

Update 0.8.2.4
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**Update 0.8.2.4**
A few fixes and some new music for you to enjoy, the new tracks will also be added to the soundtrack DLC. In the meantime we are hard at work for the upcoming beta which will involve Empire functionality. We're quite excited to show more soon. Thank you all for your feedback and keep it up. 🙂
**Added/Changed**
- When selling items, the inventory the item belongs to will be checked first for removing it. Before it looked in armory before cargo, making it look like you could keep selling the same item
- New music added: Magnetic (by Firefly)
- New music added: Stardust (by Firefly)
- New music added: Dreaming (by Firefly)
**Fixes**
- Jumpgate passes can now unlock jumpgate lines from both sides of the jump
- Skills are properly set inactive when the skill is deactivated
- Fixed rarity upgrade of items in the workshop giving power substats too much extra power
- Fixed Core miners not releasing their correct slot on an asteroid in some situations
- Cancelling recipes in the forge will return the ingredients to their proper category instead of always to the materials
- Fix for ships of forbidden factions showing up for the normal ones
- Fix for carrier trying to move to tractor an item already tractored by a fighter, causing the whole formation to move without the tractorable getting closer to the fighter
- When a crewpod is unknown to contain friend or foe it will no longer be tractored if both brig and crew are already full
- Fixed drone abilities also triggering for fighters in some cases (why are they blue!)
- Fix for repair speed variations based on order of equipping modules
- Fix for Salvage Grinder turret not properly working after manual deactive, save and then reactivate
Public Test Branch, how to access
Some of you might have seen it in the Beta Patches, the Devs run 2 instances of the game.
There's the live version, and then we have the "Beta" Public Test Branch. IF you want to join the test branch, go in Steam -> right-click Vanguard Galaxy -> Properties... -> Game Version & Betas.
Here you can choose either Branch. Be warned. If either of the 2 Branches is more advanced in version, you can't go back with your Saves! Either back up your save files in Windows: C:\Users\[username]\AppData\LocalLow\Bat Roost Games\VanguardGalaxy\ (or whatever location you chose)
Linux: /home/[username]/.steam/steam/steamapps/compatdata/3471800/pfx/drive_c/users/steamuser/AppData/LocalLow/Bat Roost Games/VanguardGalaxy/Saves/ In my case NobaraOS (Fedora)
Update 0.8.2.2
**Update 0.8.2.2**
A few fixes for issues that have popped up since the last release. Thank you all for enjoying the game and let us know if you find more issues.
**Added/Changed**
- The tooltips / size coloring for inventory items will not compare itself to the selected personal hangar ship before checking to compare with the currently equipped ship
**Fixes**
- Fix for Hull upgrades being ignored if they don't fit in your cargo, it will be added to armory if the whole batch does not fit in the cargo of the ship
- Added a Retry button to story missions that have a failed state, so the player can recreate the mission when ready
- Fixed issue where loot would be ignored if bounced by a player ship, but would still fit in another ships cargo. Currently relevant for fighters and carrier combinations
- Fixed integrity issue for installations that need to be boarded for missions, they wont block the player from entering anymore
- Fixed jumpgate unlock issue when clicking on the gate while it is still unlocked
- Fixed issue where jumpgate passes were not present in local shops for pocket systems (graveyard, motherlode and such) in some cases
- Fixed Warzone pocket systems spawning combat zones after all reinforcements were depleted
- Fixed Warzone enemy stations not becoming hostile to player
- Fixed fighters undocking even though the player recently gave a dock order, will reset when docking at a spacestation
- Fix for fighters being left over after their carrier died, especially weird if they belong to a mercenary helping the player, which means they are now player ships
- Fixed the application not setting its compatibility flags for transparent mode properly on start if other flags were set too
Update 0.8.2*
**Update 0.8.2**
Last few fixes and we're live!
