Update 0.18.0.24 (February 21st, 2024)
- A new starmap with fog of war, faction intentions and interstellar events.
- A Comprehensive Sectionalized Tutorial. The tutorial teaches the basics and more advanced concepts to the player, allowing the player to revisit any topic.
- Implemented Interstellar events and more missions. You can now encounter NPC ships in distress needing help when traveling in hyperspace.
- Factions have their own intentions and the starmap is more dynamic, more alive.
- New trade menu. Items can now be discounted, at markup, at a premium or normal price. Trading prices have been changed.
- Command Flags. Some missions allow you to acquire help from NPC's. In these cases you may give commands to the NPC ship, directing it in combat situations.
- Added a ISP dispenser. Provides a way to minimize the chance of acquiring interstellar travel sickness. The pills have some side effects though, affecting the crew member for some time after taking the pill.
- Starmap auto-drop feature has been removed, making starmap travel faster. When jumping to a new star system a drop to normal space will not be forced.
- Starmap icons have been improved and change position based on the zoom level.
- Some new menus for selecting game mode and difficulty levels.
- A new chair to build. A chair resembling a captains chair.
- Added some decorative lockers.
- Added Sound toggle for Arcade machine and Jukebox.
- Many smaller improvements and additions.
- Updated libGDX. The game engine.
Update 0.17.4.2 (June 27th, 2023)
- Lowered the max amount of enemies encountered in the very first derelict when starting a new game.
- Modified the amount of Walkers encountered early on in the starmap, with the amount rising towards the end of the game.
- Fixed bugs.
Update 0.16.0.17 (December 13th, 2022)
- Fixed a bug related to Missions - Taking a crew member as refugee failed the mission.
- Fixed the Comfort values of the Ore Processor - Discomfort of the Ore Processor was going through walls too much. (Intention is still to have it at a small leakage, due to vibrations, noise and smell. Walls block discomfort to a good degree, but not completely. Walls + some space is needed.)
Update 0.16.0 (December 5th, 2022)
- A Missions System has been added to the game.
- NPC Factions can now ask the player to execute missions and offer rewards for successfully executed missions.
- Missions range from resource transportation, exploring derelicts, bounty hunting, transporting prisoners, giving medical assistance to finding special logs and fallen crew members of a faction. Generally, helping the factions in various ways.
- Accepting some missions offered by a Faction might displease another faction, depending on the faction relationships.
- The Missions user interface can be found when a NPC faction ship/station is selected. Once a mission has been accepted the mission description can also be found in the logs/statistics section of the User Interface.
- Added the possibility to build space stations as well as bases on asteroids for NPC factions as a part of the missions system. (Not yet a separate station mode scenario. Instead, the possibility is given through missions on your journey)
- Asteroid bases are unique since they allow crew members to walk on the asteroid itself, and it is possible to build separate sections of a base over the asteroid. (Sections can also be built on a Space Station)
- Added help notifications regarding station and base building missions.
- Added a new builder pod to the game, and removed the hull building function from the mining pod. The builder pod is now meant for building hull.
- Created the possibility for the builder pod to move above ships and stations and build from the top, to enable building bases on asteroids.
- The builder pod uses the same pod hangar as the mining pod. The player can choose if they want a mining pod or builder pod built at the pod hangar.
- New Facility: Ship/Station core. These cores now give system points instead of the Hull Stabilizer. Maximum amount of cores is limited to the ship canvas size.
- Hull Stabilizers can now be built freely anywhere and they cost system points to build.
- Removed the free system points coming with a new hull section.
- Rebalanced the amount of system points facilities need.
- A new Mining System: Mining has been changed to a system where resources can be found both on the surface of asteroids and deep within asteroids.
- Ore found on the surface can be mined the same way as before, using Mining Pods.
- Ore found deep within asteroids require an Ore Processor facility, which will supply Ore Drills for Mining Pods to use.
- New Facility: The Ore Processor. The Ore Processor comes with a set of Ore Drills, which the Mining Pods use to mine ore from deep within asteroids. The Ore Processor also processes the mined ore to usable resources.
- A Cargo Shuttle system has been added to the game. Cargo Shuttles are big cargo transports required for special transport missions.
- A ship can build one or more Cargo Ports, which will allow the ship to become specialized in cargo transport tasks.
- Added the possibility of NPC cargo transportation ships joining the player fleet and providing the necessary resources for building stations and bases as part of a mission.
- New Facility: The Cargo Port. (Meant to be built on ships)
- New Facility: The Asteroid Cargo Port. (Meant to be built on asteroid bases)
- Added the possibility to have many power networks as well as hull stability networks. This enables asteroid bases to have separately built hull sections,
- each working as their own units.
- When hull sections are separated (No hull link), hull stability is given to the hull section according to the amount of Hull Stabilizers in that section. When sections are unified with hull the hull stability points are added together. Essentially, each built hull section is treated as a ship of its own.
- Power networks are also separated in the same way, and unified by building hull paths between hull sections. Power networks can also be unified with another mechanism on asteroid bases, using conduits that transfer power from one built hull section to another.
- Implemented new view modes to allow viewing how hull stability networks and power networks are set up.
- Modified/Unified the Power System. Removed "Advanced power" as a concept and instead unified power under one term, keeping separate grids for facilities with low power needs and facilities for high power needs.
- Added more depth to the power system, with nodes now adding to the power capacity values in the areas they cover. Multiple power nodes can bolster each other and add to the power capacity in the area.
- The available power capacity of power nodes is now affected by their set range (area to cover), with a smaller range increasing the capacity output.
- Added a way to change the center point of the high capacity power grid given by a power node. This can be done by selecting the power node and changing its settings.
- Power nodes can become overloaded if the power drain surge becomes too high in the area they cover.
