Post by Justin on Dec 8, 2013 16:49:53 GMT -5
Version 1.1b - February 17th 2014
• Some debugging functions were left in, which if activated while playing might have caused errors.
Version 1.1a - February 16th 2014
• A small change to ensure you are not bombarded by events during the tutorial.
Version 1.1 - February 15th 2014
Bug Fixes - 11
• Critical - Ship upgrades were not saving correctly due to an error in the save code
• Critical – Due to a ‘more than’ ‘less than’ sign error, the threat detection range of AI ships hostile to you was borked and they would not attack the player. <><><><>
• You were unable to jettison ‘Isonium’ from cargo
• You could not select a target from tactical view once zoomed out fully – related to scaling and collision detection
• Audio Warnings were occurring relative to friendly or neutral vessels
• Sending distress calls was borked – allies would never respond even though they indicated they were en route
• When an alien race terminated communications the departing message was not seen because the chat history was being cleared immediately
• A second thrust image was being draw for the frigate which only has one engine exhaust
• Jettison all option now inputs the total quantity of the item you are jettisoning into the amount field
• Various fixes to ship descriptions
• You could send a counter offer during trade even if you did not input an offer in the offer field, leading the AI to accept your offer of 0 credits.
• The jump drive acquisition was borked.
User Experience - 6
• Your crew will inform you if you try to activate a mining or gas beam beyond the required distance and also if you don’t have an active target to mine.
• Adjusted the wall of text which greets the player at the beginning, it is now a fence of text
• Revamped the in game play tips/guide to be in line with the changes made in this version and to be more instructive
• Added a tutorial which will commence immediately on undocking for the first time from the starting space station. This tutorial can also be commenced by opening the in game tips window and selecting restart tutorial. It can be done anywhere any time. The tutorial includes instruction and walk-through on: space flight, combat, mining, targeting, communications and several other game systems
• Adjusted some tool tips and tweaked some placement of interface windows
• You can mouse over the fuel icon in the VDU and see how much fuel is remaining (in digits)
Gameplay - 5
• The battle jumper device now works more smoothly and draws energy per jump, not constantly
• Added overload engines ability – increased turn rate/speed boost while activated – heavy drain on ship’s capacitor
• Added overload shields ability – increased shield mitigation to incoming damage – heavy drain on ship’s capacitor
• Adjusted cluster torpedoes to be more useful
• Added emergency jump ability – use ful in emergencies, when activated in a few seconds your ship will jump to a random distance thousands of units of distance from your previous location – this damages your engines slightly and has a cool down
Game Design Changes
There has been a major change to the way special weapons/abilities are acquired. Instead of random alien technology scattered far throughout the galaxy which no one might find and therefore never use (even though clues to their location was included in alien comms). These abilities these devices granted are now linked to the experience of the crew.
Your crew as it is now are assigned to various stations (this is unchanged). They earn experience in the station they are assigned to as you engage in combat, exploration or sell resources (again unchanged). Now as they increase in skill points, the abilities which were linked to the devices are unlocked. These abilities are not final and are heavily skewed to tactical since most of the devices were either defensive or offensive in nature.
Crew Abilities
o Navigation –
o At 25 experience points or more he gains the ability to manipulate the ships standard engines to create a temporary jump field (emergency jump) this jumps you only a short distance and damages your engines since this was not the intended function of those engines to begin with
o At 50 experience points or more he gains the ability to manipulate the ship’s shields to form a cloaking field around the ship rendering the ship undetectable to targeting sensors of hostile vessels.
o Tactical –
o At 25 experience points he gains the ability to enable proximity detonations on your torpedo projectiles.
o At 50 experience points he gains two abilities 1) point defense and 2) flak cannons
o At 75 experience points he gains the ability to fire cluster torpedoes
o At 100 experience he gains the ability to fire a fustrum torpedo (huge AOE mass damage) weapon and the spear torpedo (passes through anything in its path killing it)
• Engineer –
o At 25 experience he learns how to manipulate the defense systems to overload shields which grants a large increase to shield resistance but drains the ship’s capacitor. At this experience level he also learns how to overload engines to grant a large increase in turn rate/max speed.
o At 50 experience points he learns how to use Nanite robots to repair the ships damage
o At 75 experience points he learns how to use the defense systems to polarize the hull to mitigate damage to the armor plating.
• Operations –
o At 25 experience points he learns the ability to fire a pulse barrier, which detonates all incoming fire and disables enemy ships engines for a time
o At 50 experience points he learns the ability to manipulate the ships engines to form a jump field for a split second which jumps the ship a few hundred meters. Useful for avoiding incoming fire.
o At 75 experience he learns the ability to manipulate the gravitational fields of the hyper engines to put the ship out of phase with the universe. All weapons fire will pass through your ship, but this damages your hull over time while active
o At 100 experience he learns how to invert the shield systems to create a kinetic barrier which is impenetrable to all weapons, however it is a heavy drain on the ship’s capacitor.
• Logistics -
o By default they know how to use the mining beam and gas extraction beam, but they increase in efficiency and yield the more experience points they have.
o At 50 experience points he learns how to use the ship’s mining beam to double as a tractor beam to tractor ships or wreckages.
Content: - 4
• Updated the planet graphics with some new ones
• Added several new effects for the new abilities. An overlay of a shield appears around the ship when overload shields is activated and the thrusters turn red when overload engines is on.
• Some voice over’s which can be disabled
• New music tracks
Version 1.0.7.7 2014-01-14
• Fixed – You could not buy spare parts
• Fixed - The bring it aboard/leave it buttons were being displayed in the scan interface even though you had no artifact detected (on a planet)
• Fixed – The distance to a wreckage you selected was not being updated
• Fixed – An error in one line of the trade code caused the price of only 1 item to be deducted from your account, even if you bought several amounts of that item.
• Fixed – When you finished selling an item, the send offer button was not being relabeled to say ‘begin trade’
• Fixed – Crew pictures were not matching back to your assignments correctly
• Fixed – The previous digits in the amount and item price areas were not removed after a sale
• Fixed – Target brackets from the main screen were visible if the starmap was activated - (thanks vince)
• Fixed – When you destroyed an asteroid you had targeted the target brackets remained on screen - (thanks vince)
• Fixed – When you closed the engineering interface it would reset your zoom level on your ship - (thanks vince)
User Experience:
• The game will remember what level of zoom you were at when switching between tactical and normal view (try not to turn on/off tactical while zooming as the systems are integrated)
• Alert sound can be toggled on/off in settings (default is on)
• Crew will prompt you accordingly when you click hail and do not have a target
• Adjusted the rate that your ships mining beam extracts minerals from planets and asteroids based on feedback
• You can now see what ship board stations your crew is assigned to at a glance in the crew manage interface
• You cannot assign two crew members to the same station, you must first clear the crewman from the assignment by selecting him and clicking on re-assign, then assign him to his new position.
