disabled drone, showed the “character count” of the rename UI on the warning dialog for boarding with a disabled drone.
- Minor Fix: Using ‘F9’ (which was an old, developer-only key) hide the schematic overlay. Removed it.
- Minor Fix: Was unable to close the Credits screen using ESC
- Minor Fix: Don’t show “Generator Disconnected” message now if help/hints disabled
- Minor Fix: Stop showing the airlock number of a failing airlock if you haven’t yet seen it
- Minor Fix: The old [L]ogs button was showing up when playing the Weekly Challenge
- Minor Fix: When Weekly Challenge auto-opened after completing it, the text mistakenly indicated pressing ‘W’ to switch to the Weekly, though already showing in the Weekly
- Minor Fix: Was not previously able to open Objectives, Modifications, Drone, and Ship UIs while on the Universe View
- Minor Fix: Dim background of objective items so text didn’t conflict so much with stuff in the background
- Minor Fix: Brute/Patrol bot sometime showed in the SV when entering the boarding ship
- Minor Fix: Turret would would continue to play after running out of ammo under certain conditions
- Partial Fix: On the Universe view it was possible to get the same shortcut key assigned to a new galaxy node (when jumping). There’s still a possible issue with duplicate shortcut keys is you travel to many galaxies in the Universe on a single GAME run (game never closed between start and bug)
v0.312 (minfor hotfix for v0.31)
- Update: Increased performance by optimizing glitch shaders
- Fix: missing HUD after viewing a dead drone
v0.311 (minfor hotfix for v0.31)
- Fix: Allow parenthesis (for optional arguments) to be typed in alias editor
- Fix: Can no longer get Fuel from broken Fuel Access Points no longer
- Update: Added countdown and player count to Challenge Leaderboards
- Update: Include score for towed back drones in challenges
- Update: Don’t allow player to Reset when in a challenge
- Fix: Audio fixes (drone static and room ambience)
- Update: copy audio setting over when running challenge modes
v0.31
- Major Add: Experimental Daily and Weekly Challenges, including in-game Global and Friends Leaderboards - let us know what you think!
- Major Add: Alias parameters and ability to reference nest other alias commands into a new alias. Keep an eye on the [url=http://steamcommunity.com/app/254320/discussions/0/528398719798517074/]pinned thread[/url] for description of how to use these new features.
- Added: New walls and tiles based on ship type
- [spoiler]Added: Audio indicators for possible pending radiation leak[/spoiler]
- Added: Visual glitches in Drone View on various events (radiation damage, attack, etc). Can turn off in Graphical Options Menu (see “HUD Static” and “Static Indicators” settings).
- Added: Dead enemy models - better able to tell an alive enemy from a dead one!
- Added: Hint to teach new players how to use Motion when it is unable to scan a room that might have an enemy in it
- Added: Several sounds from drone collisions to patrol bot to UI interactions to interface enable/disable. Also changed Drone pickup sound (when in DV) and some general ambient sounds in DV.
- Added: Player ship navigation “animation” when moving between Systems and Ships. You can turn off from the Graphic Options menu.
- [spoiler]Added: Teleporter mod that allows you to teleport sensors and traps into another room. The sensor/trap to teleport must be near the drone with the teleporter installed.[/spoiler]
- Added: Ability to turn off the red enemy indicator rectiles in the difficulty menu
- Minor Add: ‘time’ command that returns the current mission time
- Major Change: Different Interfaces on the same ship can have different commands (ex: might only find ‘shipscan’ on one, but ‘defense’ on another)
- Changed: Alias UI
- Changed: Drones no longer start out with a “veer” (turning left or right). Instead, they MAY start to veer after taking a high-level of damage. It’s (almost always) a repairable veer, that gets less noticeable the better the health of the drone.
- Changed: Lootable Drones now can have 2 - 4 slots (most often still 3)
- Change: New “UI” when drone visual is broken. Dead drone (not disabled, but broken ones) also use that new UI so you can no longer look through that drone’s camera
- Changed: Help Manual to include some of the less common commands, such as F8 as well as showing new players the help manual (open to Tips) on their second run for training.
- Change: The [spoiler]swarm enemy type can now spawn in half-sized swarms as well as original sized[/spoiler]
- Change: the [spoiler]slime enemy[/spoiler] has a new look
- Change: Upgrades on trading post now can have a random age and, sometimes, even a quantity of 0.
- Change: Drones with 0HP in the boarding config UI now show up in a different color to make more noticeable. Something similar occurs in the Modification UI, as well.
- Change: Transporter now has a 2 second “cool down” between each use (similar to the cool down already on Teleport)
- Change: Airlock with a seal about to break now blinks
- Change: Fuel Access can take damage like other in-room equipment when a room is vented or explosions happen
- Major Fix: Commandeering a Medical Ship with a Quarantine Bypass Upgrade was causing the game to lock up and/or behave otherwise in an improper manner
- Fixed: Bug when resetting from in-game causing crash later on
- Fixed: Exploit when [spoiler]killing a patrol bot by venting into space would leave behind scrap[/spoiler]
- Fixed: Exploit when setting broken items to a trading post, could exit/return to get the same upgrade back, fully repaired
- Fixed: When commandeering, scrap on drones outside of the docking bay was not being shown in the mission summary window (did not affect actual scrap, a UI thing only)
- Fixed: A drone lost in space do to a vent opening could be “seen” if using SPACE to toggle to drone view
- Fixed: At some point the [spoiler]“schematic view lost”[/spoiler] event stopped working. Added back in.
- Fixed: Error in Asteroid code that (occasionally) caused the console to keep printing that a particular room was hit by one.
- Removed: All references to Constellations.
- Optimization: Reworked enemy code for more efficient code and less processing overhead, overall (has the cool side-effect that sounds don’t travel through doors).
v0.30
- Initial story redesign. (Note: we’ve only added a few storylines and most do not conclude or indicate they are incomplete)
- Added: Possible condition limiting docking to some Outposts by certain Ship Types
- Added: New Ship Type (Station). Really this is a rework of Derelicts to separate Fuel and Space Stations from the rest of the ships. Includes different icons, names, etc.
