FEATURES
- Added Skrill Queen
- Large (2.5 km size) Skrill boss.
- Spawns in Tier III star systems after 4-8 hours
- Can be found using the scanner system, will display as an Anomaly, and Energy signature when closer to the player
- Has 800,000 HP
- Nodes
- The Skrill Queen can spawn several different kind of nodes:
- Turret Node
- HP: 25,000
- Will fire skrill bullets at player ships
- HP: 25,000
- Shield Node
- HP: 25,000
- Fires a beam which causes the Queen to become invulnerable
- HP: 25,000
- Laser Node
- HP: 25,000
- Fires green lasers at player ships
- HP: 25,000
- Hacking Node
- HP: 25,000
- Will randomly hack player ship’s systems
- HP: 25,000
- EMP Node
- HP: 25,000
- Will randomly fire pulses of EMP, damaging player ship’s shields
- HP: 25,000
- Gamma Node
- HP: 25,000
- Will fire 5 lasers simultaneously in a cone, causing massive damage
- HP: 25,000
- The Skrill Queen can spawn several different kind of nodes:
- Gameplay
- Slumbering phase
- Once encountered, will be in a slumbering state
- Can be awakened by ejecting a crate(s) of Queen Lure from a Disposal unit within 2 km
- Will fire a beam at the dropped crates, and will awaken when health bar is 100%
- Once encountered, will be in a slumbering state
- Battle Phase I
- Will spawn Shield and Turret nodes
- Will spawn Skrill Grunts
- Triggers when Queen is at 100% HP
- Will spawn Shield and Turret nodes
- Battle Phase II
- Will spawn EMP nodes in addition to the Phase I nodes
- Will spawn Skrill Hunters, in addition to Skrill Grunts
- Triggers when Queen is at 75% HP
- Will spawn EMP nodes in addition to the Phase I nodes
- Battle Phase III
- Will spawn Laser and Hacking nodes in addition to the Phase II nodes
- Will spawn All types of Skrill except Disruptors
- Triggers when Queen is at 50% HP
- Will spawn Laser and Hacking nodes in addition to the Phase II nodes
- Battle Phase IV
- Will spawn Gamma nodes in addition to the Phase III nodes
- Will spawn All types of Skrill except Disruptors
- Triggers when Queen is at 25% HP
- Will spawn Gamma nodes in addition to the Phase III nodes
- Destroyed Phase
- The Queen will remain in a dead state, allowing her corpse to be mined with a strip miner
- Slumbering phase
- Large (2.5 km size) Skrill boss.
- Vortium
- Can be mined from a Skrill Queen corpse using a strip miner at a rate of 1 Vortium per 50 seconds, used to make Voranthium.
- Disruptor Biomatter
- Can be obtained by salvaging the debris field from destroying a skrill disruptor
- Queen Lure
- Can be produced in chunks of 100 in the Assembler using the following recipe:
- 600 Disruptor Biomatter
- 600 Skrill Biomatter
- 600 Hunter Biomatter
- 5 Manganese
- Can be ejected from a Disposal unit near a dormant Skrill queen
- A full crate is needed to awaken the Skrill queen
- Can be produced in chunks of 100 in the Assembler using the following recipe:
- Voranthium
- Can be produced in a refinery using the following recipe for 100 Voranthium:
- 100 Xanthium
- 1 Vortium
- Can be used in a Small Rift Generator to double the max range of a rift
- Can be produced in a refinery using the following recipe for 100 Voranthium:
- Di-Voranthium
- Can be produced in a refinery using the following recipe for 100 Voranthium:
- 100 Di-Xanthium
- 10 Vortium
- Can be used in a Medium Rift Generator to double the max range of a rift
- Can be produced in a refinery using the following recipe for 100 Voranthium:
- Tetra-Voranthium
- Can be produced in a refinery using the following recipe for 100 Voranthium:
- 100 Tetra-Xanthium
- 100 Vortium
- Can be used in a Large Rift Generator to double the max range of a rift
- Can be produced in a refinery using the following recipe for 100 Voranthium:
- Skrill Bomberling
- Will sometimes spawn on your ships’ cargo pads when attacked by a Red Skrill Grunt
- Will explode when a player has been near them for a short while
- Can be picked up and stored, which will prevent them from exploding
- Once placed will explode again after a short while
- Will sometimes spawn on your ships’ cargo pads when attacked by a Red Skrill Grunt
- Rooms now get hot and cold, depending on the devices in the rooms and the temperature of the ships’ hull
- Ship hulls now get hot and cold, depending on the distance to the star of a solar system
- Players now have an indicator that shows the temperature
- Players now take damage when the temperature is either too hot or too cold
- Room temperatures can be managed with a new device Thermal Extractor
- Heat spreads from room to room when doors are open
- Devices that take damage can now cause a fire to be started
- Fire spreads through a room
- Fire needs oxygen, when a room has no more oxygen the fire goes out
- Fire can be extinguisher by a new device Sprinklers, or by a new tool the Fire Extinguisher or “LogiCorp Flam-EX”
- Players take damage from standing in fire, or from the temperature rise in the room
the fire is in
- Refined uranium and all nuclear fuels now emit radiation.