• Added a ship computer kind of voice which can be disabled in options/settings after the game has started
• Adjusted the visible indicator of damage to your ship to activate when below 100 hull strength
• Completed and inserted refined ‘view screen’ interface
Trade Interface Streamlining:
• Items will no longer display floating points such as .0000 etc.
• Clicking on the same item will no longer change the price each time. Price and stock updates are calculated by an algorithm based on the civilian ships moving throughout the sector. The prices will rise and fall and the stocks will do the same
• Added a sell all button to the sell interface, so after negotiating the price with the Alien trader, if you wish to sell all of your stock, click the button and the amount you have in your cargo will be placed in the amount area, then click on send offer and the trade is done.
• There is a ‘cancel trade’ button now, you can reset a trade if you have already started it and begin again. Good for situations where you didn’t have enough money and just want to try something else.
Version 1.0.7.6 - 2013-12-30
• Fixed – If you tried hailing a station, the game would crash, this was due to unused code from a feature that was not planned, but which I was working on, to communicate with stations, it has been disabled for now.
• Fixed – Issue with perusing ships in the shipyard.
Gameplay
• Your crew will now prompt you accordingly if you try to hail a station
• Your crew will prompt you to select a valid ship target to hail, in the event that you try to hail someone but do not have a target selected
• Your crew will prompt you that you are outside docking range of a station, if you try to dock and nothing is happening you will now know why.
• The Phalanx Device is now added to the human nova station for purchase, this is a point defense system for use on frigates and up. Each ship comes with a certain amount of hard points for this system. Example, the Frigate has two, the Heavy Cruiser has 8. The corvette cannot use this device.
• Your home station is now clearly named ‘Nova’ on the tactical map. Additionally you might not have noticed; it does have a different icon than any other station.
Version 1.0.7.5 2013-12-22
• Fixed – scanning a planet or asteroid using the scan button in the scan window caused a severe slowdown
• Optimizations were done to the tactical rendering code
Version 1.0.7.4 – 21/12/2013
• Fixed - removed some debug short cut buttons left in the last build
• Fixed - Sometimes ship equipment might not have updated properly if you acquired another ship after already buying some new components
• Fixed - If you selected auto detect resolution, if the detected resolution was lower than 1400, the game would crash due to a bad setting in the configuration file
• Fixed – When you were zoomed out to the furthest distance, it was difficult to select targets by clicking on them
User Experience:
• Adjusted some incoming communications from alien races
• Various enhancements to the universe system and encountering other races
• Your crew will warn you not to destroy asteroids, if you destroy too many, it will damage your reputation and you will be attacked by once friendly races, since they are a valuable source of resources.
• Decreased frequency of your crew telling you "there is a nearby asteroid"
• Re-arranged the crew management window to be more streamlined and also include a picture of the selected crewman
•Streamlined the view screen interface, you can let me know if you preferred the old one when you see the new one, tinkering with this some more
• Player will receive requests for help from other alien races other than distress calls.
Known issue: The starmap is off scale slightly, it will be fixed to allow you to zoom in/out like tactical.
Version 1.0.7.3
- Removed some debug code
Version 1.07.2 - Upcoming 18-12/2013
Fixed - Sometimes you could not ask any more questions in alien encounters after about one minute.
Fixed - The mineral "terbium" was an error, it has been removed from the game, and planets which had this mineral have another mineral. This planet unfortunately was the first planet you saw in the game - thanks sonic
Fixed - When you restore a saved game while in game, you will no longer have multiple copies of the same item. - thanks sonic
Version 1.07
• Fixed – Combat sounds occurring when they weren’t nearby. Thought I had caught them all, but weirdly enough where I *believed* I had coded the fix, the code wasn’t there. Code gremlins be gone!
• Fixed - You can now engage/disengage warp by using tab only. No need for shift-tab to disengage
User Experience:
• Jump Drive (Nav-Com Interface) this interface will no longer open unless you have acquired & fitted a jump drive. Your crew will prompt you accordingly
• Change – Planets are larger
• Shoot some asteroids, they explode!
• New ‘drop from warp’ sfx and sound effect
• Tweaked the drop from warp, so you don’t over shoot so much, it’ll now reduce speed while hummmmmmmming down.
• When you click a crewman when recruiting crew, his picture and stats will show up immediately without the use of any other buttons
• New point defense image bullet
• Flank guns on capital ships will no longer fire unless weapons are armed
Realistic Mode: When you are at the title screen, if you open settings you can select realistic. Selecting this before you begin the game will set the game to be played in ‘realistic’ mode. This means that you will only be able to save once docked at a space station. It cannot be undone once you have saved that game. To play in normal mode, you would have to begin a different game. Normal mode is the default mode.
Version 1.06 - Upcoming version (already uploaded to Desura)
• Fixed – The trade system was borked again, offering items for free. The nasty little Furins…
• Fixed – The debris image was still being drawn if you turned on tactical or starmap
• Fixed – Due to some new sounds, you could hear the sounds of combat if it occurred at a space station
• Fixed – Ration use was not being saved. Your crew consumes rations, don’t forget to buy them. (they’ll let you know if you get low)
• Fixed – Some crew warnings about fuel/high cargo would only trigger once, they will now repeat over time until you resolve the situation
• Fixed –Marauder ships were not being displayed on the mini-radar.
Added – Civilian Portrait
Changed – 4 Ship Icons for capacitor, heat, speed and fuel levels
Optimizations: Further optimizations were done. This means even better performance if you get into fleet skirmishes, which you will as you progress in the game.
Known Issue: The starmap is not scaled properly, it will be modified to allow you to scale it with the mouse wheel like tactical
Known Issue: You cannot increase power to sensors yet
Version 1.05 Current Desura version, they messed up the patch and it crashes.
• Fixed – The duotronic scanner could be bought for free
• Fixed – You can no longer dock at space stations governed by the Eurians if you have offended someone in their alliance
• Fixed – Location was not displaying correct ( I broke it again )
• Fixed – An issue with the dynamic event system sometimes caused an exception access violation error
• Several more optimizations were done to allow the game to run smoother on low end computers, but this should benefit everyone in fleet skirmishes.
