Post by qswitched on Aug 20, 2016 20:34:12 GMT
Figured I should have some place to put a changelist for all the changes that go into each beta build, so here it is. I'll edit it with each build that goes out.
0.6.6
- Mission Kill - On defensive missions (Vesta Overkill, Solar Ties, Force Projection), if the AI leaves the current hill sphere it will be destroyed.
- AI Improvements - AI no longer can be fooled by luring it out of the body's hill sphere. AI will reinject if it suspects it is being lured out.
- Corrected issues with centripetal acceleration prematurely killing off crews.
- Added a couple of small text UI themes.
- Delta-v now increases correctly when launching mass (drones, bullets, missiles, etc.).
- Fixed records saving incorrect/impossible values.
- When the enemy evades your intercept, will stop turn and notify.
- Splitting ships correctly accounts for rotational/tangential velocity.
- Various minor bugs. Crash fixes.
0.6.5
- Removed erroneous ship designs and various ship design errors.
- Added arrow showing main thrust direction in ship design when center of mass is enabled.
- Fixed some crashes on startup.
0.6.4
- Fixed camera jerking issues.
- Manipulating burn nodes hides the mouse, allowing mouse movement offscreen.
- Fixed several crashes in module design. Fixed several weapons in module design that had changed.
0.6.3
- Added major corrections to fleet join option.
- A few records updated.
0.6.2
- By default now, combat starts out paused. This can be switched off in options.
- Added option to use mouse drag for burn manipulation rather than two clicks.
- Fixed minimum ranges on nuclear missile detonation so they no longer explode next to the launcher bay. Also added an option to ignore this minimum range.
- Lost intercept notifications indicate what fleet evaded the intercept.
- Corrected issue with projectiles passing through armor layers rarely. Flak and lasers are most affected.
- Ships more correctly torque when split into pieces.
- Collisions between ships are more accurate, ships can no longer get 'stuck' within each other.
- Corrected crash when launching capital ships from a carrier bay.
- Fixed ships splitting automatically in combat when using spacers and partial armor.
- Prevented infinite looping launchers with crafts.
- Numerous small bugs. Several other rare crash fixes.
0.6.1
- Heavily trimmed down potential crash log output size.
- Fixed Linux WINE audio issue.
- On 'disarm the enemy' missions, succeeding will automatically disable all of your weapons.
- Several minor bugs.
0.6.0
- Roll Order: Ships can be ordered to roll provided they have the engines to do so (multiple gimbaled end rockets or gimbaled vernier thrusters).
- Disarm kill: Destroying a enemy warship's weapons and reducing it's delta-v to zero will treat it as disabled.
- Gimbaled rockets can be gimbaled up to 90 degrees, which requires outside-armor mounts.
- Added a '1 minute' turn button.
- Can launch missiles/drones without an initial order.
- Missile formations auto-space out depending on area of effect of missile warhead.
- Added small indicators of ascending/descending nodes for orbital trajectories, as well as apoapsis/periapsis indicators.
- Exit from combat always allowed now if mission is failed/successful.
- Added sodium as option for nuclear reactor coolant.
- Solar Ties and later levels AI is slightly more aggressive.
- Spacecraft with main side engines now correctly home and reorient properly (their 'nose' is in line with the side engine).
- Crash and bug fixes. Perf updates.
0.5.1
- Railgun armoring added.
- On defensive missions, you can add space stations to your custom fleet now.
- Crash fixes, bug fixes.
0.5.0
- Added partial armor/armor sectioning. Armor may be used to only partially cover a section of a spacecraft, based on length along the craft and radial sectioning.
- In combat, modules window can be expanded via the separator now, as can numerous other UI separators throughout the game.
- All weapons can now be optionally fired whilst out of range.
- Side engines on spacecrafts will now be recognized as the main engine if there is no engine at the base.
- Added ability to see center of mass in ship design.
- Added ability to armor coilguns, useful for spinal weapon mounts.
- Error/warning windows are prevented from covering too much of the screen in ship design now.
- Added info on relative intercept velocity after plotting an intercept or flyby an enemy fleet.
- UI tweaks, bug and crash fixes.
- Backups for your user designs will be saved in "Backups" folder every time you start the game.
