Beta Version 0.1.2.28400

ROCKFISH_HCKROCKFISH_HCK Posts: 562Moderator
edited August 2016 in Announcements (read only)
There is a new update live. Here is the changelog:

New Features
  • Mac version port (El Capitan / Metal only)
  • Added options to invert gamepad X, mouse Y and mouse X
  • Added controller sensitivity option
  • Added windowed fullscreen option
  • Indicate incoming missiles
  • Added new device: Shield Disruptor
  • Added new secondary weapon: Corrosion Missile
  • Added new NPC: Terran Light Fighter
  • Added more outlaw station types
Tweaks
  • Added crosshair hit indicator
  • Reworked target lock marker
  • Health bar colors are now red, green or yellow according to hostility and are only visible if health is not full
  • NPCs will now investigate the attacker's location if an ally dies
  • Freighters will now sometimes call reinforcements when being attacked
  • Failing a lucky jump will now only damage a maximum of three ship components
  • Radar will now flicker if sensor component is damaged instead of disabling it completely
  • Comm Hubs can now be seen on the radar from a greater distance (4km)
  • Re-balanced Energy Discharger
  • Charge weapons now drain energy while holding charge button down, even at full charge
  • Using scanning probes will now sometimes make enemies jump in
  • Refueling stations now only have a limited fuel capacity
  • Added damaged meshes for stationary turrets
  • Added mod indicators (+++) to weapons and devices in HUD
  • More coherent required resources display for crafting and repairs
  • Added amount of currently craftable items to crafting list
  • Reworked Damage Limiters to reduce all incoming damage by a percentage rather than capping it
  • Increased scatter gun damage output
  • Added 25% damage bonus to Daredevil Sub-Routine
  • Fire rate mods will now also increase charge speed
  • Proximity mines now have a one second arming delay after being spawned
  • Elite enemies now fire faster
  • More reliable drone spawners
  • Reworked plasma mines
  • Improved Outlaw Sniper's aim
  • Slightly increased time until interceptors arrive
  • Slightly increased energy allocation for some passive devices
  • Increased turret ranges of Terran Fighter and Alien Gunship
  • Increased missile turret fire rate
  • Optimized cloud field performance
  • Some more performance optimizations
Bugfixes
  • Fixed sound volumes not being correctly initialized
  • Fixed mouse sensitivity not being saved
  • Fixed enemies not spotting the player when he shoots while cloaked
  • Fixed some swarm fighters not shooting
  • Fixed bonus equipment not always given to player
  • Fixed ship stats in hangar getting mixed up when selecting other ships
  • Fixed repair hull slider not refreshing when components are repaired
  • Fixed repairing a component in a service station though it has been repaired before
  • Fixed keybinding issues and allow binding of tab left / right action
  • Fixed "unknown equipment" from previous game versions being spawned near player ship wreck
  • Fixed nano bot required repair amount sometimes being incorrect
  • Prevent lootable asteroids from colliding with other objects
  • Fixed warships clipping through jump gates
  • Fixed buggy log event grouping
  • Fixed jump charge sound being cut off when using the jump-drive subroutine
  • Prevent stacking of sub-routines
  • Fixed unreachable pickups being spawned way outside of level bounds
  • Fixed level 18 energy capacity perk pricing
  • Fixed some spelling errors

Comments

  • TasTas Posts: 11Kickstarter Beta Backer ES1, Space Dog
    Define "Re-balanced Energy Discharger".
  • ROCKFISH_HCKROCKFISH_HCK Posts: 562Moderator
    Tas said:

    Define "Re-balanced Energy Discharger".

    It now shuts down your shield when used just like the "Energized Boost". Also, some damage tweaks.
  • atvcrashatvcrash Posts: 10Kickstarter Beta Backer ES1, Space Dog
    Oh thank god for that mine delay i cant tell you how many times ive blown myself up
  • PIECEofTOASTPIECEofTOAST Posts: 31Member, Common Beta Backer ES1
    I like pretty much all of these changes. I am glad it seems you have increased this difficulty in many ways and you also seemed to have added a lot more punishment for fighting terran, which is a good thing. There was practically no reason not to before.

    I noticed however that the bugfixes didn't include anything about the stealth module, has it still not been fixed? Because it was heavily abuseable. Either way I love the changes, this update was a pleasant surprise because I was not expecting one so soon after beta launch. Keep up the good work.
  • TasTas Posts: 11Kickstarter Beta Backer ES1, Space Dog

    I like pretty much all of these changes. I am glad it seems you have increased this difficulty in many ways and you also seemed to have added a lot more punishment for fighting terran, which is a good thing. There was practically no reason not to before.

    I noticed however that the bugfixes didn't include anything about the stealth module, has it still not been fixed? Because it was heavily abuseable. Either way I love the changes, this update was a pleasant surprise because I was not expecting one so soon after beta launch. Keep up the good work.

    "Fixed enemies not spotting the player when he shoots while cloaked"
  • Horizonz1993Horizonz1993 Posts: 1Common Beta Backer ES1, Customer
    I'm so thankful for windowed full screen, this is good news.


    Must ask, when can we expect more sectors to be implemented and the ability to upgrade your ships look?
  • MascotMascot Posts: 2Kickstarter Beta Backer ES1, Space Dog
    Added options to invert gamepad X, mouse Y and mouse X
    That's all you needed to say. <3
  • Klaus-PeterKlaus-Peter Posts: 1Common Beta Backer ES1, Customer
    I´m just asking, but when do you plan to add VR-UI and HUD?
  • ROCKFISH_MichaelROCKFISH_Michael Posts: 373Administrator
    We will start working on the VR-UI and VR-HUD again when all work in 1st and 3rd person view for all three player ships is done. This might take until the end of this year.
  • WeatherManWeatherMan Posts: 53Kickstarter Alpha Backer ES1, Space Optimizr
    edited August 2016
    Plasma mine delays, yes!

