Patch 1.3.5 (7 October 2019)
Tweaks
- Show energy allocation of passive devices in ship stats screen
- VR: tweaked the display of some HUD markers
- Linux: Added missing option to change the size of the HUD markers
- Added button in main menu advertising the Kickstarter campaign for Everspace 2. Will automatically remove itself on January 8th, 2020 (Windows, Mac)
Bugfixes
- Fixed using Drone Disassembler on own drones not decreasing current drone count
- Fixed splitter glyph additional projectiles having incorrect range/lifetime
- Fixed life support damage sound still playing during game credits when winning a run with damaged life support system
- VR: Fixed that the scatter gun didn't have additional projectiles on max. charge
- VR: fixed that combat drones were lost to the player after a jump
- Fixed a bug where ore from mining drills would fly away out of reach right after being spawned when having tractor beam installed and being within pull range
Patch 1.3.4 (07 May 2019)
Features
- Added an option to adjust the HUD marker size
Bugfixes
- Fixed time speedup bug that occured when having Time Extender activated and either destroying Okkar frigate turrets or Outlaw Snipers or scrapping a Shock Rifle Pro that is floating in space
- Make sure Okkar Gunships don't flee outside of level area
- Fixed a handful of hardcore mode handicaps carrying over from sector 6 to sector 7
- Fixed that disabling TrackIR without changing anything else in the game options would break freelook until restarting the game
- Fixed nano injectors not working while emergency shield is active
- Fixed black holes not being framerate independent
- Fixed enemy sentinel sometimes still firing discharger while dying/already dead
- Fixed that a new run couldn't be started in the hangar, if the player was on the codex tab
- Fixed that rotating the ship in the color selection screen with gamepad would also change the color selection
- Fixed that the health of the player's drones could go above 100%, and that they sometimes weren't spawning again when loading a savegame
- Fixed being able to use drones while "no consumables" hardcore mode handicap was active
- Fixed deadlock when a progress bar success type message was removed from viewport while equipment selection wheel was opened
- Fixed localization issues of some ship wreck logbooks
- Don't offer additional primary weapon slot at tuning stations when having ancient weapon glyph equipped
- TrackIR: fixed that the crosshair was positioned and clamped incorrectly on ultra-wide resolutions
- VR: fixed rendering artifacts on the cockpit in some orbits
Patch 1.3.3.36382 (23 November 2018)
- Fixed Korean language font being broken
- Fixed German umlauts sometimes not being uppercase when they were supposed to
- Fixed navigation with WASD or custom keys being broken in some screens
- VR: Fixed rendering issues on some AMD graphics cards that got introduced in the last update
- Mac: Fixed a launch error showing as '[...] application "EVERSPACE" may be damaged or incomplete.'
- Encounters: Fixed no manufacturer being set for Plasma Powered Jump and Destabilizer Missile
Patch 1.3.3 (20 November 2018)
New Features
- Added special "retro graphics" option that is unlocked after finishing a hardcore mode run
Tweaks
- Encounters: Nerfed Engine Booster MK2 and MK3 efficiency
- Increased camera range in action freeze
- VR / TrackIR: Unified Crosshair behavior in gamepad and keyboard mode. "Centered Crosshair" option works again in all cases.
Bugfixes
- Fixed Splitter glyph additional projectiles not homing in on targets anymore
- Fixed blueprint drop probability for higher tiers being too low if no more tier one blueprints are available
- Potential fix for Okkar Corvettes and Outlaw Drone Carriers occasionally bouncing away when destroyed
- Fixed a bug where it was possible to accidentally overwrite normal mode perks with hardcore mode perks
- Fixed Grey Goo damaging player from greater distance if player has a tractor beam installed
- Fixed hardcore mode "Anti Consumerism" handicap carrying over from sector 6 to sector 7
- Fixed that the "Unarmed" challenge could be exploited by using Headstart enhancement
- Fixed that the gamepad icons for aiming weren't displayed in the tutorial
- Fixed using cloak while in cockpit view hiding clouds, plasma fields and holograms.