Version 1.04
• Fixed - Some items were missing descriptions in the station inventory
• Fixed - Some parts of the new interface area blocking the star map
• Fixed - Your default equipment was not listed, it is 'standard' issue.
• Fixed - Some issues with equipping certain items
• Fixed - The 'bbrgs' sound was too loud when ships nearby went to warp
• Fixed - When you sell or buy something, the stock updates immediately, instead of having to click the item to see the update to the stock
• Fixed - The status bars for your systems damage on the new vdu interface were going the wrong way (down to up)
• Fixed - The size of the image displaying a wrecked ship was too large.
• Fixed – Due to an incorrectly typed value, you could not see planet icons on tactical from the correct range
• Fixed – After you purchased an item, sometimes when you tried to purchase some other items immediately after it would crash. This was related to a bad carriage return. I was able to reproduce the bug consistently and crash each time, and applied the fix. I now am no longer able to reproduce this bug.
• Fixed – Made planets a little bigger on the radar in the top right, so they can be distinguished as being celestial
• Fixed – The U’Guul warships were not showing on the mini radar. This was due to a spelling error in their id code.
• Fixed – Brave civilians were traversing near U’Guul Stations…
• Made several optimizations to the way collisions are handled and general optimizations to several game systems. This has resulted in a huge improvement to combat when a lot of ships are on screen. Additionally, onboard graphics cards should now be able to handle combat, good for notebook users and low end pc.s
Version 1.0.3
• Fixed - Bug with the mining drone system
• Fixed - Issue with universe simulation, caused the universe not to function as it should.
• Fixed - Race territory label now shows the word “Territory” first
• Fixed – You started with a mining drone, which the G’Lani race sells you. It was removed.
Version 1.0.2
Fixes
• Fixed – You should now no longer be jumped by hostile warships while in the starting area, particularly at the beginning of the game
• Added – Press F-12 to pause/unpause.
• Fixed – Bug with mining planets, caused your cargo to be spammed with the same item multiple times
• Fixed – Jump Drive did not have a description
• Fixed – Removed old code for destroyer class which is no longer in game
• Fixed – Several issues with trade, you could buy things while not having enough money and some things could not be bought. I have fixed a lot of those issues. Note you have to undock at first before anything can be viewed in the trade centre when first starting the game. This was related to some items not having any quantities.
Added
• Added – Mining Drone image
• Added – Replaced the debris place holder image
User Experience
• Adjustment – the mini – radar(top right) is now color coded as such:-
o Red = Hostile Ship or Space Station
o Green = Friendly Ship or Space Station
o Blue = Planet
o Grey = Asteroid
o Orange = Anomaly
• Polished – Universe life system
• Note – Left control cuts power to engines and you drift in the direction you were going in, useful to turn and fire at enemies while still drifting in your direction of travel, like if they are behind you
Version 1.0 - Release
Fixes
• Fixed - A small bug in the new timing system which prevented alien conversations (sorry about this!)
• Fixed - Bug in the save system which was causing read/restore errors (this makes previous saved games incompatible. But all future updates should not void saved games from here on out, terribly sorry)
• Fixed - Sometimes the menu in the game would not come up when you pressed escape after saving because, saving closed it down without resetting its off switch
• Fixed - You could not see your position on the starmap unless you enabled the 'show celestial filter'.
• Fixed - Upgrade issue related to previous save/restore bug mentioned
• Fixed - When you assign a crew member to a station, his current assignment will now immediately updates on the right, instead of you having to click him again to make sure his selection went through.
• Fixed - Crew pictures were not showing when your crew talked to you (introduced in the 0.8 version.)
• Fixed - A number of crashes occurring with users trying to select lower resolutions (see user experience for more notes)
• Fixed - Small mix up between races (probably not encountered by anyone yet)
• Fixed - Due to a typo you could not buy the neutron cannon
• Fixed - heat could exceed the max heat output for your ship.
• Fixed - The capacitor bar was 4 pixels shorter than the rest in the ship VDU
Optimizations:
• This caused me some grief with the 0.8 release. I made several optimizations to timing and other under the hood systems, which boosted performance, but introduced some bugs. I had originally planned to optimize slowly but surely after release. These optimizations will be more so noticeable for persons with lower end computers. As the game didn't have issues on mid-high end pc's. There are still some more to go. Post launch, I will make some further optimizations which will enable users with onboard graphics cards to be able to play. It gets laggy for them during heavy combat.
Content:
• The star map now has all the correct icons to display space stations, planets etc. As you know when you open the star map it is blank and you can enable the filters to show what you want to see. Wormholes cannot be seen until you have discovered them so enabling he filter will not show you any.
• The tactical screen now shows stations according to race. There are three types of stations, U'Guul, a Human Station called "Nova" (your home base), Eurian Stations (whose stations are used by all the other races) and Pirate Stations.
• The asteroid icon has been changed in tactical to be bigger and more easily seen.
• Added - U'Guul Space Station Image
• Added - Icons for all the remaining special weapons + the ship functions in the lower left vdu. 1) tractor beam/salvager 2) mining beam 3) gas extractor 4) distress call. Note: only special weapons you have acquired will show up. As you acquire them their icons will appear, in the ship vdu on the bottom left area where the other function buttons are, or in a transparent window to the right. Note: you can move these windows around all you like, when you mouse over them, they become visible, and you click-hold the top and move them.
• Added - New radar image
• Added - Pirate portrait
User Experience:
• Streamlined the interface, particularly the ship vdu(visual display unit) in the lower left. It is now smaller and has been separated from the system panel display which shows your speed, fuel, heat output, capacitor and mining beam/tractor beam buttons. The interface fits neatly along the bottom now, on any resolution.
• Polished combat: Combat is now a little faster paced, or should feel that way. The firing rate of all guns has been reduced dramatically. You will see the heat gauge rise rapidly as you fire a burst of lasers/projectiles. And fall rapidly as you stop. (hold right mouse button to fire, you don't have to click, although you can click it too)
• When you click interview in the station recruit interface, you now see a picture of the candidate you are recruiting. This system will be expanded post release, to give you options to recruit various special members which show up from time to time. However, your crew is important to your ship, the better their stats are the better your ship will perform in all areas of assignment. So a fully skilled crew can make your ship 25% more powerful. See the manual for more info.
