[2016/05/27]Update v1.9300 - A simple one

[2016/05/27]Update v1.9300 - A simple one

FIXED: A potential crash during combat, if an NPC couldn't find his designated target



FIXED: If a Marked targed died / was unloaded from memory for whatever reason, this could cause numerous different, seemingly unrelated errors, and could even elad to the game crashing



targed died / was unloaded from memory for whatever reason, this could cause numerous different, seemingly unrelated errors, and could even elad to the game crashing FIXED: Several errors in the dialogues in the German localization



FIXED: Numerous minor errors in the code



FIXED: Several script problems that usually didn't cause anything on their own, but combined with other factors, could actually lead to the game crashing or quests breaking



UPDATED: The game now records more data in the game log



UPDATED: Optimization to reduce recurring stuttering in situations where the game WASN'T loading anything



UPDATED: Mod manager updated

[2016/02/08]Update v1.9200 - A patch of unparalleled straightforwardness

FIXED: An error with heavy weapons disappearing



FIXED: Problems relate to Titans DLC trigger



FIXED: Manufacturer fixed for Thor



fixed for FIXED: Several controller recognition issues



FIXED: Issues with visual artefacts for certain monitor configurations



FIXED: A number of minor issues



UPDATED: Script system



MODDING: Added uncompressed ship and sector files, as well as the already customary uncompressed scripts

[2015/11/12]Update v1.9001 - Minor fix and updated Mod Manager

[2015/11/6]Update v1.9000 - To go along with the new Titans DLC

FIXED: A problem with light weapon accuracy on lower framerate



FIXED: Several errors in LoadSector scripts



scripts FIXED: A potential error in NPC AI routines when searching for enemies



FIXED: Several database balancing errors in Russian, German and Polish localizations



UPDATED: Fighters now move more quickly



UPDATED: Optimized collision meshes for structures and platforms to improve performance



UPDATED: Junkyard optimized - Improved loading time and physics calculations



UPDATED: Asteroid fields optimized - Improved loading time and physics calculations



UPDATED: Optimized light weapon firing calculations and VFX for improved performance



ADDED: Maximum number of turrets per weapon battery and per ship is now increased

[2015/9/28]Update v1.8000 - An unexpected quickfix

[2015/9/23]Update v1.7000 - A small one

FIXED: An error that could potentially cause the game to crash when a fighter is firing a missile at the same time as the ship is going through its OnDestroy animation



FIXED: A potential CTD error when merceneries are attacking a defense platform



FIXED: An error in the "Rogues signing off pt.2" mission (Origins DLC)



FIXED: Faction change issue related to the Korkyran Triumvirate and the Liberation front (Origins DLC)



and the (Origins DLC) FIXED: Waiting for orders objective issue when crossing from mission 22 to mission 23



objective issue when crossing from mission 22 to mission 23 FIXED: An error where the Apocalypto didn't regenerate shields after they were shut down



FIXED: An error that would cause the game to crash when accessing the Starchart after all nebulas were removed from the game world



FIXED: A memory leak that would manifest after a long playing session. Several textures were never released from memory.



UPDATED: Slight PhysX optimization



UPDATED: Optimized Junkyards to increase performance



UPDATED: Riftway slightly optimized for better performance



UPDATED: Game now records more data into the Log.txt

[2015/6/14] Quickfix

FIXED: Origins DLC description text on the DLC panel in the main menu now shows proper text



FIXED: Several minor tweaks in the Origins quests



FIXED: An error that would cause the Mod Manager to crash



FIXED: A glitch in Scripterion2



FIXED: Some text errors in both vanilla and Origins text files (Thanks Unbroken!)

[2015/6/11] Update v1.5000 - SG2: Origins FREE DLC!

FIXED: An issue where Iolian NPCs would equip Unique codename weapons



codename weapons FIXED: An issue where enemies would launch wings with zero fighters



FIXED: A problem preventing Cloak stability parameter to work as expected



FIXED: A bug concerning Targeting mode and cutscenes/dialogue segments where the player doesn't have the control of his/her ship



FIXED: A database error in the localized versions that could cause the game to crash



FIXED: An error in At an empire's end mission with ships exploding in advance



mission with ships exploding in advance FIXED: Numerous text errors

Thanks for this goes to Unbroken as he's done the additional proofreading.

FIXED: A typo in the DerelictOnDestroy.sal script preventing it from reaching its full potential.



script preventing it from reaching its full potential. FIXED: An error that could in some cases cause the game to crash when storing a ship into the garage



FIXED: Old friends mission - A bug where boarding a structure you're supposed to destroy would break the mission



mission - A bug where boarding a structure you're supposed to destroy would break the mission UPDATED: Gladius group bounty hunters now T-jump in closer to the player. When you see their message on screen, you'll spot them on the radar as well.



UPDATED: Sorting ships by ship class when generating Freelance missions. You should no longer be fighting against level 1 freightliners. This can still happen, but not as frequently.



UPDATED: Mod Manager to reflect the addition of the Origins DLC



ADDED: Logitech Extreme 3D Pro throttle(slider) support. If you're using keyboard/mouse control scheme, you can now manually bind the slider to accelerate/decelerate



ADDED: Tooltips for context menu in Controller mode



ADDED: Scripterion2 to provide more functionality and ease-of-use. In time this will replace the original Scripterion altogether.

[2015/5/18] Update v1.4001 - Graphics card problems

FIXED: A problem related to GeForce 200 graphics card series (constant buffering)



FIXED: A potential problem related to storing a ship into your garage (potential CTD)



FIXED: An error linked to joystick throttle slider being listened to even when a different control scheme was chosen



even when a different control scheme was chosen FIXED: A couple of errors in the main reputation change scripts (Directorate was omitted from the factions list)



FIXED: Default keybindings for Xbox controllers



UPDATED: Support for a wider range of controllers (different variety of Xbox 360 controller)

[2015/5/14] Update v1.4000 - Missing saves quickfix!

[2015/5/13] Update v1.4000 - La Résistance française!