- Power capacity nodes can improve the capacity level of power nodes, when placed close enough to them.
- Added a Backup power node to the game, which can be built to increase the amount of backup power available, and used together with solar panels to store power as backup power. (Added to the research tree in the same module as the Solar Panel)
- Solar panels can now help contribute to all power needs of the ship/station.
- Improved the power view mode, listing separate ship/station power consumption categories. These will give the player a better view on what type of facilities are drawing more power at the moment.
- Created a new backup power system, whereby different categories of facilities will turn themselves off at certain thresholds when the ship/station falls into backup power. This system will help keep the ship/station alive longer while keeping critical systems running allowing for searching for more resources.
- Balancing: Modified the capacity/generation values of power nodes and generators.
- Implemented a system where facilities can now degrade over time and be impacted from a bad environment, like high temperature, pressure changes from hull breaches and hazardous gases.
- Function may be slowed, or the facility stops working altogether until the environment issue is fixed.
- Facilities will now require some repairs periodically due to wear and tear from usage.
- The setting for both the environment impact and Wear and Tear can be edited and turned off in the game customization tool. (Same menu where difficulty is chosen)
- Made it possible to rotate hyperdrives in any direction. All active hyperdrives need to be rotated in the same direction to execute hyperspace jumps. (Ships cannot be rotated)
- To enable hyperdrive rotation the graphical look of the hyperspace jump sequence has been modified.
- Added a protection service for the Military Alliance. Guns for hire. Makes it possible to hire NPC ships to accompany you for a time period.
- Added a naming system to the starmap. Star systems and star system clusters now have names.
- Added auto-travel to the starmap, making it possible to give a command to travel a longer distance with fewer clicks.
- The starting system in the game will be a safe system.
- Rebalanced start scenario resources and resources in the galaxy.
- Added new settings to the game customization tool, allowing the player to tweak the resources spawned in the galaxy in a new way. (Setting vs Default)
- Redesigned the Basic Platform start, the design of the platform is slightly different with a system core already placed.
- Redesigned the Abandoned Mining station start, adding a system core and other small changes.
- Improved the outlook of view modes, making the overlays easier to read.
- Added a way to sort crew members according to their skill level in the crew management menu (Priorities). To sort: Click on a priority topic (Like industry).
- Added a way to create global schedules in the crew management menu (Schedules). Crew members can be assigned to these global schedules, and the schedules show
- how many crew members and how many various skills categories are covered in a global schedule.
- Added information to the facility tooltips showing the required skill level needed to produce a resource.
- Increased the maximum of IF-rules for resource production.
- Fixed bugs.
Patch 0.15.2 (August 1st, 2022)
- New look for the Jukebox.
- New look for scaffolding.
- Fixed a bug with a rare derelict generation bug, taking a long time to generate.
- Fixed a bug with the Surgical Enhancement Facility spawning many job tasks.
- Fixed thruster positions of the salvage bot.
- Fixed bugs.
Patch 0.15.1 (16 June 2022)
- New look for the Arcade Machine.
- Fixed bugs.
Patch 0.15.0 (13 June 2022)
- Alpha 15 - Crew Combat, Augmentations, Deep Characterization, Relationships, NPC Captains and Leaders, Better Ship Editing Tools, Decoratives and Beer, and More.
- New look for the crew inventory.
- The crew inventory has been added with a loadout section, which allows the player to easily choose which weapon, armor and other gear the crew member should seek out.
- New crew combat weapons have been added to the game. Laser Pistol, Laser Rifle, Plasma Clustergun and Plasma Rifle. Added to the Research Tree.
- Crew armor has been added to the game. Added to the Research Tree.
- Deployable Sentry Gun have been added to the game. A remote control is needed to control them. Added to the Research Tree.
- Deployable Oxygen Tank has been added to the game.
- Surgical Enhancement Facility along with crew augmentations added to the game. Enhance your crew members with technology.
- Augmentations include: Subcutaneous nanoweave, Intramuscular mesh, Cerebellar halo, Cerebral cap, Hippocampal booster, Synthetic platelets, Prefrontal microcontroller, Ocular Implant, Implanted Rebreather, Synthetic stomach lining.
- New Resource: Augmentation Parts.
- New conditions related to surgery/augmentation: Post-surgery fatigue and Post-surgery rest.
- Changed how medical tasks are created when a crew member is resting in a medical bed. Intention is to increase the overall amount of medical tasks and make it possible for crew members to learn a higher skill level.
- The character mood status and condition effects have been streamlined. Conditions now affect the overall mood more directly, making it easy to list them under overall mood and allowing the player to see what is going on with the character.
- Removed Safety and Social subcategories from the character mood. Conditions affecting these are now shown directly under overall mood, to make it easier to see what is going on with the character.
- Poor conditions on the ship will eventually lead to mental breaks. The need to have a comfortable ship and environment for the crew is now much more important.
- Traits and backstories now have an effect on the likes and dislikes of a crew member. These are things like the want/need to talk, play games, listen to music,
- go on the toilet, eat nice food and so on.
- Good conditions on the ship will give mood buffs to the crew, making them happy and capable to endure more hardships in other areas of life in space.
- Mental break conditions include: Drinking binges, gaming binges, refusing to work, starting fights, starting fires, destroying facilities, mental shutdown and in extreme cases attempting to take their own life.
- Added new character conditions, related to the sleeping environment and leisure time environment. The goal is to make crew members react to discomfort more and make it more important to build comfortable spaces for the crew.
- When long-term overall mood is over certain thresholds, the crew member will experience buffs to things like work speed, surrender rate and accident rate.
- When long-term comfort levels are over certain thresholds, the crew member will experience buffs to their overall mood.