- Added: New logs and complete replacement of old Objectives
- Added: Some ships and outposts might be “quarantined” and can only be boarded with a new ship upgrade. These ships cannot be commandeered.
- Added: A “veer” trait so that some drones might drift a little to one-side or the other while manually navigating
- Added: Chance of a door breaking when a room is exposed to a vacuum
- [spoiler]Added: New airlock seal fail event where airlocks will break open (with warning!)[/spoiler]
- Added: New types of ships
- Change: All new loading screen with a progress bar
- Change: Objective and Log UIs merged into a single UI
- Change: All logs have been cleaned up, headers standardized, colorized, etc
- Change: Always show the message that an Outpost requires a Transporter and change color based on state (Transporter Installed/Not)
- Minor Change: Logs are wider to display more information
- Fixed: Fuel Accesses were sometimes missing from ships
- Fixed: The stats for the Total Visited Systems and the Best Visited Systems were using the same key (so Best always the same value as Total). There may be some slight data loss on this - your Best value might not actually be your actual Best for that item.
- Fixed: A slot with an installed ship upgrade would become unusable after selling the upgrade that was in that slot at an Auto Trader.
- Minor Fix: If the ship was redocking, it did not pause if the pause menu was open
- Minor Fix: Removed “Age” from stargates on the galaxy view side-bar
v0.292
- Minor Fix: When towing conflict occurs, use drone names rather than ID to avoid command confusion
- Minor Fix: Items that had been seen but not scanned were being reported on shipscan
- Minor Add: Color to "{perm}" in 'info' (for perm ship upgrades) to make easier to see
v0.291
- Minor Add: Help manual updated to include some console shortcut keys to the help manual (including CTRL+U/C, ESC, and CTRL+UP/DOWN)
- Minor Change: Reduce delay before player can type into the Console after responding to a dialog massage
- Fix: Trading posts were forgetting any ship upgrades (whether randomly placed or sold by player). Noticed when restarting the game and returning to the trading post.
- Fix: For players with no data, was mistakenly using 999 for maximum scrap and fuel capacity, thinking a run had been started before upgrading to the latest version.
- Fix: Using the tutorial was mistakenly updating the stats when using drone upgrades
- Fix: Choose a starting ship (for the player) to be of a type that is commanderable
- Fix: Probe could mistakenly safely enter a room with a powered defense if the defense had not yet been discovered
- Fix: Commandeering a ship with a lower scrap capacity than currently owed could allow the player’s current scrap to be MORE than the ship allowed
- Minor Fix: The mission summary screen was showing wrong value for scrap auto-harvested when commandeering a ship
- Minor Fix: The mission summary screen was miscalculating total fuel obtained (but was not affecting actual counts)
- Minor Fix: Remove scrap capacity in galaxy view from side-bar and boarding config ui on ship types that can’t be commandeered
v0.29
- Added: 5 permanent ship upgrades types. They are new (never before seen), specific to certain ship types, and are fixed (can’t be uninstalled, purchased, etc).
- Change: A ship’s rechargable P-Fuel maximum varies from ship to ship. Use the ‘info’ command on a fuel access point to see ship’s max.
- Added: Ability to see new ship’s maximum scrap capacity BEFORE boarding
- Major Change: Brand new Commandeer UI with more information to aid in comparing old and new ships
- Added: New ship icons added for various ship types on various UIs
- Major Change: Not all ship types can be commandeered. Specifically Space Stations and Fuel Depots.
- Added: Fuel Depots (derelict type)
- Major Change: Slots for installed ship upgrades break over time (not just the ship upgrades, themselves). Can be repaired when not fully broken from the Modification UI. Commandeered ship slots start in varying health states.
- Fix: Any 0HP drones in the fleet when boarding are DISABLED when a ship is boarded. A warning message is displayed if one or more drones in fleet in this condition (message can be turned off under the Difficulty submenu).
- Fix: Using the teleporter or Transporter will avoid enemies in a room (will place you in a location not occupied by an enemy)
- Change: Transporter now only takes wear and tear if actually used (using the ‘transport’ command)
- Minor Add: Hints for beginners on usage for three of the normal ship upgrades (Power manager, Reroute Power, and Transport [in addition to the Transport hint specific to Outposts])
- Added: New Modification Menu updates for new ship mods and to repair ship upgrade slots
- Minor Change: Orbit lines in a system view now a little less erratic (objects tend to orbit in the same direction). Only applies on existing players after a Reset or Clear, and only affects the UI (no game logic changes).
- Minor Change: On the Commandeer UI, Use ENTER and ESC instead of the O and C keys
- Fix: Slime-only galaxies (where entire galaxy has only slime on all ships) is fixed
- Fix: Sometimes a drone looted from one ship was missing in the boarding fleet when visiting the next ship.
- Minor Fix: Modification UI now shows the maximum scrap allowed on your ship
- Minor Fix: Allow items to be scrapped even when they would exceed the maximum scrap allowed so that any small remaining room in scrap can be filled (anything above the max capacity will be lost - you will get a warning before losing the excess scrap)
- Minor Fix: Using CTRL+DOWN in the Console after having typed a partial command clears the command line (instead of moving to the top of the history).
- Minor Warning: If you are still on the halloween skin, you will be changed back to Default in this version. You are welcome to change the skin back to Halloween if you still want to play with that look.
V0.28
- Halloween surprises!
- Statistics menu which shows an initial pass of your stats (main & pause menus). Note: this will change, future updates will likely reset stats, and your existing best “days alive” will not import. We’ll start a post about stats you want to see here.
- Ship Upgrades now break using similar logic as Drone Upgrades (therefore repair-able in Modifications menu). Use ‘info’ when considering towing a Ship Upgrade to see how worn down it is to start with.
- Ships now have a maximum scrap capacity, which limits how much scrap you can carry with you at any given time! Check ‘status’ while on a ship to see it’s capacity when considering commandeering it (the Commander UI will change in a future update to make this easier to determine). Note: If you have a current run on an earlier version, your current ship will have 999 capacity, as well as all commandeered ships. Capacity won’t actually be limited until you [R]eset or [C]lear to generate a new Universe.
