Version History

For Version History of Wayward Terran Frontier Old Alpha, Click here.

# Zero Falls Version History

## 0.8.1

Hollowed Barnacle
* fixed a crash caused by rendering stations outside of singleplayer mode caused by a check to see if the station was the player's home base
* the save that happens after a crash will no longer display a loading screen. This will feel a little more rough for the user due to lack of visual feedback, but it will fix issues where the save could not happen in instances \*where the crash was rendering related
* added lounge module to research and unlocked modules in T2 corridors group unlock, module is also retroactively unlocked when missing on older character profiles
* fixed mineable crystals in stations giving crystals
* fixed some quest names
* added wide hallway conduit to research and unlocked modules in T2 corridors group unlock, module is also retroactively unlocked when missing on older character profiles
* made Assault pirate base quest logic more robust
* made Kill Greg quest logic more robust
* made Kill Budd quest logic more robust
* added an event that triggers when a missile fires
* added an event that triggers when a missile explodes
* equipped gear to crew of Missile, Beam and Drone bosses
* added waypoint to Moral Crusade quest
* fixed the\_data quest being lost when loading game
* fixed Signal Relays quest not removing their map icons when they are destroyed
* fixed a bug in monogame that prevented the framework from detecting mouse keys 4 and 5
* fixed a bug in our keybind code which was preventing the game from recognizing "on release" events for mouse keys
* added a fancy UI element around your ship for beam weapon energy
* added a fancy UI element to the mouse that shows missiles ready to fire
* added a fancy mouse cursor element which shows if your beams can fire at a location
* Significally extended arc rendering framework
* Reworked blue biome now "outer rim"
* Fine tuned glaciers
* Reworked green biome now "infested" biome
* Added brand new asteroid type - these will only show up in new worlds, but they don't affect gameplay
* Changed Toxic planets
* Adjusted biomes display on map view
* Significally improved beam low energy response
* Fixed possible beam energy exploits
* Fixed a tooltip bug for the heavy dual vortex gun
* Asteroid icons were included in GUI alpha fade
* Assigned unique names to T2 reactors
* Assigned unique names to T2 engines
* Assigned unique names to T2 thrusters
* Assigned unique names to T2 beams
* Also factories, shields, controllers...
* Added Beam Controllers tooltips
* fixed a crash caused by outdated beam emitters

## 0.8.0

Hollowed Alphabet
* fixed a crash in logistics screen
* added a catch to the function which moves the player into ships which will allow it to fail gracefully if for some reason it gets called without a valid ship as a parameter
* you can now right click core nodes to add them to your currencies similar to how exotic matter works
* fixed blueprint 401030 unlocking the wrong research (it pointed to placeholder module)
* fixed small cargo nook missing from group unlocked modules in T2 research, the missing research is also fixed up when game loads now.
* added some T2 drone bays and T2.5 reactors to live modules (players can acquire/unlock them and use them in ship designer)
* you will no longer get the quest to explore for the initial cloning upgrade if your character already has it unlocked
* fixed a bug where the speed indicator was displaying speed in pixels per second instead of meters per second
* reduced the fade-out duration of in-world text animations from the tutorial to guarantee they would eventually go away if the script doesn't clean them up properly
* fixed an issue with the raid data center quest which caused it to forget the waypoint location after loading a save
* reduced the range of the docking assist magnetism
* slightly reduced the percentage of max thrust which can apply to docking magnetism
* optimized engine thrust animations and reaction control thruster animations by removing references directly to the ship interior simulation which is on another thread
* fixed attack drones icon
* added tobi(s), ogre and rosen modules to live modules
* added 2x attack drones module to special deletion group so the module can be cleared even though it cannot be researched/acquired
* drone arbalest design upgraded to inflict more pain and suffering
* changed drones on SSC Pike to repair instead of attack (2x version shouldnt be accessible in game)
* Updated Trading quest to change tooltip when you are in the station
* increased the ai engagement range of drone ships
 0.8.0.04
Hollowed Alphabet
* fixed the spawn logic for the waypoint to the final boss by spawning a warp gate. Before, since no gate spawned, the quest was telling players to go to coodinate 0,0 which is very far away
* added a check to the ssc mega fort quest which will allow it to correct itself if it finds that its quest location is at location 0,0
* added a tool to design screen which lets you spend Core Nodes on unlocking modules
* updated F1 help info to use new default keybindings for launching missile
 0.8.0.03
Hollowed Alphabet
* Added Docking assist toggle to settings
* fixed rendering of research category progress mini bars in the research screen
* fixed rendering of research category progress mini bars on the character select screen
* fixed a bug that was preventing docking magnetism from being disabled by left click
* fixed a bug where exotic matter could be right clicked to earn money from certain slots without removing the item
 0.8.0.02
Hollowed Alphabet
* fixed crash when opening design screen due to older version of characters.sqlite file
* fixed an error with beam alchemy where rebuilding the ship interior was increasing the cost of firing beams by doubling the list of contributing controllers
* set a limit on the number of beam controllers which can interact in beam alchemy to 5 as was always intended
* fixed a bug where the SSC faction was placing the waypoint to their data center on the wrong station
* T2 door blueprint fixed (thus T2 corridors batch now properly includes them instead of T1 airlock)
* T2 toilets added to blueprints (T2 corridors batch now unlocks them)
* T2 conduit crossing added to blueprints (T2 corridors batch now unlocks them)
* T2 corridor life support added to blueprints (T2 corridors batch now unlocks them)
* T2 corridors completely obliterated from T2 loot tables including wide ones
* T2 non-corridor life support added to blueprint and added to loot categories
* removed floating text from the design screen backdrop
 0.8.0.01
Hollowed Alphabet
* fixed a bug where the respawn screen would show you the option to replace crew on the opposite side of the star system even though that action is not supported. Clicking the bug would result in a crash.
* fixed a bug where scrapping a ship with damaged shields would add black pixels to the top
* scrapping a ship will now remove white tiles from the bottom layer of the design before unlocking it. We can't do the same to the top layer because white is a valid color there.
* fixed a bug where shops didn't know what loot to sell after killing budd triggered the next phase of the story
* fixed a single dialogue option in a quest that was looping
 0.8.0.00
Hollowed Alphabet
Beams* Beam controllers now interact through a system call beam alchemy where having multiple controllers assigned to a single console will allow each controller to contribute attributes to a single beam type that will be emitted by the console
* Added some new beam controller types
* Added many new beam animation effects and types
* Added a new interface to the ship designer for previewing the results of beam alchemy
* Gave beam activation its own keybind and removed the system of toggling between fire modes
* Beams now have a charge up period before they activate
* AI is much better at using beam weapons now

Missiles and Drones* added many missile warhead converter types
* upgraded missiles to allow missiles without trails
* fixed a bug where missiles could try to render trails when outside of the session causing a crash
* drone bays now come into existence with their drones fully constructed
* point defense AI now reacts to any nearby missile or drone instead of only standard missiles targeting their ship directly
* ai has been taught how to use attack drone bays
* fixed a bug where missiles were directly adding animations to the session which caused a crash if a missile was created by an animation during an animation update pass
* Changed the default keybind for firing missiles to a mouse key.
* added new animations and attack logic for bomber drones
* added new animations and attack logic for projectile drones
* The missile factory can now be unlocked
* Siege missiles and the related tech can now be unlocked
* bomber drones can now be unlocked

World and Save Format* added texture compression to ship voxel data in the binary save format which means smoother sector transitions, faster loading and saving, and smaller save files
* updated save file format with error correcting code to protect against poorly written quest logic because some idiot keeps writing it. In the past, broken quests could corrupt the entire save, now they can't even corrupt other quests
* added a crash log and some fail safes for when the game crashes to hopefully help us find evidence of the few remaining causes of crashing
* the game will now attempt to save progress when it encounters a crash before creating an error report. it will also try to exit to the menu instead of crashing entirely
* upgraded the save format for crystal branches to allow future modifications to not bother save file disruption
* added a synchronization point to guarantee that no threading stuff can interfere with a save game action
* purged all old code relating to the farming screen as crystal farming has been integrated into the ship interior for a while now
* Wrote a massive new framework to store player characters in a database instead of as part of the binary world data file. This changes all aspects of gameplay because it changes how save files work. More specifically, the game no longer has save files at all, it has worlds and characters. The characters are persistent and can move between worlds, and worlds now only advance forwards in time.
* You can no longer save progress at a specific point in time and return to it later, as that makes no sense when characters are not part of the save data for the world
* You can no longer load from a point in the past
* You now have the power to choose if you will start a new game with a fresh character or with your existing character, retaining all progress and unlocks
* characters are now no longer part of a save game, and can be moved between save games
* characters no longer need to be saved, their data is effectively on disk as soon as it changes
* all "progress" categories are now part of the character such as research, unlocks, credits, station capacity, and inventory
* Quests now save progress when they change.
* Biomes are a new addition to the level format and the binary data saved by the world. The concept of biomes was added in this patch and the first type of biome will now spawn in your world: the blue biome. The blue biome is the source of the monsters you find inside stations, however now there are added effects
* Added biome spores which sometimes are spawned by asteroids infested by a biome. Blue spores will seek nearby ships and attempt to add a monster spawner inside them.

Research* Removed the old research screen
* Added tier info and category meta-data to most existing blueprints
* Created an entirely new research screen
* Added a system of research unlocks that happen after a certain amount of research is completed in each tier to grant the more boring blueprints such as hallways and doors
* Overhauled the research progress binary data in a way that would have invalidated saves if we had not already nuked them
* Added the concept of core nodes, which can be used from the design screen to unlock a module that you do not currently have the blueprint for. They are a very rare end-game currency item.
* Reduced the research cost of the civilian vulture significantly
* Slightly reduced the research cost of the pirate vulture

Story and Quests* Built a fancy new quest framework which will be used internally for us to design quests more easily in the future and maybe even allow for data-driven quests in the future. All quests and story content in this patch were built in the new framework.
* Created an entirely new introduction sequence which is to enhance the existing tutorial for a much better early game learning experience. It gets the player into action earlier in the game and requires less reading.
* Completely rewrote the quest to kill budd under the new quest framework
* The quest to kill Budd now has a more informative tool tip, and a big green arrow which follows Budd around after he spawns
* Added the next quest in the story arc after killing Budd which leads to the grey zone
* Fixed a bugged dialogue step in the first trade quest
* The first station exploration quest dialogue now starts sooner
* Fixed a bug with a quest dialogue that didn't unpause the game properly
* Fixed a bug with an early quest dialogue that prevented it from happening entirely
* Fixed a dialogue which could be triggered by marv even if marv wasn't on the ship
* Slightly improved some quest text from the first act
* Adjusted the number of pirates involved in the SSC shipyard mission
* Fixed a mismatched dialogue choice in the first conversion with the Anna agent
* Fixed an issue with the idle conversation with the kyle agent where a dialogue step was skipped
* Made a system that allows quest logic to properly track ships across the world map
* The quest to kill budd now properly tracks the location of budd
* Fixed an issue where the first combat introduction quest would not trigger if a mount on your ship existed which had no turret attached
* The mostly non-functional quest which rewards the player for researching a certain number of research items has been removed. It's functionality has been replaced by the new research system
* fixed a bug with the first trade quest where it could interfere with another quest's dialogue
* fixed a bug with the first trade quest where the second dialogue could open in the wrong trade screen
* fixed a bug with one of anna's introductory conversation arcs
* fixed a bug with the surprise combat quest that allowed it to trigger from inside the home station
* updated one of anna's conversations to now be guaranteed to give you a quest that you really should have picked up either way
* the quest to explore a station looking for a cloning vat is now restricted so that it can only trigger within a radius of systems around the home base
* fixed a bug that could prevent the first mastery point dialogue in some cases
* lowered the entry requirement of pirate's cove in terms of crystals to be below the number you will typically get when exploring the initial dungeon event
* fixed a bug where the initial trade tutorial quest could forget where to place the waypoint
* changed some quest text to say "bureaucracy" instead of "beurocracy" without learning the proper way to spell bureaucracy
* fixed a quest text in the tutorial which told you to go to the wrong airlock
* fixed a quest text in the tutorial which told you the wrong keybinding
* the step during the intro tutorial which requires scrapping a ship will now progress if you scrap any ship, or if you leave the station
* added a number of new quests and prefab zones to the grey area of the map including new station prefabs, new NPC ships, and new battle encounters as well as the rewards for defeating these new enemies

