This is a potentially-unstable release candidate.
Download 0.12.11_rc1
Big features are difficulty levels, multiple galaxy sizes, and enemy fleet formations.
MODS NOTE: The locations for mods have changed to Documents\My Games\Cosmoteer\Mods
. (Existing mods will not be automatically moved!) The mods that come built-in to the game are now located in C:\Program Files\Cosmoteer\Standard Mods
. Any existing mods that use file paths that assume they are contained within the Cosmoteer install folder will need to be updated to work with this version (you can use ./Data
to refer to Cosmoteer's Data folder regardless of where the mod itself is located). Additionally, mods should now have a CompatibleGameVersions
entry in their mod.txt files. Mods that don't indicate they are compatible with the user's version of Cosmoteer will be automatically disabled after the game is updated, and the user will receive a warning when trying to turn on a potentially-incompatible mod.
Full changes:
- Added three different difficulty levels for Bounty Hunter: Ensign (Easy), Captain (Standard), and Admiral (Hard). These modes effect what enemy ships spawn, starting credits, how much money is earned from destroying bounties, and enemy AI.
- Enemies in Bounty Hunter will sometimes spawn in fleets depending on the difficulty level. These fleets will stay in formation until they see you and attack.
- There are now 5 different galaxy size options when starting a new Bounty Hunter or Creative Mode game. (Creative Mode also has an option to play without a galaxy map.)
- The player can now choose one of several ships to start a Bounty Hunter game with. The player can also choose to use a ship of their own design.
- The amount of money the player starts the game with is now determined what's left over after buying the starting ship.
- A variety of balance changes:
- Decreased spread and increased accuracy of Point Defenses. This makes PD more effective at shooting down individual missiles but less effective at shooting swarms of missiles.
- Increase Point Defense power usage by 2.5x, making it easier for PD to be overwhelmed by sustained missile fire.
- Increased missile radius-of-effect by 50%, meaning that missiles can now potentially damage parts that are in front of shield generators.
- If the part that a missile is homing towards is destroyed while the missile is in flight, the missile will now re-target to another randomly-selected part on the ship.
- Decreased range of cannons significantly and ion beams slightly.
- Added a random spread to cannon shots to make them less effective at destroying specific parts.
- Rebalanced penetration resistances such that in some cases Large Cannons can penetrate through weapons and wedge armor.
- Reduced Electro-Bolt power drain when hitting parts by 1/3.
- Electro-Bolts will now penetrate through enemy shields, draining power from every shield it penetrates but also losing 1/3 of its power drain and damage for every shield it passes through. This makes Electro-Bolts especially effective vs stacked shields.
- Decreased weight of armor by 1/3.
- Suns on the galaxy map now have sectors that can be traveled to.
- Ship parts can now be "moved" without losing any money as long as there is no FTL jump or battle between when the original part is removed and the new part is added. (The original part will be sold at 75% the regular price, and then the new part will be purchased at that same 75% price.)
- Ships now attempt match 95% of the velocity of the target ship (up from 75%), which helps them better maintain the desired distance from the enemy.
- When a ship chooses an attack rotation, it now examines 8 angles instead of 4.
- When choosing the best attack rotation, ships will now consider the enemy to be "within sight" if any of its bounding circle is within a weapon's firing arc, not just its center.
- The A.I. will now rotate ships less frequently due to destroyed weapons.
- A.I. fleets can now be given formations. A.I. ships will break formation to attack enemies, but will get back in formation once there's nothing else to attack.
- After a formation breaks to attack an enemy and then destroys the enemy, the ships will get back into formation.
- Decreased by 1/3 the distance at which ships will decide to strafe towards their destination instead of rotating to face it.
- When a ship splits into multiple pieces, those pieces will now inherit the same flight direction and attack defaults as the original ship.
- You are no longer required to hold the Ctrl key to select parts. (Effectively, the "Easy Part Selection" setting is now always on.)
- When attacking an enemy ship, an "eye" icon will appear at the mid-point between the two ships. Clicking this icon will focus the camera on that mid-point.
- The "Automatic Ship Formations" option now defaults to off.
- Part control groups (Ctrl+0 through Ctrl+9) will now be remembered after repairing a destroyed part or removing and re-adding a part in the exact same location.
- Part control groups are now saved in .ship.png files.
- The on/off and fire/hold-fire part modes will now be remembered after repairing a destroyed part or removing and re-adding a part in the exact same location.
- The on/off and fire/hold-fire part modes are now saved in .ship.png files.
- Reorganized the game settings menu so that it's easier to find specific settings and to discover settings you might not know about.
- Auto-saves and quick-saves are now stored in separate folders and are displayed in separate tabs in the Load Game dialog. Existing auto- and quick-saves will not be automatically moved to the new folders and will be treated as regular saves.
- By default, the game will now only keep the last 10 auto- and quick-save files. The number of files to keep can be changed in the settings.
- When a weapon is selected in the ship designer, its firing arc is now displayed.
- It is now harder to accidentally give an attack order an unintended distance or angle by right-click-dragging.
- Right-clicking on the minimap while parts are selected will no longer issue an order to the ship. (The back button will be flashed instead.)
- Decreased the default zoom level when starting a new game.
- The picture-in-picture is now displayed for 2 seconds after the targeted ship is destroyed.
- The picture-in-picture is now aligned with the top of the screen in Creative Mode.
- There is now a limit to how violently the screen can shake during explosions.
- Changed the default hotkeys for rotating the view to Q and E. Pressing Esc while the view is rotated (or tracking a ship's rotation) will reset the rotation. The hotkey for the Erase tool has been changed to R.