- Radiation slowly decays in a room after the source is removed
- Radiation is only emitted when a resource is placed on a cargo pad, or from the reactor when it melts down
- Can be removed with RadEx, which can be used as an ammunition type for the fire extinguisher
- Players will die from radiation poisoning when they stay in the radiation for too long
- A radiation meter is added to the player HUD, which shows how much radiation is in a room
- Radioactive resources can not be placed on indestructible stations (such as the starter stations)
- New Tier 0 device
- Resource Cost: 750 Iron, 250 Copper, 250 Steel
- Uses a new resource Coolant, and heatsinks
- Heatsinks absorb heat from the rooms
- Coolant is used to cool the heatsinks
- Depleted Coolant is created from coolant when it has run through the heatsinks
- Vents are needed in rooms to take the heat out of rooms, in the same way that oxygen is spread through the ship
- Same as Thermal Extractor, but cannot be damaged, requires no resources to function, and is an admin model
- New Tier 0 device
- Resource Cost: 50 Iron, 80 Copper
- Takes water from any tanks on the same ship/station
- Puts out fires like a champ in a 4x4x4 tile radius around the sprinkler.
- New Tier 0 tool
- Resource Cost: 50 Iron, 25 Copper, 50 Carbon
- Uses a LiquiPod as ammo
- Fires a beam of fire repellant
- New Tier 0 tool
- Resource Cost: 50 Water, 50 Carbon
- Can be used as ammo for a fire extinguisher
- New Admin device
- Can be used by players to purchase ships from Faction, or other players
- Players can put a ship up for sale by storing it in the Vend-O-Tron and setting a price,
other players can browse and purchase these ships
- Replaced the Store-O-Tron and Faction desk ship selling mechanic
- Can be found on all faction headquarters
- Updated tutorials to use this device
- New device that can read LibraCartridges
- Players can collect and store these cartridges which have small snippets of flavour text.
Added new hacking category “Onboard Defenses”
- When this security risk is exploited, a ships’ onboard defenses will be disabled for a
short while.
- New Tier 2 Prop Device
- Resource Cost: 125 Iron, 75 Copper, 250 Aluminium, 125 Silicon
- Zaps nearby players who don’t have sufficient access rights
- Uses power for each zap
- New Tier 2 Ceiling Device
- Resource Cost: 125 Iron, 75 Copper, 250 Aluminium, 125 Silicon
- Zaps nearby players who don’t have sufficient access rights
- Uses power for each zap
- New Tier 1 Prop Device
- Resource Cost: 75 Iron, 150 Copper, 250 Silicon
- Strikes passing players with lasers
- Uses power for each attempt on your life
- Three new Tier 1 Wall Devices
- Resource Cost: 75 Steel, 250 Copper, 125 Silicon
- Have a small pocket where a Bomb can be planted which will detonate when players
which don’t have sufficient access rights are near
- New Tier 0 Tool
- Resource Cost: 25 Carbon, 15 Copper, 50 Nitrous Oxide
- Can be placed in a wall trap
- Will obstruct doorways until removed
- Will sometimes spawn on doors when your ship is attacked by a Green Skrill Grunt
- Can be removed by shooting at them, or by using the damage beam from the Repair
Gun
- Full armor set will reduce damage from heat or radiation
- Armor parts can be printed in the 3D printer
- Chest - Oxygen 50, Steel 50, Carbon 50
- Arm Left - Steel 25, Carbon 25
- Arm Right - Steel 25, Carbon 25
- Helmet - Steel 50, Carbon 50, Copper 25
- Legs - Steel 10, Carbon 50
- Feet - Steel 50, Carbon 50
- Chest - Oxygen 50, Steel 50, Carbon 50
- Can be printed in the 3D printer
- Resources: 30 Iron, 25 Copper, 5 Iridium
- Shows room radiation level by default, but shows specific value when aimed at a crate or device
- No longer have two effects
- Can no longer be crafted, have to be found on derelict ships or obtained from a mission reward
- No longer have a duration
- Need to be researched in a data core for X amount of time
- Are now limited to 6 per ship
- Are now used as a permanent upgrade to the ship, to allow more specialization
- This will spawn smaller asteroids which have any of the non-rare resources in them that the large asteroid also had
running
BALANCE
- Repair gun now uses Carbon instead of Silicon in the recipe, so players can also craft it in T0 systems. Instead of just purchasing it.