• The save panel now indicates your game was saved by saying "game saved!". To save, select a slot, either previous or one that says saveslotx. Then either rename in it by typing the name in the text box above save or, click on save to save over it once you have selected it and it has been highlighted.
• I have made significant changes to the launcher. This mainly pertains to persons with resolutions below w:1400. The minimum supported resolution is 1024*768. The game runs fine, all the interface should now slot in properly. If you do not see your resolution from the drop down box, click on auto detect settings. A label will appear with what was detected. Click full screen then click launch. This should launch the game at whatever your desktop resolution is.
• You can now rename your crew after they were recruited
Version 0.8 - CURRENT DESURA VERSION
Fixed - Reputations could go beyond their max, and below their minimum.
Fixed - Energy levels for special weapons could go beyond their max/min
Fixed - Flank Guns on capital ships no longer fire at destroyed targets
User Experience:
- The Interstellar Fleet has now installed a red alert sound when a ship hostile to you is detected nearby.
Also the crew will alert you as usual.
- Added an indicator to show you whose territory you are in, if you are not in anyone's territory, it will show as unclaimed space.
- Completed cargo management, you can now delete an entire commodity and its contents from your cargo, or just some of it.
- Pirate ships will now patrol their home port and defend it if you come near ( pirate bases are all over)
- Your crew no longer has clones in the station once you have recruited them. Cloning has been outlawed.
- Press F1 to toggle a control scheme display
version 0.7
Fixed - Pressing the save data button in the scan window caused a crash.
Fixed - If you pressed tab while at warp, the screen would start to shake again. The navigator had too much rum.
Fixed - Mining/Gas extraction sounds would loop even if you left mining range and the beams deactivated
Fixed - Flank guns on capital ships were firing while cloaked
Fixed - Your guns were not showing the same level of transparency when cloaked
Fixed - Flank guns on capital ships did not fire at turrets on stations
Fixed - Engine nullifier used by pirates was not working. Related to recent change in projectile speeds
Fixed - Pirate ships were not sized correctly
Fixed - Some typographicl errors
Fixed - crew stats when viewing them in crew management did not have the logistic stat on a new line
Fixed - Several issues with message tracking/playback of alien comms
Fixed - Your crew had dopplegangers when you died. On restoring a saved game, the ghost of the dead crew remained.
The ghost busters were called and the dead crew are now gone when you restore a saved game.
Fixed - Pressing backsapce restarted the game, this was old debug code and is now removed.
Fixed - Enter was an old debugging pause button, it has been removed as a pause button. A new one will be added.
Fixed - Civilian couriers were flying to/from pirate stations, this will not be tolerated. They were disciplined.
Fixed - You can no longer cloak by pressing C. Since this was an old keyboard shortcut.
Fixed - Sensor damage indicator in the engineering screen was going the wrong way.
Fixed - When you took damage to weapons it had the opposite effect, it gave you super guns instead of super bad guns. The enemy was firing love bullets apparently, which helped you instead of damaged you. They have been warned not to do so. Otherwise, what's the point?
Fixed - Several warnings for near full cargo space, and damage warnings from your crew which weren't working. Your crew demanded more money so I paid them more.
Fixed - A timing error with allies responding to distress calls. They were so eager to help they were showing up 10 seconds before they said they would. Their enthusiasm has been noted by the Interstellar Fleet admiralty.
Changes:
- Made changes to save system to make future updates compatible with your saved games. However - this makes saved games previous to this version incompatible.
- You now cannot hail the same ship you have just hailed immediately after the chat finishes
Interface:
- Made the final adjustments to the lower left window (VDU). Some buttons are still place holders, but are being replaced. Some of those buttons will not be there at the start of the game as they appear when you acquire special devices, such as cloak, nanite armor repair and ablative armor.
- Overhauled the ingame help system. If you have tips enabled, a pop up will come up every time you activate a system you can disable this pop up from the same window that pops up. Additionally all the help topics are listed on the left of that window.
Polishing:
- Polished Civilian encounter
Content:
Added - Eurian space station
Added - Human Nova Station
Added - Pirate station
Added - Special weapon device interface, as you acquire them, the icons will appear in this window. (default position is the bottom right, when you mouse over it, you can hold it and move it around.)
Space Station Overhaul:
- The previous space station engineers did not install the weapons correctly. I am happy to report that space stations are now fully armed and their weapons work well.
User Experience:
You can view the current status of your relations with other races from the captains log under the captains menu. (last button on the left)
You can view the amount of pirate ships you destroyed, UGUUL ships or wormholes discovered from here as well. You can now quit by pressing alt-f4
You can now log off from the launch screen
Known issues:
Place holders are still in place in the bottom left window for 'gas' and 'mb' which is mining beam.
Version 0.5.1
Forgot them in my hastily made upload. If you play the beta as is which is now available version 0.2.3 I think was the one that Desura has now made available, then you will notice a big difference between it and this version when you are able to update it. Some show stoppers were fixed, and a lot of general polishing has been done. More to come.
Fixed - the gas mining image on the asteroid was not centered.
Fixed - Encounter related crash
Fixed - Leave encounter related crash
Fixed - several issues with encounter system
Fixed - VThroni Capital ship was not shown in the enemy target window if you had one targeted.
Fixed - Error with starting reputations for alien races.
Fixed - Prices were not being displayed in the human space station
Fixed - Point Defense on carrier was firing at its own fighters
Fixed - Could not use your mining beam on a planet
Fixed - Only civilian couriers were working, the other castes were on strike, the strike has been resolved.
Added - image to the name your ship reminder before you can launch from Nova Station
Added - Mining Beam SoundFX
Added - All remaining race Images
Added - Crew face images
Added - Civilian Comms
Added - Captains Log(found under the captain button, last one on the left)
Added - Comms history tracker(found under the captain button, last one on the left)
Polished dynamic event system and separated some minor events from some more significant ones
Polished encounter system and updated with further content.
Polished trade system and restructured some items and prices, allowing for more identifiable trading routes
Polished crew system, balanced stats etc.
Polished Wormhole discovery system
Polished The look of some interface gadgets, and color schemes
Polished Universe life system
Changed - Zoom increments adjusted, you can now zoom further out.
Changed - brought anomaly scanning in line with the new scanning system.
Changed - 'Shipyard' and 'Personnel' access is now limited to the human Nova Starbase. (The station you start at)
note that the space station is still a place holder.
