Little Green Men have a whole list of stuff they've managed to finish up and deliver for this patch. Encounter quests, random news, assembling war fleets, sending civilian fleets on tasks... just to name a few. You can find the full patch notes below.

Fixes

  • NPCs will now properly react to you making a run for it during a contraband check
  • Ship manufacturer is now displayed properly
  • Research centers no longer provide resources, as intended. In the future, they'll provide special bonuses.
  • Neptune thruster models reworked a bit
  • There was a problem with the cloak effect in some cases. Now it is displayed properly.
  • In some cases, VFX of skill activations would not show. Now they do.
  • Weapon type name is now properly displayed on the Ship->Systems panel
  • The Newsreel on stations and planets is no longer bugged-up in the first few seconds after landing/docking
  • Encountering a battle will no longer trigger the weirdest of texts, completely unrelated to any combat situation
  • Repair beam is now visible once again
  • Fixed a problem with wrong data being displayed on the commodity tooltip
  • The Game launcher keybinding screen would pop-up a small info window. And when I say small I mean like really tiny. So tiny in fact that you couldn't actually see what it was saying. That's fixed now.
  • The Asteria class has joined the other ships in the ability to be destroyed
  • Ships will now attack Garrisons as intended
  • Fixed a problem where an event linked to a sector would get triggered several times, when it should only trigger once.
  • Using SETH will no longer cause the game to crash. This could still happen in some cases.
  • In some instances, the bridge officer would do "call-outs" even if the action in question wasn't really started.
  • You will no longer gain additional skill and perk points for no apparent reason
  • Using the Cargo Jettison action now does what it should and gets you back to the appropriate screen
  • Commanding one of your fleets to go to the same location they are now at, now does nothing... as it is supposed to.
  • Repair drones will now shut down their beams when they're done. They would look silly otherwise.
  • Deleting a saved game no longer causes an abrupt panel refresh
  • Clicking on the info panel on the starchart, no longer means you've clicked on the Starchart itself (and potentially selected something)
  • Crashing into a junk piece in a junkyard made the piece go *poof* and disappear instead of blowing up as intended. This is now working as intended.
  • Becoming an enemy with the Solari Concord would literally mean "You're your own worst enemy" and it would practically corrupt your save game. That can no longer happen.
  • Derelict created through the destruction of a ship now retains the ship's movement and rotation


Freelance jobs fixes & changes

  • Salvage
    • A confusion caused by the objective stating to transport onto the target, while the "on-target objective" says to disable it
    • Sometimes you wouldn't get notified that you completed the job.
    • Added the option to "go back" if you've accidentally pressed the wrong button
    • Made some clarifications in the dialogues, to make things a bit more logical
  • Maintenance
    • You no longer get the message telling you how much the "Repair cost" if the repair failed
  • Delivery
    • Getting a job to deliver a package to a yet unconstructed structure could be problematic. This no longer happens.
    • Running around cloaked will no longer work as easy. NPCs can also use anti-cloak equipment and they will detect you.
    • Fixed some confusing bits related to giving bribe and taking it back.
    • Solved an issue where you couldn't transport to a research facility to complete the job