Preparations for the upcoming free DLC



Standard assortment of minor fixes



And last, but nowhere near least: French localization. ALL credit goes to the esteemed gentleman by the name of Sébastien Gigot, a member of this amazing community, who took it upon himself to translate the entire game to French.

Mr. Gigot, we owe you a debt of gratitude we can hardly repay. THANK YOU!

ADDED: Follow mission button, which comes in handy when juggling several missions at once



FIXED: Active Only button on the logs panel, now properly toggles between active/non-active missions



button on the logs panel, now properly toggles between active/non-active missions ADDED: New mission markers (on the HUD and the Starchart) for acquired/followed missions



ADDED: Campaign missions now have mission-appropriate images



FIXED: Several errors in the Cat and Mouse campaign missions (Shinova problem)



campaign missions (Shinova problem) FIXED: Several minor errors in Second Front Baeldor side mission



Baeldor side mission ADDED: Throttle/Slider implemeted for Thrustmaster Flight Hotas X, Logitech Extreme 3D Pro, Cybord F.L.Y. 5 flight stick. ship speed should now properly change according to the position of the joystick's throttle/slider.



FIXED: Some issues with resetting to default controls. Full Gamepad control (for Xbox controllers) should now properly load the correct controls at game start-up and the "Reset" button at Options->Controls should now reset the controls for the appropriate controller.



should now reset the controls for the appropriate controller. UPDATED: Support for the following controllers:

Logitech F710 Wireless Controller

Logitech Rumble Gamepad F510

Thrustmaster Flight Hotas X

Logitech Extreme 3D Pro

FIXED: A bug where you were sometimes unable to accept a main mission (pressing Accept didn't start the mission)



UPDATED: Minor changes in the flare system



FIXED: Minor fixes in the Defense platform hitpoints calculations



UPDATED: File loading system improved (optimized for mods and DLCs)



FIXED: A potential problem related to News panels on stations where the game was attempting to access the wrong region



FIXED: A potential problem related to loading textures on some graphics cards



FIXED: A potential problem when drawing asteroids on some graphics cards



FIXED: A potential problem when drawing junkyard on some graphics cards



FIXED: Several fixes and improvements in the game log recording

[2015/2/24] Update v1.3002 - Some more fixes

FIXED: Crash when opening the Starchart on the second map if you had an active side mission



FIXED: Database stability related to turning mods on/off



FIXED: The Sun is now properly named on the second map



FIXED: Several tweaks to NPC AI related to boarding opponents during combat



FIXED: Several minor errors on storyline missions



FIXED: Switch to Freeroam mode at the end of the first storyline mission now triggers everything else just like standard Freeroam



UPDATED: Faction alignment range for several factions tweaked to make it easier to get on their good side (primarily this concerns factions who you cannot become an ally with in the campaign)



for several factions tweaked to make it easier to get on their good side (primarily this concerns factions who you cannot become an ally with in the campaign) UPDATED: The game now checks save files to see if you've chosen switched to Freeroam mode from Campaign mode and triggers everything else just like standard Freeroam

UPDATED: Ghosts now use their new ships even outside the storyline missions

[2015/2/19] Update v1.3001 - Got some fixes for you

FIXED: Several problems with mods not working properly

This does NOT mean ALL mods will work automatically. Some will likely needed to be updated by the mod creator, but the required system is up and running as intended. Sorry for the inconvenience!

FIXED: When transferring to a new ship, maximum Hull is properly clamped to the proper value



FIXED: A problem with Ion Storm global event that caused the game to crash (on the second map)



FIXED: A problem related to Xbox 360 Wireless controller



UPDATED: Mod Manager minor change to make sure we've done everything that might even potentially cause the MM to malfunction on mod upload. Tests show it works, but all our tests on the previous version also worked without a problem. Let us know if you encounter any problems please.

FIXED: An error related to the planetary docking panel



FIXED: Several errors with the Taxy, Ferry and Smuggle missions that caused their waypoints to be misaligned and in some instances caused the game to crash



FIXED: Using Anchor as quick action while the Context menu is open caused to Context menu to remain open



FIXED: If numerous notifications were activated one after another, the panel would start to "drift"

[2015/2/18] Update v1.3000 - Long time no see

FIXED: A bug that could trigger a constant loading of new video files, without first releasing the unused ones



FIXED: An error that could in some instances cause asteroids to render improperly



FIXED: A rare crash bug that happened when the player chose maximum weapon energy or shield energy in the energy transfer panel while affected by an engine dampener anomaly.



FIXED: A problem with the drydock turret button that caused it to become permanently disabled



FIXED: A bug related to Freelance mission generation that could in some instances cause the game to crash



FIXED: A visual bug related to very bright or very dark ships



FIXED: Several errors in the Assembly editor



FIXED: Several minor errors on Taxy and Ferry Freelance missions



FIXED: Side mission HUD icon is now identical to the log icon



FIXED: Side mission markers are now properly shown on the Starchart, when the mission is acquired



FIXED: Various minor errors that could appear when using controllers



FIXED: A minor error with Thaddeus Malen hero definition file



FIXED: A minor bug related to audio playback while anchored



FIXED: A minor database error in the Russian localization



FIXED: An error where a notification did not always appear when exiting a wormhole even if an event occured



ADDED: Ships can now be added using global parameters instead of only local (region-based)



ADDED: Automated repair facilities, artefacts, shield chargers now have special individual Starchart icons for easier recognition



ADDED: Ion storm global event can now occur

Be careful when entering Ion storm. It's discharges can severely damage your ship

ADDED: Ion Storm now encompasses the Maelstrom region

Maelstrom can be a good source of Ionized gas which you can sell for profit

ADDED: Numerous side missions, mostly faction-related

Side missions can be triggered in various ways

Appearance of side missions is linked to both Reputation and player level

ADDED: Bounty hunters of the Gladius Group now hunt for the player if his/her reputation is Outlaw

The lower the reputation, the higher the chance of appearance

Chance is automatically higher in some regions

ADDED: Shield charger structure is placed in the world and can be used in the same manner as Automated repair facility (enter it...)

