Hey everyone! At long last, Cosmoteer "unstable" release candidate 0.15.10 RC1 is now available for testing! This updates fixes a bunch of bugs, makes a lot of quality-of-life improvements, and tweaks balance. Please try it out and let me know what you think!
Download Cosmoteer 0.15.10_rc1
Captain's Changelog:
- Balance:
- Tractor Beams now only ramp up to full power when they are actually hitting an object.
- Auto-fired nukes no longer have an extended range that was longer than intended.
- Reduced H.E. and E.M.P. missile lifetime from 12 to 10 seconds.
- Decreased Point Defense power usage by 30%.
- When a penetrating projectile destroyes a part before passing completely through it, any penetration resistance that would have been applied to the projectile were it not destroyed will now still be applied.
- Ship A.I. & Behavior:
- When a ship is given a rotation target, it will now rotate to face that target based on its own current position instead of the final position.
- When a ship with auto-fired thrusters splits, the thrusters in the new ship piece will now keep auto-firing.
- Ion Beam Emitters and Prisms will now fire on structure when aiming at it. (Prisms will not specifically aim at structure but will fire at it when lined up.)
- All weapons will now auto-target structure of ships that have only structure remaining.
- Crew A.I. & Behavior:
- Crew will no longer wait at a factory that's out of power (or ammo, in the case of a Mine Factory) unless there is at least one battery (or ammo) literally being carried by another crew on its way to the factory.
- If crew are assigned to different quarters but they can't get there, they are now automatically teleported there. (But not during combat.)
- User Interface:
- Potential conflicts between control bindings will now be reported with a red exclamation mark. Click on the bindings and hover over the red text to view a list of all the conflicting bindings.
- The "Apply" button on the settings dialog will now only become available once a setting has actually changed.
- In build mode, holding Shift while clicking on the selected parts will now deselect the clicked part instead of "grabbing" all of them.
- You can now press Ctrl+Shift+F1...F8 to add the selected ships to the control group.
- You can now press Ctrl+Shift+0...9 to add the selected parts to the control group.
- Advanced ship commands can now be given using the minimap.
- When issuing a right-click command via the minimap, it is now possible to drag away to adjust the rotation (move command) or distance/angle (attack/follow commands).
- The default ship author name will no longer be set automatically when clicking "Okay" on the ship name/author/description dialog. It will now only be set when clicking the "Set As Default" option in the hamburger menu next to the author name in that dialog.
- Copying & pasting weapons will now copy their same-ship or ship-relative targets (if any) and direct control mode bindings.
- When placing a ship in creative mode, clicking-and-dragging to set its rotation now takes its flight direction into account.
- Firing arcs for Point Defenses and Flak Batteries are now shown even when set to "defend" mode.
- Firing arcs are now displayed when adjusting move and follow commands, not just attack commands.
- Added an "ALL" tab to the crew priorities.
- Adding and removing parts from control groups now happens for all players in multiplayer games.
- Pressing enter to chat in a multiplayer game now shows all messages (up to 200), instead of just the ones sent in the past 30 seconds.
- The list of multiplayer games can now be filtered by compatibility of game version and mods.
- Installing and uninstalling mods will no longer freeze the whole application while it is being installed or uninstalled.
- When deleting a ship library folder whose only remaining file is the ships.cache file, that file will now be automatically deleted.
- The symbol that is displayed when a railgun launcher isn't connected to the rest of the railgun will now be displayed in build mode.
- In creative mode, if two ships that are attacking each other are both selected, it is now possible to right-click on one of the already-selected ships to target the other's weapons on it.
- Increased the brightness of Ion Beam and Railgun coverage lines to make them a bit easier to see.
- Attempting to close the application window while a game is in progress will now show a confirmation dialog warning about loss of progress, unless either the Shift key is held or the application is running in developer mode.
- The Pause key on the keyboard can now by default be used to pause and unpause the game, in addition to the spacebar.
- The pause hotkeys can now be pressed while Ctrl, Alt, or Shift are being held.
- Misc translation updates.
- Bounty Hunter:
- The distance at which you can't build when near an enemy ship that is firing on you is now tied to that enemy ship's sight range instead of a fixed 350 meters.
- Built-In Ships:
- Updated some built-in ships to fix Ion Prism linking issues.
- Performance:
- Cosmoteer now more aggressively reduces its memory usage after leaving a game instance.
- Bug Fixes:
- Frequent freezes during gameplay that were being experienced by some players.
- If a ship was deleted from outside the game while it was selected in the Ship Library, it would still be possible to click the Load/Playtest/Buy button, resulting in an error.
- Crash if there is an error loading a ship whose filename contains certain characters.
- "Already starting game" crash if the game host clicks the "LAUNCH" button multiple times. (Which may be possible if the host has selected a large ship which is taking a few moments to load.)
- Crash in multiplayer Creative Mode if a player deletes a ship while another player is modifying the name of one of that ship's crew roles.
- Very rare "Function does not accept floating point Not-a-Number values" crashes during battles.
- Graphical glitches when ships split while moving at high speeds.
- After respawning in Arena mode, splitting a ship into two or more pieces within the respawn invulnerability time window would cause the split pieces to become permanently invulnerable.
- Switching from one multiplayer mode to another could in some circumstances remove selected ships on some non-host players' screens but not the host, resulting in other problems such as being unable to ready or unintentionally entering the game as an observer.
- With certain priority settings, crew could sometimes get "confused" when trying to simultaneously pick up ammo from and supply power to a factory (or ammo to a Mine Factory).
- When a ship split, crew in any non-original ship pieces would briefly leave their jobs.
- Prisms that were aiming at another prism but not directly at its center would in some circumstances not fire.
- Missiles would fire at junk once after leaving direct control mode.
- Projectiles (notably railgun bullets) that passed over structure tiles would then "hit" any triangle armor tiles in the next tile passed over by the projectile, even if the projectile didn't actually collide with the armor.
- It was possible to change the name, author, and description of a ship you can't control, such as another player's ship in multiplayer.
- In a multiplayer game, sending a chat message longer than the text box would cause the text box's scroll position to not reset properly when typing the next message.
- Saving a ship in multiplayer creative mode wouldn't rename it for any other players.
- Weapon reload progress bars for some modded parts could briefly appear to extend passed the edge of the bar.
- Nuke statistics were displaying incorrect speed and guidance.
- It was possible to inadvertantly open the "Send Feedback" window while trying to set a hotkey.
- Installing or uninstalling a mod would revert the on/off status of other mods to their original states.
- The Engine Room's roof fan was rendered in the incorrect location while offline.
- The FTL Drive's circular ring on the floor was being shown thinner than intended when within the 0-33% damage range.
- Modding:
- BeamEmitter now supports an optional 'RequireHitForRampUp' parameter which, if true, will cause the beam to ramp up its power only when it is actually hitting something. (It will also ramp down in the same amount of time when not hitting something.)
- Weapon emitter 'Burst' parameters can now be given a [min, max] random range for the number of armaments that will be emitted.
- Part indicators now support an optional 'ShowInBuildMode' parameter which, if set to true, will cause the indicator to be displayed when the build interface is displayed.
- Fixed crash if an emitter causes itself to be removed when it shoots.
- Fixed the 'RecenterFactorPerSecond' background parameter not doing anything.
- Fixed possible crash when using a bullet Acceleration component with 'InDirectionOfTarget' set to true.