- Eating great meals give a mood buff (A meal consisting of at least 3 of the following ingredients: fruits, root vegetables, artificial meat, nuts and seeds)
- Sleeping in an uncomfortable space will give a mood debuff, while sleeping in a comfortable space will give a mood buff.
- Spending leisure time in an uncomfortable space will give a mood debuff, while spending time in a comfortable leisure time space gives a mood buff.
- Interrupted sleep or lack of privacy will give a mood debuff, while a good nights rest will give a mood buff.
- Crew having no entertainment will give a mood debuff, while a good leisure time space will increase mood through comfort.
- No hull windows will make crew members feel a little claustrophobic. Building hull windows will give the crew members a chance to admire the stars, they will seek out a window
- and look out every once in a while.
- High long-term energy level (Free day) will give a crew member a mood buff.
- Crew members not getting enough uninterrupted sleep will get a sleep deprived condition.
- Crew member relationships have been developed further. Crew members can now become friends, lovers or enemies.
- Crew members will develop relationships towards each other with time, based on multiple factors like compatibility, romantic attractiveness and the overall average mood.
- Crew members can experience missing their friends or lovers.
- Crew members will morn losing a friend or a lover.
- Crew members will secretly be happy when their enemy goes missing or dies.
- Conversations between crew members have been developed further and are no longer purely random. Conversations are now based on character conditions, meaning crew members will talk about things they are experiencing.
- Crew members listening to someone share something painful can offer comfort and give a mood buff.
- Crew members can get mood buffs from having great conversations with friends, allowing them to connect and share their feelings.
- Crew members can sometimes get in fights with their enemies.
- Crew members, who dislike each other, are less likely to sit down at the same table and eat if there are many tables to choose from nearby.
- Lovers sleeping together (close enough to each other) will get a mood buff.
- Added many new topic emojis/icons crew members show in speech bubbles when they talk. As the topics are often linked to what they are experiencing (Conditions) they will hint at what may be wrong with the environment they live in.
- Added a way to customize relationships forming in the game customization tool. It is possible to toggle becoming enemies, friends or lovers on/off.
- The base mood of a crew member is linked to the difficulty level. Easier difficulty levels will mean crew members can tolerate more before risking a mental break.
- The base mood of a crew member can be customized with the game customization tool (Same menu where difficulty is chosen). The scale is in the format of easy-normal-hard.
- Added also the AI ship-to-ship battle strategy in the game customization tool, using the same easy-normal-hard difficulty scale.
- Added NPC faction ship leaders to the game. Captains of NPC ships. Losing the leader will affect the morale of the crew, adding more to surrender rate for a period of time.
- Leaders of ships/stations sometimes greet, taunt or announce their intentions through short messages, which are shown in the log part of the UI.
- New large 2x3, 3x2 NPC ships added for: Merchants, Civilians, The Military Alliance, Cult of New Haven, Slavers and Androids.
- New small 1x2, 2x1 NPC ships added for all NPC factions.
- All NPC ship designs have been slightly improved with decorations and other polish.
- Modified how NPC factions and their ships spawn in the starmap. Factions can now move around in small fleets.
- New space backgrounds added to the game.
- Removed some build restrictions from various objects like couches and wall mounts.
- Storage settings can be copied and pasted to other storages.
- Added a mirror mode tool to the hull sketching/building menu.
- Added a way to move the ship within its canvas (In the hyperspace Deploy phase).
- Added a way to change the ship canvas size if the actual ship size permits it (In the hyperspace Deploy phase).
- Decorative items added: Potted Plants, Nightstand, Green Wall.
- Added a beer vending machine. Crew members will now occasionally drink a beverage on their leisure time.
- Added more decorative roof elements. Storages, Shuttle hangar and pod hangars now also have a roof element.
- Grains & Hops as a plant to grow has been added to the game.
- New Language Translation Added: Space Haven is now available also in Turkish!
- Emoticons have been updated.
- Flipped the arrow pointer in the mood status to show where the meter is going to and will end up with time.
-
Fixed bugs.
Patch 0.14.2 (6 April 2022)
Changes:
- Gamepad support.
- Added one new wall look.
- Meat and fruit plants have their own growth stage graphics.
- Fixed bugs.
Patch 0.14.0 (10 February 2022)
- Modified crew member max skill levels from 3 to 10
- Added a skill potential bonus to some traits, these traits give a bonus point to some max skill level.
- Implemented a way to customize start crew attributes and skills.
- Implemented a way to customize if one can customize crew members, in the game customization menu. =)
- Modified the default crew member priority system to take the learning potential into account, as we often want someone who can learn up to a high skill level to execute certain tasks.
- Modified the crew management menu priority section to show both the current skill level and how many levels the crew member can learn.
- Added minimum skill requirements to production tasks and other tasks.
- The general Working speed value no longer has an effect on the console tasks. Instead, the bonus effect comes from the relevant skill tied to the task (Navigation, Gunner, Operations and Shielding).
- Divided the comfort map into three categories: Work, Leisure and Sleep.
- Added comfort categories for objects to allow determining comfort values from a category instead of values from individual objects. All tables are now in the tables category, and all beds in the beds category. There are many other categories such as gaming and music. This prevents the need to build multiple different objects of the same type to optimize comfort.
- Modified bonus comfort to not have a radius fall-off. This prevents the need to build multiple objects next to each other to optimize comfort. Negative comfort still has a fall-off.
- Rebalanced comfort values for objects.
- Reworked the power network to be divided into two. One network being the integral basic power network, which is low capacity power distributed into the hull.
- This network is capable of keeping basic facilities with low power needs functional. The other network is the advanced power network, which is needed for facilities with higher power needs such as industry facilities, ship turrets and shields.