Charging your shield costs Credits

Simply enter the ring-like structure to start charging your shield. Credits are automatically deducted

ADDED: Regions now become more difficult in several stages

First switch occurs when player reaches level 30

Second switch occurs when player reaches level 60

ADDED: A third control scheme ONLY for Xbox 360 and Xbox One controllers

when starting the game, choose the Joystick/Gamepad scheme

this scheme has predefined controls configured specifically for these controllers

modifying controls in this mode is NOT possible!

ADDED: Several gameplay effects on anomalies (when scanned) and accompanying HUD warnings



ADDED: A specific side mission related script function to prevent bugs and glitches



UPDATED: Target locking of objects is now automatic when using gamepads.

Simply cross over an object with the targeting reticle to lock onto it

In combat, some objects are filtered out so they don't get in the way (you can still manually target such objects by cycling through available targets)

UPDATED: The in-game menu on the upper right (Starchart, Captain info...) is now hidden by default when using controllers. You can get the menu to appear by pressing the START button. This automatically pauses the game as well.

You can change which key is used for this action in the Controls Menu, command is called "Show Menu". This change allowed us to free up some additional buttons on the controller, like DPad Up/Down for Tactical Overlay/Align To Plane

UPDATED: Opening any panel/in-game menu/context menu pauses the game when using controllers



UPDATED: When boarding enemy ships, troopers are automatically sent when possible when using controllers



UPDATED: Various hints and tooltips are added when using controllers (Drydock, Trader, Hiring... panels)



UPDATED: Hints when using controllers are no longer placed in the middle of the screen



UPDATED: Changing your avatar name when starting a new Freeroam game, when using controllers is now possible



UPDATED: Changing the name of your ship on the Drydock->Customization panel when using controllers is now possible



UPDATED: Autosave is now created when ANCHORING on a station/planet, NOT when leaving



UPDATED: On normal and lower difficulty levels, when boarding an enemy ship - all allied/neutral/mercenary ships will immediately stop firing on it, unless instructed otherwise by Marking the ship (via the Context Menu)



UPDATED: Starchart icons of collected Artifacts are greyed out



UPDATED: Several minor changes in NPC AI



UPDATED: Several changes to the game text files



UPDATED: Increased level requirement for some events to occur when leaving stations or planets



UPDATED: Numerous smaller changes made to different files to make the Secrets of Aethera DLC possible and in working order. Modders are encouraged to cross-reference their files with the default game files



UPDATED: Added current contraband quantities so that players can decide whether they should pay the fine or fight for the valuable goods.



UPDATED: Stations now show faction-ownership changes



UPDATED: Several minor changes done to cloaked NPC ships



UPDATED: More distant stations now keep a more detailed info on commodity prices



UPDATED: Accepting quests is no longer possible when using T-Drive to open the Starchart



UPDATED: Player name is now displayed on the dialog panel



UPDATED: Add & Remove turret buttons are now exchanged with the Configure turrets button so it gives more info on what exactly is going on

[2015/1/14] Quickfix for 1.2002

[2015/1/13] Update v1.2002 - First one in 2015

FIXED: An error related to Maintenance freelance mission that would cause it to malfunction



FIXED: Numerous small errors to increase stability



FIXED: A potential error that would manifest as a blue floating line on the Starchart when choosing a destination TGate



on the Starchart when choosing a destination TGate FIXED: Planetary landing panel now no longer slides across the screen in certain instances



across the screen in certain instances FIXED: Info panel scrollbar can now be used with the mousewheel



FIXED: Several smaller errors related to the Convoy escort freelance mission

Convoy security escort will now always join the defense

Once destination is reached, the convoy ships are no longer marked as quest objects

If a marked ship in the convoy gets destroyed, the marker is removed as intended

FIXED: An error in the reputation calculation script when destroying ships of the Thaurian Alliance. You'll be getting positive rep now. (Thanks Dewar. I dunno how I missed it.)



UPDATED: Script system cleared of redundant data



UPDATED: A slight change related to flares to make sure nothing works out of the ordinary



UPDATED: Game log records more information



UPDATED: Standard random encounters now do NOT spawn if a battle is ongoing



random encounters now do NOT spawn if a battle is ongoing UPDATED: The game automatically slightly adjusts graphics settings on minimum configurations (more specifically graphics card)



UPDATED: Weapons firing range that is displayed as hint on the Drydock and the Schematics are now synced



UPDATED: Increased the number of freelance mission spawnpoints for Convoy escort missions



UPDATED: Added several modifiers to the Convoy escort freelance mission

Ambushes can occur

Convoy path displayed on the starchart is now colored differently

If convoy leader gets to 1500 units distance from the player, the convoy slows down, almost to a halt and waits for the player to arrive

Convoy slows down during an attack

UPDATED: Older save files (both freeroam and campaign) will now include the change in the reputation system which allows you to become good or even allied with Nyx, Empire, Directorate and Thauria



ADDED: It is now possible to become neutral and allied with Nyx, Directorate, Empire And Thauria on older freeroam save files and after finishing the campaign mode (even if your save file is older).



ADDED: Game log is now recorded through a separate process, so don't be alarmed if you see a console window popup when you're entering or exiting the game



ADDED: OnLoadWorld script event



ADDED: Region info panel now available when clicking on the starchart

[2014/12/27] Yet another hotfix for v1.2001

[2014/12/23] A very small fix v1.2001

[2014/12/18] Quickfix for 1.2000

FIXED: A nebula area effect memory leak that caused AI to shoot ridiculously powerful beams



FIXED: An error that caused the Continue button to disappear



button to disappear FIXED: An exploit that would allow the player to earn an infinite amount of money reselling well equipped ships



FIXED: Several other minor issues that could potentially cause more problems



ADDED: Convoy path added to the Starchart related to Convoy escort freelance mission



UPDATED: Some rebalancing done on the Convoy escort freelance mission

[2014/12/17] Update v1.2000 - Optimize this

FIXED: You can no longer anchor on a non-existing station (temporarily disabled/replaced during some missions)



FIXED: Several minor errors in the captain's log mechanic



FIXED: Player should no longer die for unexplained reasons



FIXED: object markers are now visible until fighters dock on a ship for refueling (instead of until they're recalled by their parent ship)



FIXED: Fighters no longer decide to attack ships that have been destroyed/disabled



FIXED: Pressing Esc button while on Licenses panel now properly closes the panel, instead of opening the Main menu



FIXED: Using Engineer skill to increase Shield strength now fills that additional strength instead of simply adding it as maximum



ADDED: Automated repair facilities are now fully functional. Use the structure by entering inside its ring and wait for repairs to finish. It costs Credits though!



the structure by entering inside its and wait for repairs to finish. It costs Credits though! ADDED: Convoy escort freelance mission.