    You have no idea how many runs have accidentally ended from me dropping mines whilst flying backwards ..

    Edit: Whoa the new targeting reticle looks awesome! But look in the bug reports section as I just found a problem with it.
  • Captainmaxwell7Captainmaxwell7 Posts: 6Common Alpha Backer ES1
    Keep up the great work guys!
  • ChudamaruChudamaru Posts: 6Kickstarter Beta Backer ES1, Space Dog
    Added windowed fullscreen option


    Thank you!
  • MistaHuMistaHu Posts: 3Kickstarter Beta Backer ES1, Space Dog
    good update
  • gkarrisgkarris Posts: 65Member, Common Beta Backer ES1
    Very, very nice!!!
  • ES_11075ES_11075 Posts: 4Common Alpha Backer ES1, Space Dog
    Awesome update! Thanks Dev team :)
  • badshooterbadshooter Posts: 1Common Alpha Backer ES1, Customer
    Something wrong with keybinding, roll right and starfe right are both bind to E and it won't change. Restoring back to default didn't help either so trying reinstalling game.
  • MICKMUFFINMICKMUFFIN Posts: 17Common Beta Backer ES1, Customer
    Loving the new update, there seems to be even more stuff not mentioned in the patch notes like mission markers in the sector map, radio chatter, changed the boost sound and smaller mineable asteroids. These are the ones I've noticed so far.
  • ArcmanovArcmanov Posts: 10Customer, Collector Beta Backer ES1
    Does this update include any switching of the axes between the left and right controller sticks, or do we still have to contend with pitch and turn/roll on the wrong stick?
  • ROCKFISH_HCKROCKFISH_HCK Posts: 562Moderator
    Arcmanov said:

    Does this update include any switching of the axes between the left and right controller sticks, or do we still have to contend with pitch and turn/roll on the wrong stick?

    We have it ready here so it will be live with the next update.
  • stasstas Posts: 6Common Beta Backer ES1, Customer
    Looks wonderful! Thanks devs!
  • SoranSoran Posts: 95
    I haven't had a lot of time to play lately. However last night I took about 1 hour and the game updates are great. Your definitely moving in the right direction.
  • ES_4675ES_4675 Posts: 4Kickstarter Beta Backer ES1, Space Dog
    Wow big improvement with the update !! Game is a lot more fun, I have the feeling it is due to increased speed, loot, easier dogfights.

    I love it !
  • ArcmanovArcmanov Posts: 10Customer, Collector Beta Backer ES1

    Arcmanov said:

    Does this update include any switching of the axes between the left and right controller sticks, or do we still have to contend with pitch and turn/roll on the wrong stick?

    We have it ready here so it will be live with the next update.
    Sweeeeet. :D
  • WeatherManWeatherMan Posts: 53Kickstarter Alpha Backer ES1, Space Optimizr
    edited August 2016
    I just realized the second player ship the silhouette of a Terran Light Fighter, does this mean we could be piloting it soon?
  • ROCKFISH_HCKROCKFISH_HCK Posts: 562Moderator

    I just realized the second player ship the silhouette of a Terran Light Fighter, does this mean we could be piloting it soon?

    Just a placeholder. We will soon replace that by the "real" silhouettes ;-)
  • SpectalysSpectalys Posts: 79Member, Common Beta Backer ES1
    edited August 2016
    @ROCKFISH_HCK
    Can you explain this please :
    "Using scanning probes will now sometimes make enemies jump in"

    @badshooter

    Something wrong with keybinding, roll right and starfe right are both bind to E and it won't change. Restoring back to default didn't help either so trying reinstalling game.

    Show hidden folders ( http://www.howtogeek.com/howto/windows-vista/show-hidden-files-and-folders-in-windows-vista/)

    Go to :

    C:\Users\YourName\AppData\Local\RSG\Saved\Config\WindowsNoEditor

    Open "GameUserSettings.ini" with your favorite text editor like notepad++
    Find this line (Ctrl+F to open the search tab)

    KeybindingsUIConfig=(ActionName=,AxisName="Roll",Key1=

    This is where you can bind the key:
    "roll",Key1=E

    And the Default Key :
    DefaultKey1=E

    Like this:

    KeybindingsUIConfig=(ActionName=,AxisName="Roll",Key1=E,Key2=None,DefaultKey1=E,DefaultKey2=None,Scale=1.000000,DisplayName=INVTEXT("Roll right"),GroupName="Keyboard")

    ----------------
    Same for strafe Right

    KeybindingsUIConfig=(ActionName=,AxisName="MoveRight",Key1=D,Key2=None,DefaultKey1=D,DefaultKey2=Right,Scale=1.000000,DisplayName=INVTEXT("Strafe right"),GroupName="Keyboard")

    Save and close (Ctrl+S to save)
    ------------
    ------------
    If you want to be sure this file will not be modified:

    Right click on "GameUserSettings.ini"
    => propertie
    =>Check "read only"

    Now this file can't be modified.

    If it does not work, do the same on "Input.ini" (I put here the binds for D,E,A,Q)

    ActionMappings=(ActionName="NavigateRight",Key=D,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
    AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000)

    ActionMappings=(ActionName="TabRight",Key=E,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
    AxisMappings=(AxisName="Roll",Key=E,Scale=1.000000)


    ActionMappings=(ActionName="TabLeft",Key=A,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
    AxisMappings=(AxisName="Roll",Key=A,Scale=-1.000000)

    ActionMappings=(ActionName="NavigateLeft",Key=Q,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
    AxisMappings=(AxisName="MoveRight",Key=Q,Scale=-1.000000)
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