- Balanced alien ship stats and human ship stats
- Jump drive is now something which can be bought, it does not come fit to any particular ship
previous saved games not compatible
• Some debugging functions were left in, which if activated while playing might have caused errors.
Version 1.1a - February 16th 2014
• A small change to ensure you are not bombarded by events during the tutorial.
Version 1.1 - February 15th 2014
Bug Fixes - 11
• Critical - Ship upgrades were not saving correctly due to an error in the save code
• Critical – Due to a ‘more than’ ‘less than’ sign error, the threat detection range of AI ships hostile to you was borked and they would not attack the player. <><><><>
• You were unable to jettison ‘Isonium’ from cargo
• You could not select a target from tactical view once zoomed out fully – related to scaling and collision detection
• Audio Warnings were occurring relative to friendly or neutral vessels
• Sending distress calls was borked – allies would never respond even though they indicated they were en route
• When an alien race terminated communications the departing message was not seen because the chat history was being cleared immediately
• A second thrust image was being draw for the frigate which only has one engine exhaust
• Jettison all option now inputs the total quantity of the item you are jettisoning into the amount field
• Various fixes to ship descriptions
• You could send a counter offer during trade even if you did not input an offer in the offer field, leading the AI to accept your offer of 0 credits.
• The jump drive acquisition was borked.
User Experience - 6
• Your crew will inform you if you try to activate a mining or gas beam beyond the required distance and also if you don’t have an active target to mine.
• Adjusted the wall of text which greets the player at the beginning, it is now a fence of text
• Revamped the in game play tips/guide to be in line with the changes made in this version and to be more instructive
• Added a tutorial which will commence immediately on undocking for the first time from the starting space station. This tutorial can also be commenced by opening the in game tips window and selecting restart tutorial. It can be done anywhere any time. The tutorial includes instruction and walk-through on: space flight, combat, mining, targeting, communications and several other game systems
• Adjusted some tool tips and tweaked some placement of interface windows
• You can mouse over the fuel icon in the VDU and see how much fuel is remaining (in digits)
Gameplay - 5
• The battle jumper device now works more smoothly and draws energy per jump, not constantly
• Added overload engines ability – increased turn rate/speed boost while activated – heavy drain on ship’s capacitor
• Added overload shields ability – increased shield mitigation to incoming damage – heavy drain on ship’s capacitor
• Adjusted cluster torpedoes to be more useful
• Added emergency jump ability – use ful in emergencies, when activated in a few seconds your ship will jump to a random distance thousands of units of distance from your previous location – this damages your engines slightly and has a cool down
Game Design Changes
There has been a major change to the way special weapons/abilities are acquired. Instead of random alien technology scattered far throughout the galaxy which no one might find and therefore never use (even though clues to their location was included in alien comms). These abilities these devices granted are now linked to the experience of the crew.
Your crew as it is now are assigned to various stations (this is unchanged). They earn experience in the station they are assigned to as you engage in combat, exploration or sell resources (again unchanged). Now as they increase in skill points, the abilities which were linked to the devices are unlocked. These abilities are not final and are heavily skewed to tactical since most of the devices were either defensive or offensive in nature.
Crew Abilities
o Navigation –
o At 25 experience points or more he gains the ability to manipulate the ships standard engines to create a temporary jump field (emergency jump) this jumps you only a short distance and damages your engines since this was not the intended function of those engines to begin with
o At 50 experience points or more he gains the ability to manipulate the ship’s shields to form a cloaking field around the ship rendering the ship undetectable to targeting sensors of hostile vessels.
o Tactical –
o At 25 experience points he gains the ability to enable proximity detonations on your torpedo projectiles.
o At 50 experience points he gains two abilities 1) point defense and 2) flak cannons
o At 75 experience points he gains the ability to fire cluster torpedoes
o At 100 experience he gains the ability to fire a fustrum torpedo (huge AOE mass damage) weapon and the spear torpedo (passes through anything in its path killing it)
• Engineer –
o At 25 experience he learns how to manipulate the defense systems to overload shields which grants a large increase to shield resistance but drains the ship’s capacitor. At this experience level he also learns how to overload engines to grant a large increase in turn rate/max speed.
o At 50 experience points he learns how to use Nanite robots to repair the ships damage
o At 75 experience points he learns how to use the defense systems to polarize the hull to mitigate damage to the armor plating.
• Operations –
o At 25 experience points he learns the ability to fire a pulse barrier, which detonates all incoming fire and disables enemy ships engines for a time
o At 50 experience points he learns the ability to manipulate the ships engines to form a jump field for a split second which jumps the ship a few hundred meters. Useful for avoiding incoming fire.
o At 75 experience he learns the ability to manipulate the gravitational fields of the hyper engines to put the ship out of phase with the universe. All weapons fire will pass through your ship, but this damages your hull over time while active
o At 100 experience he learns how to invert the shield systems to create a kinetic barrier which is impenetrable to all weapons, however it is a heavy drain on the ship’s capacitor.
• Logistics -
o By default they know how to use the mining beam and gas extraction beam, but they increase in efficiency and yield the more experience points they have.
o At 50 experience points he learns how to use the ship’s mining beam to double as a tractor beam to tractor ships or wreckages.
Content: - 4
• Updated the planet graphics with some new ones
• Added several new effects for the new abilities. An overlay of a shield appears around the ship when overload shields is activated and the thrusters turn red when overload engines is on.
• Some voice over’s which can be disabled
• New music tracks
Version 1.0.7.7 2014-01-14
• Fixed – You could not buy spare parts
• Fixed - The bring it aboard/leave it buttons were being displayed in the scan interface even though you had no artifact detected (on a planet)
• Fixed – The distance to a wreckage you selected was not being updated
• Fixed – An error in one line of the trade code caused the price of only 1 item to be deducted from your account, even if you bought several amounts of that item.
• Fixed – When you finished selling an item, the send offer button was not being relabeled to say ‘begin trade’
• Fixed – Crew pictures were not matching back to your assignments correctly
• Fixed – The previous digits in the amount and item price areas were not removed after a sale
• Fixed – Target brackets from the main screen were visible if the starmap was activated - (thanks vince)
• Fixed – When you destroyed an asteroid you had targeted the target brackets remained on screen - (thanks vince)
• Fixed – When you closed the engineering interface it would reset your zoom level on your ship - (thanks vince)
User Experience:
• The game will remember what level of zoom you were at when switching between tactical and normal view (try not to turn on/off tactical while zooming as the systems are integrated)
• Alert sound can be toggled on/off in settings (default is on)
• Crew will prompt you accordingly when you click hail and do not have a target
• Adjusted the rate that your ships mining beam extracts minerals from planets and asteroids based on feedback
• You can now see what ship board stations your crew is assigned to at a glance in the crew manage interface
• You cannot assign two crew members to the same station, you must first clear the crewman from the assignment by selecting him and clicking on re-assign, then assign him to his new position.