- The first network will be easy to manage and can keep the ship alive, while the other network will be more resource intensive and is needed for production and ship-to-ship combat.
- Added power control sliders, which will allow the player to redirect power to ship-to-ship combat systems, like the turrets, shields or the hyperdrives.
- Added notes related to having settings at low/denied for systems in the power control menu.
- Tied system points to the Hull Stabilizer, and added a minimum distance radius to the Hull Stabilizer. Two Hull Stabilizers must be a certain distance from each other.
- The Hull Stabilizer comfort values have been tweaked to make it less uncomfortable.
- Generators, Hyperdrives and Power Capacity nodes now use system points.
- Power Capacity Nodes (Batteries) make power boosting possible, which means more than 100% power can be directed towards some ship system in the power control menu.
- Shields now take the size of the ship into account. When the size of the ship grows the strength of the shield is reduced to a degree, as the shield needs to cover a larger area compared to a smaller ship.
- When shields are depleted to 0 they will need to be charged with a few hit points before coming online again. This will cause some intervals where shields are down, presenting opportunities for specialized turrets to strike in ship-to-ship combat.
- The Autoturret and Small Shield generator have been added to the game. These are researched and found in the same research modules as the weapon console and shields console.
- Hyperdrives can now be targeted in ship-to-ship combat and it is possible to stop a ship from escaping.
- Turrets and their projectiles can have a chance at penetrating the shields. This penetration rate depends on multiple factors, the strength of the shield, the skill of the defending
- shield operator, the skill of the enemy ship gunner and the penetration chance of the turrets themselves.
- Improved the AI behavior in ship-to-ship combat and made it take the set difficulty into account. The AI will be more lenient with targeting on easier difficulties while trying to disable and destroy more effectively on higher difficulties.
- Implemented Battlestations - A new mode for crew members where they seek out their assigned battlestation post in ship-to-ship combat situations. This can be assigned manually or let the crew members do it automatically.
- Hyperdrives only consumed hyperfuel based on the need of 1 hyperdrive. This has been fixed.
- Hyperjumps are now possible to execute within a range of the mass capacity needed, but there is a cost in hyperfuel spent and the possibility of the ship/hyperdrives taking damage.
- Implemented user interface improvements to the prepare for a hyperjump menu.
- Added a new condition, which can be triggered by long term low comfort. Crew members can rebell and refuse to work for some hours to show that they are displeased.
- Balanced the need to fight trigger to make it less possible for a crew member to get stuck in a need to fight mood.
- Balanced plants to need more tending. Previously, 1 crew member was able to tend to 10-12 of the largest (5 crop) grow pods alone. Now, 2 crew members are needed for such an amount.
- Created new random derelict spaceships.
- Polished and added more details to derelict ships rooms.
- Logistics robots and salvage robot docks now consume a bit less power than before.
- Logistics robots and salvage robots consume a bit less energy cells than before.
- The Solar panel produces basic power and costs less in building resources.
- Plants now have a higher growth rate penalty if left untended.
- Increased the consumption of fat, carbs, protein and vitamins for crew members. Goal is to increase the chance of a deficiency if some food component is missing.
- Modified the default meal recipe in the Kitchen settings.
- Modified the behavior related to how crew members seek out food to eat.
- The negative effects of Siren Worlds have been nerfed in an earlier update, and now they are also hidden in the starmap.
- When NPC ships asks for a resource they will now offer to pay a higher price for the goods and also a relationship bonus in return.
- Crew members for hire at a leisure station now ask for a smaller price at a maximum to join the player crew.
- The chance for the Military Alliance to carry out an inspection of your ship has been increased.
- The HSS Call Me Crazy spaceship featured in one of the data log series has been added to the game as a derelict ship the player can find. A character from the story
- can be found on the ship in a hypersleep chamber, as well as an additional data log to give more information on what happened to HSS Call Me Crazy.
- Added translations to the new Call Me Crazy data log.
- Improved graphics for roof elements, to make them integrate better with the roof.
- Improved salvaging to avoid hauling resources to an airlock far away, if another airlock is available at a closer distance.
- Set default zoom a step higher in the starmap.
- Energy cells now take less energy rods to produce.
- Gas scrubbers and Oxygen generators now have information of what they are working on in the information window.
- Improved description texts for many facilities.
- Modified the large tooltips for facilities, which can be seen in the build menu and the research tree menu.
- Fixed hyperdrive placement on many NPC ships.
- Fixed bugs.
Patch 0.13.4 (4 November 2021)
- Modified Crew Member skills menu graphically.
- Fixed Research Workbench bug allocating too many resources towards experiments.
- Fixed bugs.
Patch 0.13.3 (26 October 2021)
Patch 0.13.2 (25 October 2021)
- Modified various graphical elements related to UI scaling.
- Fixed brightness setting for macOS.
- Fixed bugs.
Patch 0.13.1 (20 October 2021)
- Modified some texts and added translation texts.
- Fixed bugs.
Patch 0.13.0 (12 October 2021)
A new Research System with a new structure for the research tree. Multi-Staged Research modules - Exploration, examinations, experiments and spending time at the classic research lab can all be tied together. Improved Research User Interface - Added the same style of tooltips as seen in the build menu, with detailed information about the facility or item you are about to unlock. A Research Station - You will be able to order basic research as a service to aid your efforts to unlock new technology.
New Service: Research service available at the research station. New Service: Medical service available, the civilians often offer aid regarding health issues. New Service: Food service, let your crew dine on the farming station for a fee.
A more elaborate Accidents System - More possibilities, and also a range of conditions they may lead to in crew members.
