Version 0.1.151 release
Key features:
- 3rd faction, Meridian, shield users, lots of missiles, fast ships
- Rebalanced all ships
- Resized all ships
- New fleet budget options in battle setup
- UI updates
- New effects
- Massive performance improvements
Change log:
- Validate target locks with the bound-first range classifier
- Asteroid and planetary rings now tumble instead of being star-aligned, damped by size
- Rocks now correct block beam lasers again
- Lowered rock maximum health
- Rocks now shatter at 0hp, similar to ships
- Updated main menu rocks
- Mining lasers now sweep over asteroids when mining instead of hitting dead centre or the edge
- Added variation in ship cracking crack brightness
- Ships can now shed fragments during breakup
- Engine/faction-styled ship explosions | Ion/Torch/Plasma/Antimatter/Fusion
- Ship brightness is more natural while cracking, debris becomes charred after blast
- Ship fragments can now be hit for a short time and will explode
- Fixed a bug where cracking ships could not be hit by projectiles
- Rebalanced ship sizes into something more playable
- True colours can be set in combat setup
- Wider fleet deployment in combat setup
- Clicking on a ship while spectating shows ship info (stats, current task, pilot brain)
- Added new pilot AI (focus-fire, flanking, vulture, squad morale, routing, rallying)
- Added freelancer-style pilot barks over radio comms
- Fixed issues with missile sizes in racks vs launchers
- Tightened up faction doctrines
- Using ship material costs from the campaign a budget option has been added to the combat setup page
- Generate fleets within budget
- Budget can be the same or different for each side
- Random seed added to fleet generation
- Massively improved NPC ship fitting selection
- Combat ships in campaign correctly fly faction doctrine loadouts
- Fixed an issue where NPC ships in campaign would not keep persistent fits
- Added small/medium/large combat ships for Meridian
- Fixed stale target locks, missile firing stalls, weapon-range positioning, drone launch oscillation and remote-drone engagement range
- Improved outfitter tabs, fitting tooltips, passive-module statistics, weapon ammo readouts and equipped-slot sizing
- Added hide-UI and combat-radio visibility controls
- Fixed nearby-pilot radio messages overlaying the main UI
- Fixed an issue where ship explosions and engine effects used the wrong colour when plain art is selected
- Fixed an issue where the player ship effects could sometimes be incorrect
- Fixed the fleet-editor ship-stat scrolling crash and guard against incomplete stat definitions
- Expanded combat, content, fitting, drone, objective, UI and catalogue regression coverage
- [Performance] Improved weapon-vs-wreck-debris raycasts
- [Performance] Skip drone bookkeeping for ships with no drones
- [Performance] Stopped reallocation engine-plume scratch buffers every frame
- [Performance] Removed adaptive quality/resolution scaling
- [Performance] Cheap engine dab for far-LOD ships instead of full trail ribbon
- [Performance] Skip trail-history bookkeeping for far-LOD ships
- [Performance] Batch far hulls by texture and skip unused lighting math
- [Performance] Compact the particle pool so passes are O(active), not O(12000)
- [Combat balance] Closer fights, more brawling, less min-range
- [Combat balance] missiles vs smaller ships
- [Combat balance] Long range guns alpha damage vs slow fire rate
- [Combat balance] Attempt at making rockets worth using (they're still not worth it)
- [Combat balance] Armour repair and shield boost tuning
- [Combat balance] Bigger ships carry more tackle to help deal with small-ship spam
- [Combat balance] Rebalanced ship modules into mid/low, instead of utility and defensive, similar to eve online
- [Combat balance] Added a tiny bit of aim assist to all projectiles to help deal with smaller and faster ships
- [Combat balance] Added signature to all ships, which influences aim assist, this can be increased with target painters etc
- [Combat balance] Lowered beam DPS (so OP)
- [Combat balance] Fixed NPC ships not fitting full loadouts
- [Combat balance] Fixed NPCs sitting small weapons in medium hardpoints
- [Combat balance] Aligned Aurelis around pulse lasers and shield logistics, Veyr around autocannons, armour repair and tackle, and Meridian around missiles, drones and shield boosting
- [Combat balance] NPC ships now generate coherent range-focused ship fittings
- [Combat balance] Allow retreating ships to keep firing without interrupting travel-drive charging
- [Combat balance] Rebalance hull durability, capacitor capacity and recharge, launcher ranges, movement-module usage and defensive-module capacitor costs
- [Combat balance] Add capacitor batteries, rechargers, injectors, energy neutralisers and energy vampires (these two are player only while testing)
- [Combat balance] Give drones independent damage, fire-rate, range, projectile, tracking and salvo statistics and expose them in the armoury
- [EXPERIMENTAL] Added a capture-point option to the battle setup, capture progress, scoring, victory conditions, world rendering and NPC king-of-the-hill behaviour to help test future NPC objective behaviour
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