Cosmoteer "unstable" release candidate 0.15.8 RC1 is now available for testing! This is a small bug-fix and quality-of-life update. In particular, I'd like to get your feedback on some changes I've made to formations (formations will match speed when traveling; ships in formation will almost always "strafe" to get in position), collision avoidance (ships will only "strafe" to avoid other ships and will not rotate), and group movement commands (multiple ships given the same group move command will match speed to try to arrive at about the same time).
Download Cosmoteer 0.15.8_rc1 or auto-update via the "unstable" branch.
Thanks for your testing and feedback!
Changelog:
- Ion Beam Prisms:
- Ion Beam Prisms can now be aimed at any point relative to its own ship, not just at another prism. Doing so locks the prism's rotation so that it will not rotate away from the point at which it is aiming.
- The button to manually lock the prism's rotation has been removed.
- The 45-degree variant of the Ion Beam Prism has been removed. Any existing ship designs that use the 45-degree variant will have it replaced with the standard version and will need to be manually aimed using the new aiming feature.
- Ship Flight Behavior & U.I.:
- When a command is issued to a group of ships, the ships will attempt to synchronize their arrival times. For ships that are traveling essentially the same distance, this effectively causes them to match their velocities. (Double-right-click when issuing a move command to disable this feature.)
- The lead ship in a formation will now slow down to match the speed of the slowest ship in the formation.
- Ships that are in formation will now "strafe" to get to their desired formation position as long as they are within 1.5x of their desired distance from the lead ship.
- The orientation of a formation now matches the direction of travel or final intended rotation of the lead ship as appropriate and will no longer rotate to match unintentional rotations of the lead ship.
- When a ship tries to avoid colliding with another ship, it will now only strafe to get out of the way instead of rotating as well.
- The flight algorithm for diagonal ships should now more accurately calculate their deceleration thrust.
- Issuing a move order via the minimap will no longer cause all the destinations to overlap.
- When a ship is following or in formation with another ship that becomes "junk", it will stop following it and drop out of formation.
- Removed the "ad-hoc formations" feature because it's no longer very useful now that ships automatically synhronize their velocities.
- Ship A.I.:
- The A.I. will no longer try to attack from beyond its sensor range.
- Balance:
- Power, ammo, and missile storages now always start empty in PVP multiplayer.
- Tractor beams will no longer shoot through structure.
- Doubled recoil of all weapons. (This should have been done in the 0.15.7 update to counteract that update's increase in drag. This doubling effectively brings recoil back up to 0.15.6 levels.)
- Removed the half-second delay between loading a mine and being able to fire it.
- User Interface:
- Miscellaneous translation updates by the Cosmoteer Translation Project.
- Bug Fixes:
- Crash in multiplayer creative mode if a player deletes a ship while another player is loading its blueprints from a saved design.
- Possible fix for 'ReflectionTypeLoadException' crashes during loading.
- Selecting a refresh rate for "exclusive full screen" mode didn't actually do anything.
- Right-clicking to target weapons with multiple ships selected would only target the weapons of one of the selected ships.
- Selecting a large ship for a multiplayer battle and then very quickly clicking "Ready" could sometimes spawn the player without that ship or with the ship previously in its slot.
- Adjusting an attack or follow command whose rotation is locked on a specific part would cause the commanded ship to flip 180 degrees.
- Loading a saved game would sometimes cause any attack or follow commands to lose their specific rotation targets.
- A glitch in the thruster algorithm was causing some ships to not accelerate properly.
- Both built-in and custom formations weren't properly considering the lead ship's flight direction. (Custom formations will have to be re-saved to apply the fix.)
- In some cases, clicking on overlapping command handles would still move both of them.
- Attempting to toggle out of blueprint mode while a ship needs repairs but construction is blocked would report that repairs will cost 0.
- Pressing Ctrl+Del to delete the doors connecting the selected parts woultn't work if the mouse cursor was over any U.I. elements.
- The Engine Room's tooltip description was displaying the incorrect buff percentage.
- Modding:
- Part targetor TargetTypes now supports a 'ShipLocalPoint' type which allows the player to target an arbitrary point relative to the weapon's own ship.
- Weapons now support a 'ProhibitShipRelativePointTargets' parameter which, if set to true, will prevent the weapon from firing on any ShipLocalPoint targets set by a UITargetor component.
- Weapons now support a 'SuppressWholeShipTargetOverlaysWhenTargetingShipRelativePoints' parameter which, if set to true, will prevent targeting overlays for weapons targeting ShipLocalPoint targets unless the weapon is specifically selected.
- Weapons now support a 'SuppressShipWideExplicitTargetsWhenTargetingShipRelativePoints' parameter which, if set to true, will prevent the weapon's target from being overridden when it is targeting a ShipLocalPoint target unless the weapon is specifically selected.
- Weapons now support a 'SuppressDirectControlWhenTargetingShipRelativePoints' parameter which, if set to true, will disable control of the weapon in direct control mode when it is targeting a ShipLocalPoint.
- Weapons now support a 'SuppressFirepowerEstimationWhenTargetingShipRelativePoints' parameter which, if set to true, will stop the weapon from being considered in attack distance/rotation firepower estimations when it is targeting a ShipLocalPoint.
- Weapons now support a 'SuppressFirepowerEstimationWhenNotTargetingShipRelativePoints' parameter which, if set to true, will stop the weapon from being considered in attack distance/rotation firepower estimations when it is NOT targeting a ShipLocalPoint.
- Part targetors now support a 'TentativeTargetLine' that will be rendered while the player is selecting a target.
- Weapons now support a 'SaveShipRelativeTargets' parameter which, if set to true, causes any ShipRelativePoint target to be saved in the ship's design.