Alien data sheets - You can now gain more information about the various alien entities through research. You can find a new crew member trapped in an alien wall cocoon aboard a derelict ship. Alien infections - Crew members trapped in alien bases may be at risk of carrying alien infections. If your own crew members become wall plastered in an alien base they are also at risk of being infected. Alien hives have a chance of having a wall-cocooned crew member from another faction. This crew member can be saved by the player and added to the crew.
A new Start Scenario: The new start scenario allows the player to jump in and start playing with a small hyperspace capable spaceship. This scenario is intended for player wanting a quick start into the exploration phase of the game. The Abandoned Mining Station start now has some resource rules set from the beginning on the industry facilities in the industry area.
New Facility: The Body Storage - The body storage is a facility used for the storage of human and alien corpses awaiting to be further processed. New Facility: The Robot Storage - The robot storage is a facility used for the storage of robot and android corpses awaiting to be further processed. New Facility: The Robot Workbench - The robot workbench is a facility used to pick apart robot and android remains, and scrap them for any usable resources that can be found. New Facility: The Research Workbench - The Research workbench is used for reverse engineering purposes, supporting research efforts to discover new technologies.
New Character Condition: Messing up - A general bummer type of feeling from screwing up some process. Impacts mood for a time period. New Character Condition: A general Injury - Impacts health, safety, mood as well as workspeed and accuracy. New Character Condition: Broken arm - Prevents the crew member from working for a time period, but still allows them to fire a weapon if it is absolutely needed, although with a great penalty to accuracy. New Character Condition: Burned hands - Ouwie! Accidents may cause a crew member to burn their hands, causing issues like not being able to work for a time period. New Character Condition: Vision loss - Partial vision loss. Impacts mood, workspeed and accuracy for a time period. New Character Condition: Inhaling toxic fumes - Impacts mood, health and prevents the crew member from sleeping for a time period. New Character Condition: Exposure to loud noise - Impacts mood and health for a time period. New Character Condition: Chronic Wounds - These types of wounds will accumulate with time as crew members get battle wounds. Needs a medical bed to recover. New Character Condition: Knocked Unconscious - An accident may knock your crew member unconscious for a while.
New Character Backstory: Game Developer - Generally pretty good in research and operations. New Character Backstory: Astronaut - Generally quite good in piloting, research and chemistry. Immune to traits: Clumsiness, wimp and lazy. New Character Backstory: Psychologist - Generally good intelligence and perception. Immune to traits: Antisocial, nyctophilia, neurotic and neediness. New Character Backstory: Comedian - Their wits mean they are often quite intelligent and have good perception. Immune to the antisocial trait. New Character Backstory: Brewmaster - Fair intelligence and good minimum skills in farming. New Character Backstory: Electrician - Good intelligence and perception. Good minimum skills in research and industry. New Character Backstory: Prizefighter - Brave and high in zest (energy). Fair minimum skills in weapons. Immune to traits: Wimp, suicidal and peaceloving. New Character Backstory: Athlete - High in zest (energy) and good minimum skill in logistics. Immune to the trait lazy.
Added a new difficulty level, a brutal difficulty aimed to give a challenge for experienced players. Implemented adverse side effects for crew members from making interstellar travels (Between star system clusters) without a hypersleep chamber. Added a way to customize the severity of the interstellar travel sickness condition in the game customization menu. Added a new setting to the game customization menu related to dismantling facilities. When enabled: Dismantling a facility on your own ship will return all building blocks used. Accidents may still break a part in the process. If disabled: Dismantling will return scrap instead, although moving a facility is still possible. Dismantling facilities will return all building blocks on peaceful to normal difficulties, while Harsh and Brutal will return scrap. This can be customized by the player in the game customization menu.
Balancing: Implemented a random variance balancer, which eliminates edge cases related to how resources and other elements spawn in the game. Balancing: Hypersleep chambers consume less energy rods than before. Balancing: Rebalanced all character backstory minimum attributes. Balancing: Infra scrap yield from derelict ships has been way too high. The yield of infra scrap from derelict ships has been more than halved. Combined with a modification to make salvaging 25% faster than the normal dismantle, this will speeden up stripping a derelict as the process will be faster and the number of crates to burden logistics will be much smaller. Added new mini ships for each NPC faction, these ships are generally without ship-to-ship combat weaponry and will resort to boarding when attacking.
Added cover objects, which can be used to create fortifications and defense positions against boarding partys. Edited all NPC ships to have some fortification and defense positions for boarding situations. AI: Crew members on NPC spaceships seek out fortifications to try to guard against boarding partys. Implemented a way to breach/dismantle doors in combat situations. Implemented a quick inventory for characters, which will allow the player to quickly change between the primary and secondary weapons. Made storages have the eating allowed toggle enabled by default.
Added a brightness setting to the game options. Added the statistics button to the Data logs menu. Added a search bar in the build menu. You can now simply type the name of the facility you want to build! Improved the scenario guide messages. You can now simply click on the mentioned menu path to automatically open the right category to find the facility/tool. Fixed a rounding error bug with weapon and monster bite damages. These damages have been altered shightly. Added new translations. Fixed bugs.
Patch 0.12.1 (17 May 2021)
- Added a direct food consumption toggle for the storage facility information window. Use this to allow eating directly from a storage.
- Modified some texts.
- Fixed bugs.
Patch 0.12.0 (13 May 2021)
Full Patch Notes:
- 2x3 and 3x2 grid sized ship canvases added to the game. You can start building on these bigger canvases by clicking the build new ship and switching out the default canvas.
- Logistics robots and a logistics robot station implemented.
- Salvage robots and a salvage robot station implemented.
- You can now build windows! These can be placed both on the ship hull and on walls inside your ship.
- Windows come in different variations, from 2 tile wide to 4 tile wide.
- Windows work as a source of light.
- Modified NPC ships, stations and derelict ships to have windows.