- Fixed destroying an Ancient Splitter or Ancient Warden not counting as a player kill
- Fixed destroying objects like flood lights counting as kill for Berserker glyph,
- Fixed Colonial Station turrets occasionally being able to shoot through walls
- Fixed Beeline subroutine also affecting NPCs targeting NPCs
- Removed obsolete and non-working "Select Control Scheme" which somehow was there and is only relevant for consoles, as controls can be freely configured on PC/Mac/Linux
Patch 1.3.2 (08 August 2018)
- Fixed game hanging when dying during a jump with not enough fuel
- Fixed a possible crash in release version when random secondary weapon slot is cleared due to selected hardcore mode handicap
- Fixed checkbox click sound and factory repair sound not being affected by sfx volume
- Fixed that when starting a new hardcore mode run before ever starting a normal run, quit to the main menu and then started the first normal run the hardcore run save was overwritten with incorrect data
Patch 1.3.1 (2 August 2018)
Tweaks
- Controller sensitivity is now also applied when input smoothing is switched off
- Improved target locking and auto-aiming behavior
Bugfixes
- PC: Fixed missing installation prerequisites
- Fixed being able to navigate to and select next/previous ship buttons with controller in perk screen
- Fixed a very rare bug where jump suppressors could be spawned inside level geometry
- Fixed weird bug while dying right before jump gate jump was triggered
- Fixed "Denied" sound being played when using Drone Disassembler on G&B Mining Drones
- Good chance to have fixed rare Time Extender "speed-up" glitch
- Fixed that you couldn't use free-look when not using headtracking
- Encounters: Fixed bug in Tareen mission where items would get lost when transferring amounts of zero
- Encounters: Fixed that one of Karlie's missions could still be triggered even if she jumped away due to G&B being hostile
Patch 1.3.0.36069 (8 June 2018)
New features
- Added the possibility to toggle the visibility of the game logo in Action Freeze mode
- Added a gamma correction option
Bugfixes
- Fixed player wreck retrieval not working at all
- Fixed "G&B Container" and "G&B Tech Container" not being localized
- Fixed clipping of localized "no target" text in cockpit
- Fixed Gunship turret shooting at targets after cutscenes although not being activated
- Fixed time still being slowed down if opening compare menu while shock rifle pro is charging and swapping shock rifle twice
- Possible corrupted save game fix: Only write real save game if backup savegame could be written and loaded
- Use a different sound for Colonial Warship laser turrets to possible fix sound issues on a few systems
- Additional save game corruption measures: Write a second player save file as backup when player dies
- Encounters: Fix scanning task markers showing in hardcore mode although scanning is not possible
- HTC Vive: Fixed that menus could be at the wrong positions / orientations in room-scale mode.
- VR: Fixed an Unreal Engine issue causing WMR devices to not render correctly (note that we still don't officially support WMR devices). This should also fix rendering issues when playing on SteamVR using an Oculus headset.
- VR: Fixed that you couldn't reset the camera in the main menu when playing with a controller and the menu wasn't focused first.
Update 1.2.3.35978 (9 May 2018)
Tweaks
- Extended the range of the non-VR screen percentage setting to 10-300
- Don't spawn old player wreck after current run was won
- Make sure generic repair mission can only be finished after task was received
- Made the PlayStation controller icons more legible
- HOTAS/Joystick: Added an option to disable smoothing of gamepad input (recommended, set in controls options)
- VR (Oculus): Set the mirror mode to be full-screen
- VR: Pause Menu can now also be entered via the "change camera" button (default: Y on Gamepad).
- VR: jumping into a new system is now a lot smoother
- VR: disabled any life support / sensor damage post-processing during cutscenes
Bugfixes
- Make sure Ancient Wardens teleport back towards the level center after having left level bounds
- Fixed Gunship turret not being able to fire after a cutscene was triggered
- Fixed Outlaw station turrets and Colonial station turrets having no collision
- Fixed Mainframe Override cooldown getting set to max after overriden target dies
- Fixed player sensor drone not receiving shield and hull enhancer when having unlocked the respective Gunship perk
- Fixed that the launch button could not be triggered with a gamepad while being on the codex tab in the hangar
- Fixed not being able to scroll hardcore mode handicap screen with gamepad
- Fixed some problems with jumping during cutscenes
- Fixed wrong natural hazard dialog being played and Okkar being able to jump in if there is a cloud field hazard during a story mission
- Fixed artillery turrets in last sector showing up as friends when close to them though they had not been activated