ADDED: Global event: War! which can escalate over time. As war escalates, so do actual battles in the region as well. It can potentially mean some nice salvage side profits.



ADDED: Global event: Cease fire which as its name implies ceases all hostilities in a region.



ADDED: When target locking an enemy fighter and the fighter goes off screen - an arrow appears to guide you where he went (as usual)



ADDED: HINT pop-ups in the following panels: Trader, Fleet->Officers, Hiring, Drydock (->Loadout, Enhancements, Systems, Equipment), Best Buy/Sell, Skills and Perks when using controllers



ADDED: Several Hull level related events on platforms



ADDED: globalvar object & functions added to increase scripting/modding capabilities



object & functions added to increase scripting/modding capabilities ADDED: A captain's log entry is now deleted when duplicated, to prevent cluttering



ADDED: First person camera mode - This does NOT mean cockpit or bridge view though. This camera mode is similar to the mounted camera, but you cannot see the ship at all. Should be useful when using smaller ship classes.



- This does NOT mean cockpit or bridge view though. This camera mode is similar to the mounted camera, but you cannot see the ship at all. Should be useful when using smaller ship classes. ADDED: Convoy escort freelance mission

Mission spawn markers added to region files

Freighter and freightliner ship classes added to regions if none already exist in memory

Convoy icon added to the Starchart

Objectives added to convoy ships for easier recognition

Convoy speed increased by 30% when out-of-combat

ADDED: Several text lines to Spg2\Texts\Misc.txt



UPDATED: Further optimization in combat. You should feel a great difference during large-scale fights.



UPDATED: Further performance optimization of Riftways



UPDATED: Further optimized PhysX collision for better framerate, especially in the vicinity of stations and structures



UPDATED: Optimized flares for better framerate



UPDATED: Improved model streaming for faster execution



UPDATED: All scripts are now compressed to further improve performance. Uncompressed backups can be found as *.zip archives in the Spg2 folder



folder UPDATED: Main mission rewards adjusted to follow player progression



UPDATED: Base ship shield regeneration increased for frigates and larger ship classes



UPDATED: Shield reboot time decreased for gunships and corvettes



UPDATED: Due to base shield regeneration changes shield booster equipment now increases regeneration by 200% (down from 400%)



UPDATED: Increased fighter crafts Hull



UPDATED: Increased and rebalanced fighter prices



UPDATED: Rebalanced weapon types for most fighters



UPDATED: Using the speed booster now keeps your current speed percentage stable.



UPDATED: When loading the game all nearby Heroes will be positioned to a safe distance.



UPDATED: Fighters and Interceptors now prioritize firing on enemy Fighters, Bombers, Interceptors BEFORE enemy ships



UPDATED: Bombers now fire ONLY on enemy ships



UPDATED: Slightly increased the chance of a global event firing off



UPDATED: Implemented an additional script check to derelicts to prevent a never-ending stream of pirates protecting their salvage claim



UPDATED: Landing fee calculations. The pricing is mostly the same, but uses different reputation limiters.



UPDATED: Added reputation-based landing calculations for planets Thauria, Nyx, Carthagena and Eanakai



UPDATED: Increased landing fee for freighters and freightliners (2000, 4000 Cr)



UPDATED: Freelance mission marker now states what type of mission it is, instead of simple FREELANCE



UPDATED: Single text length in a script file can now exceed 256 characters



UPDATED: Data recording into log.txt suspended during loading to increase loading speed



UPDATED: NPC AI upgraded. Trader and Miner professions will steer away from a station that is in-combat



UPDATED: Increased the number of security ships near stations (region files changed)



UPDATED: Several optimizations related to traffic density



UPDATED: Wormholes can now be set as destinations on the Starchart



UPDATED: Platforms now accept SetBoardable script function



script function UPDATED: Several small Starchart marker visual changes

[2014/11/27] Update v1.1000 - Get 'em off my sky

FIXED: Several calculation and info display errors related to selling a captured ship before sending it to the garage and selling it from the garage



FIXED: Info panel of a captured ship now properly displays Cargo hold data



FIXED: Several errors where the Schematic panel (lower left HUD) displayed info on empty weapon slots



FIXED: A problem using the Contraband scan panel when playing with controllers, that could potentially cause the game to freeze



FIXED: Fire at will activation sound warning will no longer fire off when attempting to activate Fire at will while in Power to engines



FIXED: A potential error where you could, in some instances pass through asteroids while in Power to Engines and in Go To mode



FIXED: A sound related error that could sometimes occur that manifested as crackling noise, usually happening when passing sector boundaries



FIXED: Your ship should no longer have pathfinding problems when in Go To mode. No more circling around stations.