- Roofs are now visible by default on ships, which have not yet been visited or explored by the player.
- Created a hull paint generator, which creates color patterns on spaceships and station hulls.
- Created various tools for the hull painter to create your own color patterns on your ships.
- Added tile decorations to the roofs of ships and stations.
- Modified the sound space to not be as quiet as before. Note that the sound volume of elements is dynamic, it is based on the current zoom level.
- Added more sounds to the game: Industry facilities, power generators, power nodes and thermal regulators, Hyperdrives.
- Added some sounds for characters too, when they walk (zoom in to hear it), when they take a hit from an enemy, idle whistle and more. Some sounds are only played when
- zoomed in close enough, to not overwhelm the sound space with too many sounds all at once.
- User interface sounds and game sounds now have their own separate volume setting in the game options.
- Added a resource prioritization option to airlocks. You can use this to specify to which airlock certain resources should be transported.
- Added some history graphs to the various view modes, tracking values over a period of time and shows them in a graph.
- The vents view mode has two new buttons. One for opening all vents on a ship, and one for closing all of them.
- Implemented a statistics menu, with various graphs containing historical data on how one or more resources have been produced and consumed over a span of time.
- Added also miscellaneous data, like the average mood of crew members over time, or the amount of prisoners over time.
- Thrusters for shuttles, mining pods and crew members have been modified and improved visually, to better fit their respective graphics and to reflect the
- movement correctly.
- Improved and added more features to the user interface when using drafted shuttles to dock to ships/stations.
- Modified the link type UI section in the power view mode. Added an expert mode button to reveal the advanced link types. Added a new special type of link,
- which allows you to create a link, which only moves power when capacity is over a threshold.
- Added a tooltip showing what type of resources are in crates visible on the floor. This will make it easier to see what's actually in the crate piles on derelict ships for example.
- Created a new wide styled ship for: Android Collective, Civilians.
- Modified and improved in-game icons.
- Improved various graphics.
- Balancing: Increased the CO2 need for plants and decreased the CO2 generation of crew members, with the aim to make the CO2 producer actually needed for optimal plant growth.
- Balancing: Chemicals costs more raw chemicals to produce.
- Added prison areas for all Military NPC ships.
- Added nuts and seeds as an option in the composter facility.
- Fixed bugs.
Enjoy the update, Spacefarer. Stay tuned for more news! =)
Patch 0.11.1 (11 February 2021)
- A new wide style pirate ship added to the Pirate Coalition fleet.
- Hyperdrives should stack closer to each other once again.
- Fixed bugs.
Patch 0.11.0 (9 November 2020)
Expanded on the Slaver's Guild faction and added slaves to the game.
Added an Enslavement facility to the game, which the Slaver's Guild use to enslave crew members. The player can also build this facility. Slaves can now be purchased from the Slaver's Guild but also sold to them. Added a Slaver's Guild base to the starmap. Created a slave collar, which gives shocks to slaves for insubordination. A slave collar needs to be charged with energy cells, otherwise a slave may escape. The wearer will automatically be reminded to recharge the slave collar themselves at the enslavement facility. Slaves with lower surrender rates (Hero, Iron will, etc...) will use up more charges from a slave collar, as they try to escape more often. Slaves can escape and may try to free other slaves on the same ship. After this they will seek out to flee the ship if they can.
Faction interactions - Factions now react to finding out you have prisoners, refugees or slaves belonging to them but also their enemies or allies. These reactions depend on the relationships between various factions. Factions can now inspect your ships by: Scanning your ships, boarding your ships, hacking your ships consoles and probing your crafts.
Under Inspection - Implemented a new user interface window to show the results and consequences of another faction spaceship/station inspecting your ship. Examples of faction inspection interactions include: A faction finding out you are sheltering their enemies, keeping their allies captive or the Military Alliance finding out you have slaves. Factions may carry out inspections by scanning but also by boarding your ships and having a look around your ship. Added support for contraband items, with related information in the resource/item information tooltip. What is contraband to some factions might not be contraband to others.
Routine inspections - The Military Alliance will board your ships and search for illegal activity and contraband, they will also interrogate your crew members. Some of your crew members might be blabbermouths, while others are better at keeping their mouth shut.
Convincing and bribing - You can try convincing or bribing the Military Alliance when being in a dialogue with them, to avoid an inspection at the time. Faction spaceships/stations may contact you and ask for help if they run out of some resource they need. The Military Alliance now has prison bases. You can sell them your prisoners, who are of an enemy faction to the Military Alliance. Factions now get frustrated if you keep bailing on paying settlements owed to them.
Bounties - You can now claim bounties for prisoners belonging to another faction, if you choose to bring them back to the faction who imprisoned them. Refugees can now be forced into prisoners, but they will fight you for it.
Trading UI has been modified to be more intuitive.
NOTE that the resources shown for you and the trading partner are now flipped compared to the old UI.
2-tile wide door (Double door) added to the game.
Improved the interior appearance of the NPC factions stations and ships.
Implemented an under attack UI message, which slows game speed and auto-drafts a crew member when they are being attacked.
Fixed some of the issues with having refugees but their faction spaceship not being able to take more of them onboard.
Added roof decoration graphics to the hyperdrive and the airlock. Check the roof view! Added comfort values to many objects, which had them missing.
Direct food consumption toggle in storages changed back to true by default until we can add the proper informational texts.
Fixed bugs.
Patch 0.10.2 (9 November 2020)
- Ship-to-Ship battle music implemented.
- New music! Hot On Our Tail and Entering the Storm.
- Modified and Improved AI behavior related to task priorities and task execution.
- Added some indication to the highest zoom in starmap to see visited star system clusters.
- Wall-mounts can now be constructed on wall corners - Limited to 1 per wall corner.