- Fixed a key remapping issue that appeared when switching bindings of two axis extremes
- Fixed a key remapping issue that appeared when toggling alternative bindings for key actions
- Fixed that you could be stuck in the selection wheel if opening it while jumping into a new zone
- Fixed a bug where hardcore mode perks and blueprints could be transferred to normal game mode
- Fixed final mission bug where the mission logic would not advance if the missile was fired too early
- Fixed being able to use the jump target marker while in free-look mode
- Fixed that the audio output in non-VR mode switched to a connected VR headset, depending on Oculus/SteamVR settings (resolved by an Unreal Engine update)
- The screen percentage in non-VR mode is now also applied in the main menu
- Encounters: Fixed Randomize Mod usage on Goo Gun
- Encounters: Fixed that enhancing a plasma thrower could result in a freeze
- Encounters (VR, TrackIR): Fixed difficulties with scanning lifeforms
- Encounters: Fixed sound problem when hitting Okkar Fighter Mk2 frontal shield with plasma thrower
- Encounters: Fixed receiving credits bonus for scanning Green Goo before finishing the quest
- Encounters: Fixed a problem with Karlie mission 2 when reaching mining laser before the waypoint task is spawned and player is already inside check radius
- Encounters: Fixed Throng achievement not immediately being triggered when returning with grey goo data (achievement was triggered after going back to hangar or main menu)
- Encounters: Fixed mod indicators showing for Energy Diverter although there are no mods for it
- VR: Fixed that HOTAS / Joystick axis inputs couldn't be assigned in VR mode
- VR: Fixed that the ship selection buttons in the hangar couldn't be clicked
- VR: Took out emergency shield effect that was distorted in stereoscopic view
- VR: Fixed that you could open the system menu during a cutscene, which rendered it invisible
- VR: Fixed that in some configurations, the screen percentage setting was reset after each jump
- VR: Fixed that players couldn't confirm a destination on the travel map by hitting the keyboard confirm key (F)
- VR: Fixed small aiming offset in mouse mode
- TrackIR: fixed a small offset of the crosshair with mouse controls
- TrackIR: "aim with headtracking" can now also be changed from the gamepad options menu
Patch 1.2.2.34636 (16 November 2017)
Tweaks
- Encounters: When dying in the Okkar homeworld, you will not be able to retrieve your wreck
- Don't allow energy consumption mod on energy discharger
Bugfixes
- Fixed invisible Encounters button being selectable in ingame pause menu
- Add more safety to preventing Okkar Forces from jumping in during cutscenes
- Fix Okkar Gunship MK2 occasionally hitting itself with own projectile
- Encounters: Fixed re-engineering removing 3 Viridian Energy instead of 2
- Encounters: Fixed Coalition not attacking the Okkar
Patch 1.2.1.34610 (07 November 2017)
Tweaks
- Decreased drone disassembler resource drop quality and quantity, added fuel drop probability
- Slightly increased energy consumption and decreased effect of target decelerator
- Outlaw Snipers can no longer be affected by Mainframe Override
- Encounters - Removed Sentinel class restriction for Seeker missile battery
- Encounters - Engine Boosters no longer affect ship steering sensitivity
- Encounters - Reduced Engine Booster MK2 and MK3 efficiencies
- Encounters - Randomize Mod now has a higher tendency to yield beneficial values
- Encounters - Highlight freight containers in Eleks second mission
- Encounters - Changed Viridian Energy drop chance of Okkar Corvettes from 80% to 100%, also reduced drop amount in hardcore mode
- Encounters (VR) - Adjusted HUD element positions in the Colonial Sentinel
Bugfixes
- Fixed player wrecks neither having names nor any loot
- Fixed some base game voice audio missing (accidentally wound up in Encounters package)
- Fixed missile warnings sounds and hud markers still being present after missile lifetime expired
- Fixed camera being too close to ship after cutscenes when playing the game in wide format with bigger aspect ratios than 16:9
- Fixed flashback videos not correctly fading out when watching and skipping in hangar
- Fixed G&B freighters sometimes having no loot at all
- Fixed player drone count not decreasing when destroying player drones with drone disassembler
- Fixed drone disassembler being able to destroy drones that are not targeted
- Fixed player jumping out of cutscenes if jump beacon was targeted beforehand
- Fixed broken aiming with Gamepad when "centered crosshair" was switched off in the options menu
- Fixed unspent credits warning sometimes showing even though there were no perks available to spend credits on
- Fixed incorrect display of modded turret attributes
- Fixed some mods not working properly on missile turret
- Hopefully prevent Ancient Wardens from teleporting outside of level bounds