- Ships can now hold a maximum of 9 Ship Upgrades in the inventory (not including any slots, which can add up to 5 more, depending on the ship). Note: If you are on a run from a previous version, you will likely lose access on the Ship Upgrade UI to any upgrades you have above and beyond the 9th, however you will still see in the Modifications and Trading Post UIs.
- Slime now animates & changes color when receding
- Shortcuts for clearing the command line: Ctrl + Down, Ctrl + C, Ctrl + U (in addition to Esc)
- Change: Added argument to ‘flag’ to clear all flags (‘flag clear’)
- Change: New probe model
- Fix: Change sort order of Drones in the Modification UI so that they are shown in installed order rather than the order in which they were acquired
- Added: Drone Upgrade breaking % to the trading post
- Added: Tooltip to Swap UI to indicate functionality of highlighted drone upgrade
- Change: On Macs, anywhere that CTRL is used on Windows and Linux, changed to be CMD. Same for all UI elements.
- Motion command issued during navigation will stop the drone and activate the motion
- When leaving a modification in the queue a dialog will popup to confirm you want to leave
- Added: Ability to remap drone selection numbers (1 - 4) on the Unity launcher window (see ‘Input’ tab)
- Added: Sound indicator when the Turret fires and when Mine, Trap, and Stun triggered
- Minor Add: help for the Speedboost Drone Upgrade
- Change: Auto-collect alive probes when Commandeering
- Change: Menus now say [B]ack instead of [C]ancel
- Change: In the Console, using CTRL-Down no longer wraps back to the top of the history when it reaches the end. Instead, it shows a blank line, ready for new input.
- Minor Change: Relocate the Schematic View tips for using the single-quote, etc, to the left side of the screen so that they don’t overlay the Console when it’s maximized
- Minor Change: Change shortcut keys for the Commandeer UI so that ‘C’ = [C]ancel and ‘O’ = C[o]mmandeer
- Minor Change: Add color to ‘gather list’ output in the console
- Minor Change: Help Menu now only shows “ENTER” option when actually opened from the console
- Fix: Exiting to the [M]ain menu from inside a game, then entering the galaxy through [P]lay caused player to be moved to a different system and/or galaxy
- Fix: Show coloring for Ship Upgrade state in the Trading Posts
- Fix: Can no longer queue mutually exclusive “Repair 10 HP” and “Repair Full HP” mods at the same time for a single Drone
- Fix: Executing ‘interface’ while already moving to another location would turn on/off interface as it passed by and keep moving to the old destination, rather than stopping at the interface.
- Fix: When dying in the tutorial, removed the option to close ([B]ack) the menu, which caused the game to freeze.
- Fix: When commandeering, was not picking up any scrap that was not hidden (that didn’t require a scan to see) in the ship
- Fix: Ship icon was disappearing after viewing a trading post (requiring toggling views for it to return)
- Fix: Broken ship upgrades were disappearing if using the slot letter to (incorrectly) attempt to install them
- Fix: In v271 or 272, we introduced a bug on SOME systems where the Boot and Main Menu screens were not visible (had to navigate menus blind). This version should correct that.
- Fix: On the new drone overlays (in v271), one of them was defaulting to the wrong image (damaged or destroyed)
- Fix: In v271 a bug was introduced that caused 1 item of scrap to be missing from the ship (so 1 fewer overall per ship)
- Fix: When traveling between galaxies, the galaxy names were all over the place
- Minor Fix: Removed old “Travel Mode” text from the Universe View when traveling between galaxies
- Minor Fix: Some multi-option difficulty menu items were moving through the options in the same order whether using left or right arrows.
- Minor Fix: Drone Turret (previously Gatling) overlay was under the door overlays. Moved to be above.
- Minor Fix: If moving cursor in system view (so that button changes from [B]oard to [T]ravel) then switching to galaxy view and back to system view, the button was mistakenly changing back to read [B]oard though still in [T]ravel mode.
- Minor Fix: An airlock could show it’s label before being discovered when first boarding a ship (before the mission started) if very near the initial docking airlock.
- Minor Fix: Added missing sound when probe destroyed by a ship defense
- Minor Fix: Not all items in the Help menu were printing out the results in the Console when pressing ENTER (ex: open/close all, etc)
- Minor Fix: In v272, there were still a couple references to ‘gatling’ in some of the text. Changed to the new ‘turret’.
- Minor Fix: Several hint warnings and messages were shown when with “help and hints” disabled in Options
V0.272
- Fix: abbreviated commands work once again when entered in an alias file (such as "nav" for "navigate")
v0.271
- Fix: Tutorial didn’t have the right upgrade loadout
- Fix: New Drone outlines weren’t showing up in various UI’s
- Fix: Radiation damage reduction wasn’t happening on asteroid collisions
- Fix: Command line completion race condition
V0.27(rev ~2360)
- Added: 2 new drone models (all drone models now have a specific view and the new ones are more rare)
- Added: Ability to create J-Fuel at a trading post (always - if you can afford it!)
- Added: New purchasable Magnetic Mod for all droppable drone upgrades (lure, trap, mine, stun, sensor). This also means all of them are not magnetic by default :)
- Added: Ability to ‘flag’ rooms (visually mark them on the schematic for reference)
- Added: Option to show airlock warning each time (in “Difficulty…” sub-menu)
- Added: Patrol Bots now drop a small amount of scrap when killed. Let the hunt begin!