- Wall-mount graphics have been modified and improved.
- Vent graphic has been modified and improved.
- Red wall piece has been modified and improved.
- Thermal regulator graphic has been improved.
- Shuttles belonging to other factions now have a faction icon above them.
- Fixed bugs.
Patch 0.10.0 (22 October 2020)
Alpha 10
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Saved games are not supported from previous Alpha versions.
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A new modified starmap, with a new layer showing star system clusters as jump destinations.
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Space Stations added to the game - You can now visit various farming stations, repair stations, faction bases and more. Derelict stations have been added to the game - Enter the darkness with your crew and explore old abandoned derelict stations. A service tab has been added, which is now available at the repair station. The service tab can be used to purchase services (Like hull construction) with credits. You can recruit new crew members by visiting a leisure station and seeing if someone would be willing to join your crew, for a fee of course. Crew combat can now take place on asteroids - Seek out the pirate hideout base and engage in fierce crew combat, remember to bring your spacesuits. IRS Mary Shelley (The alien base) has been added to the game. This independent research ship ventured out into the galaxy to find alien life forms, but something bad happened and the ship was never heard from again...
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A Research Tree has been implemented along with a research lab facility - Build a Research Lab and start researching new technology. A New character skill has been added: Research. A New turret added to the research tree: Missile turret. The missile turret is capable of creating new holes for crew members to enter in derelict ships. Many of the facilities in the game have been moved to the research tree, while basic and critical facilities remain open from the beginning. Added research start technology settings to game customization - You can modify research modules to be open from the start if you want. Lowered research points requirements for research modules in the research tree by 10-20%. Character backstories and occupations now affect the likelyhood of having a higher research skill.
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New special technology: The Targeting Jammer - An electronic countermeasure that confuses all turret targeting systems within its range of effect. So long as the jammer is online, the ship can neither be targeted by hostiles, nor target them in turn.
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The Food System got an overhaul, crew members are now affected by what they eat and require a balanced diet for optimal performance in the long run. Added a new system for the Kitchen to allow players to create their own meal compositions of various raw ingredients. Modified the plant growth rates and outputs to balance the change with the Kitchen requiring less overall resources to create meals. Created an Algae dispenser facility for producing basic nutrient. Added a nausious condition, which can be caused by toxins accumulating in the body from foods. Concussions and other conditions might also cause nausea.
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Micrometeroids and solar flares have been changed to be hidden events, their severity in terms of negative effects have also been lowered. New basic facilities: Hyperium Hyperdrive and Energium Power Generator - This basic hyperdrive and power generator can use raw resources mined from asteroids, but are less effective than their more advanced versions. New AI behavior: Another friendly faction can now help and rescue your cocooned crew members if their ship is in the same sector. Improved UI: Added a mechanism to see which sectors have been visited by the player in the starmap. Factions with a neutral or allied stance towards the player now have more of their crew movements visible to the player.
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Electronic fabricator and cell fuser facilities have been removed from the game. Electronic components can now be created with the metal refinery and energy cells with optronics fabricator. Rebalanced start scenarios. Modified scenario hints to support the new changes. Rebalanced resource trading values. Shotgun and SMG have been nerfed slightly. Hauler alien has received a slight buff to damage. Modified some space hazards to be a step lower in frequency on harsh difficulty. Added an increased risk for accidents for industry facilities, which are damaged. The risk is increased with the amount of damage.
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Created new NPC ships for many of the factions you meet on your adventures. Modified also many of the old NPC ship designs. Created new resource crate graphics for a set of resources. Improved various graphics assets. Improved graphics indicators on some facilities. Moved Music and Sound volume settings to gameplay tab in options. A new music track has been added to the game. Fixed problem with some uppercase letters missing in some locales. Added a note with information when trying to load an outdated alpha version save. Fixed bugs.
Patch 0.9.0 (31 July 2020)
- Environment hazards Implemented - Solar flares, Micrometeoroids, Nebulae and Siren Worlds.
- New Faction Interactions Implemented - Signaling, NPC Hailing, Distress State and Refugees.
- Signaling - Allows spaceships to communicate simple intents directly, like "we want to communicate", "we want to surrender", "we want to establish a cease fire and communicate".
- Distress state - Allows a spaceship and its crew to turn on a distress beacon and call for help.
- Refugees - A new character status in addition to the prisoner status, saved crew members from destroyed spaceships who are looking to be reunited with their faction.
- Suspicion - A new faction status, whereby another faction can be suspicious towards you that you are hiding something from them.
- Implemented a lot of new communication dialogue related to the new faction interaction implementations.
- NPC spaceships now signal and hail the player at times, asking if the player has seen their crew members who sent out a distress call.
- The player can now try to lie in certain dialogue scenarios.
- NPC factions can now help each other in distress situations as well.
- Solar flares - Overload your power nodes and may cause fires aboard your ships.
- Micrometeoroids - Rain down on your ships and strike your mining pods. Shields mitigate to a degree.
- Microbreaches - Small cracks which cause depressurization.
- Siren Worlds - Peculiar planets whose strange signals mess with the mind.
- Nebulae - An interstellar cloud of ionized gases, which has a draining effect on shields.
- Added Space Hazards individually to the game customization screen - Tweak their presence and make them non-existent if you so desire.
- Ability to set the resource amounts for derelicts added to the game customization screen.
- Harsh game difficulty is now rebalanced to be harder.
- Shuttles and miners can now become broken if hit by micrometeoroid.
- Broken crafts can't work and leak oxygen.
- Many Siren World character conditions added: Disorientation, Psychotic, Schizophrenia, Lost Appetite, Insomnia, Aggressivity, Urge to Destroy.
- New Character conditions and behavior possibilities: Committing suicide, poisoning, seeing a captive crew member.
