1.0 Launch

The **1.0 Launch** (**v1.0.33479**) was a major update to *Everspace 2* that marked the end of the early access period.

Releasing on April 6 (just over 2 years after the first Early Access build), it brought about a huge overhaul to several systems, UIs, and mechanics alongside adding the final star system (Khione) and story arc.

## Developer Notes

*Time to celebrate! After a bit more than two years in Early Access we've finally released version 1.0! Changes include the conclusion to the main storyline as well as a new star system, lots of new ship customization options, achievements, and much much more.*

The full developer post can be read at the corresponding Kickstarter update.

## Patchnotes

### Features

* Added new main missions (completing the storyline)
* Added new star system: Khione
* Added new ship customization options (ship modules, engine trails, window tint)
* Added level 30 perks
* Added achievements
* Added codex
* Added markers that can be placed in locations to tag points of interest
* Added Tier-IV player ships
* Added backer rewards: Legendary items (full list)
* Added backer rewards: Stranded Pilots
* Added backer rewards: Special backer-compiled ships with unique names are now occasionally offered at ship dealers
* Added backer rewards: NPC names chosen by backers (used in "Hitman" jobs)
* Added new enemy type: Outlaw Teleport Drone
* Replaced all remaining Text-To-Speech audio with proper English voice recordings
* Added German voice recordings
* Added Color Vision Deficiency modes
* Made keybinding screen navigable with controllers and updated look
* Added a few more stats to the data/player stats screen
* Added option to configure auto-aim strength for mouse+keyboard (previously only available for gamepad/joystick)
* Added better commodity availability, new price ranges, stack sizes, and price information for improved trading opportunities
* Added a feature to acquire jobs occasionally on the map
* Re-enabled collisions and atmospheric drag in supralight
* "Nightmare" difficulty is now unlocked after having completed the storyline
* Added force feedback effects (vibration) for controllers
* Manual save games can now receive a custom name
* Added loot drop at the end of a faction battle event
* Added more situational dialogues
* Added more variations to NPC pilots' background chatter
* UI: Added animations and transitions to in-game, main, and pause menu
* UI: Added difficulty selection menu when starting a new game
* UI: Added savegame info widget to load and save screen
* UI: Added gamepad controls scheme selection when starting a new game with gamepad
* UI: Added new screenshots gallery for every "The Story So Far" plot point entry
* UI: Added start screen before the main menu
* UI: Added team credits to the main menu
* UI: Added "Mark all as read" feature to data tab and codex subcategories
* UI: Added "Mark all as seen" feature to crafting tab affecting crafting resources and blueprints
* UI: Added gamepad controls overview action to pause menu when opened with gamepad

