Posted July 22, 2022
Part 2:
QOL CHANGES
SALVAGE UI QoL Schematics that are being learned through salvaging are now displayed on the salvaging UI with percent complete in the Schematics view on the right of the screen. Completed schematics show no % complete. Selecting an item to salvage now displays items that can be salvaged in the disassembly pane of the salvage UI. When selecting an item to salvage, pressing ESC will cancel that item rather than exiting the salvage UI allowing you to select another item to disassemble.
Right clicking an equip-able item other than mods in your inventory will equip it. Double click still works to equip items.
The stat allocation widget now allocates stats quickly when you click and hold the mouse over the allocation arrows.
Your ships now accelerate immediately when micro-warping.
When looting, if you do not have the room in inventory for all ammo, the loot container will close and a message will be sent to display that you do not have enough room in inventory for the ammo. Just a note that there is a ammo converter in the game that you can purchase from one of the faction vendors. I leave ammo in the containers in case you have an ammo converter and want to convert ammo in inventory to another ammo type to make room.
Sorting:
Added sorting for the stash. You can now sort by quality, name, value, type and quantity.
Added sorting to vendors. You can sort by quality, type, value and quantity.
Added a compact inventory icon to the upper right of the shared inventory area. This organizes in the following order - med kits, grenades, devices, armor, melee weapons, ranged weapons and finally - vendor trash.
I will be adding improved sorting to the cargo, cargo storage and other areas in the next update.
Removed the annoying vendor dialog. When you click a vendor, the vendor UI is displayed immediately.
When out of combat, pressing the reload hotkey "R" will reload all weapons for all crew members. Right click to reload all still works.
GENERAL NOTES
Translations for the new content will be rough for a while. I'll post updates over the next month as translations to German, Spanish, Russian and French languages progress.
Updated - When boarding a ship, space combat experience is rewarded when selling the ship to Arkus. You can still get experience by exiting the ship and not selling to Arkus, then blowing up the ship. Or, as usual, by destroying ships in space combat without boarding.
Updated - Difficulty setting modifications to NPC's now kick in at level 1. Previously, difficulty settings for hard and extreme had no effect on NPC's until your crews average level was level 5 or greater.
Updated - Ramped up Extreme difficulty mode.
Updated - Various enemy types have Psionic skills - especially Coven and Phage.
Updated - Dauntless - Removed grenades from "Captain".
Updated - Added cave areas to random missions at the Facility in Achmedius.
Updated - Devices can not be destroyed or sold. They are considered key items.
Updated - Replaced some of the Arach sound effects.
Updated - Grenade damage adjusted down.
Updated - Increased 2 hand melee CTH and damage.
Updated - You can now rollover status effects for descriptions (bleeding, defend, poisoned etc.) in the extended targeting UI.
Updated - Increased LOS visual angle for NPC's and PC's so they do not have tunnel vision.
Updated - Performance improvements in space. - LOD, distance clipping, UI performance related to NPC ship labels etc.
Updated - In space, when a target is selected and obstructed by a planet, the target reticle is faded to let you know the target is on the other side of the planet. Updated - In space, if a ship is obstructed by a planetary object, the label is faded.
Updated - When rolling over repair material icons in the equipment repair UI, the name of the repair material is displayed.
Updated - Reduced chance of a random attack taking place when entering a star system from a station, ground location and FTL space.
Fixed - When a grenade is active, occasionally you would move instead of throw the grenade when you clicked.
Fixed - When gaining piloting skill in space combat, the log was displaying the incorrect string - WEAPONRY. Piloting skill gains were not affected - just the display string in the log.
Fixed - If armor was unequipped in combat, the player was invulnerable to damage. This was related to an error in the equipment wear system.
Fixed - Universe search now responds correctly to enter key - searching the existing list of systems with beacons first and if no result, entire universe database.
Fixed - Arach parts are now considered vendor trash and are sold when selling all junk.
Fixed - After clearing the slice mines for Scarby, the return location is selected when choosing the mission in the objectives tracker in space.
Fixed - The approach button is now displayed after scanning a planet. Previously a scan would hide the approach button until you selected the planet again.
Fixed - Cleaned up various sub faction agents that should not be giving missions at this time. They will return eventually and provide alternate mission types (The Syndicate, The Church etc...).
Fixed - When boarding the Frontier CG-1 several doors on this ship could not be hacked/opened.
Fixed - In some cases, when looting a ship equipment crate on boarded ships - not all equipment was being moved to the cargo hold.
Fixed - You can now craft "Rare" weapons with up to 3 mod slots.