- Added: Patrol Bots now destroy sensors they find
- Added: Can now bump into enemies while stealthed, they will become aware something is there, and possibly attack if you don't’ run & hide. (you now collide with enemies)
- Major Change: ‘Gatling’ renamed to ‘Turret’, qty reduced to 100 rounds, and damage inflicted reduced
- Major Change: Brutes and Slime are immune to radiation
- Change: The Sonic Upgrade no longer recharges between missions (includes a new mod to refill the Sonic)
- Change: ‘teleport’ requires a 2 second “recharge” delay between uses
- Change: The Ship Interface is no longer guaranteed to support the ‘shipscan’ command
- Change: Console commands completion reworked so if there are conflicts one won't just get picked
- Exploration outline around rooms more obvious (shows you where you’ve been)
- Updated the derelict ship types to have more variety and tendencies (not a terminal every other room)
- Activating shield no longer cancels other upgrades (other than stealth and sonic)
- Change: Probes are now sucked out of open airlocks
- Change: Can now ‘transport’ to a room using the # of a drone already in that room (requirement remains that there must be an active receiver). Ex: ‘transport 2 3 1’ will transport 2 and 3 to the room with drone #1
- Change: On Outposts, make sure at least 1 of the transport rooms is on screen when first “boarding” the mission.
- Change: On Outposts, boarding ship is no longer shown “in world” and instead fixed in the lower-left corner of the screen
- Change: On Outposts, have more receivers/signals based on outpost size, as well as a “countdown” that starts at 5 remaining signals to better plan for the exit strategy
- Change: Vastly reduced radiation damage (allows for some daring strategies)
- Change: There’s now a small chance a Ship Interface will start broken
- Minor Change: When the Turret (formerly Gatling), Sonic, and Stealth are activated, an event such as moving or swapping upgrades will show a message and sound to indicate these turned off
- Minor Change: Adjusted drone spawn positions slightly to no longer have the ‘begin’ navigation pile up when drones trying to exit room.
- Minor Change: For players moving from v25 to v27+, a warning message that the current run’s data might not be compatible along with a link to the forum about how to backup data, etc.
- Fix: Changed the Military “Defense Data” objective so that ANY terminal on ANY Defense Outpost completes that step
- Minor Change: Color of final upgrade deteriorating message changed to orange to match upgrade color indicator
- Minor Change: “Difficulty” menu item grayed out, rather than hidden, when in a mission.
- Minor Change: Ship Surveyor mod now has dashed lines above/below room number
- Fix: in v26, could not see Yes/No dialog when trying to [R]est, [M]ain Menu, or [E]xit from the pause menu during a mission
- Fix: Drones and Swarms now block door from closing (used to be just Bot)
- Fix: No longer allow players to board a ship with no drones in their fleet (previously caused the game to crash)
- Fix: Changing drone upgrades in the drone configuration window was SUPER slow when a lot of items in the inventory.
- Fix: ‘swap’ wouldn’t let you use the drone’s name to select which drone in the room you want to swap with (ex: ‘swap tim’). It was ignoring the name, and just swapping with the closest drone.
- Minor Fix: disabled or destroyed drones that were in the docking bay that ALSO had a gather upgrade, were not showing any scrap (or fuel) they contained on the mission summary window. The player WAS still getting credit for it, so this is just a UI fix.
- Fix: Speedboost upgrade was not always working when boarding a ship. Now fixed so works consistently.
- Fix: ‘teleport’ was being allowed while pumping fuel. Now you can not ‘teleport’ until pumping completes.
- Fix: v26 had a build issue that caused the new ship Defense models to be missing.
- Fix: While viewing another galaxy, if you pressed “J”, then jump fuel was being wasted
- Fix: Radiation shield mod still allowed the shield to take damage is both rooms surrounding a corridor had radiation
- Fix: Open/Closing the Modification Window while viewing another system was messing up the nodes (mixing nodes from different views)
- Minor Fix: Hide key hints on boarding config when the key isn’t actually usable
- Minor Fix: Using ‘stealth’ with a nonsensical argument (ex: door number) was showing a confusing and unrelated message
- Minor Fix: For first-time players, the “docking hint” for new players could show on an Outpost, which made no sense
- Minor Fix: For first-time players, if you scrapped a drone before boarding first ship, you would get a warning when boarding the first ship, saying you were leaving the (non-existent) drone behind.
- Minor Fix: For first-time players, if there was a towable item on a ship BUT none of the fleet drones had a ‘tow’ upgrade, would display a confusing message about there being something you can tow, though you couldn’t.
- Change: For first-time players, reduce large object clutter in the first system to reduce likelihood of blocking
- Minor Fix: The use of the “run in background” flag wasn’t being applied to the “boot” screen, so when enabled, the boot screen was still pausing if another window got focus.
- Minor: tweaked help text to be more descriptive
V0.26(rev ~2275)
- Rename your drones! (Ctrl+R on drone config)
- New Modification: Radiation Shield
- New Modification: Surveyor (Ship Upgrade) shows rooms likely to flood with radiation
- Easy starting galaxies (see new Difficulty sub-menu under Options to enable - disabled by default)
- revamped main menu to fix streaming issues
- Added support for 16:10, and unofficial support for many other resolutions *(See below)
- New turret model (ship defenses)
- Added: Master volume, plus moved other audio bars to a separate sub-menu
- Added: Modification indicators to indicate mods to Drone, Drone Upgrade, or Ship Upgrade (added to the name. Ex: “probe *s (2/4)” means a probe with the stealth mod)
- Added: Difficulty options (Easy, Normal, Hard) for Scrap and Upgrade Breaking
- Added: Ability to remap two major problem keys for uses with no-English keyboards: semi-colon (;) and apostrophe (‘). Remapping is done in the game launcher, not the game, itself. Choose the “Input” tab, and scroll to the bottom. Two new mappable items are at the bottom.