**Added/Changed**
- Hangar Bay ships no longer are boardable
- Updated the Supporter Callsigns
**Fixes**
- Added translation for one of the new aspects
- Fixed new aspects not fitting to drone/hangar bay
- Fixed enemy carrier fighter kills causing rep loss
- Fixed signal trap bosses resetting HP after reload
- Fixed fighters sometimes getting incorrect targets
- Fixed drones sometimes being left behind when travelling
- Fix for Support Miner missions when the NPC dies, ores will now transfer ownership properly
- Fix for mission failed conditions causing ECHO to get stuck in a mining POI
- Pressing f for favourite and having the searchfield selected will now prevent appending the searchterm if hovering over an item in the inventory
- More memory cleanup
- Fixed some translations
Beta Update 0.8.1.27
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**Beta Update 0.8.1.27**
The last little update before we go live and close out this beta test. Thanks to all of you for your continued efforts to improve Vanguard Galaxy. 🙂
**Added/Changed**
- Added a progress bar and info to the loading screen
- Changed 2 of the pocket bosses to fly Battlecruisers in stead of Destroyers + Added new pocket boss which you can obtain through killing other pocket bosses
- Changed the visuals of the inventory filter buttons slightly
- Further tweaks to asteroid visual generation
**Fixes**
- Another potential memory leak fix, especially for POIs where the player is present for a longer period of time and where ships get battle damage
- Fix for error on loading of some savegames
- Fixed ships in hangar bay not being able to target containers
- Fixed wrong amount of hull upgrade kits being shown in comparison to actual salvaged amount
- Fixed unloading to carrier sometimes going over the capacity
- Fixed issue with loot after installation collapse, it was showing more then was actually recovered, plus some loot was discarded if it didnt fit in the cargo inventory
- Fixed warning icon not always showing for events that can be triggered during installation run
- Improved Jumpgate travel to reduce potential blocking by NPC's
- Fixed pilots still being selected for installations when ECHO is doing her thing
Beta Update 0.8.1.25
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**Beta Update 0.8.1.25**
A whole bunch of fixes and some rebalancing for the boarding minigame. Let us know what you think, as always 🙂
**Added/Changed**
- New Ship: Bogatyr-Class Size 6 Battlecruiser (RedStar Forge)
- Added a close button to the Hull Upgrades window
- Changed the value of captured ships to be slightly higher when sold
- Ship purchased in a Shipyard will not be removed from the selection, so you buy as many as you like
- Directional Wormhole will have a distinct color
- Fighter docking has been cleaned up a bit so it looks better
- Fighters will pick up 'fleet' generated loot in the same way that other ships will, after a certain grace period all same faction ships can pick up loot that belongs to them, not just the ship that generated the loot
- Changed the Armor repair aspect (Nanites) to keep working for fighters when docked
- Fighters will keep trying to unload their cargo if docked and the carrier's cargo is full
- Improved calculation for carrier with fighters for deciding ECHO's activity
- Added option to barricade a compartment to the boarding minigame, giving the occupants a defensive bonus
- Slider for count of units to send into compartments is back, scroll while relevant hotkey is down helps changing it quickly
- Autopilot boarding will not send pilots towards the boardable ship
- Whilst boarding the game will now remember your crew selection (pilots are excluded by default), ammo and stealth choices
- Grenades in the boardable minigame have been changed to an active action, deals damage to units in a compartment and adds a dazed periode in which they have reduced firepower. It also deals a set percentage of integrity damage on use.
- Reduced operations log to keep the last 50 instead of 200
- Autosell and auto refine will respect favourite now
**Balance**
- Drones have increased Hull HP
- The support fire mechanic for the boarding minigame has been removed, this was unclear and hard to communicate, plus with the current way of rendering the map it does not make much sense
- Rebalanced the difficulty modifier for harder factions, this is now mainly an HP buff and distribution of more marines
- Having the body armor trade item in your cargo or finding it during the boarding gameplay will give your units 10% damage reduction
- Increased investigation speed after a boardable is fully under players control
- Tweaked resonant booster drop rate to be more in line with other loot, from 5% to 2%
**Fixes**
- Fix for enemies spawning on top of eachother, happened a lot in a certain Darkspacers mission
- Fixed dead drop missions having the same issue as earlier fixed Recover missions
- Wormhole click will properly open the map if needed
- Fixed remaining notification when clicking jumpgate pass in data showing up empty
- Fixed recipe for medium Radiation cannon creating a large one with medium stats
- Type sorting for the ship filter now works as intended
- Turrets disabled during travel no longer influence ship information. Only manual disable does. Manual disable is also persisted across save load now
- Fix for officers passive bonusses not being shown in shipinformation
- Hull- and Ship Type Upgrade Kits will transfer to armory when ECHO is moving cargo or when switching ships
- Fixed milestone unlock counters for fighters / carrier. Kills and such scored by fighter will count for fighter and carrier, missions will count for all fighters and carrier
- Fix for potential crash when manipulating textures of already destroyed objects
- Fixed dead skills Lone Gun and both mixed yield bonus and also applied them to fighters (fleetships)
- Fixed drones autofilling while having the drone loadout UI open with unassigned slots
- Ctrl clicking a fighter in a carrier loadout while in the workshop will open the fighter in the workshop
- Fix for issues with the "Defend the Wormhole" mission where it would not properly spawn units or count kills
- Fix for LocatorBeacon not keeping a bounty or patrol mission location alive when the mission completes
- Fixed Patrol missions where the portals for the next mission would spawn after the first wave
- Fixed Hullupgrade stats not merging, but only one being picked when available for the same stat. For example salvaging and mining yield unlocks
- Carriers will now properly deploy fighters when attacked
- Fixed escort missions potentially getting stuck without any progress happening
Bug report made easy!