QOL CHANGES
SALVAGE UI QoL Schematics that are being learned through salvaging are now displayed on the salvaging UI with percent complete in the Schematics view on the right of the screen. Completed schematics show no % complete. Selecting an item to salvage now displays items that can be salvaged in the disassembly pane of the salvage UI. When selecting an item to salvage, pressing ESC will cancel that item rather than exiting the salvage UI allowing you to select another item to disassemble.
Right clicking an equip-able item other than mods in your inventory will equip it. Double click still works to equip items.
The stat allocation widget now allocates stats quickly when you click and hold the mouse over the allocation arrows.
Your ships now accelerate immediately when micro-warping.
When looting, if you do not have the room in inventory for all ammo, the loot container will close and a message will be sent to display that you do not have enough room in inventory for the ammo. Just a note that there is a ammo converter in the game that you can purchase from one of the faction vendors. I leave ammo in the containers in case you have an ammo converter and want to convert ammo in inventory to another ammo type to make room.
Sorting:
Added sorting for the stash. You can now sort by quality, name, value, type and quantity.
Added sorting to vendors. You can sort by quality, type, value and quantity.
Added a compact inventory icon to the upper right of the shared inventory area. This organizes in the following order - med kits, grenades, devices, armor, melee weapons, ranged weapons and finally - vendor trash.
I will be adding improved sorting to the cargo, cargo storage and other areas in the next update.
Removed the annoying vendor dialog. When you click a vendor, the vendor UI is displayed immediately.
When out of combat, pressing the reload hotkey "R" will reload all weapons for all crew members. Right click to reload all still works.
GENERAL NOTES
Translations for the new content will be rough for a while. I'll post updates over the next month as translations to German, Spanish, Russian and French languages progress.
Updated - When boarding a ship, space combat experience is rewarded when selling the ship to Arkus. You can still get experience by exiting the ship and not selling to Arkus, then blowing up the ship. Or, as usual, by destroying ships in space combat without boarding.
Updated - Difficulty setting modifications to NPC's now kick in at level 1. Previously, difficulty settings for hard and extreme had no effect on NPC's until your crews average level was level 5 or greater.
Updated - Ramped up Extreme difficulty mode.
Updated - Various enemy types have Psionic skills - especially Coven and Phage.
Updated - Dauntless - Removed grenades from "Captain".
Updated - Added cave areas to random missions at the Facility in Achmedius.
Updated - Devices can not be destroyed or sold. They are considered key items.
Updated - Replaced some of the Arach sound effects.
Updated - Grenade damage adjusted down.
Updated - Increased 2 hand melee CTH and damage.
Updated - You can now rollover status effects for descriptions (bleeding, defend, poisoned etc.) in the extended targeting UI.
Updated - Increased LOS visual angle for NPC's and PC's so they do not have tunnel vision.
Updated - Performance improvements in space. - LOD, distance clipping, UI performance related to NPC ship labels etc.
Updated - In space, when a target is selected and obstructed by a planet, the target reticle is faded to let you know the target is on the other side of the planet. Updated - In space, if a ship is obstructed by a planetary object, the label is faded.
Updated - When rolling over repair material icons in the equipment repair UI, the name of the repair material is displayed.
Updated - Reduced chance of a random attack taking place when entering a star system from a station, ground location and FTL space.
Fixed - When a grenade is active, occasionally you would move instead of throw the grenade when you clicked.
Fixed - When gaining piloting skill in space combat, the log was displaying the incorrect string - WEAPONRY. Piloting skill gains were not affected - just the display string in the log.
Fixed - If armor was unequipped in combat, the player was invulnerable to damage. This was related to an error in the equipment wear system.
Fixed - Universe search now responds correctly to enter key - searching the existing list of systems with beacons first and if no result, entire universe database.
Fixed - Arach parts are now considered vendor trash and are sold when selling all junk.
Fixed - After clearing the slice mines for Scarby, the return location is selected when choosing the mission in the objectives tracker in space.
Fixed - The approach button is now displayed after scanning a planet. Previously a scan would hide the approach button until you selected the planet again.
Fixed - Cleaned up various sub faction agents that should not be giving missions at this time. They will return eventually and provide alternate mission types (The Syndicate, The Church etc...).
Fixed - When boarding the Frontier CG-1 several doors on this ship could not be hacked/opened.
Fixed - In some cases, when looting a ship equipment crate on boarded ships - not all equipment was being moved to the cargo hold.
Fixed - You can now craft "Rare" weapons with up to 3 mod slots.
Post edited July 24, 2022 by StellarTactics