FIXED: Several smaller memory leaks to increase overall game stability



FIXED: An error with object markers being displayed in front of you, when in fact the object is behind you



FIXED: Sub system targeting keyboard shortcuts are now properly functional



FIXED: Several smaller issues with the Fleet->Ships panel



panel FIXED: An error that prevented the player from mounting Blazar heavy weapon onto his/her ship



FIXED: Several errors in the German localized version that didn't switch text tokens properly in some instances (<RegionName>)



FIXED: A Reputation and Mercenaries related problem that could prevent you from hiring mercenaries, or to display their alignment properly



FIXED: A problem with UI sliders that would cause you to affect one slider even if you were hovering the mouse over another one



FIXED: A problem that could prevent you from using Scavenger swarm via the context menu



via the context menu FIXED: Several errors with Enhancement bonuses not being displayed until anchoring



FIXED: Revenge is sweet achievement now works as intended.



achievement now works as intended. FIXED: No galaxy for old men achievement now works as intended. Veterans now spawn in Gemini more frequently



achievement now works as intended. Veterans now spawn in Gemini more frequently FIXED: It's raining death achievement now works as intended.



achievement now works as intended. FIXED: Homewrecker achievement now works as intended.



achievement now works as intended. FIXED: Friendly fire frenzy achievement now works as intended.



achievement now works as intended. FIXED: You da boss! achievement now works as intended



achievement now works as intended FIXED: An error related to the Bookworm achievement that prevented it from saving properly



achievement that prevented it from saving properly FIXED: Salvaging a derelict with the Scavenger swarm is now properly taken into account in regards to the linked achievement



FIXED: A problem that in some instances prevented you from installing heavy weapons onto the Adhara chassis



FIXED: A problem that in some instances prevented you from installing heavy weapons onto the Medusa chassis



FIXED: An error with calculating bonuses on some achievements that actually caused penalties instead of bonuses (Power to engines charge-up time)



FIXED: An interface glitch that caused the Cloaking field system icon to display wrong in some instances on the Fleet panel



FIXED: A discrepancy with the Loading bar progress that made it look like the game stopped working, but in fact the loading bar wasn't 100% synced with the actual loading



FIXED: Platforms can no longer easily see cloaked ships and attack them on sight



cloaked ships and attack them on sight FIXED: Several errors in the Russian localization

Some custom keymapping could get overwritten

Several problems with overlapping text

Skill and Perk titles on their corresponding tooltips are now properly displayed in Russian

Waypoint is now properly named in Russian instead of English on target lock

Asteroid is now properly named in Russian instead of English on target lock

Several Wrong base link errors that could occur in some instances

ADDED: You can now target-lock enemy fighters



ADDED: You can destroy enemy fighters with heavy weapons and the Atlas Defense Fields



ADDED: NPCs can now launch fighters



UPDATED: Grappler System disabled text changed to System damaged to prevent confusion



text changed to to prevent confusion UPDATED: NPCs don't use mines, SETH platforms or fighters before player reaches level 10



UPDATED: Added a chance to be attacked by hostiles during Science and Maintenance Freelance missions



UPDATED: Fighters have new object markers



UPDATED: Atlas Defense Field effective radius increased to 450



UPDATED: Travel Agent achievement works as intended. Becoming neutral/friendly with each faction is now possible in freeroam and in the campaign mode (but AFTER completing the storyline)



achievement works as intended. Becoming neutral/friendly with each faction is now possible in freeroam and in the campaign mode (but AFTER completing the storyline) UPDATED: Assassins random encounter ships now properly decloak and do not simply appear



UPDATED: NewGame.sgs file (Freeroam new game definition file) changed to allow becoming neutral/friendly with all existing factions



UPDATED: Anchoring on stations now automatically deactivates cloak



UPDATED: Riftways optimized to increase game performance



UPDATED: Collect all now checks if there are any ship systems and/or Equipment in the loot and collects it regardless if you don't have enough space in cargo hold to collect potential Commodities



now checks if there are any ship systems and/or Equipment in the loot and collects it regardless if you don't have enough space in cargo hold to collect potential Commodities UPDATED: Changing Energy distribution to increase speed during Power to Engines now automatically increases speed to maximum



UPDATED: Landing on planet Trinity during the initial campaign mission is now free-of-charge



UPDATED: Light weapons rebalanced

beams are now efficient and (almost) on par with other weapons (they still stay the weakest because of instant hit mechanic)

weapons are now put in weapon grades(so grade 5 beam should fit the grade 5 railgun strength)

energy costs are changed

big pricing changes

UPDATED: heavy weapons have received reload time buff to make them more interesting to players



to players UPDATED: some heavy weapons changed



UPDATED: Ship weapon battery changes for specific ship classes, with some freedom of numbers around the base values

[2014/11/18] Update v1.0009 - Better AI

FIXED: Numerous errors in the Polish localization



FIXED: Fire at Will no longer target your mercenaries if your reputation is Unlawful



FIXED: Allied ships no longer attack your deployed SETH platform



FIXED: SETH platform properly applies friend<->foe checks if you suddenly attack an allied ship and it turns hostile



FIXED: Waypoint missing problem on Giant leap main mission should no longer appear (additional script added to make sure)



FIXED: Several translation errors in the Russian version



FIXED: Several translation errors in the German version



FIXED: Several database errors in the German version



FIXED: A potential problem with sound effects becoming garbled when near a TGate



FIXED: Lure of the Lens potential problem where you couldn't destroy Clearmont station



FIXED: A potential problem that caused Fog of War to reappear on explored sectors



FIXED: A problem where Ferry freelance mission item does not appear in inventory, when planets are involved



FIXED: Several errors with starchart labels overlapping



ADDED: Station assault freelance mission



ADDED: Station defense freelance mission



ADDED: Fire at Will HUD icon now blinks to be more visible when you're attempting to use light weapons while Fire at Will mode is active



to be more visible when you're attempting to use light weapons while Fire at Will mode is active ADDED: Ships and platforms now have new object markers to make them more distinct from other game objects



ADDED/MODDING: AI Assembly helper application to game root directory. This is used to edit and create new behavior files (full modding documentation is to follow)



helper application to game root directory. This is used to edit and create new behavior files (full modding documentation is to follow) ADDED/MODDING: Scripterion helper application to game root directory. Use this if you're into scripting in SG2. It shows all available script functions with descriptions and examples.



helper application to game root directory. Use this if you're into scripting in SG2. It shows all available script functions with descriptions and examples. UPDATED: Drastically improved NPC AI behavior

They can now dynamically assess the situation and choose an according course of action.

The choices they make differ on their faction and profession

Sets of abilities and items that have, until now been reserved solely for the player, are now also available for use to the AI

NPCs can use skills

NPCs can use equipment

NPCs from different factions/professions make different choices

Since we have opened up a lot of possibilities for the AI, we'll keep a closer look on balance in combat and tweak things accordingly. AI improvements won't stop here as well - you can expect further improvements in this area!