Crew Items* Rebalanced all existing crew weaponry. If you have a flotilla which contains crew weaponry, it will still work but you should expect the stats of those existing items to be very different because our system will regenerate any existing guns to have new stats in order to fit under the new system
* Added tier 2 crew weapons with new animations and new icon artwork
* Added tier 2 crew armor with new icon artwork
* did a pass over all existing item drop loot tables to rebalance how crew items drop
* Damage values and damage stat progression has been significantly improved for all crew item types
* Monster health values have changed, monsters now take slightly longer to kill on average
* changed nano aura tooltips to better explain how they work, replaced "armor" with "exterior" to indicate that it is the top layer of ships that will be repaired, not armor tiles (which are technically systems)
* buffed nano aura output a lot

Design Screen* Complete rewrite of most design screen functions and rendering
* Design screen now supports zoom
* Conduit pathing drastically improved, you can now draw conduits end to end in addition to tile by tile
* Added a ton of stats to the design screen so you can asses your ship design numerically
* New animated overlays for power networks so you can see what is connected to what
* Animations for turret arcs make turret track placement much more intuitive
* A color picker lets you pick your module brush by clicking on it
* A list of recent module brushes
* Multi-selection with copy paste
* Optimized layout gives you more screen space to work with
* Faster rendering and optimized deletion and placement of modules
* A gui element to indicate how consoles are wired and which modules are wired to which console
* The ability to switch between schematic and realistic rendering modes
* A query tool allows you to get information about modules by clicking on them in the design screen

Quality of Life Improvements* civilian ships no longer have a chance to fail being captured
* made docking tolerances slightly less strict
* SSC ships no longer have a chance to fail being captured
* you can now right click exotic matter to instantly gain the credits value
* added a safety control protocol which will prevent your ship from leaving higgs drive while inside terrain
* added more enterances to pirate's cove and updated the entry quest trigger to match
* re-added mouse world position debugging text to the world map screen
* all reactors now experience a tiny amount of passive heat dissopation so they can never be stuck producing zero power forever
* terrain now has an icon when zoomed out
* viewing of terrain in other sectors becomes more seamless as terrain icons now render independent of sector
* the icon for random abandoned stations now updates to indicate that the player has visited them
* **it has come to our attention that some of you are trying to dock with only keyboard controls.** We had never anticipated such a thing would ever be attempted and we are very upset about it. As such I have added a mind control subroutine to the code which will magically make everyone who plays Zero Falls more skilled at docking. We hope that this routine will end the unwanted behavior, however in cases where it does not, players will find that they are at least more skilled at docking ships the wrong way. **Note that there are some side effects, for instance in some cases these patch notes has been known to force the reader to start manually controlling their breathing.**

Significant bugs and optimizations* fixed a bug that was improperly testing if the player could see nearby sectors causing them to render when they were off screen
* fixed a bug where some movement logic was being called twice in a single update leading to ship components animating in the wrong locations
* fixed a bug that could cause the game to crash during the loading screen due to thread synchronization of map region generation which needs to use the GPU
* found and fixed a bug in our core terrain engine that was causing a lot of extra work to be done every time we accessed terrain for collision or rendering. Hopefully one of our few remaining uber-bugs. The impact on frame rates should be pretty huge.
* fixed a bug where turrets fired in other sectors were placing their bullets into the player's current sector
* fixed a bug where turret sounds could play from ships in other sectors
* fixed a bug where cargo pods dropped by ships in any sector were being added to the player's sector
* fixed a bug where turrets were playing animations in the current sector when firing in other sectors
* fixed a bug where crew that got spaced always spaced into the player's current sector
* fixed a bug where ship engine audio was playing regardless of what sector the ships were in
* drastically reduced the max range at which engine sounds will play in order to reduce the overall number of audio sources playing in a session at once
* fixed a bug where damage that destroyed the player's bridge console and ejected the player from their ship on the same animation frame would transition to the EVA screen before transitioning to the ship interior screen, leading to the player being on the wrong screen

Misc* added a particle emitting tile for decorating ships with
* fixed a bug with airlocks where breaking them due to flying the ship while airlocks are attached would improperly apply the damage with unpredictable results
* optimized console activations in a way which might reduce the chance of getting stuck on the wrong screen due to a bridge blowing up while you try to use it
* AI ships no longer magically slide away from other ships. It was a cheap hack to try and fix something that needs to be addressed by AI logic
* cargo scoop mode on a ship will now scoop to the player's inventory if you do not have a cargo bay or if your cargo bays are all full
* passenger AI crew should now have a special faction flag that will prevent Marv from murdering them
* fixed a bug that could cause a potential crash if collision checks are processed in a session on the very first update step processsed
* removed the old quest log which although it had been made invisible was still updating in the background
* added a new framework for drawing screen space and world space animations outside of the game simulation so that we can add help text overlays to anything we want
* slightly optimized interior rendering by removing an unnecessary draw call
* slightly optimized session missile handling be removing 2 sources of redundant data
* changed the size of crystal branches, this modifies the save format in a destructive way and requires starting a new save, we did this because we are also making other changes to save formats
* monster attack sounds now only play inside the player's ship
* crew gun attack sounds now only play inside the player's ship
* friendly pirate crew inside friendly pirate stations will no longer shoot the player
* stations inside pirate's cove now have crew wandering around inside them, who also won't attack the player
* added an event triggered when ships dock. The delegate type for use in the code, not something that happens ingame
* added an event triggered when crew use items. The delegate type for use in the code, not something that happens ingame
* added an event triggered when ships die. The delegate type for use in the code, not something that happens ingame
* added an event triggered when ships fire turrets. The delegate type for use in the code, not something that happens ingame
* AI will now point weapons towards the front of their ship when they don't have anything better to aim at
* fixed a bug which was making ship interiors forget the amount of air stored inside a ship more often than they were meant to
* ship reactors now cool down at their normal rate inside ships that have no crew
* fixed some errors with the art asset for friend-ship
* fixed a bug where ships that were manually destroyed (such as being scrapped at the home base) were not cleaning up properly meaning the crew inside never officially died, but instead disappeared to memory leak purgatory
* abandoned stations that look like asteroid mines now have crystals growing in them
* harvesting crystals now has a small chance to give you a crystal spore for growing your own crystals
* increased the amount of time it takes credits to animate to match the database delay for writing to disk
* enhanced the logic that updates animations so they now fail better and will be less likely to crash the game
* fixed a bug that caused reactors to explode on portions of ships which were seperated by damage
* fixed a typo "leared"
* removed some placeholder agents which have been replaced with actual characters
* implemented the ability for different conduits to have different transfer rates
* implemented T3 conduits
* the transfer rate of all conduits was increased from 6 per update to 10 per update
* fixed a bug where crystal genomes were updating in inverted order
* trade ships now search for trade routes to do based on a budget constraint imposed on their purchases
* pirate ships which spawn to ambush your ship will now continue ambushing if you switch ships...cheater
* fixed a potential race condition which in theory might lead to a ship interior behaving problematically even though I can't verify that I ever saw this result in a reported crash
* ship sounds now stop playing if and when a ship is disposed, not only when ships are manually removed or destroyed
* all ships now spawn with random rotation instead of zero rotation
* added a way to spawn random SSC stations for use in SSC facilities
* added 2 new beam ships and 1 new missile cruiser to the SSC lineup
* the skill to plant a crystal now consumes 1 crystal spore from your inventory instead of 1 (held item) and it also checks to make sure your held item is a crystal spore before consuming it
* made a crew pathfinding function a little more secure to prevent cases where pathfinding could cause an unhandled exception
* added a catch to the ship interior screen which forces you to the EVA screen when your corpse is detected floating outside of the ship
* Q and E are now lateral thrust (strafing) keys in the default keybindings. Missile launching and beam firing has moved to the mouse buttons 4 and 5 by default
* fixed a visual artifact that sometimes happened on the EVA screen
* added a new music track to the orange zone
* A number of additional SSC ship designs will now be found patrolling around the world
* Monsters now make a sound when killed
* Honestly probably some other stuff that we've forgotten. If I think of it I will add it to the next announcement.

Forgotten Patch Notes* The green zone has ships and loot in it now
* Tier 2.5 ship hulls and technology can be found out in the green zone

## 0.7.1

??
* fixed a bug which prevented Anna from searching your ship for food when you delivered it to her
* budd will now spawn in the player's current session if the pirate home sector grid location was never assigned for any reason
* budd will now patrol to the player's location after spawning (where the player is when he spawns)
* fixed a bug with the kill budd quest which MIGHT have lead to the dialogue happening before Budd actually spawned in some cases depending on the order that things were done in
 0.7.1.01
??

 0.7.1.00
??
* We've removed the autosave button from the settings. It wasn't doing anything because we removed that feature with the save overhaul so the button was just confusing people and making us rage. Autosave has been replaced by a guaranteed write to disk that ALWAYS happens when you dock, we just optimized it to be so fast you don't notice anymore.
* That damn loading animation better not ever crash now
* Seriously, there are 2 patch notes because I've added 2 full systems of checks to guarantee the loading animation can't crash because you moved the mouse to another screen or something stupid like that. Stupid loading screen.
* added a fancy check which attempts to ensure that your game is using a real video card and not defaulting to integrated when both are available
* added a fancy visual indication to the main menu that indicates when you might expect issues based on your GPU
* In other words, your game will warn you if your GPU setup is doing something funky. The game still can't switch GPU because that's kinda extremely hard to do in our framework....if you know how to code such a thing in monogame I guess tell us please?
* fixed a bug with taxi quests where rejecting the quest was still opening the map to show you where the passenger wanted to go
* added the ability for arbitrary crew members to force station interior simulations to keep running when the player isn't around
* taxi crew should now keep station interior simulations running so that they won't get stuck if you leave the station before they can board your ship
* fixed a bug where taxi quests were breaking after giving you the reward leading them to finish with an error message...I'm pretty sure they did finish properly though
* rewrote log data items to load their contents based on a search parameter instead of a hard coded link so that text data included in the captain's log can come from steam workshop items
* changed the default icon for log entries
* the flotilla creation process now checks ship inventory for custom log files and copies those files to the output directory. Please include these files with your mod upload if you want players to be able to read the lore you have written and placed inside your ship
* added a fancy system for the player to enter their own log data files into ship inventory. If you are in the sandbox arena with debug mode on, click your captain's log and you will get a file selection dialogue. Any text file you select should be converted to a data log and moved to your game's data folder. Now...this will probably fail if your computer has strange issues with file permissions like that one guy on skype who's computer is a problematic mystery to everyone. Ah who am I kidding, you guys will find every single way this can possibly be broken and I'll be fixing it all next week. I hope you're happy, because you can use this to add custom lore text data files to any flotilla and it will interact properly with the captain's permanent log storage in singleplayer. If you're looking to crash the game I suggest strange character encodings or text files in chinese as a good place to start
* fixed a bug where placing shields in the top left pixel of a design caused the editor to crash
* you can now use the mouse scroll wheel on scrollable menu items like the load save list from the main menu
* added a new module type - missile warhead converters. An active module which changes the warhead on all nearby missiles when activated. This one is only half-in as the warhead types are still a work in progress, however this is the finished solution to our planned framework for allowing different ordinance types to be unlocked by the player.
* forced preloading on 2 map sectors in the red zone which should have always preloaded. If you got a waypoint that was hilariously far away it's because the quest failed to find the items in one of these sectors due to the sector not preloading. Sorry bout that.
* you can now create a new profile from any workshop flotillas you have installed. I heard someone had asked for this so I did it like...last night. It cycles through every ship in every flotilla which means you can have duplicates, that's not my fault as it depends on the mod contents. If this feature is controversial I can revise it in the future to require mod makers to flag their creations for participation but I suspect it may not be an issue.
* reduced the quantity of stations destroyed to complete the blockade breaking quest by half
* and finally, the most important patch note: I found and hopefully fixed a mega-bug relating to the storage of session contents which has been harassing me for years. This bug has very complex implications which is why it was hard to find and hard to be certain how fixed it currently is, but a few days of theorycrafting leads me to believe it could have caused empty sectors, duplicated sectors, duplicated characters, zombie ships, and all manner of AI bugs. It was triggered by approaching a sector until you were close enough for it to load, and then not entering it, flying away until it unloaded, and then repeating the process one time for each horrible curse you wanted to inflict upon your simulation. I will be carefully monitoring the results of my fix.