- Minor Add: After using ‘gather’ on a Fuel Access, showing a single-line summary of how much fuel received (still showing the fuel as it’s being pumped)
- A ship’s powered defenses no longer see stealthed drones
- Probes now attacked by the ship’s powered defenses (unless the probe has the stealth mod)
- Changed: “Gatherer” and “Scanner” upgrades renamed to “Gather” and “Scan”
- Changed: ‘commandeer’ no longer explicitly says whether or not there are enemies on board (cannot use it as an exploit to peek ahead to see whether or not any enemies remain on the ship)
- Minor Change: Show message to the console when the stealth turns off because of the use of another upgrading being activated
- Major Fix: Occasionally starting system was not in reach of any other systems (no where to jump), ending the game prematurely
- Fix: Installed Ship Upgrades now show on the Modification and Trading Post inventories
- Fix: FRAPS and OBS now works with DUSKERS (won’t crash between missions)! Note: Changing the vsync setting while FRAPS is recording WILL cause a crash. Don’t do that :)
- Fix: If there was a Sensor in the boarding ship AND and an enemy also in the boarding ship, redocking would cause the sensor to return to “green” indicating no threat, when the threat still existed in the boarding ship
- Minor Change: Hint to train new players that they can ‘dock’ changed to show when an airlock is actually seen, rather than just entering a room with an airlock
- Minor Change: No longer showing infestation types on Stargates and Trading Posts on the UI
- Minor Change: Menus cleaned up and some reorganization
- Minor Change: BACKSPACE moves backward through open menus (same as ESC)
- Minor Change: Reworded some of the mods in the modification window
- Minor Change: Further removed mouse interaction - mouse over and clicking no longer supported in the galaxy view to further support game immersion
- Fix: A well-timed ‘dock’ while the boarding ship was in the middle of redocking would break it do player could not dock again on that ship
- Fix: When viewing another, previously visited, galaxy, then returning (using [R]eturn) player was not being returned to the system where they started. Instea, they were moved to a system with a previously used stargate.
- Fix: Starting to travel to a new galaxy, then canceling, was putting the game into a bad state
- Fix: Using ‘gather’ in a corridor was causing an “Internal Processing Error”
- Fix: Universe, System, and Dungeon shortcut keys could be activated while various windows and menus were open
- Fix: Some players mentioned opening the menu over the drone view in a game caused the game’s look to “break”, requiring alt-tab away and back to correct. This should fix that.
- Fix: Disabling hints in the Options menu was also mistakenly disabling the information messages in the tutorial
- Fix: In the right circumstances, if a player had a disabled drone in a corridor then the game would not allow the player to ‘exit’ (Internal Processing Error)
- Fix: Inventory was previously “filling up” based on a combined total number of Ship and Drone upgrades so it was possible for both inventories to have several open slots that were inaccessible. That has been fixed, and now both Ship Upgrades and Drone Upgrade slots can be filled in total.
- Fix: Using the Remote Power Ship Upgrade in combination with a Generator Drone Upgrade allowed an exploit where an entire ship could be powered
- Minor Fix: The “slime” red enemy rectiles weren’t always going away when ‘sonic’ used to kill them, making it unclear as to whether or not still alive
- Minor Fix: Do not allow the ‘swap’ command with a drone found on a ship to work until the drone has been actually seen
- Minor Fix: The HP of drone with an active shield that is broken by “slime” would show fractional HP (ex: 122.342516)
- Minor Fix: Player ship was showing on top of the Log viewer
- Minor Fix: The number-pad’s ENTER was not supported on the Swap UI
- Minor Fix: Keep the Universe View centered so that the nodes wouldn’t fall off the screen
- Minor Fx: Occasionally ‘scan’ reported 1 more scrap than was actually in the room
- Fix: fixed issue where redocking eventually caused drones to fail to navigate properly via “navigate” command. Usually would say a door was blocking the way when it was not.
- Fix: fixed issue where returning from a ship with an 8th drone in the docking bay would cause various issues back on the mother ship, such as only seeing the 8th drone in the scrap window. The 8th drone gets left behind entirely (for now…).
*Resolution support. Officially supported is 16:10. Unofficially supported is 21:9. Because of a limitation of Unity, all players wishing to use a 21:9 resolution need to use the command-line method of providing the width/height of their monitor (you will not be able to select from the Unity launcher). For more details on how to do that, see: http://steamcommunity.com/app/254320/discussions/0/528398719796386374/#c527274088389125761. Note - other resolutions (4:3, 5:4, and 3:2) are also unofficially supported, but have known issues with some of the UIs and are currently in a “use at your own risk” state, and must also be provided at the command-line.
- XXXXXXXXXX
- Fix: various fixes with console such as more consistent text prediction and no longer executing a command that was not typed (e.g. entering “de” will not start destruct unless the full auto-complete text is showing). Will now show the available commands in the console output when a partial command is entered that has more than one possible related commands.
V0.25(rev ~2200, combines v0.23 and v0.24)
- Reworked upgrade breaking for a second time: now mission based, visible “failure probability”, no increase if not used, will change states in diagnostic report after mission.
- Vents now show up as an overlay on both Drone View & Schematic View
- Age on ships now has description next to it to better illustrate difficulty
- Tow upgrade can now be created/assembled
- Confirmation dialog when you reset from within a mission
- Difficulty options (Early Access) ability to turn off Radiation, Vent spawning, & Destroyed drones in narrow rooms, for now
- Change: ‘destruct’ command requires confirmation
- Minor Change: Reworked mission summary window to be a little clearer
- Mines now blow things up better
- Stuns are now more reliable
- Added: New option to enable running the game in the background (possible unstable)
- Added: Option to reset the previous Best Days Survived back to 0 (goes hand-in-hand with fix, so that previous Best Days values can be reset by player if they want clean data)
- Fix: Removed exploit where player could teleport into game and bypass the mission start logic
- Fix: Multiple issues with the Reroute Ship Upgrade to make more stable/reliable
- Fix: prevent SOME cases where the boarding ship doesn’t show after re-docking
- Fix: Previous Best Days Survived was an inflated number. This fixes FUTURE best plays, but is unable to correct the bad previous best days info currently stored in players’ data.
- Fix: Grey Goo objective step that requires all rooms in a Space Station to be scanned was mistakenly also requiring that the boarding ship be scanned, as well.
- Fix: Multiple “Internal Processing Errors”. These errors can happen in many ways, and this is not a comprehensive fix of all possible errors. Continue to report these along with the output log and command used.
- Minor Fix: Various typos, particularly in the tutorial
- Minor: New probe overlay more of a programmer smiley face :)
- Repaired upgrades don’t have a chance to error/break as quickly
- When drone’s video signal is restored there’s now an audio queue and text is colored
- Outposts: hint to use Transporter first time in, reminder if player tries to “redock”
- Fix: Drone config bugs: “ERROR” drones and missing drones in the Boarding Configuration Window after turning 1 or more drones to scrap in Modifications window (required specific steps)
- Fix: Drone upgrade bugs: after trading away upgrades, issues in the Boarding Configuration Window (required specific steps)
- Fix: Correctly showing logs (some were appearing as blank)
- Fix: One case of the “Internal Error Processing Command” when typing gather/gather all.