• Added a ship computer kind of voice which can be disabled in options/settings after the game has started
• Adjusted the visible indicator of damage to your ship to activate when below 100 hull strength
• Completed and inserted refined ‘view screen’ interface
Trade Interface Streamlining:
• Items will no longer display floating points such as .0000 etc.
• Clicking on the same item will no longer change the price each time. Price and stock updates are calculated by an algorithm based on the civilian ships moving throughout the sector. The prices will rise and fall and the stocks will do the same
• Added a sell all button to the sell interface, so after negotiating the price with the Alien trader, if you wish to sell all of your stock, click the button and the amount you have in your cargo will be placed in the amount area, then click on send offer and the trade is done.
• There is a ‘cancel trade’ button now, you can reset a trade if you have already started it and begin again. Good for situations where you didn’t have enough money and just want to try something else.
Version 1.0.7.6 - 2013-12-30
• Fixed – If you tried hailing a station, the game would crash, this was due to unused code from a feature that was not planned, but which I was working on, to communicate with stations, it has been disabled for now.
• Fixed – Issue with perusing ships in the shipyard.
Gameplay
• Your crew will now prompt you accordingly if you try to hail a station
• Your crew will prompt you to select a valid ship target to hail, in the event that you try to hail someone but do not have a target selected
• Your crew will prompt you that you are outside docking range of a station, if you try to dock and nothing is happening you will now know why.
• The Phalanx Device is now added to the human nova station for purchase, this is a point defense system for use on frigates and up. Each ship comes with a certain amount of hard points for this system. Example, the Frigate has two, the Heavy Cruiser has 8. The corvette cannot use this device.
• Your home station is now clearly named ‘Nova’ on the tactical map. Additionally you might not have noticed; it does have a different icon than any other station.
Version 1.0.7.5 2013-12-22
• Fixed – scanning a planet or asteroid using the scan button in the scan window caused a severe slowdown
• Optimizations were done to the tactical rendering code
Version 1.0.7.4 – 21/12/2013
• Fixed - removed some debug short cut buttons left in the last build
• Fixed - Sometimes ship equipment might not have updated properly if you acquired another ship after already buying some new components
• Fixed - If you selected auto detect resolution, if the detected resolution was lower than 1400, the game would crash due to a bad setting in the configuration file
• Fixed – When you were zoomed out to the furthest distance, it was difficult to select targets by clicking on them
User Experience:
• Adjusted some incoming communications from alien races
• Various enhancements to the universe system and encountering other races
• Your crew will warn you not to destroy asteroids, if you destroy too many, it will damage your reputation and you will be attacked by once friendly races, since they are a valuable source of resources.
• Decreased frequency of your crew telling you "there is a nearby asteroid"
• Re-arranged the crew management window to be more streamlined and also include a picture of the selected crewman
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• Player will receive requests for help from other alien races other than distress calls.
Known issue: The starmap is off scale slightly, it will be fixed to allow you to zoom in/out like tactical.
Version 1.0.7.3
- Removed some debug code
Version 1.07.2 - Upcoming 18-12/2013
Fixed - Sometimes you could not ask any more questions in alien encounters after about one minute.
Fixed - The mineral "terbium" was an error, it has been removed from the game, and planets which had this mineral have another mineral. This planet unfortunately was the first planet you saw in the game - thanks sonic
Fixed - When you restore a saved game while in game, you will no longer have multiple copies of the same item. - thanks sonic
Version 1.07
• Fixed – Combat sounds occurring when they weren’t nearby. Thought I had caught them all, but weirdly enough where I *believed* I had coded the fix, the code wasn’t there. Code gremlins be gone!
• Fixed - You can now engage/disengage warp by using tab only. No need for shift-tab to disengage
User Experience:
• Jump Drive (Nav-Com Interface) this interface will no longer open unless you have acquired & fitted a jump drive. Your crew will prompt you accordingly
• Change – Planets are larger
• Shoot some asteroids, they explode!
• New ‘drop from warp’ sfx and sound effect
• Tweaked the drop from warp, so you don’t over shoot so much, it’ll now reduce speed while hummmmmmmming down.
• When you click a crewman when recruiting crew, his picture and stats will show up immediately without the use of any other buttons
• New point defense image bullet
• Flank guns on capital ships will no longer fire unless weapons are armed
Realistic Mode: When you are at the title screen, if you open settings you can select realistic. Selecting this before you begin the game will set the game to be played in ‘realistic’ mode. This means that you will only be able to save once docked at a space station. It cannot be undone once you have saved that game. To play in normal mode, you would have to begin a different game. Normal mode is the default mode.
Version 1.06 - Upcoming version (already uploaded to Desura)
• Fixed – The trade system was borked again, offering items for free. The nasty little Furins…
• Fixed – The debris image was still being drawn if you turned on tactical or starmap
• Fixed – Due to some new sounds, you could hear the sounds of combat if it occurred at a space station
• Fixed – Ration use was not being saved. Your crew consumes rations, don’t forget to buy them. (they’ll let you know if you get low)
• Fixed – Some crew warnings about fuel/high cargo would only trigger once, they will now repeat over time until you resolve the situation
• Fixed –Marauder ships were not being displayed on the mini-radar.
Added – Civilian Portrait
Changed – 4 Ship Icons for capacitor, heat, speed and fuel levels
Optimizations: Further optimizations were done. This means even better performance if you get into fleet skirmishes, which you will as you progress in the game.
Known Issue: The starmap is not scaled properly, it will be modified to allow you to scale it with the mouse wheel like tactical
Known Issue: You cannot increase power to sensors yet
Version 1.05 Current Desura version, they messed up the patch and it crashes.
• Fixed – The duotronic scanner could be bought for free
• Fixed – You can no longer dock at space stations governed by the Eurians if you have offended someone in their alliance
• Fixed – Location was not displaying correct ( I broke it again )
• Fixed – An issue with the dynamic event system sometimes caused an exception access violation error
• Several more optimizations were done to allow the game to run smoother on low end computers, but this should benefit everyone in fleet skirmishes.
