Hey folks,

Welcome to Star Control: Origins v1.2! We've been busy work on refining our modding system. You can now access "Adventure Studio" (e.g. the quest editor) from in-game. You can now also replace your flagship in the campaign. We also made some important interface improvements including a resource locking system that will prevent you from sell resources needed for quests. Lastly, we've updated the Colony system such that they will provide you will cool rewards over time.

Major features

Adventure Studio is ready for use! Go to the crafting menu to launch this standalone editor to create your own characters, quests, and dialogs. Please see our feature guide for more information

http://wiki.starcontrol.com/index.php/Modders_Guide

Interface Improvements: no more accidentally selling resources needed for quests! If you get a quest to collect a resource, the quest automatically locks that resource to prevent it from being sold. You can manually unlock it, just don't blame us. Non-conventional resources (e.g. the good stuff) is locked as well by default. We also now allow you to sell resources one at a time and allow you to get detailed information on planets by mousing over them.

Terran Colony Upgrades

Human colonies now are are waypoints to refuel your ships, recruit more crew, and to add new ships to your fleet.

Change Log

Terran Colony Upgrades

Provide free crew to the player

Heal human ships

Each colony now also provides a certain reward:

Colony 1 (Epsilon Trireme: Epsilon Trireme 1)

Gives the player a Flanking Nuke

Unlocks Terran Scout for purchase

Gives the player several Terran scouts

Colony 2 (Sirius A: P3X-411)

Gives you a free choice between max level Fleet Deflector, Fleet Accelerator and Fleet Weapon Amplifier

Colony 3 (Ross 128: Planet Ebru)

Unlocks Terran Cruiser Mark II for purchase. Gives free choice between Lander components

Gameplay

Lander cargo has (almost) infinite cargo space The lander can now carry up to 1000 minerals provided there is room on your flagship. Landing Cargo modules are no longer for sale. Existing ones can be sold.

Modding

Adventure Studio is ready for use! Go to the crafting menu to launch this editor to create your own quests and dialogs.

Added a button to disable all mods in the Multiverse screen. This calls a new function in the INI settings to clear out the list of enabled mods and refreshes the UI.

Any mod that does not fit into "Adventure", "Maps", or "Params" is now put into a new "Misc" tab

Enabled controller support for the Multiverse screen and adjusted the spacing and padding of several controls to facilitate UI Navigation

Made player ship and ship components moddable

Interface Improvements

Implemented new lock for resources so you can't accidentally sell them

Added the ability to sell resources one-by-one

Mousing over planets now provides detail information about that planet

While on autopilot, your destination is shown on the map

Homeworlds now get auto-pinned when you told to go there.

Bugs