- Fix: One case where docking was causing the ship to not appear properly
- Fix: Ship upgrades now cost the same as their scrap value
V0.24(rev ~2200)
- Reworked upgrade breaking for a second time: now mission based, visible “failure probability”, no increase if not used, will change states in diagnostic report after mission.
- Change: ‘destruct’ command requires confirmation
- Minor Change: Reworked mission summary window to be a little clearer
- Added: New option to enable running the game in the background (possible unstable)
- Added: Difficulty option to turn off drones being placed in very small/narrow rooms
- Added: Option to reset the previous Best Days Survived back to 0 (goes hand-in-hand with fix, so that previous Best Days values can be reset by player if they want clean data)
- Fix: Removed exploit where player could teleport into game and bypass the mission start logic
- Fix: Multiple issues with the Reroute Ship Upgrade to make more stable/reliable
- Fix: prevent SOME cases where the boarding ship doesn’t show after re-docking
- Fix: Previous Best Days Survived was an inflated number. This fixes FUTURE best plays, but is unable to correct the bad previous best days info currently stored in players’ data.
- Fix: Grey Goo objective step that requires all rooms in a Space Station to be scanned was mistakenly also requiring that the boarding ship be scanned, as well.
- Fix: Multiple “Internal Processing Errors”. These errors can happen in many ways, and this is not a comprehensive fix of all possible errors. Continue to report these along with the output log and command used.
- Minor Fix: Various typos, particularly in the tutorial
- Minor: New probe overlay more of a programmer smiley face :)
V0.23(rev ~2170)
- Vents now show up as an overlay on both Drone View & Schematic View
- Upgrades no longer change states to errored or broken if not used, using errored upgrade is “pushing your luck”
- Repaired upgrades don’t have a chance to error/break as quickly
- Age on ships now has description next to it to better illustrate difficulty
- Tow upgrade can now be created/assembled
- Mines now blow things up better
- Stuns are now more reliable
- When drone’s video signal is restored there’s now an audio queue and text is colored
- Outposts: hint to use Transporter first time in, reminder if player tries to “redock”
- Confirmation dialog when you reset from within a mission
- Difficulty options (Early Access) ability to turn off Radiation & Vent spawning, for now
- Fix: Drone config bugs: “ERROR” drones and missing drones in the Boarding Configuration Window after turning 1 or more drones to scrap in Modifications window (required specific steps)
- Fix: Drone upgrade bugs: after trading away upgrades, issues in the Boarding Configuration Window (required specific steps)
- Fix: Correctly showing logs (some were appearing as blank)
- Fix: One case of the “Internal Error Processing Command” when typing gather/gather all.
- Fix: One case where docking was causing the ship to not appear properly
- Fix: Ship upgrades now cost the same as their scrap value
V0.21(rev ~2140)
- Improved Collisions & pathing: now 25% less traffic jams & stuck drones
- Added: Descriptions to Options (including Graphic options) to clarify what each does
- Changed: A lootable drone on a ship will not be placed in the first room if that room is very narrow or small to prevent the ship from becoming unplayable
- Fix: Saving mid-game (was losing your fleet in v20)
- Fix: ‘pickup’ was sometimes being converted to ‘gather’.
- Fix: Could not repair 2+ different upgrades or drones at the same time on the Modifications window
- Fix: ‘trap boom’ now works from both views (previously only worked in the schematic view)
- Fix: “Hints” (in game) not completely going off screen on larger resolutions
- Fix: Sensor was allowed to go below 0!
- Fix: ‘Interface’ wasn’t working correctly when in an area around a terminal that was not too far nor too close
- Fix: Collisions with world objects were not always happening when in SV
- Fix: Rounding errors creeping into the scales of various overlays after long times inside of a single ship
- Minor Fix: Changed message when trying to tow a drone that was alive to not say it was destroyed
- Minor Fix: The ‘navigate 1 2 3 r1’ hint now gives up after it has shown 3 times (rather than sometimes persisting after hours of play)
- Minor Fix: “rings” around a transitioning hint could be left on screen for the duration of a ship, in some situations
- Minor Fix: Added an additional notification sound when ‘dock’ requires a confirmation from the player before the boarding ship will detach. Previously there were times when that confirmation would be printed to the console w/o a sound to alert the player.
- Minor: new startup dialog splash image :)
V0.20(rev ~2115)
- Improved Collisions & pathing: now 50% less wonky
- Added more ship logs
- Snazzy new icon
- Sounds on BIOS boot screen
- Made Universe map more legible
- Added “Tips” section to help manual
- re-docking when the airlock is unable to close now issues a warning (instead of venting any poor drones left behind into space).
- Option: Change visual monitor noise level (High, Low, Off)
- Warnings no longer appear in the middle of the screen - only in the console
- Towed drones can now be pushed as well as pulled
- Fix: Can now tow drones that are in a corridor (with the doors open)
- Fix: Galaxy Map background wasn’t displaying on some machines
- Fix: Drones now hopefully wont collide to a state where they are outside the derelict
- Fix: scrap was being placed too close to terminals to be picked up when auto-navigating
- Fix: terminator DVP (red) to not be faint/impossible to see on some computers
- Fix: Allow gatling to be turned on immediately after manually moving, rather than there being a second delay before it would stay on (previously flashed on/off right after moving)
- Fix: Help for ‘sensor’ was mistakenly saying that a sensor can be picked up. That text has been removed from the help file.
- Minor: Ability to turn off SHIFT as toggle (in Options)
- Minor: Cleaned up menus to use consistant, more readable font and coloring
- Minor: ‘status’ command now includes age of ship
- Minor: Information about the apostrophe (‘) added to the help manual
- Minor: ‘gather list’ prints out how much fuel has been gathered in addition to the amount of scrap collected
- Minor: Color added to ‘interface’ commands to make it clearer what commands are available
- Minor: Small cleanup to final “dead” status log
- Minor: Clearer hint when the first system in the universe has been completed to prevent confusion
V0.19
- if you towed back a disabled drone (yours or a found drone) and repaired it, when you traveled to a new ship you would lose the repairs. Now it wont.