### Tweaks

* Replaced or refined all in-game sequences
* Tweaked some main and side mission base levels and XP rewards
* Levels of NPCs in random supralight encounters are now determined by the average location level of the system region in which they appear
* The game will no longer offer jobs with a difficulty higher than the highest current location level of the respective system
* Random encounters except for shooting challenge now won't grant XP anymore (depending on type renown and/or credits are given)
* Time-sensitive events and puzzles are now made easier on lower difficulties
* Sort missions in missions screen depending on the time of activation or completion
* The Black Market Dealer now sells Signal Decoders
* Tweaked mesh, cockpit window, and trail colors of elite and normal G&B fighters to distinguish them further
* Hardened ore patches, plasma harvesters, and location challenges will now count toward the location progression
* Improved plasma harvesters' visibility and interaction
* Time is now slowed down when selecting equipment via gamepad or when a key is assigned (can be turned off in options)
* "Play It Safe" perk will now only trigger with warfare devices
* "Relentless" perk is now based on the number of installed support devices
* Register resource for map info the moment it is registered by the ship's sensor, not only when mining it
* Improved Flak radial damage hit registration
* Slightly reduced number of enemies during "Scavenger Baiting" random encounter
* Increased amount of attackers at Nephtys Plains during "Spares & Scrap"
* Enemies in Ancient Rifts now show an "ancient-possessed" graphical effect
* Balancing: Increased Flak energy consumption and slightly decreased fire rate to compensate for improved efficiency
* Balancing: Reduced Vindicator drone base damage
* Balancing: Reduced Homing Missile fire rate
* Balancing: Slightly reduced Gunship (ES2) Coil Gun Turret base damage
* Balancing: Ancient Rift stage mutators are now stacking
* Balancing: Reduced Annihilator Virus explosion delay and increased its infection rate
* Markers are now added to the last two remaining targets of a "destroy base" task
* Prevent stacking of consumable effects by applying a cooldown after use of at least 3 seconds or the consumable's effect duration
* Redeemer turrets are now immune to EMP
* Photo Mode camera can no longer clip through geometry
* Added pilot model for third-person view
* Added optional task to tutorial mission to use the cruise drive
* Lots of performance improvements
* Axis dead zones and sensitivities are now working on "logical action axes" instead of physical ones (different settings can, for example, now be used for the right stick for "Pitch" and "Camera Pitch")
* Let AI ignore player during jump gate activation and also grant invincibility
* Spawn some Elite Squad ships instead of regular G&B ships during "Into The Forest" side mission, as they are mentioned in dialogue
* Show consumables in HUD with low opacity when they are disabled (just like for devices)
* Removed "work in progress" and "early access" banners
* UI: Optimized ship customization navigation, including animations and sfx
* UI: Customization tab - Changed style selection to better communicate custom editable styles
* UI: Customization tab - Locked decal color selection as long as no decal was selected
* UI: Added mainframe expansion invest info glow animation
* UI: Removed modify action for legendary items since they can't be modified anyway
* UI: Added, tweaked, and fixed numerous menu sound effects
* UI: Added currently selected difficulty to pause menu and game over screen
* UI: Added new indication marker logic for shop tab to better highlight mission-relevant items during campaign
* UI: Improved widescreen support for many in-game menu tabs and sub-screens
* UI: Re-enabling "new" indicator animations
* UI: Removed crafting inventory from modal crafting widget
* UI: Enabled multi-item select for loot container screen
* UI: Implicitly turn on companion perk tracking after upgrade in case it was turned off
* UI: Added "new" indicators for reward items (job and renown) that were just claimed
* UI: Added feature to get back from a data subpage by clicking on the data tab again while it's opened (instead of pressing back)
* UI: Removed "shine" icon animation from already unlocked device items
* UI: "Remove level restriction" option is now pre-selected for restricted items when opening the modal modify widget
* UI: "Buy and equip" of level-restricted items won't show an options dialog first but an error banner right away
* UI: Optimized button hold durations in in-game menu and consistently block input while held
* UI: Changed some default key bindings of in-game menu actions to be consistent across all menu screens
* UI: Gamepad - Increased dead zone for right analog stick to avoid unintentional scrolling
* UI: Fading background music when loading a savegame or going back to main menu