Version 1.04
• Fixed - Some items were missing descriptions in the station inventory
• Fixed - Some parts of the new interface area blocking the star map
• Fixed - Your default equipment was not listed, it is 'standard' issue.
• Fixed - Some issues with equipping certain items
• Fixed - The 'bbrgs' sound was too loud when ships nearby went to warp
• Fixed - When you sell or buy something, the stock updates immediately, instead of having to click the item to see the update to the stock
• Fixed - The status bars for your systems damage on the new vdu interface were going the wrong way (down to up)
• Fixed - The size of the image displaying a wrecked ship was too large.
• Fixed – Due to an incorrectly typed value, you could not see planet icons on tactical from the correct range
• Fixed – After you purchased an item, sometimes when you tried to purchase some other items immediately after it would crash. This was related to a bad carriage return. I was able to reproduce the bug consistently and crash each time, and applied the fix. I now am no longer able to reproduce this bug.
• Fixed – Made planets a little bigger on the radar in the top right, so they can be distinguished as being celestial
• Fixed – The U’Guul warships were not showing on the mini radar. This was due to a spelling error in their id code.
• Fixed – Brave civilians were traversing near U’Guul Stations…
• Made several optimizations to the way collisions are handled and general optimizations to several game systems. This has resulted in a huge improvement to combat when a lot of ships are on screen. Additionally, onboard graphics cards should now be able to handle combat, good for notebook users and low end pc.s
Version 1.0.3
• Fixed - Bug with the mining drone system
• Fixed - Issue with universe simulation, caused the universe not to function as it should.
• Fixed - Race territory label now shows the word “Territory” first
• Fixed – You started with a mining drone, which the G’Lani race sells you. It was removed.
Version 1.0.2
Fixes
• Fixed – You should now no longer be jumped by hostile warships while in the starting area, particularly at the beginning of the game
• Added – Press F-12 to pause/unpause.
• Fixed – Bug with mining planets, caused your cargo to be spammed with the same item multiple times
• Fixed – Jump Drive did not have a description
• Fixed – Removed old code for destroyer class which is no longer in game
• Fixed – Several issues with trade, you could buy things while not having enough money and some things could not be bought. I have fixed a lot of those issues. Note you have to undock at first before anything can be viewed in the trade centre when first starting the game. This was related to some items not having any quantities.
Added
• Added – Mining Drone image
• Added – Replaced the debris place holder image
User Experience
• Adjustment – the mini – radar(top right) is now color coded as such:-
o Red = Hostile Ship or Space Station
o Green = Friendly Ship or Space Station
o Blue = Planet
o Grey = Asteroid
o Orange = Anomaly
• Polished – Universe life system
• Note – Left control cuts power to engines and you drift in the direction you were going in, useful to turn and fire at enemies while still drifting in your direction of travel, like if they are behind you
Version 1.0 - Release
Fixes
• Fixed - A small bug in the new timing system which prevented alien conversations (sorry about this!)
• Fixed - Bug in the save system which was causing read/restore errors (this makes previous saved games incompatible. But all future updates should not void saved games from here on out, terribly sorry)
• Fixed - Sometimes the menu in the game would not come up when you pressed escape after saving because, saving closed it down without resetting its off switch
• Fixed - You could not see your position on the starmap unless you enabled the 'show celestial filter'.
• Fixed - Upgrade issue related to previous save/restore bug mentioned
• Fixed - When you assign a crew member to a station, his current assignment will now immediately updates on the right, instead of you having to click him again to make sure his selection went through.
• Fixed - Crew pictures were not showing when your crew talked to you (introduced in the 0.8 version.)
• Fixed - A number of crashes occurring with users trying to select lower resolutions (see user experience for more notes)
• Fixed - Small mix up between races (probably not encountered by anyone yet)
• Fixed - Due to a typo you could not buy the neutron cannon
• Fixed - heat could exceed the max heat output for your ship.
• Fixed - The capacitor bar was 4 pixels shorter than the rest in the ship VDU
Optimizations:
• This caused me some grief with the 0.8 release. I made several optimizations to timing and other under the hood systems, which boosted performance, but introduced some bugs. I had originally planned to optimize slowly but surely after release. These optimizations will be more so noticeable for persons with lower end computers. As the game didn't have issues on mid-high end pc's. There are still some more to go. Post launch, I will make some further optimizations which will enable users with onboard graphics cards to be able to play. It gets laggy for them during heavy combat.
Content:
• The star map now has all the correct icons to display space stations, planets etc. As you know when you open the star map it is blank and you can enable the filters to show what you want to see. Wormholes cannot be seen until you have discovered them so enabling he filter will not show you any.
• The tactical screen now shows stations according to race. There are three types of stations, U'Guul, a Human Station called "Nova" (your home base), Eurian Stations (whose stations are used by all the other races) and Pirate Stations.
• The asteroid icon has been changed in tactical to be bigger and more easily seen.
• Added - U'Guul Space Station Image
• Added - Icons for all the remaining special weapons + the ship functions in the lower left vdu. 1) tractor beam/salvager 2) mining beam 3) gas extractor 4) distress call. Note: only special weapons you have acquired will show up. As you acquire them their icons will appear, in the ship vdu on the bottom left area where the other function buttons are, or in a transparent window to the right. Note: you can move these windows around all you like, when you mouse over them, they become visible, and you click-hold the top and move them.
• Added - New radar image
• Added - Pirate portrait
User Experience:
• Streamlined the interface, particularly the ship vdu(visual display unit) in the lower left. It is now smaller and has been separated from the system panel display which shows your speed, fuel, heat output, capacitor and mining beam/tractor beam buttons. The interface fits neatly along the bottom now, on any resolution.
• Polished combat: Combat is now a little faster paced, or should feel that way. The firing rate of all guns has been reduced dramatically. You will see the heat gauge rise rapidly as you fire a burst of lasers/projectiles. And fall rapidly as you stop. (hold right mouse button to fire, you don't have to click, although you can click it too)
• When you click interview in the station recruit interface, you now see a picture of the candidate you are recruiting. This system will be expanded post release, to give you options to recruit various special members which show up from time to time. However, your crew is important to your ship, the better their stats are the better your ship will perform in all areas of assignment. So a fully skilled crew can make your ship 25% more powerful. See the manual for more info.