## 0.7.0

Groovy Sandwich
* fixed a bug with ingame design screen undo feature where everything worked except for the keybind check
* the SSC shipyard interdiction effect is now produced by a station which can be blown up or sabotaged
* the SSC shipyard now has fewer patrols
* slightly reduced the number of fighters involved in the end battle of the SSC shipyard event
* removed 2 key patrol points at the SSC shipyard which should help guarantee the player has more space to escape
* bullets fired from guns directly on top of enemy targets now glance off dealing 10% damage
* fixed a bug with a dialogue that pops up at shops in pirate's cove that would make shop interface behave strangly
* fixed an issue that could cause hardware and software cursor to both render at the same time in some scenarios
* some work on improving quest journal tracking
* fixed a potential issue with programatic cammera panning
* fixed a bug with interior screen shot rendering
* changed how consoles apply crew faction id to ships when they are controlled such that whoever controlls the bridge should more reliably change the faction of the ship to their own faction
* changed "who's" to "whose" in a dialogue
 0.7.0.06
Groovy Sandwich
 0.7.0.05
Groovy Sandwich
* rewrote the binary format for ships such that a corrupt ship data file can no longer invalidate an entire sector causing the sector to fail to load
* rewrote the sector loading logic to be more robust so that it can recover from some forms of corrupt data
* rewrote the sector regeneration logic to hopefully regenerate the contents of a sector if it is found to be totally corrupt
 0.7.0.04
Groovy Sandwich
* removed arrows from missile magazines so people will stop asking what those arrows do
* Improved save dialog
* implemented a save delete option
* added GUI visibility control for interior
 0.7.0.03
Groovy Sandwich
 0.7.0.02
Groovy Sandwich
* added a thread sleep to the loading animation loop to make sure windows doesn't think the process is stalled
 0.7.0.01
Groovy Sandwich
 0.7.0.00
Groovy Sandwich
General* fixed the end of the pirate's cove entry conversation dialogue which was missing a step
* Lightshaft reimplementation in progress, many sectors have had lightshafts re-added
* re-enabled lightshaft settings toggle
* Fixed conduit connectors on a T 2.5 large reactor which wasn't really meant to be in the game but people are using it inside flotillas
* optimized interior rendering slightly
* the survival arena no longer allows docking or EVA (EVA = instant death) because the architecture doesn't 100% support it and it defeats the purpose of that game mode
* the above also technically fixes a bug where the game could get into an invalid state if you boarded an enemy ship in survival arena mode
* revised the design of most prefabs
* changed which prefabs spawn in the orange zone to save the really irritating and difficult ones for other zones
* added a warp gate into the middle of pirates' cove
* added turrets to warp gates
* buffed mass drivers so that they are hopefully worth actually using
* added an animation to current credits value when earning credits
* fixed a source of potential data duplication inside the pirate faction when reloadloading a save mid-game
* exotic matter now only drops from ships which aren't the player's faction
* added a new drop (biomatter) from crew who die in space which increases station capacity when collected
* made the collection of exotic matter and biomatter instantly apply to your currency tab instead of going to the ship's hold
* designed a framework to allow portions of the world to be nondestructively regenerated so that new updates can modify the world inside an existing save instead of forcing you to create a new one
* made pirate's cove more cozy feeling
* AI ships no longer get pushed away from ships that have their airlocks open for docking
* added a framework which allows modules to have particle effects associated with the exterior of the ship. We will extend this framework in the future with some fun cosmetic modules that will allow you to add cosmetic particle effects to your custom ships
* optimized interior scene transitions to reduce visual chaos when moving between ships
* friendly pirates in pirate's cove will now forgive you if you shoot them
* reduced the density of asteroids in all of the red zones
* the interior screen shot functionality was improved so that it doesn't crash on big ships anymore, we might even make it an official function instead of a debugging function
* fixed a bug where AI could try and issue commands to their ship 1 frame after dying causing a crash
* NPC trade ships are now constrained by their own budget when purchasing cargo so they won't always be able to fill their entire hold with valuable cargo. This makes piracy less of a lottery.
* added undo function (ctrl-Z) to ship design. currently it has a limited number of undo steps (like 100)
* trade ships which are docked at stations now have their computers secured by top secret trade station cryptographic bullshit or something like that and can no longer be hacked until they undock
* coded up the logic that will allow attack drones to work
* added logic to drone bays which will allow multi-drone drone bays which are activated from a single module
* made some loot tables slightly less irritating
* added code for a crazy awesome spinal weapon that's not in the story yet
* added assets for a number of new ships
* added assets for a number of new modules
* rewrote save game logic entirely so that games can save and load from files in addition to simply continuing from the currently "open" save file. This allows you to control when and where you save/load, and it makes save file management much easier since compression is used to allow much easier sharing of save files
* optimized autosave to be much less laggy when docking to a station
* added light emission data for a lot of existing modules
* added a lot of T3 modules which will be used in future content
* added a number of station interior art assets which will be used in a future overhaul of many station interiors
* added a new turret type with a fancy unique effect for use on a special ship
* added a framework that allows a loading animation to be displayed on the screen by any code which will take a long time to execute. Being a super mega-genius as I am I managed to write it so that it can be called in-line by any code without leaving context so we now use it for things that in the past would simply hang the game (like loading a save)
* the survival arena no longer keeps track of cargo drops to prevent clutter
* increased some magazine sizes for slower firing projectile weapons
* added an an attack drone bay active module
* fixed a bug with the research some stuff quest that prevented the tooltip from updating after loading a save until you researched something
* added a suggestion to the tutorial that the player press F1
* added a new story quest in the beginning of the game that shows the player trading and rewards an entry level cargo hauler blueprint
* added a new story quest in the beginning of the game that introduces the player to combat and rewards an entry level combat ship blueprint
* added a check for invalid or corrupt flotilla data to prevent a crash when loading invalid flotillas
* upgraded the station energy capacity research dialogue to explain to the player that station capacity can be expanded through combat
* reversed the order of home base airlock use when spawning ships
* moved the player spawn point inside the home station
* the game will now suppress single-key keybinds when a keybind of the same key + a modifier is being pressed
* stations will no longer force dead ships to undock if the player is currently boarding them
* fixed a potential invalid mouse position calculation in the map screen when the mouse is outside the game window
* it is now impossible for any bar to contain duplicates of the same NPC
* quests now need to cause errors twice in a row before they will be removed to prevent a crash
* the game now checks if it was paused after removing a bad quest
* upgraded the crystal finding breadcrumb quest to alert the player that they should go get the crystals since they will be valuable
* fixed a bug with the crystal finding breadcrumb quest which could have caused the quest to break if you left the session while it was doing its thing
* the crystal finding quest is now easier to spot and spotting it is guaranteed if you are in the same sector
* made the first cloning vat research quest idiot proof
* assasination quest agents are now slightly more common, no longer require SSC shipyard mission completion, and now they always offer a quest
* fixed a bug that could lead to a crash when trying to repair a module that was configured improperly due to a ship being broken
* improved the rendering of rocket trails
* corridor conduits now glow differently depending on energy transfer
* fixed a bug where the bar screen GUI was interactive during a dialogue
* improved the rendering of drones and missiles
* added proper artwork and missile trail fx to rockets
* fixed a dialogue in the tutorial that was obviously broken and NOBODY MENTIONED FOR LIKE 5 MAJOR CONTENT UPDATES
* added SSC communication relay sattelites to worldgen
* added a quest to kill SSC communication sattelites in exchange for credits

Story* added a new space dungeon complex in the red zone full of pretty tough enemies
* added many new NPC characters to pirate's cove
* added new portraits for multiple story characters
* added multiple quests that can be picked up in pirate's cove, or in many cases simply completed without picking them up
* wrote a ton of quest dialogue for the story of the red zone
* wrote a ton of dialogue in general for various pirate's cove characters and other red zone characters
* new logic for loot unlocks in pirates' cove added which requires you to advance the story before unlocking everything
* the core red zone story arc is now fully complete and can be played up to the placeholder for the quest that will send you to the grey zone story arc

GUI* Added a mission journal for tracking quests and displaying info for active quests
* added the ability to control tracking of quest objectives via the quest journal
* added a new screen overlay framework that will make a lot of GUI activities easier to program such as an ingame menu which doesn't need to be a new screen entirely
* added a fancy screen blur transition effect for use with the new overlay framework
* redesigned the ingame menu from scratch as an overlay with modern UI design
* added new GUI elements to the ingame menu and the main game menu for saving and loading named save files
* arrows for objective tracking have new artwork and animation
* replaced the settings screen entirely with Jan's new modern settings screen
* worked to improve minimize/maximize behavior and edge cases for setting resolutions which caused issues in the past
* added new options to the settings screen which may actually allow you to reduce rendering quality for low end machines
* added other GUI elements which we can't even remember jeez you expect us to remember everything we add?
* improved camera interpolation and smoothing effects, you won't even notice how much you like it
* added the ability to zoom out from your character from the ship interior screen
* added a fancy damage overlay grid effect functionality to the repair device
* improved interior lighting quality
* optimized interior rendering even more
* added a display of reactor heat levels to the ship interior mini-map
* added special rendering for corridors in the ship interior mini-map
* added icons and animations for active airlocks to the ship interior mini-map
* added new icons for the existing elements of the ship interior mini-map
* improved rendering of ship status effects
* ship status icons now display remaining duration
* redesigned dialogue GUI
* added fancy text effects and sounds to dialogue GUI
* quick slots are no longer selected with the mouse wheel

