Cosmoteer "unstable" release candidate 0.15.17 RC1 is now available for testing! This update has a handful of bug fixes and other quality-of-life improvements.
Download Cosmoteer 0.15.17_rc1 or auto-update via the "unstable" branch.
Changes since 0.15.16b:
- Performance:
- Upgraded Cosmoteer to use Microsoft .NET 6, which should modestly improve overall performance.
- User Interface:
- Added Catalan and Danish translations from the Cosmoteer Translation Project.
- Miscellaneous translation updates.
- When multiple ships or parts are selected, it is now possible to drag a box around some of them to deselect them, as long as all of the ships or parts in the box are already selected.
- The position and size of the Edit Role window will now be remembered for each different role.
- Cosmoteer can now be forcibly closed during an active game without having to click the Okay button on the confirmation prompt by attempting to close the game window (Alt+F4 or pressing the X), waiting at least one second, and then trying again.
- Renaming a folder in the ship library will now automatically populate the rename dialog with the folder's existing name.
- The game now defaults to the highest-possible UI scaling when opened for the first time.
- When joining a game with a password, you are now limited to only 5 attempts to enter the correct password. If the incorrect password is entered more than 5 times, then you will be barred from trying again until the host changes the game's password. (This is to prevent attempts at guessing a game's password by brute force.)
- Added a tutorial paragraph about aiming Ion Prisms.
- Re-enabled the team-only chat option for Creative Mode games.
- The error dialog that is displayed when there are errors loading mods is now wider and the error text wraps when necessary.
- Any errors loading mods will now be written to the log file.
- Added info to graphics driver crash error messages that suggest that the player update or downgrade their drivers.
- Ship A.I.:
- The ship A.I. will now get a bit closer to ships it is attacking so that it can target and hit parts anywhere on the enemy ship, not just parts closer than the enemy's center point.
- Built-In Ships:
- Added 18 new ships from the latest ship design contest: Andrade, Anubis, Ares Class Support Cruiser, Atlas Class Destroyer, Fibril, Galatea, Haerst, Lawman, Movit, Nephthys, Nyven, Paladin, Regret, Rochre, Selsius, The Thorn That Once Grew, Valkyrie, Virtus
- Miscellaneous updates to the following ships: Disciple of Shrieks, Judgement, Terror, Umbrage, Echo, Starhawk, Firestarter, Gatecrasher, Twincruiser, Queen's Hive, Baelor Reaper, Goliath, Shogun, Junker, Reliable, Sumo, Swiftwing, Yacht
- Miscellaneous:
- If the player has no Documents folder, then the game will now fall back to using AppData.
- The text2_dash decal is now vertically symmetrical.
- Bug Fixes:
- Crash if quick-loading from the title screen and the player has no Quick Saves or Auto Saves folder.
- Crash when saving a downloaded ship file directly to the Saved Ships folder.
- Crash if pressing Alt+F4 or closing the game window while the "New Version" dialog is displayed.
- Invalid characters in mod display names could crash the game, including players on other computers in a multiplayer lobby that viewed the host's game info.
- Contested capture points in Domination games were losing "capture strength" even when the ships within the point included the owning player's ships.
- Pressing Alt+F while in repair mode would not rotate to match the ship's rotation.
- Spawning an empty ship as your entire fleet in an Elimination game would display that player's health as "-2147483648%".
- Banning or muting a player from within the pre-game setup screen would not update the corresponding checkboxes in the player list of the lobby chat tab.
- Typing a message in the pre-game setup screen chat box and then starting the game before sending the message would not clear the typed text upon returning to the pre-game setup screen.
- The distance-based volume of audio effects wasn't being properly calculated when the camera was rotated.
- Changes to the "Cancel Tractor Beam" hotkey weren't being saved on exit.
- Moving or resizing the Cosmoteer window would prevent the game from rendering and updating while being moved or resized. This could cause lag and disconnections in multiplayer games.
- Targeting friendly parts with friendly-fire disabled would only damage their ships if the targeted part was in range of the weapon.
- Using the T key or "Attack" command and hovering over an enemy ship in the fog of war would unintentionally reveal its approximate size.
- Hovering the mouse cursor over an enemy ship dot on the minimap would unintentionally reveal its approximate size even if the ship was in the fog of war.
- Various unicode characters and symbols were being unintentionally disallowed in multiplayer player/game names or chat text.
- Ship filenames with spaces at the beginning or end of the name could cause various issues.
- Holding Alt to show part statistics would only work if the center of the screen was within the ship's bounding circle.
- Opening a modal dialog window (such as for saving a screenshot/gif) while in Exclusive Full Screen and then clicking on the Cosmoteer icon on the task bar would get the game stuck in an infinite loop.
- Using the built-in app restart would crash or have potentially other issues when using custom save/cache paths that contain spaces.
- It was not possible to change the flight direction of a ship that had no physical parts.
- Parts couldn't be toggled on/off in some circumstances if multiple ships were selected and some of the selected ships didn't have command.
- Creating a new ship in creative mode while another ship's parts are selected wouldn't deselect those parts, which could then cause other issues such as the build, paint, and crew buttons disappearing.
- The "Cancel Tool" and "Rotate Part/Decal" control bindings weren't properly reporting potential conflicts with each other.
- Modding:
- Added a "GO FULL THROTTLE" toggle that is available in the dev menu under "Sim" when running in Developer Mode. When enabled, the game will update logic/physics and render as fast as it possibly can.
- Fixed crash when ships split that could be caused by some complex buff logic chains.
- Hitboxes can now be viewed in developer mode. (Press Ctrl+Tilde to open the dev menu, then select Sim->Debug->Fixtures.)
- Fixed bug where setting 'StartingCapturePointTypeCountsPerTeam' to a value of 1 or greater would start the game with all capture points assigned to a team instead of the specified number.
- Fixed bug where ArcShield components chained to other moving or rotating components (such as a turret) wouldn't update their hitbox as they moved.
- Buff provider components can now specify 'ShowBuffRange = true' to display an outline of the buff area in build mode.
- ButtonTextKey and CancelButtonTextKey now support XML formatting.
- base_part.txt now has an empty ReceivableBuffs list, and all vanilla parts now have a ReceivableBuffs that inherits from the one in base_part.txt. This means that mods can now add to the base ReceivableBuffs list to apply buffs to all vanilla parts.
- ReceivableBuffs can now have duplicate entries without crashing.