UPDATED: Turret view camera mode is now properly usable when playing the game with controllers (for the Xbox360 controller)

when in turret view - hold LT and use the right analog stick for rotating the camera.

UPDATED: Energy redistribution panel is now properly usable when playing the game with controllers (same as Skills/Items at the bottom of the HUD)

Hold LT and use the left analog stick for redistributing power.

UPDATED: Orpheus mine buffed to increase usefulness



UPDATED: Options->Video->Presets now work as intended



UPDATED: Post processing option in the Options->Video panel now affects more features to increase framerate when lowering this setting



UPDATED: Options->Video->Environment detail and Model detail options optimized on lower settings to increase framerate



UPDATED: SETH platforms work properly for quest related ships



UPDATED: Several changes in the Freelance mission generator to reduce chance of missions NOT appearing



UPDATED: Increased duration of special warnings (for example when you lose troopers when undocking from stations)



UPDATED: Colliding with stations now deals shield/hull damage



UPDATED: Shield indicator no longer shows some objects to have shields, when in fact they don't (planets, structures...)



UPDATED: Increased Blueprint drop rate when scanning anomalies



UPDATED: Reduced chance of an event taking place when undocking from stations and planets

[2014/10/31] Update v1.0008 - An update for the Halloween frenzy

FIXED: PTE is now properly shut down when anchoring



FIXED: Fleet->Systems panel now shows accurate information related to fighter wings



FIXED: Heroes and platforms can now be properly targeted when using controllers, by using Target nearest enemy



FIXED: Bridge officer will no longer notify you that you destroyed another hostile when destroying one of your mercenaries



FIXED: Mercenaries now repair Hull when you anchor on a planet or station



FIXED: You can no longer issue Anchor command on a hostile station via the Starchart



FIXED: A problem where the main menu would hang if you have multiple controllers plugged in at the same time



if you have multiple controllers plugged in at the same time FIXED: An exploit/bug when using controllers that allowed you to select and sell/unmount non-existing ship systems when using controllers



FIXED: Selecting and using the Riftway button on the Starchart with controllers is now possible as intended



FIXED: Icebreaker achievement now works as intended and does not trigger after colliding with a single asteroid



achievement now works as intended and does not trigger after colliding with a single asteroid FIXED: An error related to Guardial angel achievement



achievement FIXED: The Shipping magnate achievement now works as intended



achievement now works as intended FIXED: The You da boss! achievement is now fully functional



achievement is now fully functional FIXED: An error that caused achievements to provide a penalty on PTE charge-up time instead of a bonus



FIXED: An error related to Artefact vaults that caused several potential problems if you transported onto any of them



FIXED: An error that caused your new ship to have more than its maximum Hull when transferring command



FIXED: Model detail and LOD distance now work properly. More work on optimization is planned.



FIXED: You can no longer anchor on a station if you attempt it via the Starchart, if combat begins on the way there



FIXED: A scrollbar is now added to the News panel to prevent sections of the text from being unreadable



panel to prevent sections of the text from being unreadable FIXED: An exploit related to Heavy weapons and their ammo, when switching to a different heavy weapon



FIXED: Contraband scans can no longer happen during cutscenes to prevent the game from being left hanging or even crashing



or even crashing FIXED: Numerous overlapping text issues in the Russian localization



FIXED: Several malfunctioning collision meshes



FIXED: Torrent surfer perk now properly displays the increased jump range on the Starchart



FIXED: Wolverine's cloak field generator no longer has 0 Hitpoints, but proper amount



FIXED: Several minor GUI usability issues



FIXED: An error that occurred when activating Fire at Will, causing the first shot to target the wrong location



FIXED: An error that caused object information to be displayed wrong on the object info panel



FIXED: Game controls are now properly deactivated during cutscenes and some dialogs when using controllers



FIXED: An issue that could potentially cause the game to crash immediately after the Campaign intro movie



UPDATED: Now you see me... achievement made slightly easier to achieved



achievement made slightly easier to achieved UPDATED: Attacking neutral ships will now trigger a reaction from other nearby neutral ships of the same faction



UPDATED: Moved Salem station away from the asteroids, so they don't immediately break on loading and leave collectible loot



UPDATED: NPCs' chance of forcing player out of PTE now depends on player experience level and difficulty setting



UPDATED: Heroes now repair their Hull while out of combat



UPDATED: Campaign intro movie in the Polish localization now comes with subtitles



ADDED: HUD Power indicator now has a corresponding tooltip to show precise numeric information



ADDED: Game automatically chooses the stronger graphics card if more than one is available (This is especially important for players that have IntelHD in their computer!)

[2014/10/18] Small quickfix

[2014/10/17] Update v1.0006 - A small bundle

[2014/10/16] Update v1.0005 - Chugging along, more updates coming

FIXED: An error in the Rift skill activation script that could potentially cause a crash



FIXED: Mission location on the Captain's log panel and on Mission info panel are now displayed properly



FIXED: Numerous errors related to popping up tutorial panels, that could potentially cause the infamous black screen of freeze



FIXED: Several other potential instances where the black screen could appear



FIXED: A memory leak related to sector streaming



FIXED: The infamous ghost planet should no longer appear. If it does, the game log should catch the problem in more details.



FIXED: Several smaller memory leaks



FIXED: An error related to enhancements that could potentially cause crashes



FIXED: Numerous issues in the localized versions



FIXED: Numerous smaller errors in the campaign



FIXED: Several errors in the UI system that could potentially cause crashes



FIXED: Numerous database errors that caused wrong bonuses to be assigned to enhancements



FIXED: Bookworm achievement is now achievable properly by any related means, and not just by waiting for each tutorial to pop-up



FIXED: You can no longer gain 2 loot drops by first sending in your scavenger drones and then destroying the derelict before scavenging was finished



FIXED: An error that could potentially cause friendly ships to turn against you when you're boarding a hostile ship near a station



FIXED: An error on the Starchart panel related to perpetual panning after closing the Starchart and opening it up again



FIXED: Mercenaries will no longer conclude you're dead when transferring command to a different ship (from the garage for instance)



FIXED: Numerous errors on displaying GUI when using controllers



FIXED: A controller related error that prevented overwriting an existing save file



FIXED: Numerous other controller issues



ADDED: Polish localization is now available (text only)



ADDED: Riftway network is now visible on the Starchart. A button on the main Starchart panel can toggle its visibility. The visuals will likely be changed.