## 0.6.3

Fish Extract
* NPC ships owned by the player will not try to avoid overlapping other ships
* ships do not try to avoid overlapping with other ships while they are trying to dock
 0.6.3.08
Fish Extract
* fixed a general error with the mastery screen that caused mastery points to not apply their effect when leaving the screen
* fixed a bug where the captain's log was eating some items if you right clicked them
* background rendering performance cost reduced by aprox. 25%
 0.6.3.07
Fish Extract
* fixed a bug where ships were rechecking their mass too often
* fixed a bug where shields were adding mass to ships in some situations
* some old modules that were meant to be disabled have been nerfed into oblivion instead for backwards compatibility
* fixed some text rendering that was at risk for crashing on systems with different language settings
* as far as I can tell you should not be able to warp to inactive gates, but I've added another check to make sure you can't
* fixed a bug in ship AI that could cause invalid ship positions
* increased the amount of CPU the game spends on trying to find trade routes for NPC trade ships so they will spend a little less time sitting at stations
* optimized trade route searches to prevent AI from checking the same nodes again
* AI should find trade routes faster now - it is a pretty CPU intensive process and the reason AI sits on airlocks is because the game prioritizes FPS over trade route search processing
* passengers now wait around in bars for 20 minutes after the first time you see them instead of 1 minute
* crew should now properly regenerate health and oxygen while inside stations
* fixed a bug with interior range checking that prevented checking the distance between tiles inside a ship, this could have broken both EVA entry and module repairing
* reduced the speed of ejection of crew entering EVA
* we hate EVA and we regret adding it and we almost decided to remove it with this update
* refactored all code for checking if you have fallen out of a ship to reference common variables and prevent any mismatch when we change how easy it is to fall out of a hull breach
* updated pathfinding to use the same logic as EVA when testing if a node can be stood on without falling out of a ship
* made the EVA entry map more conservative while making actual EVA entry more liberal
* fixed a bug where EVA sometimes checked the wrong location when looking for a nearby valid location because the entry location you chose wasn't valid
 0.6.3.06
Fish Extract
* added keybinding for strafe left and strafe right so strafing can be done without holding left mouse
* fixed a bug where regions were being generated multiple times
* keybinds can now have a modifier key in addition to the primary bind
 0.6.3.05
Fish Extract
* F1 help overlay updated to include targeting system information
* added a mouse-over tooltip to targeting when hovering your mouse
* fixed a bug where everett's coherence crashed the game
* fixed a bug where you could see tool tips for invisible warp gates
* the quest that tells you to check bars now goes away if you unlock a crew member
* updated the tooltip of a debuff with a timer to display text better
 0.6.3.04
Fish Extract
* fixed a bug with ship AI that caused them to want to be very close to their enemy
* added an interactive legend to the universe map
* fixed a bug with the rendering of crew armor with a lot of shield points
* fixed an art asset with some invalid pixel data
* simplified some code that was used for managing video memory in the hope that the mysterious missing layers bug will go away
 0.6.3.03
Fish Extract
 0.6.3.02
Fish Extract
* fixed a bug where trying to enter a ship via EVA when multiple ships are overlapping your current position could end up choosing an interior coordinate based on the wrong ship and dump you into space
* made cluster damage less...extremely unreasonable
* rail arrays and vulcan guns slightly rebalanced
* the process of unlocking ships from flotillas was upgraded to more gracefully handle incomplete ship profiles that are missing artwork such as their emission layer
* fixed an issue with multi-session logic that prevented bullet collisions and bullet cleanup inside nearby sessions
* fixed a bug where researching a corrupt ship file from a flotilla could make future games crash when loading saved designs. The corrupt design is simply omitted now.
 0.6.3.01
Fish Extract
 0.6.3.00
Fish Extract
* fixed a bug which may have been ruining some ship's save data in rare instances
* added a new type of module: engineering rooms, which allow you to reroute power in your ship
* added a new screen: the engineering screen, associated with engineering rooms
* added a new interface element to ship navigation: routes. These allow you to activate power routes you have created inside the engineering screen while piloting your ship.
* expanded ship data structures to handle storing designed power routes
* the game allows you to save a power route as the default so there is no need to configure a ship every time you spawn it. This will work on a per-design basis using pure magic.
* the game now remembers the most recent turrets you have applied to any specific ship design in singleplayer and spawns that setup by default
* when you modify a ship design in single player stored power route and turret setup data for the overwritten design will be lost even if you only change one tile
* fixed the tool tip for a missile magazine
* upgraded animations to allow different types of missiles to be visually loaded into magazines and tubes
* upgraded missiles to allow different size categories of ordinance
* added a much larger missile factory
* added a much larger missile magazine
* added a much larger missile launcher
* added stats to all bedrooms
* massive overhaul to session logic to support seamless transitions between sectors. The world should feel like one big continuous universe now
* multiple sessions can now be active at once and sessions that the player isn't currently in are simulated to a lesser degree
* improved the accuracy of the algorithm that constructs a map of boardable locarions on a ship to require that those locations be somewhere a player might actually be able to stand
* completely rewrote the algorithm which places a crew member inside a ship when they are rudely inserted into the ship interior via outside forces such as EVA entry or debug teleportation. The algorithm is now much more fault tolerant for situations where the chosen position is not valid
* tool tips now clamp to the bottom and right side of the screen better
* increased the number of blueprints offered in SSC blueprint shops to slightly increase the chance of finding the one you want and ease the burden of the grind
* added better inventory debugging. now instead of giving you a random item it will offer you a selection of random items to choose from.
* upgraded backdrop rendering extensions code to have access to more render targets
* added a series of new procedural backdrops designed by jan to make your eyeballs explode. They interact very nicely with seamless session boundaries.
* added a chance for random NPC agents to show up in bars and ask the player for a ride
* procedural NPC taxi missions allow you to get credits and blueprints from transporting npc agents between neutral stations
* NPC agents that don't have portrait artwork will now load the default art missing artwork
* added some new portraits for generic NPC agents
* did a lot of work on the UI back-end code to enable future UI enhancements
* added a standard way for quests to give items as rewards
* extended the functionality of storage containers to include proper access permissions
* settings screen now displays the name of the graphics adaptor currently being used to render the game
* added a new type of mission: assassination. Available from shady dealers who sometimes show up in bars at random stations.
* light shafts have been disabled and removed from the settings screen
* optimized terrain collision processing of beam weapons
* optimized terrain collision processing while in travel drive
* optimized terrain collision processing of bullets
* optimized world async update grid unloading quite significantly. It should no longer slow down as more of the universe is explored
* leaving the ship navigation screen no longer unlocks the current target
* mastery talent architecture made less stupid to allow some bugs to be fixed and other features to be made
* fixed a bug where talents from single player games would persist into other game modes
* terrain avoidance for AI slightly tuned down to account for their lower accel rates
* targeting UI completely overhauled and revised
* AI now assess their ship immediately on entering it instead of after 60 seconds, this prevents them from sitting around for a minute after spawning
* tweaked how AI react to terrain
* combat AI of small ships with fixed weapons was made 60% less stupid in one of many categories of their stupidity
* added a new game mode which was actually pretty easy thanks to enhancements to other game engine improvements, in this new game mode you can fight waves of enemies that grow stronger with each wave to see how long your ship can survive
* many small visual improvements made
* added camera smoothing to unlocked camera mode
* small pieces of ships now despawn slightly faster (5 min instead of 10)
* fixed a bug where ship mass wouldn't ever be recalculated in some circumstances
* fixed a bug where map waypoint indicators from singleplayer were showing up in the test arena
* fixed a bug where docking to ships that are docked to something else allowed 2 ships to have authority over the position of the same ship
* fixed a bug that should have caused the game to crash 100% of the time when saving a game but didn't so...dunno why that happened
* added a keybind for targeting ships
* engine output can be boosted by engineering rooms up to double output
* shield emitters now store a lot more shield energy. Their recharge is the same so they won't be any more powerful under sustained fire but they should be able to quickly patch holes created by burst damage now
* everett's coherence quest should now behave better when you find the ship before the clues
* completely overhauled main menu UI
* completely overhauled settings screen UI
* changed the behavior of alt+enter
* enabled true full screen mode
* fixed a crash caused by players who use debugging commands to swap ships while the singleplayer game is trying to open a dialogue
* added a quality selector for backdrop extensions
* you can now select backdrop rendering quality from the settings menu
* your entry fee for pirates cove now considers crystals that are in your player inventory in addition to your ship's cargo
* you may no longer trigger the pirates' cove entry event if you are flying over the zone in travel drive
* fixed a bug where particles were being updated while the game was paused
* added some more conditions to prevent sustained targeting of items that no longer exist
* different types of missiles now cost different amounts to produce from factories
* your crew now always leave their airlocks open for you when flying a ship
* added missile mastery in all of its full glory. Feel free to check out an entirely new tree added to the mastery page. Numbers and values were made in a hurry and should not be considered final.
* lots of work was done on windowed mode, borderless mode, and fullscreen mode to make switching resolutions a little less terrible
* added a new music track to the orange zone

## 0.6.2

Fried Developer
	+ 1 *significant* bug fix(ambiguous)
	+ essentially public release of 0.6.1.00
	+ steam workshop now publicly accessible
	+ steam guide added on how to use the workshop and make custom hulls
	+ public release of custom hull mod tool created by Jan

## 0.6.1

Fried Cowboy
workshop and steam API only available to steam tester-group
* **(below is a summarized version of the announcement found here:**Steam announcement)
	+ accidental upgrade to Monogame 3.6
		- upgrade brought bugs with window sizing, full-screen
		- also brought some fixes to framework and sound and some optimizations
	+ new debugging tools added, drag-drop spawn of debug ship tool
		- flotilla creation and usage added for mod support
		- integration to steam API and compatibility with steam workshop
* fixed a station texture that was the wrong size
* profiles will no longer crash if there is no .tac file or if the .tac file is corrupt or invalid
* reduced TOBI output to be in line with the new movement system
* conduit glow now decays over 1 second causing less seizure inducing visuals and it does so in a way that is actually a slight optimization to all conduits
* added a screen that allows uploading to the workshop. It is still in testing and disabled by default, but it is in there.
* design debugging is now enabled for those in the steam tester group for use in testing flotillas
* fixed a crash when a ship without an emission layer breaks into shards
* profiles that fail to load now explain why they failed to load via the loading screen progress log
* fixed a crash caused by ships without turrets
* there is now a maximum target lock duration that will be used even if your ship has no sensors so small fighters can use missiles again
* added the ability to toggle floating combat text in the options menu

