Update 0.3.0.29930


We've just released a new update on Steam and GOG (Mac on GOG is slightly delayed, but will hit soon). Highlights include the 3rd player ship and an overhaul of the perk system. Have fun playing!
New Features
New Features
- Added new player ship: Colonial Gunship
- Added new enemy: Outlaw Drone Carrier
- Perks overhaul: Divided into pilot perks and individual ship perks
- Added new perks: Trading and Diplomacy
- Attacking G&B can result in them reporting your attack and them being hostile in the current and next location
- Added two new natural hazards
- Added new point of interest: Freighter Wreck
- Added more structures
- Added option to set a flag for equipment to ignore it when switching to next/previous equipment
- Added hall of fame that keeps track of your completed runs
- Added backer-written logbook entries
- Added new planet type
- Interceptor and Gunship now have armor which reduces hull damage by 10% and 20% (what the Hull Enhancer used to do, but doesn't require a device slot)
- Renamed "Hull Enhancer" to "Adaptive Armor"
- Service stations now only offer one option unless perked with Trading perk
- FOV is now being slightly increased while boosting
- Slightly tweaked threat levels
- Slightly decreased Stasis Missile effect duration
- Added Weapon Overdrive blueprint to startup blueprints
- Introduced a drone limit of 1. Can be perked to 3 for gunship.
- Reduced ore pickup amount
- Reduced explosion impulse strength
- Increased grey goo NPC speed
- Slightly reduced Coil Gun spread
- Removed all shield related perks
- Removed "store credits" perk
- Made sensor range perk scout exclusive
- Made jump charge duration perk scout exclusive
- Tweaked perks for stronger differentiation between ships
- Added more ship class restrictions for equipment
- Proximity mines will no longer react to ships of their own faction
- Tweaked Mine Cluster behavior
- Tweaked jump drive animation
- Damage indicator vignette and camera shake strength now depend on the amount of health left
- Okkar Corvettes MK 1 can now come with jump suppressors, Okkar Corvettes MK 2 now won't always carry jump suppressors
- Prevent more than 2 jump suppressors being active at the same time
- Nano Injectors will now consider the nano bot efficiency
- Increased Flak Cannon II damage
- Increased Weapon Overdrive efficiency
- HUD equipment slot tweaks: Display currently active devices with green glow, give currently non-usable equipment red shading
- Energized Boost Mk1, Mk2 and Mk3 now have the same duration but increased boost multiplier
- Slightly improved Shock Rifle II stats
- Added warning and alert sound when close to black hole
- Aim assist now works with proximity mines and missiles
- The "Devastator" sub-routine now reduces the energy recharge rate rather than allocating energy
- Fixed a bug where wrong consumable icon was displayed in pickup compare screen
- Fixed wrong consumable and secondary weapon amounts being shown in player equipment slots of compare screen
- Fixed devices with 4 pre-installed mods being spawned
- Fixed sun flares not affecting cloaked ships
- Fixed sun flares pushing bigger ships out of level bounds
- Fixed spread mods not being available for Coil Guns
- Fixed premature uncloaking while charging weapons
- Fixed pilot seat clipping/blocking view when playing in 1st person view in ultra-wide
- Fixed inverted mouse x and y not working when playing with centered crosshair
- Fixed perked critical hit chance not being regarded for right-hand item in compare screen
- Fixed trader not offering credits anymore (but needs a perk now)
- Fixed ships sometimes having damage in hangar
- Fixed current ship name not correctly displayed in ingame menu
- Fixed Outlaw Sniper not uncloaking when attacked with explosive weapons
- Fixed nano bots not being removed in generic freighter repair mission
3
Comments
And WinStore is 1.7.0.
Good luck in your class, and know that Everspace will be waiting when you get home ;-)
I actually meant the 3rd update, the one with the 3rd ship. I would expect that will have to go through the same testing procedure, so is it likely to be delayed like the Scout update?
Btw loving the update so far, it's so much fun. Side note has anyone experienced dizyness after playing? It's weird it doesent usually happen to me for space games, but for some reason Everspace has had me dizy all day. Still super fun though :P
Now you may think "Well hey, go with the new ship!" but while the Colonial Gunship is tankier, it is still completely useless unless you EVER find some nanobots, which frankly doesn't happen too often at all.
So either you start with crappy weapons and negligible shields, or you pick a tankier ship with decent weapons but no shield whatsoever and just look at your hull going down (aswell as disfunctional parts poping up) until you die.