ADDED: Maximum attainable experience level raised to 80



UPDATED: Slight changes done to the blueprint drop scripts. Further improvements pending.



UPDATED: Review button removed from the main menu



UPDATED: Allied ships now attack platforms



UPDATED: Allied ships no longer attack a ship you're trying to capture



UPDATED: Fire at will also ignores a ship you're trying to capture, BUT(!) Marking the target overrides that safety lock and Fire at will in that case fires at the ship



UPDATED: Game log records some extra data to help us find some problematic bugs



UPDATED: Platforms are now properly included in the Fire at will routine



UPDATED: Reputation change system (when destroying ships, declining contraband drop etc.) is now completely controlled via script to ensure proper execution ( Spg2\Scripts\AddReputation\... )



) UPDATED: Increased the max available quantity of every individual commodities on all stations to increase potential trader profit



profit UPDATED: Tutorial pop-ups are now spread out over the starting campaign mission and linked to other events as intended (when first entering an asteroid field, when first encountering a derelict...)



are now spread out over the starting campaign mission and linked to other events as intended (when first entering an asteroid field, when first encountering a derelict...) UPDATED: Heroes/Bounties will no longer harass you while you're on a storyline mission



UPDATED: Mercenaries now attack platforms as intended



UPDATED: Credits movie updated with several new people that helped us over the last few weeks

[2014/10/7] Update v1.0004 - A slightly bigger update

FIXED: Numerous smaller and larger campaign related issues in all missions



FIXED: Waypoint missing after loading problem



FIXED: Wrong objective displayed after completing a mission



FIXED: Numerous potential crashes fixed related to the second map



FIXED: Numerous potential crashes fixed related to the primary map



FIXED: Numerous memory leaks plugged



FIXED: A potential crash when leaving mission area during a mission



FIXED: A potential error resulting from choosing Freeroam after leaving mission area on the second map



FIXED: Several smaller issues with wrong region being displayed in the captain's log when looking over campaign missions



FIXED: Fixed several potential corrupt saves instances



instances FIXED: Eridan freighter Hull reduced to proper levels



FIXED: An error related to mesh loading that could in some instances cause the game to crash



in some instances cause the game to crash FIXED: Mercenaries shoot on your enemies as they're supposed to



FIXED: LUPUS fighter wing now works as intended and does not crash the game



FIXED: Orca now has a fully functional single-slot hangar



FIXED: Missing station schematic added



FIXED: Eridan freighter Hull reduced to proper levels



FIXED: Mission waypoints should now all appear normally when loading and restarting the game



FIXED: The black screen problem in several more instances (when loading autosave while a mission is active and player is inside the first mission area AND entering the mission area triggers a combination of cutscene and story panel)



FIXED: Several potential corrupt saves instances



instances FIXED: Voltra is now properly vulnerable to heavy weapons



UPDATED: Mercenaries marked with specific color



UPDATED: Environment detail settings now affect the number of junk pieces and asteroids and riftway visibility range to improve performance



UPDATED: Riftway to make it easier to leave it



UPDATED: Auto-pilot improved so it shouldn't be making merry-go-rounds around stations (there are still several known instances where it can ram into a station so this is next on the agenda in that part)



UPDATED: Wormhole now slowly turns the ship it is dragging towards itself



UPDATED: Increased chance of getting a blueprint part if you already have at least one identical part in you inventory when blueprint is dropped



UPDATED: Blueprint drop rate slightly increased



UPDATED: Blueprint drop rate when salvaging derelicts via equipment is now within normal parameters (forcing execution of script to make sure)



UPDATED: Riftway system optimized to improve performance



UPDATED: Reduced Experience gain when destroying ships.



UPDATED: Increased Credits gain for Freelance missions



UPDATED: Implemented several more checks to make sure items made available by blueprints are properly available on stations/planets



ADDED: Borderless window mode

Edit StarpointGemini2Configuration.cfg and change BorderlessWindow parameter to 1(on) or 0(off)

WindowStartPosition (x | y) sets the borderless window position when starting the game

ADDED: Objective deletion via scripts to remove obsolete objectives

[2014/10/1] And here's another...

FIXED: A glitch that could cause crashing mid-saving



FIXED: A couple of those greyed-out graphics options are now unlocked as intended (Shadows, Glow)



FIXED: Several campaign related issues



FIXED: Several errors in the localized databases (both German and Russian)



FIXED: Junkyard near derelict in first mission and junkyards on the second map now have proper OnDestroy scripts



UPDATED: Removed a default script that was linked to derelicts if no specific



if no specific UPDATED: Loot drop for high-level characters tweaked (downward... those 2mil drops per ship are a big no-no)



UPDATED: Blueprint drop rate increased and also linked to NPC/player experience level

[2014/10/1] A quick small update, but might be crucial

[2014/9/28] Update v1.002 - Addressing the key problems first

[2014/9/28] Update v1.002 - Addressing the key problems first

Update v1.001 - A quickfix for a quickfix

Update v1.001 - An early morning quickfix

FIXED: Model detail setting should now be operational in the options menu



FIXED: Volumetric fog shadows are now saved as intended



FIXED: If a ship is grappled and then disabled (usually via scripts), the grappler will no longer stay hanging in mid-air (mid-space?)



FIXED: Boarding is deactivated if the boarded ship is disabled (same as above)



FIXED: Shadow-related glitching



FIXED: Mission markers should now appear properly after exiting the game and loading a save file in mid-mission



UPDATED: Capturing main mission ships should now work as much as destroying them

Update v1.000 - LAUNCH!