- Transporting multiple drones into a room would put them on top of each other and the new collisions would make them stuck to each other. Now you don't land on top of each other :)
- Fixed the dropship/mothership outline when boarding outposts
V0.18(rev ~2050)
- Improved Collisions: your path can be blocked!
- New Audio: Drone engine variation, generator coming online
- New Modifications UI
- New Auto-trading post UI
- New Story logs (new aspect to the story/objectives)
- Indexes on each ship in System View that allows quick selection
- New Dialog boxes
- New Log windows
- New Mission Summary UI
- Corrupted logs now use more than asterisks for corrupted characters
- Drone view area now travels into next room
- Hints on Solary System View
- New Graphical options for slower machines or those that get queasy :)
- New overlay to indicate if you’re “viewing” another galaxy/solar system
- Added color to “info” and mission summary to make it easier to read
v0.17 (rev ~1940)
- New System/Galaxy/Universe view
- Unique Drones Data Visualizations (drone views look different)
- New Drone call signs unique for each drone
- Walls!
- Collisions (some: first pass)
- More sound effects (docking, swarm,
- Schematic view discrete updates to give old school feel
- Can now view previously visited galaxies on the Universe map
- New Log viewer
- Removed “Wait” button (drones can be repaired instantly)
- In-line Command line aliases
- Added a “dead” patrol bot model
- Can re-dock mothership to avoid incoming asteroids
- Added support for number key #s to: Drone and Ship Config
- Added optional # param to ‘destruct’ to specify how long until detonates
- Added support for specifying a drone to tow by name (‘tow jon’)
- Reworked Tutorial
- New Hints and now Hints on the system view/map
- Removed mission text (bottom left of drone view)
- Graphics options to turn off effects for performance and or sickness ;)
- Removed “Note” button for note taking on galaxies
v0.15 (rev ~1800)
We tried to make more meaningful decisions on the system map by introducing ship types that varied more between one another, and 2 fuel types that allow you to travel to some but not all derelicts.
We also tried to make stronger mid-term objectives by creating an objectives menu rather than having them more subtly distributed across logs. Hopefully we can find a balance.
- New Boot screen
- Reset Universe after every play
- no longer same universe till manual restart
- Fuel & scrap replace rations:
- no more rations
- scrap scattered around ships
- 2 types of fuel:
- Propulsion: intra-system travel, refills every jump, but reserve can be found aboard ships
- Jumps: inter-system travel, found aboard ships
- Ship types: ships now have tendencies as to...
- what resources you can find on them
- what room items you find on them
- power grids
- layout
- button & menu on system view
- delineate various theories the player can persue
- introduce scientists & larger story elements
- Second room border appears on Schematic letting you know you’ve explored that area
- New ‘alias’ command allowing you to alias commands or groups of commands
- New Drone & Ship Upgrade Summary windows in Schematic View
- Added superscripts to Drone View overlay icons, hopefully this is the best of both worlds
- Destroyed Drone & ‘gathered’ fuel access overlay Icons are now grey instead of red
- ‘pickup’ command will also collect scrap
- Renamed Power Manager to ‘Reroute Power’ (ship upgrade)
- Renamed Remote Power Control to ‘Remote Power’ and only powers one inlet (ship upgrade)
- ‘survey’ added as a possible command via the ship terminal
- Stun is now a proximity weapon, no longer requiring manual detonation with “stun boom”
- Swap UI now mimics Drone Config UI where enter places upgrade in other drone
- Trading posts suck less (generally have more stuff & even have fuel now, everything costs scrap
- ‘teleport’ can send you to any known room on the schematic (not just those scanned or visited)
- can use drone names in commands (eg: navigate bob r1)
v0.13 (rev ~1666)
- New Schematic View! (100% more schematic-like)
- New Drone Config UI (look mom, no mouse!)
- New Ship config UI
- New Help Manual
- available from console, System View, and Main Menu
- Mostly commands now but will add recommended strategies
- Reworked tutorial (also now in correct drone view)
- New Opening log sequence (giving you some vague context)
- Updated hints system: teaching you things along the way
- Non-procedural (handcrafted) opening system that slowly introduces concepts
- Replaced Drone View overlay icons with simple registration icons (large custom overlays were taking away from the feeling of exploration)
- added new materials to geometry to make them stand out in other ways.
- Nerfed motion sensor (only works on ~50% of rooms now)
- “shipscan” from terminal now more powerful because less rooms error
- airlocks now a# instead of d# so you don’t suck drones out into space when you type the wrong number.
- Upgrades Error/Breaking now based on missions + time rather than pure time
- We now start on the schematic view when boarding a derelict
- Added vsync option
- Pausing:
- pause most sounds when paused
- freese game when you lose focus
v0.12
v0.11 (rev ~1440)
- New Drone View! (what the drone’s see... more data oriented)
- Our first Audio! (unless you count our alert sounds)
- 3 layers: you ship’s ambience, interface sounds, and remote ship sounds (via drone mics)
- spatial: listen to another drone drive by
- context: schematic vs drone view. Drone moving sound different for each
- volume options
- New Drone Overlays
- More clear drone states: Destroyed vs Disabled
- Removed prompt to continue (automatically does)
- Dropship & (partial) derelict outline in schematic view
- Derelict exploration starts on Schematic View
- Newly scanned items flash on in both views
- Lots of “learning” improvements
- more overlay help text on ship items
- robust “info”
- Lots of less-intrusive “Hints” for things not covered in the tutorial
- Better warnings and errors
- when you try to use a command on the wrong drone
- if you try to open an airlock for the first time
- notice if you try to click on the schematic or drone view (mouse not needed)
- warnings first time you leave items not towed back to dropship or don’t commandeer a vessel that’s ripe for it :)
- New Swap UI: No mouse needed for derelict exploration!