## 0.6.0

Fried Bureaucrat
* fixed a blueprint for missile tubes that unlocked a broken item
* removed the module ownership test when removing shield pixels in singleplayer design. Warning: this means you can delete shield pixels even if you don't have the ability to put them back.
* fixed a bug where system slots would retain the icon from previous bridge setups
* fixed a bug where right clicking a crystal branch to view its contents can result in the item being removed
 0.6.0.03
Fried Bureaucrat
* scrapping a ship now attempts to transfer all cargo from that ship into your station storage
* added a global screen effect when taking damage so you can see if your character is being attacked or suffocating when viewing another screen
* crew of the player's faction no longer lock the airlocks on the ships that they command
* fixed a bug which might have lead to ships bouncing off of asteroids after their crew died
* fixed a bug where linear drag was not applying to dead ships and ships that were charging their travel drive
* phase warp drive now has a minimum speed which is greater than the fastest travel drive speed so it can never go slower than travel drive
* fixed a bug where a pirates cove entry dialogue could get stuck on one of the options
* fixed a bug where the agent who greets you at pirates cove didn't exist until after the conversation leading to a missing portrait
* finally figured out the crazy complicated matrix transformation needed to move crew from ship interior space to ship exterior space for proper EVA placement
* the player no longer starts with a repair gun, that was never intended and was only a side effect of all NPC crew having a repair gun by default
* fixed a bug where crew were ignoring ship damage in the debug arena
* crew can now tell when the module they are trying to repair isn't connected to the ship in any way and will not receive any repairing, they will move on to other tasks
* AI crew who wander aimlessly due to boredom will now typically wander to locations much closer to where they currently are, this is less taxing on the CPU pathfinding, and it causes them to run off to the opposite side of your station less often
* fixed a bug which may have prevented crew from returning to follow you after killing an enemy, not entirely sure I have fixed that bug but I fixed a thing that could have caused it
* the subspace tube will no longer be added to loot tables once the player has unlocked the research
* the subspace tube weighs less heavily on loot tables now such that it doesn't drastically reduce the amount of loot that spawns with it
* fixed a pirate blueprint that was giving the wrong ship. of course you get to keep the wrong ship if you already researched it, it is much more interesting than the correct ship
* changed how logistics handles special designs of unlocked hulls, namely they are now all available once you have the hull unlocked
* fixed the shield position on the interdict station that was blocking an airlock
* added radiators to large SSC style turret designs
* shield tiles no longer block character movement
* fixed some code which may have lead to a memory leak
 0.6.0.02
Fried Bureaucrat
 0.6.0.01
Fried Bureaucrat
 0.6.0.00
Fried Bureaucrat
* added a new type of nano aura with a defensive on-hit effect
* added on-character visuals for all armor types
* the mass of your ship, thus the acceleration and drag now updates in real time so that taking damage can change the performance of your ship.
* cargo inside cargo bays now adds mass to your ship
* crew now add mass to your ship. yes you can make your ship faster by tossing Marv out the airlock (if you can convince him to go)
* open tiles inside a ship (i.e. tiles which do not block the movement of air) now contribute less mass to the ship. This means empty rooms weigh less than solid modules and will contribute less to drag, mass, and moment of inertia. This also means large ships can drastically reduce their structural and inertial burden by filling themselves with empty space instead of modules
* added a dialogue to explain gates
* fixed a bug where the center of mass was not being calculated correctly is most situations due to rounding errors
* updated design screen to display the correct inertia stats
* slightly optimized terrain collision memory use and garbage generation
* fixed a bug with ship rotation where the ship would always overshoot the requested direction slightly causing it to wobble back and forth around the target heading
* added a new fast travel mechanic which can be unlocked via exploration. It will require using the ship designer to add a new module
* added a new module type which allows said fast travel mechanic
* added a new category to the design screen for engine enhancement modules
* fixed a bug where the player could use a gate while inside a gate thereby moving the gate. Gates can now only be used by ships
* using a gate now undocks your ship
* fixed a sector biome declaration which had the wrong asteroid types
* removed one of the placeholder agents to replace it with a real NPC
* added a new hand-mapped sector that is part of a scripted event
* added a new scripted event with a ship, a new crew member, a new module, a new location, many new dialogues, and some new terrain assets
* ships that are the same faction as the player will now appear gold on the mini-map
* ship designs from past games are now tied to hulls which must still be unlocked in the current game. Once you unlock the hull in the current game you will be able to access designs that you have made for that hull in previous games. If you enter debug mode the old functionality is still there for cheaters.
* ships defending asteroid dungeons in the orange sectors now have a 90% capture chance (up from 0%)
* the hacking screen no longer allows you to attempt hacking of ships if you have 0% chance of success from the start
* being shot no longer causes the player’s crew to modify their aggro tables so they can’t hold a grudge against neutral factions after the player picks a fight
* your crew will no longer try to fly your ship unless you order them to. Before they would take over ships just because nobody else was flying them. This applies to any ship you have control of.
* fixed a bug where crew would attempt to repair tiles that were not connected to any other tile causing the repaired tile to instantly break off the ship
* the generic context sensitive order crew button will no longer perform console assignments, only repair and fire extinguishing actions. To assign consoles you must now select the crew you want to use the console first
* the crew order queue now cleans up jobs which have already been finished to prevent a lot of duplicate orders that made crew act stupid
* loot placement in stations now as a general rule will try to avoid placing loot inside cargo bays which are almost full or cargo bays which are tiny. This will reduce the chance that the interesting loot gets found inside some obscure corner of a station or ship that the player isn’t likely to check
* further tuned speed and drag values to be reasonable for a wider range of ship sizes. There were some ships which could hardly move, and some which were way too fast.
* added a new active module which is specific to a ship hull and provides a special ability
* added 3 new active defensive modules which are not specific to any ship hulls and can be unlocked in single player
* buffed the output of all nano repair auras
* added a new type of nano repair aura which restores shields
* added descriptions to many ship design types which will be sold in blueprint form as part of phase 3
* added a missile magazine type which is also a walkway so that missile magazines need not block off an entire quadrant of your ship
* mapped the interiors of many new ships and stations
* added a new faction which is a sub-faction of pirates
* mapped many new areas inside the pirate zone world gen
* 620mm auto cannons now fire from both barrels at once but with a bigger delay between shots
* fixed a bug where volley fire mode did not respect increases in ship fire rate
* fixed a bug where new status effects were creating unnecessary exception lag
* the duration of the buff applied by flurry now scales with the attack delay on the turret which applies the buff and with the total number of turrets on the ship such that ships with very few turrets, or ships with slow firing turrets now gain a significant benefit from the talent and ships with many fast firing turrets no longer break the game
* the attack speed bonus of flurry was made additive instead of multiplicative
* the attack speed bonus of one flurry stack was increased to 10%
* fixed a bug where mastery talents didn’t apply to your character after loading a game
* fixed a bug with the TOBI device where it was causing and catching an exception creating a little lag when activated
* added a UI system for target locking and target information gathering which is tied to sensor strength
* target lead indicators now show only for your active target
* fixed a bug with the ogre module which was causing lag on activation
* added a visualization to interdictor fields to indicate when your warp drive will be disabled due to proximity
* significantly increased the drop rate of shield emitter research from SSC cruisers in phase 2
* added a UI indication to show what your crew is attacking
* your crew no longer return fire automatically on any ship that has shot you, instead you will need to use the “order crew” keybind to designate what they are and are not allowed to attack
* removed instances of the word “turret” from descriptions of weapons that can be attached to turrets in order to prevent confusion
* slightly optimized internal rendering
* added a fancy new module animation to go with a module that is part of a scripted event
* fixed a bug where conduit visuals were drawing on top of crew
* made conduit visuals light up their surroundings
* collisions with terrain now cause drastically less damage. Of course this still won’t matter if you are flying fast enough, so keep trying!
* brought back tiny shards flying off of ships due to damage
* changed the distribution of asteroids across all orange zones to make travel easier by grouping asteroids into denser clumps
* fixed a small bug with armor damage calculations
* nerfed unibody design’s damage threshold a little more than it already was
* re-added simple abandoned stations to the map which are not full dynamic dungeons but which do have some minimal loot and challenges. They are fairly common.
* extended the tutorial with another quest that sends the player on their first space dungeon exploration
* improved flow fields such that AI crew and monsters will walk inside walls a bit less often
* added some behind the scenes tech to better track quest progress which will be used by future quests and scripted events
* added a system that can display long form text data to the user such as log entries on abandoned ships to help better tell the story of Zero Falls through writing
* added a PDA system which allows you to bring up past log entries at any time from your inventory screen
* crew inventory is now a little better at merging stacks of items
* fixed a bug where items were disappearing when you right clicked on them in inventory if you had a storage container open
* prefabs are given a default radius of 10k in order to protect against situations where for some reason the radius never gets loaded
* upgraded an early quest to be smarter about recognizing research unlocks
* fixed a bug which allowed prefabs to spawn on top of eachother because they weren’t checking for overlaps at all
* with prefab placement now working as intended, I upgraded the algorithm to have a better fail state for extremely dense sectors that overlaps prefabs as little as possible even when there isn’t enough space for everything in the sector
* the price of research is now red if you don’t have enough credits to start research
* A trade hub is now guaranteed to spawn in a sector near the start sector which should make early game progression a lot less painful
* the quest that tells you to go check out a local trade hub now puts a waypoint on your map towards the nearest trade hub
* removed the held item icon slot from the inventory screen as it was misleading. It looked like an actual slot but merely referenced another slot.
* ships will no longer play more than one instance of the same sound in a single animation frame. Engines were guilty of this and it caused lag as well as uneven loudness.
* tool tips for mission waypoints in the map screen will no longer overlap station information readouts
* slightly improved the ability of dungeons to clean up their mess after they spawn dynamic content
* significantly nerfed handguns. This will initially seem like a nerf to the player, but the first quest now gives a real weapon and all early enemy crew use handguns which actually makes this a reduction to early game boarding difficulty
* ships which are in the process of taking structure damage now remember the state of the structure damage they are taking when they leave the sector or the game saves
* added a function that allows game scripts to apply random structural damage to any ship
* drastically increased the base value of all commodities making trade runs more risky and piracy more profitable.
* a quest where you are reminded to get a cloning vat has been made smarter and will now have different dialogue if you are already on the quest
* fixed a bug with one of the dialogues in the tutorial quest. I was less good at writing dialogue code back then.
* slightly reduced the amount of credits the player starts with since new missions will reward the player with early game assets instead
* added a new type of dynamic event that can spawn inside existing dungeons
* space dungeons now know what biome they are in and will have different types of events in different biomes
* created many new prefabs that will spawn in the red zone
* created new dungeon logic for prefabs and stations spawning in the red zone
* updated the graphics for space dust with a fancy new warp effect
* interior explosions now have animations
* improved logic for how turrets interact with status effects
* added a nano aura which increases ship acceleration
* EVA suits now have unique tool tip text so it is more obvious when a piece of body armor will allow you to survive outside of your ship
* slightly increased monster health. bullet sponges are used to make hard hitting weapons not suck and it is a hard thing to get perfect
* missiles now fire at your current target instead of whatever is under your mouse when you fire
* optimized target lead position to be a more accurate suggestion based on better intercept math
* made insignificant improvements to target lead rendering code optimization
* reduced the chance that the game will spawn difficult enemies the first time you encounter a space dungeon
* reduced the wait before receiving your first mastery point
* added a quest to reward the player for progress in phase 2
* optimized space dust and fixed a bug where space dust was creating waves when you transitioned between sectors
* extended the loading screen functionality to loading games and quicksaves (was only generating new games before)
* moved the SSC shipyard closer to the home base again
* made some general quality of life improvements to the phase 1 SSC shipyard raid quest and associated dialogues
* repair drones will no longer spend an eternity looking for the last damaged pixel on a ship
* repair drones will now return home if their target is fully repaired
* drone launchers on stations now spawn with their drones intact
* added a tool that lets us guarantee the same prefab won’t spawn twice in a sector, regardless of spawn chance for that prefab
* map icons are no longer globally visible by default
* you can no longer see other ships on the universe map from infinite distance
* slightly smoothed out monster rotations by adding a nonlinear interpolation to their rotation when following flow fields
* fixed a bug where the quest tip that reminds you to come chat with One in the bar was going away before you went to the bar
* fixed a bug where unresearched ships were unlocking just because you had found the blueprint
* changed the SSC shipyard mission to indicate that you really should be preparing yourself before heading over there
* fixed a bug where economy node tooltips still showed up for economy nodes you had not yet discovered
* added an internal event to some module activations so they can interact with quests
* added a new script that will reveal a random nearby economy node on the map every time the player uses a cartography room in a new station
* revised one of the asteroid station interiors to add a cartography room
* invented a mathematical formula which should allow me to estimate the cost of researching a ship hull based on its modules so I don’t have to set the price of everything manually
* added some randomness to monster walking animations, they are monsters not synchronized dancers, they should look more natural now
* your ship now maintains its speed in travel drive, no more need to hold W while travelling
* drag is now applied equally to all ships, even empty ones
* crew members on your team will no longer attempt to repair ships that they don’t own unless they are ordered to
* fixed a bug where ghost crew could prevent recruiting a new crew member when there appears to be an open crew slot
* fixed a bug where crew would sometimes teleport instantly to their destinations
* added better debugging feedback to sector terrain generation extensions so that mod makers can get feedback about missing texture assets
* added a cursor animation when giving crew orders
* added a particle effect animation for crew shield impacts
* crew are now capable of rendering as corpses
* updated crew rendering to draw corpses under other crew
* top secret combat tweaks to make space combat less extremely difficult for new players
* crystals have new artwork
* crystals now have movement collision
* crystals now only block bullets if they are a certain size
* added a system for displaying text notifications to the player
* added notifications to many events which really probably needed notifications
* the loading screen is now used to load initial game content instead of simply having the game stall while it loads assets
* manually placed prefabs now respect the rotations I choose
* significantly reduced the spawn rate of monster spawners
* fixed a bug where the top layer of a ship was not protecting the bottom layer of the ship during asteroid collisions
* added interior screen shake when your ship is hitting terrain
* fixed an extremely rare bug with monster pathing that caused invalid monster positions
* made monsters a little slower
* rewrote the system that handles player death to have new options
* the player can now jump into the body of a crew team member after dying, killing the team member but allowing the player to respawn where that team member is
* the player can now revive in their ship without killing a team member if they have a working medbay and a living crew member on the ship
* updated the artwork for target leads
* fixed many module tooltips which didn’t display some stats properly
* fixed a bug where changing items from your inventory wasn’t updating your hotbar properly
* fixed an inventory crash when triggering skill activation on an empty inventory slot
* ships that spawn to attack the player are now more spread out when they spawn in big groups
* the ships that fight at the end of phase 1 now have a goal aside from murder and will return home once they are finished fighting
* added a general solution to one type of crash that could be caused by bad quest code
* crystal glowing now scales with crystal size
* all crew status info bars and crew status GUI reworked
* upgraded the bar UI to actually change in response to crew assignments
* fixed a bug that prevented you from dismissing crew if you had multiple crew slots
* cleaned up some code in the ship-breaking section which might have lead to unexpected behavior. Will test and see if this resolves some long-standing issues with broken ships
* cleaned up crew movement animations and pathing when you have multiple crew so that flow fields will not make them overlap and they will look reasonably good most of the time
* SSC fighters no longer have interdiction missiles
* fixed a significant bug caused by some jerk who can’t program properly where sectors that are preloaded by moving AI ships would never have faction items generated in them
* SSC ambushes will now return home to their shipyard after doing their thing
* in general, AI ships that are trying to attack something will now go idle if the thing they are trying to attack dies or stops existing
* added an alert to warn the player that they have pissed off the SSC at the beginning of phase 2
* fixed a bug where ships could get an invalid id value causing them not to work properly
* making an interior render no longer crashes the game if the interior is too big to render
* singleplayer design screen now should correctly allow the placement of shield tiles if you have any shield tech unlocked
* singleplayer design screen no longer has armor tiles listed in 2 different locations
* fixed a bug where asteroid collision damage was calculating wrong
* fixed a bug where prefabs were not properly calculating their exclusion radius leading to small prefabs having large areas open around them and large prefabs overlapping local terrain
* removed interdiction fields from orange zone dungeon prefabs
* reduced the time for shop inventory to refresh by half
* fixed yet another bug that could cause things to overlap inside prefabs
* crew will once again attack intruders on their ship, and not only people who forcefully board their ship without permission. This was disabled because marv was being a jerk in stations.
* removed many instanced of debugging text as the alert system now does that job instead
* removed some research items from the early game shop inventory that the player has unlocked by default
* updated a T1 ship design which had the wrong type of hallway conduits
* loot drop logic has been made self aware and can now prevent itself from spawning the same item multiple times
* fixed a bug where the logistics screen could select an invalid hull for spawning if the first unlocked hull is an invalid one when the screen opens
* added a function that verifies my own code to make sure I don’t add invalid research blueprints that can crash the game
* restricted use of “transfer all” button in some cases where it should not have been used
* improved the tile shader for ship interior damage visuals
* remapped the home station interior to \*include a new logistics room
* added a prefab for the pirate home system in the red zone
* added pirate shops and pirate npcs
* added many red zone story quests with dialogue and scripted events to advance to the next phase of the story
* added a secret quest that you will just have to find yourself
* added a massive region of SSC activity that is part of the story
* added lots of new loot tables added with new stuff in the red zones
* added medbays to shop loot tables
* standard missiles now deal much more damage
* standard missiles are now much slower initially, and gain much more of their speed from acceleration
* the turn rate of standard missiles has been drastically reduced
* missiles have been made smarter about accelerating and they won’t accelerate if they are flying the wrong direction
* in general it now requires more strategy and planning to effectively land missile attacks, but is more rewarding when they do land
* missiles now have a radius that determines how easy they are to hit with bullets
* it is now slightly easier to shoot down standard missiles
* spawning a ship no longer orders your crew to go to that ship
* emergency displacement orb now has its cost listed in the tooltip so you can quit bugging me about it already
* fixed a bug where clicking on an airlock to order your crew into another ship would also repeat the order on the ground as a general crew order to that tile
* added a feature which would be the equivalent to floating combat text in our universe – dynamic text which pops up from ships in response to what is happening inside the ship.
* i’ve made an attempt at fixing an issue where crew who follow the player can get into positions where they can’t use regular pathfinding by allowing them to teleport to an adjacent valid pathing node if they notice that they are on top of an invalid node when they start calculating a path to their destination
* made very significant balancing changes to the output of all engine types to account for size, tech level, output, energy use, construction cost, energy storage, and energy transfer rate properly compared to modules of the same category
* made very significant balancing changes to the output of all thruster types to account for size, tech level, output, energy use, construction cost, energy storage, and energy transfer rate properly compared to modules of the same category
* made very significant balancing changes to the speed and range of missiles and bullets
* In summary I have reduced the range and speed of weapons, as well as the speed and maneuverability of ships. The net result is that space combat takes place over shorter distances, turret rotation rate and missile release trajectory matters more, ship positioning and facing matters more, and you spend more time aiming at what you want to hit on the enemy instead of trying to hit the enemy at all. Combat feels overall slower and more tactical, ships feel bigger and more powerful, \*weapon variety feels more meaningful, and combat takes place at zoom levels where you can actually see what is happening.
* travel drive has been made into a greater percentage of max move speed so that the overall rate of movement through the universe is not affected by the speed of combat
* created extremely fancy shaders to procedurally render rocks, caves, and dirt inside asteroids in a way that looks much better than what the tile data would normally allow
* fixed a bug that was causing AI to not properly react to terrain
* fixed a bug that was causing turret gunner AI to waste ammo
* crew now prefer to use turrets when flying a ship with many weapon modes, but will use beams if no turrets are connected to their console
* fixed a bug where using the slow down key during travel drive caused your ship to slow down to the minimum speed
* added some new icons for the universe map
* added some new NPC portraits
* added a new story NPC