Hello everyone. This Thread is dedicated to the pesty Bugs that can plague you sometimes.
If you find something that's not right or, in short, "kaputt", please report it here. If applicable, with some Screenshots.
Beta Update 0.8.1.24
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**Beta Update 0.8.1.24**
We're on the last stretch for wrapping up this beta now, so expect mostly balance and bugfixes after this. And as always, keep the reports and feedback coming.
Also we hope you enjoy the addition that comes with the darkspacers story. 🙂
**Added/Changed**
- Added a warning when trying to travel with a carrier while fighters are underequipped. It will check for reactor, engine, scanner and at least one equipped hardpoint
- Added some Darkspace missions to wrap up this sector
- Added some more descriptions to the Ship Upgrade window in the dry dock
- Changed the milestone unlock requirements for hull upgrades
- Patrol POIs will now persist while the player stays in them after the waves for that POI finished, removed the timeout for choosing to go to the next POI and continue the Patrol. The portals properly persist through save and load now
- Jumpgatepasses and Claims are now data. Jumpgatepasses also work differently, they no longer are jettisoned, the gate scans the ship and unlocks if the jumpgate is present. The jumpgatepass is deleted on successful unlock. All existing jumpgate passes in your inventories should now be in the data tab
- Added some extra filter buttons to the different inventories, they will be improved in usability and visuals later
**Balance**
- Increased Escalation difficulty from tier 4 onwards, and added a player resistance debuff
- Boss Aspects are now able to be added to all combat turrets
**Fixes**
- Fix for salvage missions that require a mission item, this mission type wont spawn new wrecks as the mission item can always be retrieved
- Fixed issue with damage calculation in some rare cases (mostly noticable on new game)
- Fixed missions stuck at having to talk to umbral without a character there to speak to
- Fixed Clean Sweep not triggering on drone or fighter last hit
Ship Comparison Site
Hello, with the help of ✨Ai✨ "we" created a small Ship Comparison site. It automatically gets the Information from the Wiki so new entrys "shouldn't" break it, will see how that works out. You can find it in the Wiki in the Ship List section or:
https://ships.vanguardgalaxy.com/
I dont recommend using it with a Mobile phone unless Desktop View is used.
Beta Update 0.8.1.23
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**Beta Update 0.8.1.23**
Rejoice, the great drone rebalance is here, drones will now have their own damage output rather then an averaged value. Let us know how you experience them after this update.
With this update we also introduce Escalation, increase the difficulty of the game for better rewards, how high can you go?
**Added/Changed**
- New Ship: Aquila-Class Size 6 Battlecruiser (Stellar Industries)
- New Ship: Aquila Nidus-Class Size 6 Battlecruiser (Stellar Industries)
- Introduced a test arena option in the main menu, only visible with console enabled. Will allow testing of various loadouts and tracking of damage dealt within a set time for two lanes. Useful for testing the balance between different configurations and types of ships. At the moment this is still very experimental, it will be improved over time to be easier to use and give more consistent results. Its currently not always giving very reliable results.