0.4.12
- Added option to downscale screen resolution and upscale UI text size.
- Crash Fixes.
0.4.8
- Large missile/drone fleets stack into a columns when formation is too wide (otherwise the edges of the formation may not hit the target in time).
- Bug and crash fixes. Additional crash diagnostics added.
0.4.7
- Added flyby option for intercepting enemies without trying to match velocity.
- Added Sandbox Level Presets.
- Added ability to customize Sandbox enemy AI.
- Allowed exiting from combat if it goes too long without anything happening.
- Added more large spacers to default module designs rather than requiring players to duplicate them.
- In ship design, radiators now indicate how much heat they can dissipate.
- Corrected serious radiator serialization issue.
- Crash and bug fixes. Rendering issue fixes.
0.4.6
- Allowed module rotation up to 360 degrees in ship design.
- Radiators are organized by dimensions rather than mass.
- Slight tweaks to some radiators and core ship designs.
- Some story content changes.
- Lowered default music volume.
- Added subscript/superscript font rendering.
- Bug fixes. Crash fixes.
0.4.5
- Removed ability to skip early tutorials.
- Infolinks cleanup/organization.
- Bug fixes. Crash fixes. Performance Boosts.
0.4.4
- Armor visualizer added to ships.
- Added steam achievements.
- Added mod support for data, fonts, sounds, textures, and models. You can now add any sort of text files to the "Mods/Data" folder in the save game files and they will all be loaded in.
- Moved crash logs to save game folder.
0.4.3
- Destroying a ship's power supply will now disable it as a combat target.
- Added a few more custom interface themes.
- Spacer modules in ship design.
- Queuing launches is a flat number per ship rather than per launcher.
- Prevented radiator interreflection cheating in ship design.
- UI trajectory markers now pulse and offer better feedback.
- Options changeable in ship/module design.
- Tweaked recommended readings on Homecoming.
- Custom mouse cursors added.
- Bug fixes.
0.4.2
- Missiles no longer have major flyby miss issues at high speed.
- Bug fixes. Crash fixes.
- Mac startup failure fixed.
0.4.1
- Crash fixes.
0.4.0
- Added Steam support.
- Steam Cloud saves.
0.6.6
- Mission Kill - On defensive missions (Vesta Overkill, Solar Ties, Force Projection), if the AI leaves the current hill sphere it will be destroyed.
- AI Improvements - AI no longer can be fooled by luring it out of the body's hill sphere. AI will reinject if it suspects it is being lured out.
- Corrected issues with centripetal acceleration prematurely killing off crews.
- Added a couple of small text UI themes.
- Delta-v now increases correctly when launching mass (drones, bullets, missiles, etc.).
- Fixed records saving incorrect/impossible values.
- When the enemy evades your intercept, will stop turn and notify.
- Splitting ships correctly accounts for rotational/tangential velocity.
- Various minor bugs. Crash fixes.
0.6.5
- Removed erroneous ship designs and various ship design errors.
- Added arrow showing main thrust direction in ship design when center of mass is enabled.
- Fixed some crashes on startup.
0.6.4
- Fixed camera jerking issues.
- Manipulating burn nodes hides the mouse, allowing mouse movement offscreen.
- Fixed several crashes in module design. Fixed several weapons in module design that had changed.
0.6.3
- Added major corrections to fleet join option.
- A few records updated.
0.6.2
- By default now, combat starts out paused. This can be switched off in options.
- Added option to use mouse drag for burn manipulation rather than two clicks.
- Fixed minimum ranges on nuclear missile detonation so they no longer explode next to the launcher bay. Also added an option to ignore this minimum range.
- Lost intercept notifications indicate what fleet evaded the intercept.
- Corrected issue with projectiles passing through armor layers rarely. Flak and lasers are most affected.
- Ships more correctly torque when split into pieces.
- Collisions between ships are more accurate, ships can no longer get 'stuck' within each other.
- Corrected crash when launching capital ships from a carrier bay.
- Fixed ships splitting automatically in combat when using spacers and partial armor.
- Prevented infinite looping launchers with crafts.
- Numerous small bugs. Several other rare crash fixes.
0.6.1
- Heavily trimmed down potential crash log output size.