• The save panel now indicates your game was saved by saying "game saved!". To save, select a slot, either previous or one that says saveslotx. Then either rename in it by typing the name in the text box above save or, click on save to save over it once you have selected it and it has been highlighted.
• I have made significant changes to the launcher. This mainly pertains to persons with resolutions below w:1400. The minimum supported resolution is 1024*768. The game runs fine, all the interface should now slot in properly. If you do not see your resolution from the drop down box, click on auto detect settings. A label will appear with what was detected. Click full screen then click launch. This should launch the game at whatever your desktop resolution is.
• You can now rename your crew after they were recruited
Version 0.8 - CURRENT DESURA VERSION
Fixed - Reputations could go beyond their max, and below their minimum.
Fixed - Energy levels for special weapons could go beyond their max/min
Fixed - Flank Guns on capital ships no longer fire at destroyed targets
User Experience:
- The Interstellar Fleet has now installed a red alert sound when a ship hostile to you is detected nearby.
Also the crew will alert you as usual.
- Added an indicator to show you whose territory you are in, if you are not in anyone's territory, it will show as unclaimed space.
- Completed cargo management, you can now delete an entire commodity and its contents from your cargo, or just some of it.
- Pirate ships will now patrol their home port and defend it if you come near ( pirate bases are all over)
- Your crew no longer has clones in the station once you have recruited them. Cloning has been outlawed.
- Press F1 to toggle a control scheme display
version 0.7
Fixed - Pressing the save data button in the scan window caused a crash.
Fixed - If you pressed tab while at warp, the screen would start to shake again. The navigator had too much rum.
Fixed - Mining/Gas extraction sounds would loop even if you left mining range and the beams deactivated
Fixed - Flank guns on capital ships were firing while cloaked
Fixed - Your guns were not showing the same level of transparency when cloaked
Fixed - Flank guns on capital ships did not fire at turrets on stations
Fixed - Engine nullifier used by pirates was not working. Related to recent change in projectile speeds
Fixed - Pirate ships were not sized correctly
Fixed - Some typographicl errors
Fixed - crew stats when viewing them in crew management did not have the logistic stat on a new line
Fixed - Several issues with message tracking/playback of alien comms
Fixed - Your crew had dopplegangers when you died. On restoring a saved game, the ghost of the dead crew remained.
The ghost busters were called and the dead crew are now gone when you restore a saved game.
Fixed - Pressing backsapce restarted the game, this was old debug code and is now removed.
Fixed - Enter was an old debugging pause button, it has been removed as a pause button. A new one will be added.
Fixed - Civilian couriers were flying to/from pirate stations, this will not be tolerated. They were disciplined.
Fixed - You can no longer cloak by pressing C. Since this was an old keyboard shortcut.
Fixed - Sensor damage indicator in the engineering screen was going the wrong way.
Fixed - When you took damage to weapons it had the opposite effect, it gave you super guns instead of super bad guns. The enemy was firing love bullets apparently, which helped you instead of damaged you. They have been warned not to do so. Otherwise, what's the point?
Fixed - Several warnings for near full cargo space, and damage warnings from your crew which weren't working. Your crew demanded more money so I paid them more.
Fixed - A timing error with allies responding to distress calls. They were so eager to help they were showing up 10 seconds before they said they would. Their enthusiasm has been noted by the Interstellar Fleet admiralty.
Changes:
- Made changes to save system to make future updates compatible with your saved games. However - this makes saved games previous to this version incompatible.
- You now cannot hail the same ship you have just hailed immediately after the chat finishes
Interface:
- Made the final adjustments to the lower left window (VDU). Some buttons are still place holders, but are being replaced. Some of those buttons will not be there at the start of the game as they appear when you acquire special devices, such as cloak, nanite armor repair and ablative armor.
- Overhauled the ingame help system. If you have tips enabled, a pop up will come up every time you activate a system you can disable this pop up from the same window that pops up. Additionally all the help topics are listed on the left of that window.
Polishing:
- Polished Civilian encounter
Content:
Added - Eurian space station
Added - Human Nova Station
Added - Pirate station
Added - Special weapon device interface, as you acquire them, the icons will appear in this window. (default position is the bottom right, when you mouse over it, you can hold it and move it around.)
Space Station Overhaul:
- The previous space station engineers did not install the weapons correctly. I am happy to report that space stations are now fully armed and their weapons work well.
User Experience:
You can view the current status of your relations with other races from the captains log under the captains menu. (last button on the left)
You can view the amount of pirate ships you destroyed, UGUUL ships or wormholes discovered from here as well. You can now quit by pressing alt-f4
You can now log off from the launch screen
Known issues:
Place holders are still in place in the bottom left window for 'gas' and 'mb' which is mining beam.
Version 0.5.1
Forgot them in my hastily made upload. If you play the beta as is which is now available version 0.2.3 I think was the one that Desura has now made available, then you will notice a big difference between it and this version when you are able to update it. Some show stoppers were fixed, and a lot of general polishing has been done. More to come.
Fixed - the gas mining image on the asteroid was not centered.
Fixed - Encounter related crash
Fixed - Leave encounter related crash
Fixed - several issues with encounter system
Fixed - VThroni Capital ship was not shown in the enemy target window if you had one targeted.
Fixed - Error with starting reputations for alien races.
Fixed - Prices were not being displayed in the human space station
Fixed - Point Defense on carrier was firing at its own fighters
Fixed - Could not use your mining beam on a planet
Fixed - Only civilian couriers were working, the other castes were on strike, the strike has been resolved.
Added - image to the name your ship reminder before you can launch from Nova Station
Added - Mining Beam SoundFX
Added - All remaining race Images
Added - Crew face images
Added - Civilian Comms
Added - Captains Log(found under the captain button, last one on the left)
Added - Comms history tracker(found under the captain button, last one on the left)
Polished dynamic event system and separated some minor events from some more significant ones
Polished encounter system and updated with further content.
Polished trade system and restructured some items and prices, allowing for more identifiable trading routes
Polished crew system, balanced stats etc.
Polished Wormhole discovery system
Polished The look of some interface gadgets, and color schemes
Polished Universe life system
Changed - Zoom increments adjusted, you can now zoom further out.
Changed - brought anomaly scanning in line with the new scanning system.
Changed - 'Shipyard' and 'Personnel' access is now limited to the human Nova Starbase. (The station you start at)
note that the space station is still a place holder.
- Balanced alien ship stats and human ship stats
- Jump drive is now something which can be bought, it does not come fit to any particular ship
previous saved games not compatible