## 0.5.1

Fourier Bubbles
 0.5.1.02
Fourier Bubbles
* significantly increased the number of monsters that spawn in most space dungeons
* reduced the ratio of monster spawners such that there will be less than before
* fixed a bug where icons could draw outside the boundaries of the mini-map
* gate defenders no longer spawn directly on top of the gate
* fixed a bug where higher difficulty gate enemies could spawn on top of each other which sucks if they are turrets
* fixed a bug where warp gates were not being detected correctly by the universe map after their first use
* added code to mitigate the effect of a bug that will likely prove very hard to hunt down. It was causing low FPS. The low FPS has been reduced for now while I hunt for the bug’s source.
* asteroids were made slightly less bouncy for AI ships. They need help because they are dumb.
* the monster spawning algorithm now tries its best to not spawn monsters near airlocks
* reduced the aggro radius of ships that patrol inside dungeons to be on a similar order to the size of the room they are patrolling
* increased the harvest value of crystal genes so it’s less difficult to get a single crystal from harvesting them
* fixed a bug where loot wasn’t being properly placed inside ships spawning in the current session. This also fixes a bug where space dungeon defender ships would have no loot.
* added another orange zone prefab type
* updated the tool tips for crystal components to say “crystal gene” on them so you know what they are
* fixed a bug where space dungeons didn’t remember that they had spawned things already if you reload the game from a save file
 0.5.1.01
Fourier Bubbles
 0.5.1.00
Fourier Bubbles
General* you can no longer activate a blueprint by equipping it to your hands and pressing fire
* the held item slot is no longer a real slot, it is now a reference type slot
* using the quickslot keys no longer moves your items around unless you attempt to quickslot an armor or a nano aura
* minor changes to world code which makes explored sectors of the map drop out of memory a little slower and preload a little quicker
* the team aggro list now clears when you die which should slightly help the problem of crew members attacking things. A better fix is planned for the future.
* significantly remapped the home station interior
* increased the range of allowed destinations for trade aborts when searching for a better buyer of the existing goods
* cut in half the number of attempts trade ships will make at finding a new trade job before giving up and taking the best one they have found so far. This should significantly reduce the amount of time they spend docked at stations looking for their next job.
* made trade job logic more robust. traders which reach their destination and fail to trade will eventually get frustrated and look for another place to unload their cargo, if they fail to find another place to trade their cargo they will grow even more frustrated and simply destroy their cargo so they can pick up a new job. \*failing at that will result in the council of elders judging the trade ship captain and its crew very harshly and they may be despawned entirely.
* built a new system for factions to broadcast their aggro tables which should help resolve some issues where faction aggro tables doesn’t retain the correct values
* seriously nerfed the value of crew weapons and crew armor relative to trade goods
* neutralino shards were disabled and no longer place farm plots
* farm plots are still in the game but all means of creating them have been removed because they are officially deprecated
* built a system which allows for the highly abstracted passage of time inside the interiors of things which aren’t currently in memory
* fixed a bug that could rarely cause ships to despawn too fast if they lost their crew without ever having their mass calculated
* the game will no longer pop up the “dock now” dialogue in instances where you can’t dock because the airlock is occupied
* fixed a bug where shards could be rarely created from ships in a way that caused them to never despawn
* dead ships no longer despawn immediately when you leave the sector
* dead ships leaving the sector will now despawn only if their despawn timers have less than 30 seconds remaining
* upgraded many data formats for many things to be more future proof and to store some new fields
* ships outside of the current sector now store their despawn timer and check periodically if they should despawn
* sectors now perform a check for missing icons every time they load their terrain allowing them to add icons for things which didn’t previously have icons due to being an old save
* freelancer faction upgraded to support turrets around their economy stations
* neutral peace keeping turrets have been added around most economy stations. They respond to local acts of violence and defend against pirates
* added a new map mechanic: interdiction fields, which creates an area where travel drive can’t be used
* added interdiction fields to the SSC shipyard zone
* removed interdiction missile fighters from the SSC shipyard prefab
* cruisers in the SSC shipyard prefab were given weapons that they are worse at aiming. This is meant to be a chase, not a slaughter
* significantly reduced the frequency of interdiction fighter attacks on the player while they attempt to escape the SSC station
* optimized threat sharing between members of the same faction to trigger less redundant aggro calls when you shoot enemies in a group
* added a flag which will prevent ships from getting pissed off at things not in their aggro table
* used the above feature to prevent some helpful badguys from attacking the player during a key quest
* the character is now mostly invincible during the respawning screen in case you decided to do something silly like use debugging commands to spawn monsters inside your home station
* fixed a bug where walls prevented player movement even when the walls were 100% destroyed
* you can now place a waypoint for yourself anywhere, not just at economic stations
* fixed a bug where ship profiles with invalid or deprecated weapon types equipped would crash the ship editor
* overhauled how ship acceleration and top speed works. Ships now have drag based on their mass and acceleration based on their power to weight ratio. There is no longer an arbitrary limit on top speed aside from the fact that drag increases with speed. \*The goal of this change is to make the flight model easier and more intuitive to control, and to make the relationship between ship size and engine output more intuitive for ship designers
* added a bit of code to make the AI a little better at avoiding asteroid collisions…I only said a little though, this is like placing a bandaid onto a cup of spilled milk…wait no better than that slightly
* increased the quantity of loot in space dungeon stations slightly
* added shader support for flickering lights inside ship interiors
* tied flickering lights shader to screen shake on impact
* added shader support for interior explosions
* added a method which allows crew to be outfitted with gear depending on how difficult of a challenge they are meant to be
* improved the gear equipped by SSC mercenaries. They are trained fighters and should not be naked and unarmed in their warships.
* added a new method for spawning ships which allows them to spawn when you enter a sector thus allowing faction AI freedom to make more dynamic content
* a mastery talent which once increased top speed has been modified to change acceleration instead since top speed now depends only on acceleration

Farming* farms are currently not useful. Harvesting them gives a currency which does nothing. The currency will be relevant in a future patch.
* farms now exist inside the same rendering space as the player ship interior
* removed the farm screen entirely
* mining laser is used to monitor growth of crystals and harvest them
* spores reworked to drop crystals inside ship interiors
* new crystals grow based off of their genome, a fractally arranged grid of genes with each gene having a simple function
* crystal genes are once again put into loot tables, but are no longer research based
* added a slot to player inventory screen for modifying the player’s crystal genome
* farm crystals can grow on dirt
* farm crystals grow even when the player is not inside the ship/station with them

Space Dungeons* replace existing random stations on the map
* have data nodes built in to allow scripted events controlled by AI factions
* more space combat involved with exploring abandoned stations now
* ability for abandoned station facilities to re-populate after being explored and looted by the player
* ability for abandoned station facilities to have other types of events in the future
* ability for abandoned station facilities to be used in story progression elements of gameplay
* difficulty of abandoned stations can now scale with the story advancement so they remain relevant