- Fixed Mine Cluster recharging Okkar Corvette shields
- Fixed drones occasionally straying too far from drone owner
- Made some minor adjustments in the Polish translation
- TrackIR: fixed that cursor was invisible after cutscenes if "aim using headtracking" was active
- Encounters - Fixed being able to one-shot kill ancient splitters with shield-piercing weapons
- Encounters - Fixed being able to use plasma powered jump in Okkar Homeworlds location (leading to a freeze)
- Encounters - Fixed a gamepad focus problem with Tareen's transfer items menu
- Encounters - Fixed shield generators not being damaged by Plasma Thrower and Goo Gun
- Encounters - Fixed Outlaw Cargo Thief stealing non-existent resources
- Encounters - Fixed Outlaw Marauder Mk2 turrets not getting overridden by Mainframe Override
- Encounters - Fixed that if factory stations were present in a sector they would always appear in the first location of that sector
- Encounters - Fixed Coalition spawning in hardcore mode
- Encounters - Fixed Device Charger not working on active devices other than the first one installed
- Encounters - Corrected false Italian translation of Shield ST MK2 and MK3
- Encounters (VR) - Fixed the player camera position in the Colonial Sentinel
Patch 1.2.0.34537 (24th October 2017)
- Adds Encounters dlc compatibility
Patch 1.1.3.33662 (31 August 2017)
Tweaks
- Adjusted sector 2 environment colors
Bugfixes
- VR: adjusted the mouse crosshair position to be properly centered
- VR: fixed that the aiming could be offset in gamepad mode after using the mouse
- Berserker enhancement: Do not interrupt jump focus when boosting, reset kill timer when destroying shield generators
- Fixed "Handle with Care" handicap not having any effect
- Fixed player drones having full health after each jump regardless of any perks
- Mac: Fixed German audio not being available during flashback movies
Patch 1.1.2.33595 (26 August 2017)
New Features
- Added sensitivity sliders to the axis settings in the controls menu
Tweaks
- VR: changed standard mouse control mode to be independent of device orientation
- Set LOD scaling to less aggressive values
Bugfixes
- Fixed problems with rebinding the Pitch and Hover axes in one go when using an Xbox Controller
- Fixed wrong ship banking values in Action Freeze Mode leading to jumpy contrails
- Fixed that the game would switch to gamepad mode when a gamepad / joystick device was detected even though it wasn't used
- Fixed some issues with HOTAS/Joystick bindings that were not recognized, notably those emulated by Thrustmaster T.A.R.G.E.T
- Fixed Okkar Corvette Energy Discharge firing if player is cloaked
- Fixed Okkar Frigate not dealing collision damage when destroyed
- Fixed that after loading a pre-1.1.0 savegame, some default keys were mapped to MiddleMouseButton that shouldn't have been
- Fixed warships not appearing in Hardcore Mode after having defeated Gorc
Patch 1.1.0.33508 / 1.1.0.33501 Hotfixed (17 August 2017)
New Features
- Added Hardcore Mode
- Windows (64bit): Added Joystick and HOTAS support
- Windows: New controls menu to freely configure Mouse/Keyboard, Gamepad and other input
- Windows: Added TrackIR support
- VR: Added mouse / keyboard support
- Added new languages: Chinese (Traditional), Japanese, Korean
- Added a spectator camera that can be activated during Action Freeze mode
- Added basic colorblind option affecting HUD marker colors
- Added option to select the anti-aliasing method (Off / FXAA / Temporal AA)
- Added option to change the screen percentage in non-VR mode
- Added option to toggle Motion Blur
- Added option to toggle Chromatic Aberration
Tweaks
- Buffed Gunship: Starts stronger (more hitpoints, more armor, more energy regeneration, increased boost) but ends up with same values as before when fully perked
- Slightly reduced enemy accuracy on "Hard" difficulty
- Increased HUD visibility when sensors are damaged
- Slightly reduced Okkar Drone burst duration
- Slightly reduced Coil Gun spread
- Destroyed ships no longer deal collision damage while tailspinning
- Show message when fuel limit is reached
- Show current cooldown of devices, secondary weapons ammo and consumables amount in selection wheel
- Increased Temporal Anti-Aliasing sharpness
- Updated tonemapper and color grading to work with UE4.16
- Added a "fully mined" indication sound
- Used a special warning sound for silo missiles
- VR: You can now reset your camera orientation via the gamepad by holding down [Select]
- VR: Decreased the size of the mission markers
- VR: The Oculus Rift mirror window is now undistorted
- VR: Added "aim with headtracking" option to keyboard options menu
- VR: Disabled VSync and FOV options in the display options menu, since they should never be modified for VR
- VR: Enabled monoscopic far field rendering, which should improve performance a bit
- VR: The sensor damage screen effects are now disabled while the player is in a menu