- Implemented an improved way to override crew member schedules for a set amount of hours, for situations needing quick action.
- Crew member schedule overriding can be done by selecting a crew member and from the crew management screen.
- Tweaked Character conditions.
- Tweaked energium to energy rod ratio lower.
- Rebalanced trading prices of resources.
- Made the game log more selective of which conditions and events are listed.
- Hangars can be paused/unpaused to prevent craft from doing work.
- Crew members can fight each other if they get irritated enough.
- Added additional information for grow beds, to easily see if conditions are optimal for plant growth.
- Graphic assets Improvements and Polish: Toilet, Hypersleep chamber, Operations console, Power capacitor, Airlock, Assembler.
- Fixed in-floor power node restrictions to a degree.
- Tweaked the surrender trigger from bullet hits to function in a better way.
- Added a scaling system to the presence of space hazards within star systems, giving the player a bit more time to build up a ship with necessary systems ready. Space Hazards can still be encountered early on, but it is much less likely than in later systems.
- Added auto-toggling repair for micro-breaches, making crew members react to them more quickly. If auto-maintenance is toggled on (As it is by default) crew members will prioritize
- micro-breaches even during their free time and sleep.
- Tweaked the solar flare event occurrence interval range to be a bit longer within a sector with a solar flare, this gives the player a bit more time to repair their ship before another
- solar flare hits.
- Adjusted crew members with the Suicidal trait to not get a mental break so easily.
- Fixed bugs.
Patch 0.8.21 (17 June 2020)
- New Facility: Composter.
- New view mode: Water Vapor.
- New resource: Fertilizer.
- You can create fertilizer in the Chemical Refinery.
- Fertilizer resource units added to old saves to allow for a smoother transition to this new version.
- Plants in grow beds now need fertilizer.
- Toilet now produces water and biomatter. Grow beds also produce biomatter.
- Increased the chance to find a crew member in a hypersleep chamber aboard derelict ships.
- Added oxygen indicators to airlocks.
- Combined Hazardous gas and smoke to one view mode named Hazardous/Smoke.
- Added a new welcome text as the first information when starting a new game.
- Prisoners can now eat from nearby storages and items on floor if they have access and permission to those tiles.
- Modified mining base start scenario to have two shuttles.
- Modified mining base start scenario to have 6 crew as default instead of 5.
- Modified building job not possible notification to not come as often.
- Added a mechanism to eject items to space from a storage.
- Fixed shat pants negative comfort remaining after condition was removed by going to the toilet.
- Fixed a problem with trading.
- Fixed problem with produce if < xx in grow beds.
- Fixed many bugs.
Patch 0.8.20 (05 June 2020)
- New facility: Water collector. Turns water vapor back to liquid water.
- New Gas: Water vapor.
- Game rebalance: Reduced water consumption for crops (-30%).
- Crew members and crops now exhale water vapor.
- New Feature: Automatic system readiness level manager.
- Made some improvements to hull removing.
- Turrets and scanners no longer fire into empty space on continous fire.
- Oxygen generators will now warn if they cannot raise the oxygen level enough.
- Fixed an issue with recruited prisoners having the ability to do jobs even with a zero skill level.
- Fixed a problem when extra items are on a blueprint building area and they are then moved outside of the ship.
- Fixed a problem with some repairs never being done.
- Fixed a problem with trading.
- Fixed aliens spawning even if none was selected in the game settings.
- Fixed a problem with crew ending outside of the ship when loading a saved game
Patch 0.8.19 (28 May 2020)
- Default keybindings for rotation swapped between Q and E. Q is now CCW and E is CW. These seemed to be mirrored from what they should have been.
- The game now pauses when an enemy ship enters the sector. (This is for you writing a review of falling asleep mid play and pirates getting you in the meantime =) )
- Fixed a bug with seeing enemy outlines when docking a shuttle to a derelict after loading a save.
- Fixed a bug with being able to place an In-floor Power Node overlapping other blueprints. (On top of each other)
- Fixed a problem with crew members not working when energy was below a treshold. (Crew members will be more effective now!)
- Fixed a problem with trades not starting.
- Fixed a bug with binding a ship to a group.
- Fixed a problem with a mining pod becoming stuck after relocating.
- Fixed a crash when loading a saved game.
Patch 0.8.18 (27 May 2020)
- Fixed no power icon remaining on production facilities even when power is available.
Patch 0.8.17 (27 May 2020)
- Fixed a crash error with missing .dll files.
- Changed rotation keybinds to Q and E by default.
- Added sounds to shotgun and assault rifle.
- Added a missing tooltip of errors when a facility is selected.
- Improved the outlook of the build menu help window with explanations for rotation and build view buttons.
- Ship resource rules can now only be set in the tactical view mode to minimize the risk of setting rules to the wrong ship.
- Crew members will move out of the way if they are standing on a hull tile that is being removed.
- Fixed zoom in/out keybindings behaving the wrong way, was reversed.
- Fixed edge scrolling in the starmap.
- Fixed the return home command for mining pods.
- Fixed a bug which prevented setting a prisoner area on certain ships.
- Fixed a problem with trading.
- Fixed a problem with hyperspace jump button being left on the screen after a jump.
- The Keybind "Delete" will now also toggle dismantle on the a selected object.
- Removed the interact icon button from storages, which have nothing a drafted crew member can pick up.
- Fixed a problem with derelict ships not being seized by the player.
- In-floor Power Node restrictions changed - Can now be built under wallmounts and next to doors.
- Fixed problem with prisoners trying to go and eat to a spot they don't have a path with permission to travel.
- Fixed problem when releasing multiple prisoners the dialog tree always selects the first prisoner.
- Fixed bugs.