- “all” now a valid parameter for most commands (eg: “gather all”)
- “Shipscan” now gives more info in the console
- We move you away from starting with a motions scanner much quicker
- New Console & Drone Summary windows
- Ability to change font size of console (Ctrl + Page up/down)
- First pass of performance improvements (memory usage, etc)
v0.09 (rev 1157)
- Stargates between galaxies
- Connecting Stargates allows fast inter-galaxy travel
- Universe Map
- Spawn randomly but can find previously explored constellation
- Ability to Reset Universe and not player data
- Can take “notes” on galaxies so when you revisit you have a clue
- Game always saves current run & give option to load when you come back
- Dev Progress indicators
- [F]orums on Steam :)
- Log Viewer so you can see previously discovered logs
- Logs can now reference other places in the universe (procedural elements ensuring unique games)
- Modifications!
- Can scrap upgrades & drones
- Can use scrap to modify upgrades, craft upgrades, refill resources etc.
- Healing drones now requires scrap
- New Mods
- Speed up Drone
- Increase Drone Max HP
- Probe stealth
- Probe HP increase
- fix broken video signal
- can repair an errored upgrade
- shield that recharges but with less max HP
- New galaxy/system map icons
- Trading Posts persistent for “stashes”
- Trading Posts have “notices” sometimes now
- New Patrol Bot model & projectiles
- Schematic map scrolls more better for big ships/outposts
- All new galaxy maps
- Added ability to toggle UI in map views
- Ensure player doesn’t spawn in a difficult galaxy
- Added Community Galaxy/System/Ship/Outpost names!
- Added indie funder drone names
- New in-game help overlays to teach new players
v0.07 (rev 896)
- Long Range Scanner (ship upgrade)
- Patrol Bot: easier enemy that is predictable and you can survive an encounter
- Video signal can be momentarily lost form drone & ship view. Drones deteriorate over time and this happens more frequently and for longer
- Ship upgrades can now break
- Alias file now moved to save file area for player editing
- Slimes now affected by sonic, but one instance will come back
- Derelict types & classes now mean something (size & dimensions of ship)
- Save file
- save & continue a “run” later
- unlocked upgrades & enemy types
- persistent galaxy
- Fog of war
- Can view how many “objects” found in a system
- Automated trading posts
- Based on heat maps
- Solar system density
- Derelict Density
- Level of difficulty
- Derelict type (derelict, outpost, trading)
- Galaxy seed (persistent galaxy)
- multiple galaxies possible (can choose from menu)
- Can add new maps from game save area (user generated galaxy)
- ability to view previously visited systems in galaxy view
- Difficulty Ramp
- New “nursery” solar system for your first “run” (no events, simple enemy)
- New “Patrol Bot” enemy is predictable and you can survive an encounter
- Start in an “easier” solar system
- No more “Advanced” & “Beginner mode”
- Enemies now unlock over time (easy -> difficult)
- Ship’s “Age” a general difficulty indicator
- Motion sensor guaranteed upgrade for beginning “runs”
- Command line more consistent & reliable
- Inventory for Drone & Ship Upgrades always available
- Notification when you return to ship to install ship upgrade
v0.06 (rev 761)
- d1 will toggle d1 open/closed
- dock: allows you to re-dock your ship to another airlock on the derelict
- commander: allows you to commandeer the derelict. You get the # of upgrade slots on the ship as well as anything else on the ship. Must clear all enemies and explore all rooms
- info: lists items in a room you’ve discovered (how to tell ship upgrade types)
- status: lists info from opening log (# infestations, hull integrity etc)
- See ship upgrades and drone upgrades for more commands
- Pry: allows you to pry open an unpowered door
- Motion is the new Area sensor :)
- Ship Upgrades are now a thing, you can tow them back or if they’re “installed” you have to commandeer the ship to get them:
- Transporter: needed to explore “outposts”. Beams you down to a room. Rooms gain/lose signal. Eventually all signals are lost.
- Ship Surveyor: upon docking shows entire derelict (all rooms) on schematic
- Power Manager: Allows you to re-route power amongst the derelicts rooms
- Remote Power: Allows you to remotely power an inlet (without a generator drone upgrade)
- Close command can break (ship stops responding to it)
- Individual doors can stop responding to commands
- Asteroids: a warning is given with percentages on what rooms may be hit (and start leaking radiation)
- ability to adjust SFX volume from options/pause menu
- Warning/Error/Radiation/Sensor alerts
- Terminals now allow access to multiple commands instead of just one
- Mission summary screen after each mission (needs love)
- Ship Schematic can now be panned with arrow keys
- Ship Schematic UI adjusted to fit drones, console, and schematic better
- “Outposts” on schematic map, which require a transporter ship upgrade to explore
- Slime can be driven back, divided, or destroyed
- Airlocks allow you to suck enemies (and rations, drones, etc) into space. Can cause radiation leaks as well and damage room items
- Semicolons to separate commands
- Aliases (not exposed to player yet). try “begin” and “end”
- Tow upgrade by default on drone 3 to start
- Adjusted all upgrade quantities
- Re-worked how upgrades break over time
- Sonic & shield upgrades no longer re-charge
- shortcuts listed in help
- New schematic & drone view overlay icons
- you can’t leave a ship with enemies in your docking bay
v0.05
- shields no longer go off when most other upgrades become active
- room numbers are set as rooms come online
- “destruct” command cancels destruct :)
- doors now don’t close when obstructed by drone or enemy (will retry)
- added “hull integrity” indicator on ship log to indicate likelihood of radiation flood happening
- more warning messages (when lure is first attacked, etc.)
- command line console 2.0
- new completion text
- blinking cursor etc.
- Ctrl + Arrows now required for history & cursor movement (This means you can control drones while leaving commands in console
- Improved Drone auto navigation
- “Previous Best” (Days survived) displayed on game over screen (added to save file)
- New Commands:
- Added: "open all" command - will open all powered doors
- Added: "close all" command - will close all powered doors
- Added: "open rA rB" command - will open all powered doors connected to the room(s)
- Added: "close rA rB" command - will close all powered doors connected to the room(s)