Patch 0.60 live for Starpoint Gemini Warlords
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