- VR: You can now reset the device orientation during cinematics playback
- VR: Added some missing UI animations
Bugfixes
- Fixed a bug where clones would not spawn again if once killed and then exited out of the run and continued
- Fixed infinite loop bug when selecting previous consumables if there is an empty slot at the end
- Fixed Okkar Corvette Mk2 plasma cannons not becoming friendly when Corvette gets mainframe-overridden
- Fixed Missile Turret device not all stats being displayed
- Fixed thermal beam not being affected by sound fx volume settings
- Fixed wrong Gunship device slot amount showing in perks screen
- Fixed "Scanning..." message occasionally not being removed
- Fixed Okkar forces and Warships jumping in with Low Profile Glyph equipped during story missions
- Fixed fuel being restored after a jumpgate jump when having the Fuel Conservation glyph equipped
- Fixed teleporter device wall hack
- VR: Fixed an issue with some HUD widgets still being visible in menus
- VR: Fixed that you could apply the resolution/FOV in the display options which would then get loaded in non-VR mode
- VR: Fixed that you could enter the action freeze mode via the keyboard, resulting in a black screen
- VR: Fixed the positioning of the aiming assist marker
- VR: Fixed a slightly offset crosshair when "aim with headtracking" was selected
- VR: Fixed that the crafting list widget didn't scroll correctly
- VR: Fixed wrong positions of main menu / intro video when launching the game with an HTC Vive.
- VR: Fixed that the game would lose input focus when Alt+Tabbing out of the game window or clicking anywhere else
- VR: Fixed a hanger that could occur when resetting the run or game from the options menu
- VR: Fixed invisible health bar of the final boss
- VR: Fixed that you could open the system menu while jumping
- VR: Fixed a rare crash that could occur when approaching traders or service stations that are about to jump away
Patch 1.0.8.32661 (19 June 2017)
- We're currently busy migrating the game to Unreal Engine 4.16, adding more controls options for VR and implementing the long-awaited Hardcore Mode. While doing so we received a few alarming reports about a problem with the very last mission of the game. It must have found its way in with the last hotfix - so we decided to branch to the old code base and hotfix the hotfix.
Here's the tiny little list of changes for this patch:
- Fixed very last mission not progressing correctly
- Fixed Predetermination glyph incorrectly removing all jump suppressors
Patch 1.0.7.32541 (06th June 2017)
Tweaks
- VR: Made the key to reset the VR camera orientation rebindable in the controls settings.
Bugfixes
- VR: Fixed some missing tutorial prompts
- VR: Fixed problems to launch the game with SteamVR running
- VR: Fixed several crashes that could occur in the crafting/upgrade/equipment menus
- VR: Fixed an issue with the perks screen, where you couldnt select perks anymore after switching between ships
- VR: Fixed a crash that could occur in the repair screen of the service stations
- VR: Fixed a crash that could occur when changing keyboard bindings in the options menu
- VR: Fixed wrong display of Chinese and Russian HUD marker fonts
- VR: Fixed crosshair having the wrong rotation after checking and unchecking "Aim using headtracking"
- Fixed not every location having a jump suppressor when having "Low Profile" enhancement equipped
- Fixed flight sticks occluding cockpit displays at high FOV values
- Fixed cutscenes and flashback videos not displaying correctly in widescreen resolutions
- Fixed some dialogues not being affected by voice volume settings
- Fixed exploit that containers could be opened through walls with Energy Discharge device
- Fixed warships occasionally blocking jumpgates
- Fixed ARC-9000 not working correctly while Splitter Glyph equipped
- Fixed a rare crash when generating random trade offers
- Fixed Shadow Strike enhancement occasionally damaging ship subsystems
- Fixed Drone Carrier not being resistant to Mainframe Override
- Fixed "Interrupted Jump" cutscene that sometimes would hang in an endless jump scene when using the Gunship
- Fixed music not playing in "Interrupted Jump" cutscene
- Fixed "Ancient Splitters" damaging players during ingame cutscenes
Version 1.0 released! (26 May 2017)
Please note - only 64-bit Windows in this version. We apologise for inconvenience caused.
The big day has come! We've just released version 1.0! We hope you've had as much fun during Early Access as we've had!
A change that might need some explaining is the removal of scanning probes. Please read our thoughts on this right below the list of changes.
New Features
- Added the story
- Added more points of interest
- Added achievements (version dependent)
- Added new device: Sensor Relay
- Added new ship colors
- Added VR support for Oculus Rift and HTC Vive
- Added option to switch Yaw and Roll mapping for controller
Tweaks
- Removed scanning probes from the game.