Additions

  • Added Civilian Fleets
    • Unlike War Fleets, Civilian Fleets act like an immutable resource, to be reserved only for the duration of a Civilian task.
  • Added Civilian fleet tasks
    • Click on a Task icon on the Starchart and send one of your fleets (if you have the prerequisites)
    • Survey zone
    • Salvage derelicts
    • Junkyard salvage run
    • Asteroid field ore run
    • Nebula gas run
  • Civilian task tutorial mission added
    • After the Prologue is completed, you automatically gain a tutorial mission for Civilian fleet tasks (Lost cargo retrieval)
    • After the tutorial mission is done, Civilian tasks appear as normal
  • Added the Construction tutorial mission
    • After the Civilian fleet tasks tutorial mission is completed, the Construction tutorial mission is triggered
    • This mission teaches you the basics of constructing structures in your territory
  • Added Encounter quests
    • Encounter quests are triggered as you travel through Gemini. They are completely optional and it is up to you to decide whether you'll do something about them or not.
    • Currently 4 different types of encounter quests can appear. More will be added in future updates
    • Encounter quests are marked on the Starchart, but NOT in the main viewport
  • Introduced the ability to construct custom War Fleets with the Shipbuilding panel (Game Menu)
    • Currently, every Concord ship has 2 loadout variations available for construction (MK I & II)
    • Ship "Power" symbolizes an approximation of usefulness in battle
    • Every ship costs Credits and Materials to build. Capture or Construct Junk Reclaimers to increase your Material yield.
    • Ships Built this way are placed in the HQ ship storage. It can only be accessed via the Starchart.
  • Added the Fleet Transfer panel
    • You can now Customize war fleets by selecting the Fleet on the starchart and then right clicking on the HQ or other player controlled fleets.
    • Every Fleet has the same "Power Limit" which restricts how many powerful ships can be placed in the fleet.
    • Fleet "Power Limits" can be enhanced by upgrading the tactical module on the HQ. Proper descriptions will be added in a subsequent patch.
    • There is no limit to the mount of ships that can be stored in the HQ
  • War fleet info improved
    • The war fleet info panel on the Starchart updated to show exactly what ships are in the fleet
  • War fleet auto-resolve added
    • If you don't reach your fleet in time, after it has started a "conquest", the situation will go into auto-resolve
    • The time before auto-resolve is displayed on the Starchart
  • The Korkyran fleet added to the ship roster
    • And these ships are: Pegasus, Cyclops, Medusa, Hydra and Premonition
    • The ships are available for purchase on Rotterdam and Alexandria stations, and on planets Korkyra and Thauria
  • Several new station models added to the mix. (Station models will be additionaly shuffled once all models are completed and implemented)
    • Korkyran battelstation (Alexandria)
    • Korkyran depot
    • Korkyran scrapyard
    • Memphis
    • MultiOps HQ
    • Tortuga Bay
  • Added news to stations and planets.
    • The news is displayed both on the newsreel and in the news panel
    • Currently only random news are generated (and a lot more will be added). Future updates will bring news related to global events, conquest, quests, bounties...
  • Added 5 new ambients (skyboxes) to replace the placeholder skies used sofar. More ambients/skies will come in future patches
  • New "heating" VFX implemented on ships as they come close to the suns and on derelicts as they appear after a ship is destroyed. The heat gradually cools off.
  • Construction POIs (points of interest) are now shown in a cool holographic way in the main viewport
  • The Reputation panel is completely redone and is now accessible.
  • In-game video options are back in business. We still suggest using the Launche settings panel, though.
  • Added player surname to the character creation screen, as it will be used in dialogues
  • "Buy max" button is now added to the Drydock->Configure turret panel


Tweaks

  • Updated station production templates
    • ships are now widely available, but with different prices (the lowest price can be found where the ship is produced)
    • added more equipment as available for purchase on different stations
    • default equipment quantity is added into the mix
  • Improved freelance mission rewards
  • Rebalanced enemy fleet power
  • Rebalanced heavy weapons a bit. Reload time improved, but price is also increased.
  • Rebalanced fighter wings and hangar parameters on ships
  • Junk reclaimer SFX base volume lowered.
  • Structures can now blow up and not just get disabled.
  • Adjusted particle effects on several "trade" station models
  • "Ghost" weapon batteries (those the ship doesn't actually have) are no longer displayed on the Drydock.
  • Residual blast damage created after a ship blows up is drastically reduced. The largest ships would cause too much damage.
  • Changed some keybinding button names to make them more clear
  • Did a slight upgrade to LOD dithering fade
  • Did an updgrade of soft particles used in nebulas
  • Button placement on the Save confirmation panel is changed a bit.
  • The required experience level to purchase a ship is now also shown on the Shipyard screen.
  • Saved game info now includes Ore, Gas and Materials status
  • "Sublight disruptor" detonation VFX upgraded a bit.


Modding

  • Switched the "DerelictId" parameter (ID as integer) in the ship file with "Derelict" (Keyname as string). The same EditorDerelicts.wdt base is still referenced.
  • Updated the Scripterion documentation