### Bugfixes

* Fixed that turrets of revived enemies would still attack the player
* Restrict opening of in-game menu while being pulled into a rift
* Fixed a problem in which temporary "Lost Cargo" job locations could show up in space again as invalid locations shortly after having left them after task completion
* Fixed that Destabilizer, EMP, and Web Missile durations were not reduced when fired automatically by special weapon attribute on critical primary weapon hits
* Fixed cases in which during an "Item Retrieval" or "Destroy Base" job a HIVE line could play even though HIVE wasn't unlocked
* Fixed "Shadow Strike"/"Pango's Pride" cloaking conflict
* Fixed Retaliator Bomber front shield not getting disabled by EMP
* Fixed that damage modifiers were twice as effective on instant-hit weapons
* Fixed Vindicator Re-Animator special not scaling correctly
* Fixed Vindicator Re-Animator buff not persisting after docking at a station
* Fixed mines launched by weapons persisting after re-loading or re-entering locations
* Fixed that Clerical Corvette was invisible when loading a save that was created when docked there
* Fixed Bloodstar Raid Booster not being dropped by Bloodstar units
* Fixed that changing the difficulty in rifts affected hitpoints of already spawned enemies
* Fixed Redeemer bosses in high-risk areas dropping too few items
* Fixed side missions not correctly leveling up with locations
* Fixed multiple issues related to in-game sequences
* Fixed Quantum Tether indirect damage triggering critical hits
* Fixed that Fusion Hook could not be used when no primary weapon was installed
* Fixed Interceptor "Crit chance on energy orb collect" passive not triggering under certain conditions
* Fixed "Omni Manus" legendary attacking targets behind obstacles
* Fixed async-firing weapons sometimes omitting a fire sound
* Fixed Outlaw Damage Boosters applying too many damage buffs that would not get removed after the booster was destroyed
* Fixed proximity mines launched from weapons restoring in a broken state after leaving and re-entering locations
* Fixed EMP not disabling front shields of Zurilia Bombers
* Fixed that there was auto-aiming on a "center point" of a jellyfish swarm
* Fixed some camera issues that could occur when switching between ship dealer and hangar screen on stations
* Fixed that inertia dampeners could be turned off/on remotely steered drones which made ramen drones easy to steer
* Fixed that during "The Emissary" the emissary's Corvette was invisible when loading a save that was made while docked
* Fixed that "lock target" tutorial could remain onscreen indefinitely if enemies in tutorial were killed too fast
* Fixed that damage bars were sometimes longer than max hitpoints bars
* Fixed that when encountering Coalition units while having accepted but not finished the "Becoming Invisible" side mission they were friendly, and their HUD markers were hidden
* Fixed that for neutral low-level "harmless" enemies that turn hostile a wrong "harmless" marker (a square) was shown
* Fixed that shield bar in cockpit was sheared after a shield break
* Fixed wrong opacity of health bars of damaged enemies that are neither hovered nor targeted and less than 2km away
* Fixed that Kato Palace was showing "jobs" indicator at HUD marker and map info widget even before job board was unlocked there
* Fixed that location entry dialogues for unknown signals would repeat for manual saves made at the location after task was finished
* Fixed that it was possible to save during some still active tasks at random encounter locations
* Fixed that one of the locations in which The Flying Dutchess could be called was missing the shop indicator on the map
* Fixed that button labels for "Left Ctrl" and "Pg Up" where overlapping button
* Fixed that "input smoothing" setting in menu had "percentage bars" shown, although it is an on/off toggle
* Fixed axis inversion problems when using the right stick with left-handed gamepad schemes
* Fixed that menu was invisible when having opened pause menu on top of in-game menu and adjusting gamma, and quickly closing the pause menu
* Fixed a problem when trying to bind Gamepad Left/Right Trigger to menu actions that are internally defined as axes with two actions for positive and negative scale
* Fixed a few typos
* Fixed a few cases in which dialogue text did not match recordings
* Fixed some audio issues related to the ship's engine SFX
* Fixed enemy-mounted turrets not receiving damage buff from lunacy in Ancient Rifts
* Fixed focus loss with gamepad when opening a loot container right after another has been closed
* Fixed missing ship dealer offer refresh in case there are multiple in one single location
* Fixed that the autonomous cargo perk did not work in some cases right after upgrading Tareen's storage extension perk
* Fixed explicit reset of all active device cooldowns after docking
* UI: Fixed numerous overlapping text issues when using languages other than English
* UI: Fixed multiple alignment issues and inconsistencies across all screens
* UI: Fixed that the in-game menu could become invisible or transparent in some cases
* UI: Fixed that the location info widget could flicker or resize in an ugly way right after hovering a location in the map screen
* UI: Fixed that photo mode button was shown in pause menu during supralight even though the feature is not available there
* UI: Fixed a bug where perk actions like "invest" could be opened repeatedly even from other tabs
* UI: Fixed that scrolling with mouse sometimes wasn't working properly in data sub-tabs
* UI: Fixed a bug that crafting a lot of items through the inventory tab could lead to memory issues
* UI: Fixed that perks could be shown as completable even though resources were still missing
* UI: Fixed that the player perk unlock banner did not open the player perks panel but companions instead
* UI: Fixed a bug that prevented players from claiming job rewards even though there was enough cargo space available
* UI: Fixed that restricted items could not be properly marked in expand cargo view due to accidentally showing "equip" action
* UI: Fixed a bug where a broken compare info widget could be triggered for devices in some cases
* UI: Fixed that the discard confirmation modal widget in the options menu was triggered twice and led to wrong destination after confirm
* UI: Fixed that the "craft missing components" action was shown for locked blueprints as well
* UI: Fixed that affordability of items within shop tab wasn't updated in some cases
* UI: Fixed that setting waypoints to under-leveled HRAs was possible using double mouse click
* UI: Fixed that the game over screen was interactable even before it became fully visible
* UI: Fixed that some items restock costs could be negative in some cases, which led to unavailability of the whole restock functionality
* UI: Fixed multiple issues and inconsistencies of the action buttons within the tutorial box
* UI: Fixed confusing UI states in case a blueprint was found and shown before crafting was even unlocked
* UI: Fixed some visual hiccups of the item info widget right after selecting a new item slot in some cases
* UI: Fixed a bug regarding the "equip" action that was accidentally shown for unqualified items in ship cargo
* UI: Fixed that the location info widget wasn't properly updated when reopening the map in some cases
* UI: Fixed that the scrolling indication handle of a scrollbar could be shown as distorted
* UI: Fixed some issues regarding display of already-known resources in the crafting inventory

**Updates**