- Added "radar memory": scanned objects will now remain on the HUD indefinitely
- Increased spawn chance of comm hubs
- Changed "Low Profile" glyph negative effect: Instead of increased jump cooldown there is now a jump suppressor in every location
- Changed "Predetermination" glyph positive effect: Instead of no jump suppressors G&B and Okkar are now hostile to each other
- Decreased "Bullseye" glyph shield regeneration percentage from 20% to 10%
- Increased "Leech" glyph hull hitpoints regeneration from 10 HP to 20 HP per kill
- Changed "Devastator" subroutine values from 50% / 30% to 40% / 40%
- Gunship turret kills and player drone kills will now reset the kill timer while using the Berzerker glyph
- Spawn superior loot with high enhanced weapons chance behind locked doors of derelict colonial stations
- Give a credits bonus for each sector reached
- Show total cost of perks with sub levels and credits already spent on level
- Added more codex entries
- Added illustrations to codex entries
- Okkar Interceptors will now occasionally use teleporters
- Replace Gatling Turret with Front Shield Generator in Gunship Loadout C
- Reduced energy consumption of some weapon mods
- Reduced energy consumption of device mods
- Reduced Damage Booster bonus
- Reduced Shield Booster Mk2 and Mk3 bonus
- Damage Limiter consumable reduction is now calculated separately after armor damage reduction instead of adding it to the armor damage reduction
- Increased Missile Defense System duration
- Balanced Ancient "Teleporter" alien: Less damage but better accuracy
- Set maximum number of ARC-9000s per secondary slot from 2 to 1
- Further increased Time Extender cooldown durations
- Increased speed at which plasma is collected in plasma fields
- Decreased Ancient Weapon damage bonus
- Increased Nano Injector repair amount to match the required Nano Bots
- Grey Goos are no longer affected by ARC-9000
- Performance optimizations, especially on medium and low settings
- Prevent black holes from spawning close to ancient structures
- Do not show missile lock warnings if Beeline enhancement is installed
- Increased Flak Cannon 5-5 damage
- Increased Sensor Drone hitpoints
- Increased Elite Access Key drop chance from 40% to 75%
- Made a few UI changes to the cockpit displays
- Changed spacing, colors and positions of a few UI elements
- Added run duration to hall of fame
Bugfixes
- Fixed Splitter Glyph not forcing a start with only one empty secondary weapon slot when having loadout B or C selected
- Fixed Equalizer Glyph not affecting Health after very first jump (start of game) and after using jump gates
- Fixed Leech Glyph not regenerating hull hitpoints when destroying turrets
- Fixed Bullseye Glyph falsely recharging the shield when hitting non-NPC objects
- Fixed splitted "Ancient Friends" being hostile and damaging the player
- Fixed tooltips showing on locked ships loadouts
- Fixed some navigation issues in setup screen
- Fixed being able to escape from system map before jumping away by pressing next/previous tab
- Fixed large ships (e.g. Okkar Corvettes) receiving huge amounts of collision damage
- Fixed "Colonial Interceptor" always being displayed in end of run screen, even if - Colonial Scout or Colonial Gunship were chosen
- Fixed visual upgrades for ships getting mixed up
- Fixed spread mod not affecting energy
- Fixed charge duration of weapons which was affected by energy consumption reduction
- Fixed Corrosion Missiles stop doing damage if Outlaw Drone Carrier brings up shield
- Fixed ship geometry not being hidden in 1st person no-cockpit view when playing with a high FOV
- Fixed freighter jump charge effect not being displayed
Regarding the removal of scanning probes:
We watched a lot of streams and videos of people playing EVERSPACE and noticed that crafting/using scanning probes has become too obligatory. The routine would be to craft and use a scanning probe at the beginning of every location which is neither fun nor does it promote explorative gameplay. We realized that a lot of gameplay elements would not work the way we intended, i.e. cloud fields, comm hubs, jump suppressor signals and many more. On the other hand, not being able to craft scanning probes (e.g. due to a lack of gas) would result in frustration, so increasing the crafting costs was not and option. Our solution: Remove scanning probes completely, add radar memory (so that scanned objects will remain on the HUD), increase the amount of comm hubs and introduce a new device, the sensor relay which increases the ship's sensor range.
With these changes in effect, we noticed a huge improvement in gameplay, shifting the approach towards risk/reward driven exploration rather than dully working off HUD markers one after another.