- Removed the UI refresh when ships finish repairing as it doesnt serve a purpose anymore other then annoying the player
- Escalation mechanic. Added a combat focused mechanic where the player can increase the difficulty of the game, in exchange for some better missions credits/xp and hull upgrade kits drops from combat. (You can find the option in the Side panel, under Captain -> General tab)
- Missions that require counts (kills, ore or scrap) now keep respawning targets if the mission criteria can no longer be met by the currently present units, asteroids or salvage
- Added capture ship and board missions to the Corsair Syndicate mission roster
- Added a crew button border color in ship overview
- Added drone descriptions
- Added some Conquest related tips for ECHO
- Added a map icon for Signal Traps POI's
**Balance**
- Drone balancing, drones now get individual power rather than the average power distributed for each power stat.
- The drone rebalance uncovered another old mechanic that averaged power stats over all turrets (relative to size), this is now changed to only include substats. Main power stat for turrets is used by that turret only. So harder hitting turrets actually hit harder themselves.
- Fighters will no longer lose crew
- Clear mining and salvage field have a bigger chance to spawn larger ships on higher levels
- Slightly increased difficulty on boarding ships for factions which were easier (Mindus, Steel Vutures, Stellar, Luminate, Kolyatov)
**Fixes**
- Fixed active abilities not properly resetting when an officer levels up
- Potential fix for fighters staying idle sometimes
- Fixed ShipFilter showing up below Personal Hangar elements
- Fix for upgrade costs for workshop not properly loaded from save data
- Side and Rotational thrust are now proper main substats, so they dont qualify for rerollable stats
- Fix for credits and vanguard marks overflow in some situations
- Fix for issue where fighters could be assigned to carrier, but not show up in the carrier's hangar list
- Fixed hard crash of the game that can happen during ECHO's autosell process during longer sessions
- Fix for resonant boosters bonus stat not being shown in the ship information panel, their activation also does not need a ship reset
Beta Update 0.8.1.21
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**Beta Update 0.8.1.21**
**Added/Changed**
- Added ability to view hull upgrades when not in dry dock (personal hangar and sidepanel)
- Favourite now works properly on stacks
- Information panel shows more stats and more accurate calculations
- Signals for the same boss can stack
- Ships will be a bit smarter in engaging targets in range rather then chasing one that damaged them first
**Fixes**
- A few memory cleanup improvements
- Fix for boardable sometimes dissappearing after a failed boarding attempt, causing the mission to not succeed or fail
- Fixed Stella's special skill
- Fix for opening the shipyard when the UI is stacked
- Fix for stats properly calulcating at the moment that officer levels up or is assigned
- Another pass to fix jumpgate passes
- Fixed close button showing up in filter list when in hangarloadout screen, added close button to that screen itself instead
Beta Update 0.8.1.20
**Beta Update 0.8.1.20**
A bunch of fixes and more storie for you all to enjoy
**Added/Changed**
- Fighters gain refit XP, carriers gain the same amount if their fighters gain XP
- Ctrl + click for fighters in the hangar view opens the personal hanger and shows the fighter
- Personal hangar as a clear label showing if a spaceship is assigned to a carrier
- The ship filter list will now keep into account if there is screen space available to properly show and shift down if there is not enough space above. Added close button for easier closing of this panel
- Increased availability of different crew types for the personnel centers
- Added aggro for allies of the target when the player boards / attacks a ship that has support in the POI. Transponder won't save the player in this case either. It only prevents rep loss
- Supporter Pack names added
- Added some story missions for the Umbral Reach
**Balance**
- Increased Armory max capacity, we added a 0 somewhere 🙂
- Improved Armor and Shield resonant booster values to bring them closer to the others
- Investigation events triggered after capturing a boardable no longer damage ship integrity, so a captured ship stays captured
**Fixes**
- Fix for error during travel causing the spacestation to sometimes not be there on arrival
- Fighters will no longer dump credits items in the player's ship cargo, they will be consumed right away
- Fixed fighters not properly releasing their target when docking with the carrier
- Fix for fighters not leveling their own resonant boosters, these impact the fighter stats, but required kills and such for unlocking the bonus only were affected by the carrier
- Fighters will now level their own hull upgrade XP
- Fix for upgrading an engine in the workshop causing it to lose the extra stats for side and rotational thrust, making it kinda hard to move afterwards
- Having the same aspect twice in one item now properly stacks
- Fixed the state of some UI elements in the space station that show weird values after opening and closing the map while looking at them
- WeaponsFree ability will only trigger on real combat, not on arriving in any POI
- Potential fix for missions getting stuck on too few kills, causing ECHO to get stuck too
- Fixed Tracked Drifter and other missions that need to drop specific loot to not have their targets become boardables, includes gamepatch to fix current open missions without a target
- Fixed indicator for ally faction on capture pirate base missions
- Added refresh in refinery UI when job completes to update the available resources
- Improved light following beams (tractorbeams, lasers, railguns) to scale better and be more performant
Beta Update 0.8.1.19
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**Beta Update 0.8.1.19**
Big balance change this patch and also a rework on the engines. See balance for details. And of course we are looking forward to hearing your feedback / experiences with these changes.