- Skrill drop less crystal vectronium and vectronium when killed.
- Drones now drop less loot
BUGFIXES
- Fixed desync issue where objects that were queued to be added to a solar system were not added in the same way on client and server on system load.
- Cargo teleporter no longer resets using player ID when he leaves the ship
- Reworked disposer so it doesn't freeze when it has no power anymore.
- Fixed incorrect price of the disposable repair drone (was 10 times more expensive than
intended)
- Ship upgrades now also repair all devices on the ship at the cost of a fraction of the
original cost based on the damage it had
- The default state of an escape pod is now "On"
- Ships with an active station shield now won't be considered for auto-storage anymore
- Changed a lot of underlying systems to prevent too much memory from being allocated
- Fixed bug where tradestats cartridge would not scan a system when it runs from an extension bay
- Fixed issue where trade data cartridge would not display the correct data
- Fixed bug where unreachable tile button would not be clickable
- Fixed bug where unreachable tile validator would not work correctly
- Unreachable tile validator now also takes local teleporters into account
- Ship editor now shows stats based on server settings when upgrading
- Fixed a desync when entities were queued to be added to the game state
- Fixed a crash with the solar panels
- Fixed a bug where components of entities with delayed spawning would be added twice
- Fixed a crash in the PoI UI
- Reduced memory allocations for drones checking if they need fuel
- Reduced memory allocations for active ships
- Fixed material of the lights on the nuclear reactor
- Fixed user drone warp speed
- Weapon groups now disable when a ship is in destruction state
- Ship upgrade now aggressively replaces the device state during upgrades to prevent resource duping
- Fixed mail sound being in the "SFX" group instead of the "UI" group
- Fixed colored text not working in loading screen
- Fixed a server side login error that could occur when reconnecting after disconnecting before finishing the previous login attempt
- Fixed a client crash that could occur when opening the map on a terminal just when the ship was destroyed (This was worked around a while ago, but the added logging has now resulted in us being able to properly fix it)
- Fixed a client crash that could occur when pressing the ship stats firewall overview button at the exact moment the ship was destroyed
- Fixed a crash when an offline player would be sent a mail
- Removed corrupt textures that would still try to load but were unused
- Fixed a crash when upgrading ships
- Fixed a bug where upgraded ships would not be sent to clients correctly
- Fixed a case where we would fail to send a packet because compression would make it larger, this should fix some people not being able to log in
- Fixed a client crash that could occur when teleporting off a ship while looking at a device that could be interacted with
- Unload empty systems earlier when under high memory pressure, to reduce the likelihood of out of memory crashes on servers
- Fixed a client crash that could occur when logging in on or near a ship with a ram scoop
- Fixed bug where wall terminals could not be repaired or damaged using the repair gun
- Fixed repair gun icons toggle hotkey toggling while chat was open
- Fixed a server crash and desync that could occur when a ship was destroyed
- Fixed a client crash that could occur when the used translation file had invalid strings for the new
advancements UI
- Fixed a client crash that could occur when completing a mission
- Fixed some errors logged to the console
- Avoid an out of memory crash on the client when trying to plot a rifting route to a far away system by limiting the maximum amount of stops to 25
- Log an error when we can't find the attachment point of a terminal
- Fixed a server crash that would occur when invoking /setSuperAdmin on an offline player
- Fixed a server crash that could occur when a system was reloaded and MultithreadedSystemUpdate was enabled
- Fixed a client crash that could occur when the ship you were on was destroyed
- Fixed a client crash that could occur when pressing the inventory slot hotkeys while in the loading screen
- Fixed a client crash that could occur when looping a sound failed
- Fixed a client crash that could occur when calculating the available resources on a ship
- Fixed a crash that could occur when the engine logged an empty message
- Avoid a crash when failing to update display text of a textfield after deleting a character
- Try to fix failing to load a texture because it's already being read by something else (an Antivirus solution for example)
- Log when the default (yellow checkerboard) texture gets cached or retrieved from the cache
