Cosmoteer "unstable" release candidate 0.15.6 RC1 is now available for testing! This is a general "quality of life" update that fixes a bunch of bugs and has some more performance improvements, including significantly improved utilization of multiple CPU cores. (Your performance improvement may vary; please let me know whether this update improves performance for you.) It also adds a nifty little feature when building ships that shows the distance and path to the nearest sources of crew, power, and ammo. (Mostly useful for new players.)
Download Cosmoteer 0.15.6_rc1 or auto-update via the "unstable" branch in Settings->Misc or on Steam.
Changelog:
- Performance:
- Various physics performance improvements, including limited support for utilizing multiple CPU cores.
- Most aspects of crew A.I. will now utilize multiple CPU cores, even within the same ship.
- Most aspects of ship A.I. calculations will now utilize multiple CPU cores.
- Weapon targeting will now utilize multiple CPU cores, even within the same ship.
- Greatly improved framerate when building extremely large ships.
- Miscellanous other performance improvements and multicore improvements.
- Disabled desync debugging for non-RC builds. This should improvement performance and greatly lower bandwidth usage of multiplayer games.
- User Interface:
- In build mode, hovering over a possible part construction location, or hovering over an existing part, will now display the path and distance to the nearest resources of crew, power, and ammo. Any missing resources will be displayed in red. A resource that exists but is itself missing a different resource will be displayed in yellow. This feature can be turned off in the settings.
- The no-crew, no-ammo, and no-power indicators are no longer displayed when in build or paint modes.
- Removed the "Enforce Crew Access" setting. The game will no longer prevent you from building a part that doesn't have crew access.
- The engine room buff stat is now described as "thrust & power use" instead of "thrust/power" to make it clearer that it's not a ratio.
- Updated the first building tutorial to mention that parts need crew/ammo/power and should be at a short distance.
- Updated the power tutorial to mention the various reasons why a part may be out of power.
- Added a tutorial that describes how to use Railguns.
- Added a tutorial that describes how to use Ion Beams and Ion Prisms.
- Halved the recommended crew and power for thrusters.
- When downloading an update, the amount of data downloaded thus far is now shown.
- Crew A.I.:
- When multiple crew are waiting at a reactor or factory that doesn't have enough power or ammo for all of them, the crew with higher priority numbers will receive power or ammo before crew with lower priority numbers.
- Crew whose squad has been exclusively assigned to a part but are otherwise idle will now be willing to put out fires. (Crew that are assigned to fire extinguishers will still be preferred.)
- Built-In Ships:
- Added eight winning ships from the Dec. 2019 design contest: Industrial Mass Driver by Cosmopyr, Urd's Swan and H4XXOR by Vilda, Kovlier by 0neye, Excalibur by Captain Redstone, Iridium by Equalizer, Queen's Hive by Salephz, and Nagalia by Mr. ZigZag.
- Updates to many other existing built-in ships to improve their combat effectiveness. (Thanks to 0neye for the improvements!)
- Translations:
- Added Japanese and Hungarian translations.
- Miscellaneous translation fixes and improvements for other languages.
- Miscellaneous:
- Texture cache files are now stored in "Local" AppData instead of "Roaming" AppData because there is no reason to back them up or transfer them between computers.
- Upgraded to .NET Core 3.1.
- Bug fixes:
- Some weapons had slightly slower rates of fire than was intended. This was especially pronounced with very high rate-of-fire weapons such as Ion Beams.
- Nukes fired from slow-moving ships could sometimes disappear just before hitting their target.
- Crash when playing that game at very high speeds exceeding about 15x (only possible with mods).
- Multiplayer desyncs caused by mixing 32-bit and 64-bit players in the same multiplayer game.
- Multiplayer desync caused by ordering a ship to rotate to face a specific part right before that part is destroyed.
- If a multiplayer game desynced, the colors of ships on the non-host computers would change to those of the host computer, and ship colors for all players would not respond to changing the settings.
- Missiles would attempt to avoid friendly structure tiles even though they can fly over them without hitting.
- Clicking the cancel button when attempting to close the build interface for a ship that has only blueprints would cause the ship grid to disappear.
- Crew assignments would often be lost when copying parts and then flipping them horizontally or vertically.
- Copying & pasting parts with mirror mode enabled would not properly mirror squad and reactor/factory prioritize assignments.
- Copying & pasting parts with doors wouldn't paste the doors if the existing parts perfectly match the copied parts.
- Holding Ctrl+V to paste a part or decal would cause the framerate to drop while the keys were being held.
- Ships should now be less likely to get stuck together when colliding.
- In multiplayer Creative Mode, clicking "Cancel" when closing the build interface while the ship has only blueprints would still close it, causing the blueprints to be lost.
- Selecting multiple ships including some ships that can't be controlled would still display movement paths while issuing explicit commands.
- Stats related to the Mine Factory's production rate were incorrect.
- It was not possible to cancel an update download. (Only applies when updating to future updates after this one.)
- Modding:
- ToggledComponents no longer uses a 'IncludeInBlueprintsInToggleMode' parameter. It can now figure out whether its sub-component should be included in a ship's blueprints from its Toggle, but only if 'IncludeInBlueprints' is true. Certains kinds of toggle components are incompatible with IncludeInBlueprints and will cause crashes.
- Bullet TargetHoming components now have optional AvoidsStructural (default false) and AvoidsOperational (default true) parameters that can be used to customize when the projectile will avoid operational and/or structural parts.
- Unicode characters can now be used in quoted string using a "\u0000" style escape sequence.