**Added/Changed**
- New Ship: Redemption-Class Size 6 Battlecruiser (Spirit Design)
- New Ship: Decrodan-Class Size 6 Battlecruiser (Varlis Construct)
- Changed some UI elements in the HUD and hangar overview
- Added Medium Hangar Bay recipe
- Destroyer size and higher now have different side thrusters, better suited for their size
- Added smoke trails to main thrusters
**Balance**
- Big balance change: We removed the existing formula that reduced damage output of extra turrets beyond the first. We felt this current calculation was not clear to the player and also hard to explain why having more turrets reduces damage output. So in order to balance this change we instead increased HP levels of enemies, asteroids and salvage. Early game is still the same, but from level 10 an increase of HP is introduced that will presist all the way to the higher levels. The player receives the same increase in HP, so the intent is that battles will be the same length as they are currently. We of course look forward to your feedback on this change. For those with high level patrol and bounty levels, this could have a big impact on the current performance. Let us know what your experience is for the level of your patrol.
- Engine thrust stat and working reworked. Engines also get a rotational and side thrust stat. This will make carriers fly a lot better, but it might also lead to some crazy fast ships. 🙂 Even sized ships (2,4 and 6) also get a new hull bonus representing them having extra engines and thus a buff of their thrust stats. Let us know what you think.
- Ammo restocks more items per tick based on cargo size
- When escaping a failed boarding attempt crewpods will hold more crew which will reduce the total number of pods to pick up
- Added 1 medium hardpoint to ship: Absolution
**Fixes**
- Fix for unkillable Monsoon and its decals, also caused issues for salvaging wreckage of this ship
- Fix for error causing repair to go crazy in personal hangar
- Fix for selling a spaceship assigned to a carrier, also fixed assignments to carrier when selling carrier itself
- Fix for officer rename not surviving save / load
- Fix for spacestations not appearing, including on escort missions
- Fix for abandoned installations still having ambushes. Only automated defenses can still fire
- Fix for merc not respawning after repairing in some situations
- Fix for some shops refreshing into identical content
- Fix for Battlecruisers / Carriers not playing nice with the fast travel
- Fixed some abilities not working properlty (Battle stations), their effect is now also shown in ship information while active
- Fix for larger mass ships getting easily pushed around by smaller ships
- Fixed Faction skirmish warzones where hostile flags are not properly set on enemies
- Fix for jumpgate passes not always surviving a shop refresh
- Dreadport systems that are still locked without the player having a jumpgate pass will regenerate a new conflict zone for that system
Beta Update 0.8.1.18
<@&1459108601955225673>
**Beta Update 0.8.1.18**
**Fixes**
- Fix for carriers travelling through jumpgates, their mask made them play tricks on themselves
- Fixed ship Monsoon not being able to be bought
- Performance fixes for switching layers in the galaxy map
- Fix for traffic around jumpgates, when jumping or arriving ships should not avoid eachother
- Fix for drones and deployable turrets having the same tractor mechanism as spaceships, causing the dronecarrier to wait before picking up loot
- Fix for ECHO creating missions it cannot do if the activity override does not match the loadout of the ship, it will show a message instead
- Fixed ECHO detected and using fighter loadout properly
Beta Patch 0.8.1.17
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**Beta Update 0.8.1.17**
Size 6 ships have arrived (the first couple, more will follow shortly)! Quite a bigger than Size 5, some of these new ships also introduce Hangar Bays. Launch your own Size 1 ships assigned in the Personal Hangar, using pilot crew members.
**Added/Changed**
- Added the first few size 6 ships, some have Hangar Bays which will fit your own size 1 ships (can be assigned in the Personal Hangar). Pilots are needed to fly these ships out of the bays.