- Fixed Linux WINE audio issue.
- On 'disarm the enemy' missions, succeeding will automatically disable all of your weapons.
- Several minor bugs.
0.6.0
- Roll Order: Ships can be ordered to roll provided they have the engines to do so (multiple gimbaled end rockets or gimbaled vernier thrusters).
- Disarm kill: Destroying a enemy warship's weapons and reducing it's delta-v to zero will treat it as disabled.
- Gimbaled rockets can be gimbaled up to 90 degrees, which requires outside-armor mounts.
- Added a '1 minute' turn button.
- Can launch missiles/drones without an initial order.
- Missile formations auto-space out depending on area of effect of missile warhead.
- Added small indicators of ascending/descending nodes for orbital trajectories, as well as apoapsis/periapsis indicators.
- Exit from combat always allowed now if mission is failed/successful.
- Added sodium as option for nuclear reactor coolant.
- Solar Ties and later levels AI is slightly more aggressive.
- Spacecraft with main side engines now correctly home and reorient properly (their 'nose' is in line with the side engine).
- Crash and bug fixes. Perf updates.
0.5.1
- Railgun armoring added.
- On defensive missions, you can add space stations to your custom fleet now.
- Crash fixes, bug fixes.
0.5.0
- Added partial armor/armor sectioning. Armor may be used to only partially cover a section of a spacecraft, based on length along the craft and radial sectioning.
- In combat, modules window can be expanded via the separator now, as can numerous other UI separators throughout the game.
- All weapons can now be optionally fired whilst out of range.
- Side engines on spacecrafts will now be recognized as the main engine if there is no engine at the base.
- Added ability to see center of mass in ship design.
- Added ability to armor coilguns, useful for spinal weapon mounts.
- Error/warning windows are prevented from covering too much of the screen in ship design now.
- Added info on relative intercept velocity after plotting an intercept or flyby an enemy fleet.
- UI tweaks, bug and crash fixes.
- Backups for your user designs will be saved in "Backups" folder every time you start the game.
0.4.12
- Added option to downscale screen resolution and upscale UI text size.
- Crash Fixes.
0.4.8
- Large missile/drone fleets stack into a columns when formation is too wide (otherwise the edges of the formation may not hit the target in time).
- Bug and crash fixes. Additional crash diagnostics added.
0.4.7
- Added flyby option for intercepting enemies without trying to match velocity.
- Added Sandbox Level Presets.
- Added ability to customize Sandbox enemy AI.
- Allowed exiting from combat if it goes too long without anything happening.
- Added more large spacers to default module designs rather than requiring players to duplicate them.
- In ship design, radiators now indicate how much heat they can dissipate.
- Corrected serious radiator serialization issue.
- Crash and bug fixes. Rendering issue fixes.
0.4.6
- Allowed module rotation up to 360 degrees in ship design.
- Radiators are organized by dimensions rather than mass.
- Slight tweaks to some radiators and core ship designs.
- Some story content changes.
- Lowered default music volume.
- Added subscript/superscript font rendering.
- Bug fixes. Crash fixes.
0.4.5
- Removed ability to skip early tutorials.
- Infolinks cleanup/organization.
- Bug fixes. Crash fixes. Performance Boosts.
0.4.4
- Armor visualizer added to ships.
- Added steam achievements.
- Added mod support for data, fonts, sounds, textures, and models. You can now add any sort of text files to the "Mods/Data" folder in the save game files and they will all be loaded in.
- Moved crash logs to save game folder.
0.4.3
- Destroying a ship's power supply will now disable it as a combat target.
- Added a few more custom interface themes.
- Spacer modules in ship design.
- Queuing launches is a flat number per ship rather than per launcher.
- Prevented radiator interreflection cheating in ship design.
- UI trajectory markers now pulse and offer better feedback.
- Options changeable in ship/module design.
- Tweaked recommended readings on Homecoming.
- Custom mouse cursors added.
- Bug fixes.
0.4.2
- Missiles no longer have major flyby miss issues at high speed.
- Bug fixes. Crash fixes.
- Mac startup failure fixed.
0.4.1
- Crash fixes.
0.4.0
- Added Steam support.
- Steam Cloud saves.