- Log when failing to update display text of a textfield after deleting a character
- Log when a character animation is somehow missing
- Worked around running out of memory when baking ship exteriors by force invoking the garbage collector when this happens
- Fixed a crash when the port set in the config is invalid
- Fixed a server crash that could occur when a ship was spawned
- Fixed a server crash that could occur during tile generation
- Worked around a server crash that could occur when a ship that was somehow not in a system was being removed from a system
- Fixed an editor crash that occurred when exporting a ship to the workshop while you were upgrading it
- Fixed an editor crash that could occur when placing an exterior prop
- Fixed an editor crash that could occur in the power editor
- Fixed a client crash that could occur when a system event objective to construct a ship was completed
- Fixed a client crash that could occur when handing in a system event while the ship got destroyed
- Fixed a client crash that could occur during rendering
- Fixed a client crash that could occur when caching textures. We'll now crash later if the storage device in question is having major problems, but will ignore minor problems that only pop up during the caching
- Request the correct OpenGL version, this might fix crashes on old driver versions as we were using newer OpenGL functionality than we were telling the GPU driver
- Fixed a client crash that occurred when cargo was teleported at the exact moment that the ship was destroyed
- Fixed a rare hang on exit
- Fixed a desync related to mining
- Fixed a threading related server crash that could occur when a player logged in multiple times before their system would be loaded
- Fixed a crash that could occur when loading a system
- Fixed a client crash that could occur when adding rules in the drone bay enhancement cartridge UI
- Fixed a client crash that could occur upon leaving the game
- Fixed full rebuilds of saved world not working correctly (rebuildserver 2)
- Improve memory efficiency of ship baking to avoid out of memory crashes
- Fixed a threading related server crash that could occur when checking if a player had an illegal activity mission
- Fixed a crash that could occur when trying to load corrupted save or ship metadata
- Fixed a client crash that could occur when a single-player server instance crashed
- Fixed a client crash that could occur when entering the cockpit with a mission that had a target entity
- Fixed a desync that could occur when a ship was destroyed or would self destruct
- Fixed a client crash that could occur when teleporting off a ship while looking at a device that could be interacted with
- Fixed bug where benches would have the wrong hover text
- Fixed player heat visual effects layering
- Fixed hydropex service menu not showing the right prices
- Fixed a bug where some tools would slow down the vault UI
- Fixed icons for entities behind planets showing up twice
- Fixed faction droids not responding to players by raising their signs
- Removed menu button from devices
- Fixed missing flight X and Y inversion options
- Fixed cold effect not working properly on the player HUD
- Fixed a crash during rebuilding of saves
- Fixed missing hover texts on holotable
- Fixed S3 mining facility selling refined resources
- Fixed a crash in ghost clients
- Fixed looping sounds not updating sound volume
- Fixed bug where player equipment icons would not show up in the vault
- Fixed an issue where players could teleport to ships that were upgrading
- Fixed a duping bug for resources on the refinery and cargo pads
- Fixed not being able to place props in editor when room isn't selected (now auto selects when needed)
- Warp charge now cancels when something else changes warp level
- Fixed a memory leak on loading old saves
- Fixed a memory leak when upgrading ships
- Fixed a bug where negative resources could be added to large asteroids
- Fixed some bugs with clicking on UIs through windows (should not be possible)
- Fixed texture issue on double window
- Fixed the length of main menu buttons (no longer overlap with the options windows)
- Fixed bug in the main menu character options window where the character would turn when clicking the buttons
- Fixed a bug where resources could show as 0 in the vault
- Fixed bug where exterior devices and their blockers such as engines and cargo pods would be included in room size
- Fixed a marshaling issue in our networking library
- Fixed a crash in the Vault UI
- Fixed resource scanner hotkey not returning to main screen properly
- Fixed crash where devicestate would sometimes override device IDs
- Fixed a server crash that could occur when a ship with players on it was just destroyed
- Fixed a client crash that could occur while raycasting