- New Ship: Absolution-Class Size 6 Battlecruiser (Spirit Design)
- New Ship: Monsoon-Class Size 6 Battlecruiser (Akai Armory)
- New Ship: Manglor-Class Size 6 Battlecruiser (Marade Wharf)
- New Ship: Assayer-Class Size 6 Mining Barge (Mindus Holdings)
- New Ship: Loxagar-Class Size 6 Salvaging Barge (Utixon Corp)
- New Ship: Vicerak-Class Size 6 Salvaging Barge (Utixon Corp)
- Esc and space/enter can be used to navigate the yes / no popups
- Added categories to ECHO's log so its easier to understand where credits are going
- Smaller ships will now spawn in higher level shipyards, previously they were excluded after a certain level
- Added list / filter option to personal hangar, shipyard and dry dock
- Improved threat response if player ship is idle and allies (merc, drones, fighters) take fire
- Adjusted tractorbeams for units, they now have a grace period in which to pick up their own loot. If its not picked up within that timeframe other same faction units can pick it up
- Internal rework for shipinformation, since an earlier rework moved stats to data layer, this display didnt need to reinit the player ship. We'll add more stats soon too. Noted here so you guys can check if you can find any inconsistencies there.
**Balance**
- Increased the number of items ECHO can unload for each tick, this number goes up with higher cargo size
- Adjusted the boss spawn for bounty board missions, this was currently limited to max frigate size due to us not paying attention to this little bit of logic
- Adjusted crew complement, larger ships will carry relatively more marines
**Fixes**
- Docking improvement, ships in docking states will no longer block other spaceships
- ECHO checks for max danger level before creation of capture ship missions
- ECHO no longer gets stuck buying fuel when out of credits
- Fix for duplicate names in officers / mercenary lists
- Fix for parameter not properly being set in some log messages
- Fix for Extraction ready showing in invalid situations sometimes
- Fix for ECHO getting stuck in an installation docking position if the location was destroyed before the docking actually completed
- Fixed several aspect effects not working and also not properly showing up in ship information
- Fix for Craft One Maybe Get One Free skill sometimes producing the exact same item
- Fixed issue where finishing a patrol or industry ops mission but leaving after that would lose the player a rank
- Fixed trying to board a ship while already travelling
- Fixed targetting docked ship with tracking bot which would then not travel away properly
Beta Update 0.8.1.16
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**Beta Update 0.8.1.16**
**Added/Changed**
- ECHO will not purchase crew automatically by default (this kinda breaks early game) and ECHO can easily get stuck without credits
- Mining and salvage weapons will hold on to their target position on their targets until a piece breaks off
- Added ECHO stat for crew lost count to make it easier to track how often it happens (does include crew lost due to hull damage and in boarding / installations)
**Balance**
- Boosters have been tweaked a bit to be more balanced across levels. Early game they were relatively strong
- Adjusted max defenders on boardable ships, they cannot go past max capacity anymore
**Fixes**
- Another fix for the shop inventory refresh, part of them were still generating the same content
- ECHO will no longer try to keep purchasing crew when credits are too low
- Fixed a few occurences of echo not being able to move properly due to the avoidance mechanism (docking with mercenary, boardable approach, small weapon range)
- Fixed changing ship at a spacestation that doesnt have a docking pad for that size (mostly switching to medium pad)
- Fixed Plasma beam using Plasma Microcells instead of Plasma Cells
- Fixed Steam not registering the game exiting if done through main menu. Also saving the game when closing the window in windowed mode
- Fixed a few icons (dry dock, aspect)
- Fixed sprite restoration when repaired in the field
- Fixed range buffs not being picked up properly. Also lead to fixing a few other skills: Combat milestone 1, Mining and Salvage milestone 1, Warpath, Weapons Free, Combat Attack Speed 3, Defense Mastery, Sharp eye, Extraction focus
- Fixed defected/bought crew magically ending up in the player's reserve instead of on the ships crew
- Fixed possible int overflow cases in stat calculations
- Fixed popups layering on top of eachother in some cases
- Fix for droneselection not picking up on the extra drone from hullupgrade
- Fixed issue with ECHO's auto detect for loadouts involving drones
- Fixed ECHO looping when boarding is enabled but max danger level is safe
- Fixed Cores for bosses dropping at levels lower then intended
Patch Notes 0.8.1.14
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**Update 0.8.1.14**
**Important**: Dont overwrite your old savegame when saving after this patch, so you have a fallback in case something breaks.