Warp Gates* placed across many sectors
* need to be discovered
* defended by goons
* explore inside their data centers to power them up
* once powered up they allow instant travel between other activated gates

## 0.5.0

Fourier Accord
* fixed a bug that was causing the game to duplicate some NPC agents when you completed a quest
* added code to prevent the game from allowing duplicate NPC agents in case some idiot writes a quest that duplicates agents in the future
 0.5.0.02
Fourier Accord
* crew now attack intruders on their ship even if they have not been told to attack the intruder’s faction
* re-added exotic matter to explosions in response to feedback. Fun is more important than economy and the new fixes to crew aggravation should prevent some of the abuse
* research cost must now be paid up front and research progress is no longer associated with collection of credits
* added a fail safe to guarantee ships don’t aggro against their own faction due to damage or docking activities
* the demonic portal which opens inside ships to refill their ammo reserves at your station has been made slightly less tempting for any of the crew you have left onboard. Hopefully they should stop going insane and attacking you after you use the “restock ammo” option at the home base
* the cost of purchasing a blueprint was reduced from 20% of the research cost to 5%
* updated the system for storing and processing designed ship profiles. Your designs are now persistent across all saves and will not be deleted or corrupted when your save game dies. If you have designs from a previous game which you want to spawn you will need to unlock the research for any special modules that you have placed inside the design before it will be able to spawn in the current game
* fixed a bug in the logistics screen where the “select” button would not re-appear when your station capacity filled sufficiently to spawn a ship after opening the menu
* upgraded all ship icons to use new artwork which better represents their relative sizes and allows them to be color coded
* fixed an issue with the asset for the boulder T1 ship…unfortunately ones which are already unlocked will not be fixed as their design is part of your save file now
 0.5.0.01
Fourier Accord
 0.5.0.00
Fourier Accord
(4th November 2016)
* Added a full mastery tree for energy weapons including 10 talents
* Added a partial mastery tree for beam weapons including 7 talents
* Added neat looking background artwork for the lonely and intentionally neglected missile mastery tree
* Added a full mastery tree for construction mastery including 9 different talents
* on entering a ship from EVA there is now a 3 second grace period before you can fall out of the ship again
* fixed a bug where resizing the screen when looking at the ship interior could cause a crash
* crew weapons now use hitscan based damage instead of bullet based damage by default. Hitscan damage can penetrate multiple enemies and prevents friendly fire.
* crew gun save format was upgraded non-destructively. but who cares since save files were corrupted by future patch notes, keep reading to learn how!
* all crew weapon types were given a penetration stat
* all crew weapon types were given a range stat
* crew weapons now remember their quality in save files so it is easier for me to mess with their values without breaking save formats
* fixed inaccuracy of 3d picking when using your mouse to select economy nodes in the universe screen
* implemented flow fields for monsters in the player’s current ship. This means the pathfinding cost no longer scales with the number of enemies.
* tweaked health, damage, and move speed of monsters
* lots of improvements to monster AI
* added a tier 1 style airlock module for future use
* added art for a secret doom weapon for future use
* added a reactor for future use
* added 3 capacitors for future use
* added energy turret mounts for future use
* fixed many bugs with the drillbore
* reenabled the drillbore, however please note that asteroid interiors are unfinished and somewhat pointless at the moment. mining is next on the todo list
* fixed a bug that could cause deleted asteroids to reappear after loading the game. still hunting one more bug that might cause this.
* crew weapons given all new firing animations
* crew weapons now fire from the barrel instead of your player’s face
* crew weapons now create light on muzzle flash and impact
* added an animation framework for monsters
* added a new monster with proper animations
* added a monster spawner
* monsters in stations replaced with monster spawners
* added some missing content files that made the green biome not work
* finally fixed that bug with station capacity upgrade amount and cost.
* fixed a floating point precision bug that made it hard to hover the mouse over some station icons on the map screen
* nerfed the base dodge chance of the buff supplied by emergency displacement orbs, addded heavier weight to the quality scaling value so the range of values will now be bigger
* removed the arbitrary cap on how high the dodge chance can roll on emergency displacement orbs, since it is charge based values over 100% can be a guaranteed dodge now so long as you have a charge available
* fixed a bug with cluster turrets using the wrong data type that caused ships to change turrets when saving and loading
* fixed a bug with the scale of some ship images inside the research screen
* respawning now cancels any time compression effects
* added 4 new placeholder crew members. They will auto-join your team if you talk to them, you just need to find them. They all have nano-auras
* nerfed the default refine values for dirt and lead ore
* added the ability for the intensity of bullet damage to be scaled on a ship by ship basis
* improved scaling of icons on the universe map
* reduced the density of economic station spawns
* moved the home sector
* remapped the home sector to be much bigger
* fixed a crash that could happen if you enter a station inside a sector with no economy
* added T1 engines and bridge modules to the starting research lineup
* added a catch that should make AI undock from the player after boarding less easily/frequently
* fixed a bug that caused some bullets to have the wrong size after firing
* added a new type of nano-aura to the loot tables
* changed the locations where bar agents spawn to reside in the new world map zones
* changed the origin location of the agent controller to surround the new home system
* fixed a bug that prevented lateral thrust from benefiting from more than a single thruster
* lowered base top speed that all ships get without any engines attached
* reduced turret range multiplier from 0.8 to 0.5
* disabled the default bonus to movement parameters assigned to the player’s ship
* balanced the output of some thrusters to have more consistent thrust/tile within the same tier
* vixed a bug that caused volley shooting to always fire at the same rate
* made volley shooting play nice with double shot chance
* dodge chance is now an attribute of ships and it applies to bullet beams in addition to regular bullets
* the player now starts the game with a repair gun in case they break their airlock during the tutorial
* there is a new scripted event which explains airlocks to players when they first break theirs
* lots of new biomes created to support planets of various types and planets inside various backdrops
* music type for every planet and every biome has been fixed and organized
* added a system for rendering planet icons on the universe map
* icons added for planets inside nebulae and planets by themselves
* planets of all types re-added to world generation. They are now more diverse than they were before the world overhaul when they went away
* there is now a scripted event which informs the player about cloning vats and suggests where you might get one
* changed the default text color
* upgraded the artwork and animations for the hacking screen
* fixed a bug where a new ship hull would not calculate its file offset size until after the game had been saved and loaded causing some designs to be overwritten if they were cloned before the game was loaded
* improved the algorithm that unlocks new ship designs so that it can test to see if the design you are scrapping is an exact copy of one you already have
* added error handling to extension loading to prepare for the future if we release the mod API
* beam weapon damage output is now subject to modification by shipwide stats
* manually added planets to the home system
* added a map area for a new event
* since travel drive top speed was replaced by time acceleration, the time to charge travel drive accidentally got cut drastically. This was unintended and it has been fixed.
* taking damage while charging your travel drive now causes pushback on the boost charging
* data cores now only return junk data if there is no real data left in the loot tables
* updated the tool tip for data cores to indicate that junk data means you have all the blueprints
* added story phase specific data to the save game format
* updated all loot for low spec pirate ships
* updated all loot for low spec SSC ships
* station shops can now have different loot depending on what stage the game’s story progression is in
* created station loot tables for phase 1 of the story
* trimmed some excess from the starting module loadout and moved the interesting blueprints to stores and drops
* updated some tool tips
* fixed some stats on many reactors
* many T2 module unlocks added to loot tables
* single player design screen made compatible with adding shield tiles
* remapped the interiors of the first 2 tech 2 pirate ships
* upgraded spawn locations of pirate faction
* modified spawning densities of pirate faction
* upgraded faction code to support different activities in different gameplay phases
* trade ships now spawn from shipyards if their population is getting too low
* rebalanced trade ship population density
* modified all SSC ship spawns
* added 4 new SSC cruiser designs
* removed 2 outdated SSC cruiser designs
* changed SSC initial faction alliances
* changed SSC spawning behavior to spawn from shipyards
* added more SSC fighter escorts
* trade ships now spawn from shipyards
* spawn timers made into reasonable values for all factions
* added a new quest at the end of the tutorial the guides the player to their next task
* added a number of new dialogues
* made quest code a bit more fault tolerant
* re-added some old debugging code that would allow teleporting around the universe. it got removed when we rewrote the universe.
* ammo conservation is now off by default
* optimized bullet bounding volume calculation
* improved bullet collision to prevent fast bullets from skipping over targets that are too small
* missiles now have an acceleration stat
* added a new missile type
* added a new ship effect
* crew teams have been given a new stat: aggro radius, which determines their behavior patrolling for enemies in a ship
* factions have gained the ability to force despawn their ships
* added AI routines for hunting a specific ship across the universe
* SSC has gained the ability to directly attack the player
* factions can now control the speed that their ships move on the mini-map
* quest waypoints now show on the universe map
* quest waypoints on the universe map show the quest tooltip when you hover your mouse
* there can now be more than one waypoint at a time
* you can now add a waypoint to a station by right clicking it
* the main menu and the ingame menu now clear tool tips that were on the screen when you switched to them
* built an event tracking system back-end which can be used by quests to respond to ingame events
* built events for some common ingame activities
* added a new shader for missile trails and upgraded existing missile trails to use the new GPU particle effect. They are better looking and easier on the CPU at the same time.
* added a new shader for procedural GPU lightning arcs in 3d which will allow for the creation of all sorts of fun lightning based animations
* enhanced the mouse cursor in ship interiors with an animation to indicate when aiming your weapon
* ship interior mouse cursor now indicates the accuracy of your weapon when firing
* being able to see the results of our own code has allowed all crew weapon accuracy values to be tweaked a little
* fixed a bug where fire animations could continue burning on portions of ships which had been removed
* fixed a bug where some dialogues were popping up while the game was paused
* fixed a bug where a quest dialogue could replace another existing quest dialogue
* fixed a bug where scrapping a ship was causing the airlock to remain blocked
* fixed a bug with the final dialogue in the introduction quest that was preventing it from saying the correct…junk
* fixed a bug where agents were added to the home statiod bar id before the home station bar id was set causing them to not be there
* fixed a bug with robot barkeeper dialogue, a common bug that is always caused by the same thing…hmm
* developed a new way to generate dialogue trees so I stop generating that same damn bug every single time
* fixed a bug where you could sell trade goods to shops which were not meant to buy trade goods such as armor vendors
* optimized turret reload sound memory use
* optimized turret energy calculation memory use and speed
* fixed a very minor bug that could allow turrets to miscalculate their available energy for one animation frame
* added logic that makes energy turrets work differently from ammo based turrets while optimizing both in the process
* implemented dual magazine ammo based reloading. Ammo based turrets can now begin recharging their reserve magazine as soon as they are loaded, but the time required to swap magazines is now fixed based on mount size
* added a visual animation to indicate the progress of an ammo based turret reloading
* added the ability to manually reload ammo based turrets (default key: R) this simply empties the current magazine of all ammo based turrets on the ship so they are forced to reload to full energy
* rebalanced energy transfer rates of ammo based turret mounts
* made double shot mechanics more specific to different turret types such that ammo based turrets reset their timer and energy based turrets refund energy
* AI now manually chooses ammo conservation mode when firing because it is not the default but it is still better for them
* moved a bunch of code from dumb locations to less dumb locations
* deleted a ton of unecessary self references caused by code being in dumb locations
* the research screen has been updated to use modern key bindings instead of the old “press space to exit screen”
* the map screen keybind now works from the ship interior view
* minor text fixes
* reactor explosions no longer drop exotic matter. Sorry about that, but exotic matter was a lame mechanic designed to make blowing up ships into a profitable activity before the economy existed. It is no longer needed.
* Exotic matter can now be found inside abandoned stations and is still very profitable.
* the location of your home base is now always visible on the universe map
* added a new icon for quest waypoints on the universe map
* fixed a bug where economy nodes were loading data inproperly and it was screwing up their production values and preventing them from producing any goods
* added a dialogue that reminds you to get a cloning vat before you can recruit marv
* reduced the price of low quality crew weapons and armor
* research will no longer reduce you below 1000 credits so you can’t bankrupt yourself and you always have a little left for trade
* you can now more consistently exit screens with the exit console keybind, many screens had not gotten the memo until now
* optimized damage calculations by reducing heap allocations
* built yet another solution for decoupling the player ship interior update process so it can be done in another thread. This is a massive FPS boost, but it might also introduce bugs so need to keep an eye on it
* fixed a small memory leak associated with viewing the artwork for NPC avatars in dialogues
* trade ships now spawn with their trade cargo already collected. this solves a problem where early game piracy sucks because every ship in the universe is on their way to pick up loot instead of carrying something worth stealing. It also makes load times much faster because we only calculate half of the trade routes.
* rewrote the code for economy node icons to be less stupid so it is easier to put them in other places like the mini map
* put economy node icons in the mini map
* put ship size based icons into the mini map
* made the player ship icon easier to see in many places
* added a fancy shader based system to render the sector boundaries inside the mini map
* since exotic matter is still found inside the cargo holds of places to explore and things to fight its price was nerfed to bring it into the same realm of sanity as other comodity prices
* added an override to the toString() function on keybind tips so I can more easily use my own code without understanding how it works
* removed the outdated station energy UI element from the minimap data rollout
* added a new element in the place of the station energy widget: mastery widget, for tracking mastery points
* added keybinds for entering the mastery screen
* pilots found it hard to eat or play on their cellphones while traveling at super-luminal velocities through dense asteroid fields so we made life easier by adding a new optional control scheme: control travel drive with only one hand by holding the left mouse button and dragging in the direction of adventure!
* added a setting to toggle one handed travel drive mode in case you really prefer the old system
* added a new UI element: a check box…why didn’t we have this before?
* made the settings screen look a lot less terrible using the power of check boxes
* changed default settings to use fancy graphics
* changed airlock breaking to require the player to be flying the ship so that AI can’t break airlocks as soon as the player enters their ship
* npc agents will no longer be found hanging out and casually having a drink in the bars of abandoned monster filled station wrecks unless they are meant to be there
* npc agents who are looking for work will no longer randomly show up in the player’s own bar…that’s cheating
* added a missile type value to ship interiors which determines what type of missiles get loaded when the ammo gets restocked by a station
* fixed a bug where the buff supplied by dodge nano auras didn’t show the correct tool tip
* crew item shops now have a lot more inventory for sale
* raised the lower end on crew weapon upgrades
* the trade inventory should now allow you to fill your character inventory with trade goods as well as ship inventory
* many of the boring T1 modules were made to be unlocked by default. No need to research them anymore. This means mostly halls and doors and rooms.
* updated the internals of the welder to be an excellent T1 hauler instead of being a crummy T1 mining ship
* added a new ship hull that will be a significant damage upgrade during phase 1
* added a new ship hull that will be a significant general purpose upgrade during phase 1
* there is no longer any ship available as part of the default research queue
* blueprint research shops now always offer at least one ship blueprint in addition to random module and weapon research
* added a description to the boulder research tool tip
* tool tips for questlogs were moved down a little so you can read them without overlapping the icons
* graphs will no longer go insane when using travel drive
* fixed a bug that could potentially allow points of interest from one sector to carry over into another sector
* fixed a bug where using a comoddity trade hub in a sector without any economic stations could cause a crashs
* AI are now a little more generous with their use of missiles
* fixed a bug with ai where patrolling ships with a large aggro radius would ignore ships that they had noticed and return to patrolling due to detection range and combat range being different
* fixed a bug where airlocks could dock with already docked airlocks
* fixed some T2 ship weapon assignments for AI
* more minor text fixes
* balanced some more reactor stats
* added all sorts of fun methods to pirate and SSC factions for making NPC ships do things in response to quest events
* missile magazine pulling code rewritten to use omnidirectional depth first recursion…junk. Magazine directionality is now meaningless and launchers will always use the missile farthest from them in the local chain of magazines…which can also be a blob of magazines because the code doesn’t care anymore about magazine directionality.
* broken magazines will now break the chain and prevent loading/unloading of connected magazines through the broken magazine
* missile magazines now have a small chance to explode if they are destroyed when they still have missiles in them
* empty abandoned ships will now be ejected from stations violently
* added an extremely fancy new animation system for conduits which generates light and shows varying degrees of brightness depending on how much energy is moving through them
* capacitors received an animation update as well and now all capacitor types properly glow based on how much energy they are holding
* removed old style animations from capacitors which no longer need them, these animations were slower than the new system and prone to visual errors
* balanced many gun types to add more magazine capacity
* fixed a bug where ships with more than 10 cargo bays would crash the trade screen, we still don’t have a solution for drawing more than 10 cargo bay tabs, but at least now it won’t crash
* nerfed all research times to be practically instant. Earning sufficient credits to research some tech should be enough, you no longer also have to wait 6 minutes