- Fixed a client crash that could occur when the server list refreshed
- Fixed a threading related client crash in the ACTR UI
- Fixed main menu not scaling correctly when minimizing while splash screens are popping up
- Fixed tutorial Eggnite objective in the Repair Tutorial
- Fixed the shader of the LogiCorp Tool Store Lettering
- Fixed a memory leak in the UI
- Fixed a memory leak in the Galaxy Controller
- Fixed a memory leak when repeatedly exiting and entering games
- Fixed terminals showing up in the weapon groups in the ship editor
- Fixed extreme camera shake, now has a max value
- Automatic weapons and drones no longer target entities owned by fleet/crew, even if those entities are attacking the owner
- Fixed a texture path in the device editor permissions UI
- Fixed missing texture in drone bay target popup
- An attempt to fix a rare physics crash
- Fixed workshop screenshots sometimes having weird artifacts
- Fixed inability to update workshop screenshots
- Fixed some issues with UI elements and overlays when taking screenshots for the Steam Workshop
- Updated mesh of Small Rift Generator so you can now walk in between the monitors
- Fixed supported resolution list for other screens than the currently selected one
- Fixed a bunch of models which were missing cached versions
- Fixed hand crate hologram sometimes not changing
- Fixed hand animations sometimes not playing
- Quantum Thermal Extractor now also counts for the ship validator in the editor
- Fixed mouse mouse button handling when losing focus
- Fixed a bug where terminals would not actually be disabled when a player went out of range
- Fixed insurance terminal background image being overlayed on the popup
- Fixed ammo loader showing as a requirement for rail guns
- Fixed small missile launcher hover window in editor showing projectile ammo instead of missiles
- Device state validate now puts all devices in the first weapon group (this does mean that profiles might get lost on very old ships), fixes the weapon groups on some older ships
- Railgun now loses its charge when it loses CPU
- Fixed bug where chat message would sometimes be scaled for longer messages
- Players now respawn on the teleporter, a replacement station or starter station when their ship is removed by system rebuild
- Fixed camera rotation when sitting in certain seats
- Fixed gun reload sound still playing when you stop reloading
- Fixed bug where player would be locked when editing chat options
- Fixed bug where weapons would fire when adjusting chat options
- Fixed loading screen tips key icons
- Fixed bug where new players would start out dead if they joined a rebuild server they never joined before
- NPC hacking entities now respect shields being up
- Follow up advancements will now trigger if previous advancements have not been claimed
- Fixed bug where you could snap your neck when looking around on benches
- Fixed bug where you could not reach the rightmost edge of the terminal in the engineering chair of the bridge
- Fixed bug where you could not reach the edges of the terminals on a captains chair
- Fixed bug where gun would jam if the player would run during a reload
- Fixed a bug where multiple build ship objectives could spawn on the same ship
- Fixed a desync with asteroid cached positions
- Fixed an exploit with player trade terminals
- Fixed generating uncompletable trade network system event objectives
- Fixed teleporting oxygen into life support always firing
- Fixed flicker on focus change when using a borderless window
GRAPHICS
- Editor preview prop ghost blocks now flashes red when it can’t be placed
- Buy button on the trade station now greys out if there's no stock
- Sell button on the trade station now greys out if there's no demand
- Added cluster explosion for ships
- Reworked warp popup in the cockpit
- Reworked check list in editor
- Updated main menu buttons
- Updated cursor sprites
- Updated exit game confirmation popup
- Increased font size of mission bulletin
SOUND
- Fixed volume of jump and landing sounds for players
- Added pickup/drop sounds for resource crates
- Added 3D printer sounds
- Added various HUD interaction sounds
OPTIMIZATIONS
- Overhauled exterior lighting to improve performance
- Improved performance when encountering a drone for the first time in a session
- Increased performance of ship baking (combining of all individual blocks into one object)
- Improved how we check if a file exists on disk
- Bullet materials no longer update every frame
- Cache some components in bullets so we don't need to request them every frame
- Optimized warp disrupt shaders
- Fixed some bugs with engine particles which would slow down the game
- Optimized engine particle loading/unloading
- Fixed hanging while generating workshop screenshot preview
Changed files in this update