Part 2 of the ''Many Good Things'' update is here. And it is massive! Think: Weapons! Ships! Modules! Boss Fights! Events!
Enjoy a huge assortment of new content, as well as significant UI/UX improvements and bug and balance fixes – all powered by feedback from the community, meaning YOU GUYS!
The update introduces…
- A new ship, the Pumpkin Hammer!
- The option to (spiritually or otherwise) commemorate lost crewmembers and contemplate meaning of life (or enjoy sensual hedonism) while you're at it
- Many new narrative paths and a new (minor) game ending to be encountered
- New game mechanics for gardens, shields and overloaded modules
- Many new ship weapons & modules, including an arsenal of EMP-guns
- Many new single-shot Nukes (bringing their total number to 21+)
- A new epic boss fight, awaiting players in Sector 4
We've introduced significant stability/UX upgrades over the past months. This allowed us to start working on some of the most interesting unannounced features... first of which can be seen in this update.
New Content & Features
- Major update: New playable ship, the Pumpkin Hammer! (Pumpkin Hammer will now be unlocked if the player had the Atlas ship unlocked before this update)
- Major update: New narrative paths and sub-events to 200+ ingame events
- New weapon: DIY EMP raygun
- New weapon: dual EMP raygun
- New weapon: smaller rat missile launcher
- New DIY and other nuke modules
- New biofish nuke module
- Reduced damage area radius of all nukes
- Game now has 21+ different nukes implemented
- Many new modules added (containers, bridges, gardens, artifacts, etc)
- All garden modules now work differently
- New crew skill: gardening
- All shields now work differently (causing more damage than shield has shield points will now overload all shield(battery) modules that are not turned off)
- New game end type (if player leaves all crew behind)
- New bossfight in sector 4. The Lair is now sector 5 bossfight
- New module type: Auto-operating module (does not need crew or bridge to work properly)
- New feature: game now has events which boost max HP of crew
- New event type for commemorating dead crewmembers
- Added 10+ new events into game, and also new event images, updates and renames
- Added a couple of new ship-specific events for the new ship
- Added some discoverable events to sector 6
- Added a new shuriken cannon perk to Fierce Sincerity ship
- Atlas ship update. Added new weapon, internal layout updated, removed some walls
- Rogue Rat ship update. Added 2 internal slots, moved nuke slots, removed walls
- Many new artifacts added
- Updated many perks and added some new ones into game
- Added new ship-specific perks
- Added new station types (including drone shops)
- Updated shop price hover texts and prices (everything is now a bit more expensive)
- New revisitable gas giant type planets to sectors 1-6
- Added new sun-centered asteroid circles to sectors 1-6
- New hostile slaver/pirate ships in sector 6
- Updated enemy Rat Cruiser ship
- Updated what the cat might be thinking about :)
- Added option to scrap modules for resources during merchant encounters
- New combat-capable pet: the Moleculaati
Balance
- Rebalanced all ships. Beginner ships are better now
- Updated ship selection order
- All player ships have more hybrid module slots now
- ECMs now also fit into hybrid module slots
- Reduced hull HP of some player ships
- More robust modules (like engines, shields, batteries) now add between 1 and 4 ship HP
- Changed some ship and Point Defence stats
- Increased range of Point Defence modules
- Rebalanced loot from ship combats
- Rebalanced sector 4 boss ship
- Some boosting and nerfing to intruders and ships in hostile fleets
- Reduced crew in enemy ships
- Sector 3 quest now requires less resources
- Some metals containers now give +1 ship HP
- Increased DIY drone prices
- Ship repair price now always costs 25 credits per HP in shops and repair stations
- Reduced speed of warp drives
- Starmap camera now allows greater zoom out
- Increased garden module importance for AI
- Made shields slightly better
- Cat now has operating skill but may stop operating at random moment due to being a cat
- Updated module loot of all events
- Updated stealth decryptors
- Updated crew damage in events
- Selling exotics earns now less credits
- Renamed and minor rebalanced all sensors and sensor prefabs
- Updated SOS signal enemies
- All weapons have AoE damage now
- Auto-gatling guns and red-beamer lasers now need operators
- Reduced nuke slots on Atlas and Bluestar motherships
- Reduced decoy nukes speed
- Lowered scrap values and speeds of nukes. Increased turnspeed
- Nuke lifetime is now 25 seconds instead of 15. Added potential for rat shops in sector 1 and 2
- Removed option to sell large amounts of synthetics for 2 credits which made players super-rich by sector 4
Bug Fixes
- Loading games overall stability increased and many issues resolved
- Crew load from save game works better now
- Updated level generation to be more compatible with savegame
- Refactored sector end to be more savegame friendly
- Quick select now disabled by default after loading the game
- Refactored how sector warp lines are drawn and saved