In this update we heavily focussed on some performance and savefile size reduction. The big changes are that shipstats, including temporary effects that influence the stats, are now kep track of in a much leaner way. So this should improve performance in bigger battles and is of course important for what is yet to come 🙂
Also, the savefile size reduction is a big change, this mainly hits shopinventories and the way we store data for NPC's, asteroids and salvageables in the world. The change will be noticable for the first load after saving a game in 0.8.1.14. If you care a lot about your current savefile its a good idea to create a newly named one when saving after this patch. Just in case 🙂 We tested a lot already, but there might still be some issues we missed. Please let us know if you run into anything strange.
**Added/Changed**
- Improved prediction of installation and boarding difficulty, ECHO also uses this for which activities to persue
- Bulkheads, hull beams en computing units no longer show up in the refinery
- Added reason why an operation failed/ended to the operation log
- Reworked Support miner mission a little bit, player will now always get any ore that was mined but not fitting the mission. Ore owner of any remaining ore is the original miner when the mission is completed
- Changed data drop chance in certain comparments (boarding mini-game)
- Added timeline/lore entries to some of the found data items (Historical Records)
- Big refactor of how stats, buffs and debuffs are tracked and calculated. This should improve performance in POI's with more units
- Big refactor for reducing the size of savegames. Biggest changes: shops, spacestation parts, NPC's, asteroids and salvage are all seed based and more lazily loaded. Statics in each system (sun variables, planets) are now also seed based and regenerated rather then stored. This should dramatically improve loading speed (noticable on second load). What was not touched: player and ship inventories, player ships, trade info, story missions.
- Corropult uses new ammo type: NUC-3 Round
- In preparation for the carrier/battlecruisers the Pilot crew member has been added (no functionality as of yet)
- Spaceships will try to hit eachother less, slighly..
**Balance**
- Increased potential enemy count on higher level missions
- Morale in installations and boarding will decline if player losses get too high relative to the chance to win. ECHO should use this to bug out a bit earlier too rather then throwing all crewmembers into the meatgrinder
**Fixes**
- Fixed weird smoke offsets that sometimes happen on debris
- Fixed recipes for Small Plasma Lance and Medium Laser Repeater
- Aspect Shield X can be slotted to small and medium shields as well
- Fixed Warpath triggered ability icon
- Fixed incorrect drag and drop behaviour (Vanguard Marks/Blueprints)
- Fixed support miner doing a weird lap around the POI
- Fixed player ship staying stationary
- Locator beacon cannot be dropped in Industry Ops mission location
- Ships will properly chase lootitems if they have no other active target
- Fixed blueprints/fragments dropping in cargo when doing dungeons, will go in data now
- Fixed salvage/mining drones also dropping hull upgrade materials
- Fixed the milestone for Mining 10 not producing 3x the ore for core ores
- Fix for reentering the same installation again after a failed run or manual extraction
- Fixed some translations
- A few fixes for ECHO getting stuck in dungeons
- Improved behaviour for salvagegrinder turrets
- Fixed rep loss in dead drop missions
- Some improvements to the very first prologue missions to make sure the player cannot get stuck there by being too agressive on lootcontainers early on 🙂
Beta Update 0.8.1.13
**Beta Update 0.8.1.13**
**Added/Changed**
- Added pickuphint to Signal in the dark mission
**Fixes**
- Fixed some turrets not showing their EMP value in the tooltip
- Fixed wrong output for the large Laser Repeater recipe
- Some other fixes to beam turrets
- Fixed armorbreaker aspect not being translated correctly
- Fixed aspect Space Horse not fitting on a module ( Can be fitted on Engine modules)
- Fixed Signal Fragments being different levels
- Fixed aspect icon
- Fixed Structural Grinder no longer functioning
- Fix for ECHO getting stuck on dungeon without docking option
- Further movement in boarding/installations improvements / fixes
- Boardables no longer block projectiles
- Fixed reputation loss being correct when boarding ships
- Fixed display of boss HP hud to only show when the player is in the boss POI
- Fixed units regenerating HP while in boardable state