- It is now possible to pause and unpause the game while the U.I. is hidden.
- Opening the Settings menu no longer reads the entirety of every language file installed. It now only reads the first 2 lines to parse the information it needs to display the language in the dropdown.
- The Ship Library will now remember the previously-selected folder and search text.
- The "Load Shape From PNG" feature now has an option to read the image's brightness in addition to its opacity.
- The "Load Shape From PNG" feature will now warn you if the selected image is larger than the maximum ship size.
- After turning mods on or off, the game will now give an option to restart itself.
- Added a "Clear Everything" option in Creative Mode which removes all ships from the game.
- Added a "Clear Debris" option in Creative Mode which removes all ships that either have no Control Room or no crew.
- Individual parts can now be self-destructed just like ships can.
- Individual parts can now be told to "Auto-Fire" which will cause them to fire continuously even if they have nothing to shoot at.
- Command handles are no longer shown when hovering the mouse cursor over an unselected ship.
- Bullets will no longer appear to be flying "backwards" when fired from a ship moving in reverse.
- Added a pair of 1x2 "wedge" decals.
- Removed the "Huge Galaxy" mod, now that there is a galaxy size option when starting a new game.
- The player's Saved Ships library is now longer populated with the initial "Model" ships.
- When the game crashes, the error box now has a button to open the log file in your default text editor.
- The location in which game save files and settings are stored can now be changed by specifying the following command-line option:
--rootsavepath "path/to/save/folder"
- The FTL and Fleet tutorials now mention that the Galaxy Map and Buy Ship buttons are located above the minimap.
- Bugfix: In some situations a ship would get close enough to the ship it was attacking due to the collision avoidance algorithm
- Bugfix: Weapon aiming issue where sometimes shots would be wildly inaccurate.
- Bugfix: "MissingMethodException" crash when starting the game for some players.
- Bugfix: Crash in some circumstances if while a formation is ordered to attack a ship and the target ship is destroyed or removed from the game.
- Bugfix: Crash if a ship is destroyed, sold, or otherwise removed from the game while its FTL jump-in animation is playing.
- Bugfix: Crash if a junk ship is in formation with a non-junk ship and then the non-junk ship is ordered to attack the junk ship.
- Bugfix: Crash in some circumstances when a formation is saved and then applied to a smaller fleet than the one it was created from.
- Bugfix: Crash if a ship is following a 2nd ship that is following a 3rd ship, the 3rd ship was spawned by the Battle Helper, and the 3rd ship is removed from the Battle Helper while the 1st ship is selected.
- Bugfix: Opening the Build panel right as an FTL jump was happening could cause interface issues and crashes later on.
- Bugfix: Crash if a ship is destroyed or removed from the game as it is making an FTL jump.
- Bugfix: Crash in some circumstances when the display mode is reverted after switching to Exclusive Full Screen.
- Bugfix: Crash when failing to delete a saved ship.
- Bugfix: Freeze in some situations when buying a new ship or making an FTL jump with a large fleet.
- Bugfix: Possible crash if a ship is completely destroyed while the picture-in-picture is showing it.
- Bugfix: Possible crash when using certain modded parts.
- Bugfix: Crash if for some reason the game can't access the operating system clipboard.
- Bugfix: Crash if flipping or rotating copied decals on the same frame as the copy/paste tool is deselected.
- Bugfix: Most inputs that were bound to mouse buttons were being unintentionally triggered when pressing the mouse button in combination with a modifier key, such as shift+click.
- Bugfix: Pressing shift+del (to delete a ship) and releasing the shift key before the del key would show the confirmation popup anyway.
- Bugfix: Pressing the Del key with no ships selected would show the confirmation popup anyway.
- Bugfix: Targeting lines were shown permanently after loading a saved game.
- Modding: Mods are now installed in
Documents\My Games\Cosmoteer\Mods
. The standard mods that come with the game are now stored in a Standard Mods
folder within the install directory. Existing mods will not be automatically copied over to the new location. When updating or re-installing the game, the "Standard Mods" folder will be erased!
- Modding: mod.txt files now have a CompatibleGameVersions field that lists all versions of Cosmoteer with which the mod is known to be compatible. If the player attempts to turn on a mod while playing a version of Cosmoteer not in that list, then they will receive a warning. After upgrading the game, any mods that do not list the new version will be automatically disabled.
- Modding: File paths in .txt files that are prefixed with
./
or .\
are now treated as relative to the folder containing the game executable. Mods that reference other files in the vanilla Data folder should use paths that look like ./Data/filename
.
- Modding: Added a "PartAreaAmmoDrain" hit effect.
- Modding: Mods can now remove all Bounty Hunter paint schemes without crashing the game.
- Modding: Fixed bug where AmmoConsumer components that started with ammo would still show their "out-of-ammo" indicators.
- Modding: Turret weapons that are chained to other turret weapons will now behave as expected.
- Modding: The PartAreaDamage and PartAreaAmmoDrain hit effects can now have negative damage and drain amounts.
- Modding: Weapons can now be given a TargetingRange setting which overrides the actual bullet's range for the purposes of picking a target.
- Modding: Added a PenetratesShields option to the PenetratingHit bullet component which allows the bullet to pass through a shield while still causing the HitShield effect.
- Modding: Added an EffectScalePerHit value to PenetratingHit that reduces the bullet's effectiveness for every shield or part it passes through.
- Modding: The first two lines of every translation file MUST be the Name and DebugOnly fields.