After enjoying a long vacation on the experimental branch 0.2.11 is finally ready to be released on the main branch. In this update are changes to ship modifications, tweaks to repairs and salvaging, some new visuals and other quality of life changes, and a rework of how we handle rifting from system to system under the hood.
First up we changed how ship modifications work when you don’t have the resources to actually upgrade your ship. On the ship editor terminal there is now a new state when a ship is being modified. This lists all the resources needed to modify the ship, and allows you to cancel the modification. You can also modify the ship again and the game will load up the planned modification so you can tweak it some more. Once you’re happy with your design just hit accept and your ship will try to apply the modifications every 8 seconds. Players on board will now be notified that the ship is trying to upgrade, and they can help out because they’ll be able to see the resource costs as well.
We’ve also tweaked security drones, and any ship or station with bought protection will now spawn protection drones, which, when fired upon, will not deduct any faction standing.
A small change with not so small consequences is that you can no longer modify or salvage ships with armor generators that have taken significant damage. This means that you need to fix your ship before you can alter it. Before you could just circumvent the repairing costs by replacing the armor generators. To help out with repairing we have boosted the repair speed on the HydroPEX repair drones, and improved disposable repair drones so they automatically look for new iron once they run out of repair materials.
Most of the effort for this patch has on the back end, where we rewrote a large portion of the code that accommodates the rifting from system to system. We had issues in the past with rifts unfairly deducting Xanthium from rift generators, duplicating ships and causing players to get stuck in systems. We hope that this update solves any of those issues, and makes the rifting faster and more robust.
Lastly, we’ve integrated most of the server settings to be available in game from the main menu when starting a new game/server.
Next patch will focus on improving the editor experience, so please let us know about any changes you’d like to see in the comments or feedback thread for this update.
thank you all for playing and we’ll see you star-side!
-The Split Polygon Team