- Fixed POI revisit button "not working" after game load. Now the game also unpauses when clicking after loading
- Save game system can now detect fresh installs and it won't unlock ships while updating save folder any more
- Fixed saving & loading during second part of the battle result panel won't give extra resources each time the game is loaded again
- All cases that disable accelerated internal time now have a warning icon on screen
- Weapons can be more accurate now with good operators
- Garden module shroomery animation overhaul to fix repetition
- Fixed some pathfinding and visual glitches
- Starmap and sector radar don't have glitchy visuals any more
- Species encounter popups at the end of ambusher events won't prevent POI from finishing its flow * Whenever comtip is shown a log message about queue size is shown too
- Fixed a buggy violent sly gas giant
- Crew (intruders) won't enter the ship under a module any more. Also no hand weapons are visible any more when crew is outside the ship, in space pod
- Module actions panel now works as it should when selecting overloaded modules on enemy ship
- Text animation now works better at line ends
- Now K-key can't be used to forcefully turn on modules that state that they can't be turned on. Fixing the free fuel from warp issue
- Fixed some problematic module status visualiser issues
- AoE damage area visualiser size is now correct
- Comtip about fuel and other resources running low won't be shown multiple times any more
- Comtip about enemy escape attempt is now closed a bit earlier during battle end
- Comtip about enemy warping is now shown when the enemy actually starts loading warp module
- Fixes to starsystem map radar
- Firefighting crew now keeps distance from fire cell center
- Improved module disruptor animation
- Fixed an issue with "Store all and close" button in tutorial
- Fixed Pirate Sekvoia weapon placement
- No-resource and resource-full warnings now handle dump-excess and no-containers case better
- Fixed some navblockers on containers
- Rogue Rat slot numbers fixed
- Organics-only engine can now be used when no fuel is left
- Fixed module-getting related issue in battle results panel that caused POI to lock up
UI, UX and audio updates
- Major update: Ship attack cursor now shows number of shots and their AoE size
- Major update: Module status visualizers now have hovertexts
- Major update: New "Revisit" button for revisitable events
- Hovering ship HP now shows from where max HP comes from
- Removed sound notification from all the green warning signs
- Overhauled almost all audio sources, fixed panning and loudness issues
- Added sound for "being chased by enemy fleet in star system map"
- Added second menu background image
- "Show Ship Exterior" button now has an animation
- More projectiles have shield collision explosions now
- Updated intro text for game start
- Added latest updates summary to main menu
- Added DIY drone nuke thruster visuals
- Removed double spaces and typo’s from texts of all events
- Fixed shop visuals appearing twice when resuming load game
- Installing a module now shows seconds next to the install bar
- UI element with log panel is now always on top
- Added tutorial image
- New difficulty images
- Modules sold is shop should now be sorted by type
- All perks now have small title letters again
- Opening sector map won't lead player to help page any more
- Added two warning signs: "enemy ships present" and "player fleet jammed"
- Disabled "normal", "hardcore" and "tutorial" title texts from new game panel
- Changed color palette of some drones
- Fixed a typo that caused unlocked items to disappear after game update
- Updated metal low warning
- Repaired health bar issues in module status visualizers
- Game now tries to regularly find "bugged out" crew and revive them. Adds log line too
- Selecting module attack command manually now displays attack hover over player ship
- Crew healing animation in medbay now only works when the module works
- Organics pack is now green
- Garden animations now diversified
- Added a hover text to "ship evasion icon/stat" telling how evasion probabilities are combined
- Added a hover text to ship deflection and evasion hover
- Status visualizer icons now slowly blink if red
- Logtext in a better spot now
- Ship evasion chance is now everywhere shown as percentage
- Crew now moves away from medbay after healing
- Not selected crew outline is now yellow and less thick
- Logtext now tells the names of crew that stayed behind
- Integrity modules visually affect floors now
- Warning sign if sensor range is reduced in starystem view due to being inside gas cloud
- Shop panel hover texts now show average prices of resource
- Shop buttons that select critical and in-wall damage token deselect other damage tokens now
- Crew skills are now white (or red if hungry) in multiple crew selection
- Help panel updates contain doors, organics & gardens, matconvertors and tuned/fixed some other small stuff due to late changes
- Module actions panel now shows overload status instead of buttons
- DIY EMP nuke has overcharge icon
- New cursors
- Other small UI fixes
Changed files in this update