## 0.4.1

Earwig Bubbles
(28th August 2016)
* Adds new station map icons which display what type of station they are.

## 0.3.4

Domesticated Fork
* fixed a pixel. Not even a really important one.
* added a step to manually kill all crew inside ships which are being removed from existence
* AI can now move at speeds other than 100%
* AI pilots have been taught how to dock their ships to things...they won't be doing it any time soon but it is going to be used a lot in the future
 0.3.4.03
Domesticated Fork
* fixed a bug that could prevent you from deleting a module in the ship editor if you had unlocked it in a previous game
* upgraded the help overlay applied by pressing F1 when flying a ship to include much better information
 0.3.4.02
Domesticated Fork
* rotations of modules now inherit the tooltip of their primary rotation
* module instances now inherit the tooltip of their source templates
* a new function allows skills to have a passive "aiming" function call for passive effects when the character aims the held item
* the repair gun aiming function now shows a dynamic tooltip for the module you aim at
 0.3.4.01
Domesticated Fork
 0.3.4.00
Domesticated Fork
(14th March 2016)
* New screen and UI graphics added to support existing outside of your ship
* Added an entire framework to handle drones
* added another big sound optimization which reduces the number of 3d sounds created by engines from 3 per engine across the entire session down to 1 per ship only in screen space thus freeing up sound channels and preventing awkward silence
* doubled the number of sounds which can play at once, however it is still far less than it was when it was crashing from too many sounds
* retouched some art assets
* fixed some graphics glitches in logistics
* rounded sensor range display to two decimals
* fixed an issue where armor with oxygen storage was not saving the oxygen regeneration rate with the save data so that the armor would stop generating air after a save/load. this fix is retroactive and will repair existing oxygen armor
* fixed a potential crash with crew pathfinding when looking for air in broken ships
* corrected some rendering values that resulted in excessive bloom when in areas on low atmosphere
* missiles no longer orbit their targets when they miss or when they are fired at short range
* removed a lot of unused data structures from every ship to free up a bit of memory
* fixed a bug where damage dealt to dead ships would stay in memory for too long
* added a T1 repair drone module
* added a T1 repair drone ship system ability
* scrapping a ship now returns energy to your station's capacitors
* replaced 170 occurrences of string drawing with a new fault tolerant method that should hopefully prevent crashing on foreign language installs of windows with different rules for displaying numbers
* fixed another bug that could prevent the game from noticing that you are outside the bounds of the ship interior and let you walk in invalid areas
* buffed oxygen regen values on dropped armor
* added a new type of suit that will sometimes drop: EVA suit. This suit has no armor or shields, but allows movement outside of ships
* seeded higher level loot with EVA suits that also have defensive properties
* fixed a random crash caused by air updating inside ships which broke into very strange shapes
* added a new large version of the advanced T2.5 radiator
* technological advancements in extreme space engineering have allowed us to add two new modules for equipping your space ships with the most luxurious of accommodations never before seen across the verse: Toilets have been added to the game. Currently they do nothing.
* added a new animation for mass driver cannons
* fixed a bug where marv figured out how to change out of the nice shirt we gave him.
* After numerous failed brainwashing sessions we have decided to make a running joke out of the fact that Marv never participates
* a ship which is on fire no longer loses all air when being written to disk because it was causing ships to lose all air when moving between airlocks

## 0.3.3

domesticated elf
* added a hard upper limit on the number of sounds that can play at the same time
 0.3.3.23
domesticated elf
* changed how unlocked turrets get into your save games. They no longer touch save games and now simply exist in addition to the content of your save game during single player
 0.3.3.22
domesticated elf
* Fixed a bug where some vanity items were displaying with the wrong art
 0.3.3.21
domesticated elf
* fixed a bug which was preventing the horrible murder of your friends during occasions of your unexpected respawning
* fixed a bug where autosave was removing missiles from missile tubes
* tweaked the shader to make it more obvious when a hull breach is large enough to fall out of
* added module unlocks to the list of stuff which is persistently unlocked outside of singleplayer
* all persistent unlocks are now applied to your new and in-progress singleplayer games which means restarting singleplayer doesn’t force you to lose module or turret unlock progress
* fixed a bug where some ships would glow unreasonably when zoomed out
* fixed a bug where your character wasn’t always cloned with the correct attention to modern space-captain fashion sense
* marv has been given a different color shirt to better suit his disposition
* all ships have been upgraded with the most primitive system for avoiding deadly asteroid collisions and will no longer allow you to warp into terrain at full speed.
* auto saves are no longer triggered when entering your home station. This prevents redundant saves when respawning and allows you to game the \*save system by force quitting (may lead to save corruption) Note: this was added in response to feedback. If it creates more problems than it solves we are not apposed to removing it in response to feedback.
* quicksaves (if you use them) are now different from auto saves and you can use them to return your save to the state of your most recent manual snapshot. Warning: this will override any progress in your (usually more recent) auto save.
* **NEW:** added a new screen to handle choosing which save you would like to load. This screen is not complete in terms of final functionality
* fixed a bug in the battle testing arena where clicking on the invisible research icon would crash the game
* slightly increased vertical padding of buttons in the keybind screen
* fixed a bug where the repair gun would often choose to attempt repairing invalid tiles causing the repair process to take far too long
* buffed repair guns again. increased both base repair rate and scaling with loot quality.
* cleaned up and optimized a minor data structure that gets used a lot by every ship (removed some deprecated code and data structures)
* **NEW:** added a mini-map to the ship interior view which shows the layout of your ship, damage, and crew locations in real time
 0.3.3.20
domesticated elf
 0.3.3.19
domesticated elf
* updated all of the SFX for rail gun type weapons
 0.3.3.18
domesticated elf
* tweaked values for oxygen storage on armor so that it can be actually useful and no longer drops with less than 2 seconds of air storage at most
* added a visual indication of oxygen storage in your armor suit’s reserves so you can tell when your armor is doing its job
 0.3.3.17
domesticated elf
* fixed a bug where rendering would sometimes experience an id overflow and not draw ships in the correct order
* added new sprites for junk items
* added new sprites for data cores
* added new crew artwork for armor
* added some logic that should prevent crew team members from shooting at ships the player is in
* you can no longer crash the game by dragging the window
* interior rendering optimized to use less vram
* fixed a bug where the ingame menu was polling for input when the game wasn’t focused
* fixed a bug where dialogues could be clicked when the game window wasn’t focused
* fixed a bug with quicksave where items were dissapearing
* when the player dies, their team now dies as well so that a new team can be formed and nobody needs to fight their own crew for control of a ship. Isn’t it nice we can all be such good friends?
* you can now unlock variant ship designs if you have already unlocked the hull for that ship. A design named “unlockedVariant” will be added automatically when you do
* fixed a bug where mining tiles inside a station could cause a random crash
* upgraded reloading animation artwork
 0.3.3.16
Domesticated Elf
* fixed a memory leak in the new interior rendering screen that was leading to random crashing
* completely new shader for interior rendering of shield tiles
* improved existing music tracks with added duration and awesomeness
* some new icon artwork that may or may not be implemented yet