FIXED: When story panel is activated, PTE is shut down and audio volume is lowered



panel is activated, PTE is shut down and audio volume is lowered FIXED: Game is paused when Mission failed panel is active



panel is active FIXED: Fire at will mode is automatically deactivated when a cut-scene starts



mode is automatically deactivated when a cut-scene starts FIXED: Freelance missions are filtered when Reputation is changed



FIXED: Ships and stations change color-coding when Reputation changes



FIXED: Tutorial setting is saved properly



FIXED: Starchart hint is now properly placed when using gamepads



FIXED: Fire At Will with beam weapons fixed



ADDED: Full campaign mode



ADDED: Riftway fast-travel grid

Simply fly into it and let it carry you.. some maneuvering is required though, since inertia can sling you out

ADDED: Numerous missing sound effects



ADDED: Full ambient soundtrack



ADDED: Full combat music soundtrack



ADDED: Freelance missions deactivated during the first mission in the campaign mode



ADDED: Mercenaries

You can hire Mercenaries to accompany you

Be careful to pay them their salaries... or they will leave your service, or alternatively beat you up...

ADDED: Several starting options for the Freeroam mode (character name, ship, portrait)



ADDED: Adding turret now costs money depending on the ship class



ADDED: You can now remove turrets from weapon batteries



ADDED: Autosaves to Campaign mode (when accepting a mission)



ADDED: Cloak while active, now drains ship's power, much like skills



ADDED: Skills are now SUSTAINED(!)

Skills don't have limited duration anymore, but simply drain power while active

It is possible in theory to setup your ship that you can sustain a skill indefinitely

ADDED: Try going closer to the suns now. I dare you :P



UPDATED: Boarding mechanics have went through another tweak



UPDATED: NPCs and missions will now spawn according to regional level range



UPDATED: Trooper price increased from 100 to 250



UPDATED: Alarming/Deadly/Impossible enemies granted damage reduction of 10%/20%/30%



UPDATED: Player no longer receives bounty without taking part in battles against Heroes



UPDATED: Enabled rank restrictions for ship classes



UPDATED: Easy difficulty no longer receives a flat hardcoded starting credits.



UPDATED: Loading a game with hull bonus no longer forces the player to repair the difference in hull.



UPDATED: The engineer can no longer receive experience by scanning his own anomaly



UPDATED: Boarding hostile ships is no longer a crime



UPDATED: Clicking on the boarding slot will place a waypoint on the captured ship if that ship is beyond target lock distance



UPDATED: The player can no longer loot a captured ship beyond transporter distance



UPDATED: Player now receives 6%/12%/25%/50% damage from heavy weapons on Easy/Normal/Hard/Extreme difficulties



UPDATED: Player now receives 10%/25%/50% damage from beam weapons on Easy/Normal/Hard difficulties



UPDATED: The recommended level for Missions has a bigger font size and flashes red if the rec. level exceeds player level



UPDATED: The captain info panel will now properly display if the player is unlawful



UPDATED: The log now displays recommended level for missions (in the list)



UPDATED: Mining Beam now deals 100 times more damage to asteroids



UPDATED: Heroes now deal +50% beam weapon damage and +100% damage with all other weapons



UPDATED: Heroes receive 2.5% damage from all NPCs (excluding mercenaries and other heroes) and receive 30% damage from the player



UPDATED: Heroes have reduced bounties



UPDATED: Heroes now have the title "Hero" instead of faction association written on the target lock



UPDATED: Heroes can no longer be boarded



UPDATED: Licenses have been balanced to make more sense



UPDATED: Officers have been rebalanced



UPDATED: New loot system gave more accuracy to the progression system and bonus modifiers from perks, officers and licenses



UPDATED: Combat mode now properly tracked by the gameplay engine



UPDATED: Light weapons damage, shield/hull ratio and price rebalanced



UPDATED: Heavy weapons damage, shield/hull ratio and price greatly rebalanced



UPDATED: Freighter and freightliner class ships cargohold, energy, price rebalance



UPDATED: Systems and ships on station prices rebalance



UPDATED: SETH is now packed with the PlatformGun, rebalanced



UPDATED: Difficulties rebalanced



UPDATED: Rearming heavy weapons now costs credits depending on heavy weapons loaded on the slot



UPDATED: Platforms now carry a PlatformGun, hitpoints rebalanced



UPDATED: Asteroid fields rebalanced



UPDATED: Grappler improved

You can go into PTE while towing a grappled ship, but increase speed over time or the grappler will snap

Grappler can still snap if strain is too heavy

Grappler success depends on ship mass. The larger the ship, the higher the chance of the link snapping

UPDATED: Several optimizations regarding ship's weapons fire and frame-rate



UPDATED: Several ships rebalanced



UPDATED: Lowered Experience gain on destroying ships



UPDATED: Sensitivity lowered when playing with gamepads & joysticks



UPDATED: New loading screen

Update v0.8004 - September 16th, 2014 - Here's another one

FIXED: Audio-related constant framerate drop



FIXED: Framerate drop on looting a captured ship



FIXED: PhysX related problem that could cause framerate drop and in severe cases crash



FIXED: It is now possible to properly save your game when using gamepads or joysticks



FIXED: A potential crash that would happen when your ship is being scanned for contraband, while using gamepads or joysticks



UPDATED: Done some mod-related changes that would usually cause a crash when loading a saved game created using mods, but trying to load it without those mods. The solution is NOT perfect in some cases, but the goal was to prevent crashes.



UPDATED: Log now records more data to make it easier to hunt for bugs.

Update v0.8003 - September 15th, 2014 - Quickfix time!

FIXED: A save compatibility issue in case you deactivated a mod that saved some info into the save file. Redundant info should now be discarded and prevent crashes.



FIXED: A problem on the Licenses panel when using gamepads/joysticks



FIXED: Several potential crash-causing issues



UPDATED: Game log now records some more data to make bug-hunting easier

Update v0.8003 - September 15th, 2014 - Well wouldya look at them apples

FIXED: A joystick/gamepad related crash



FIXED: A problem related to artefact flags that could cause a crash



that could cause a crash FIXED: A script-engine related issue that could cause the game to crash when interfacing databases



UPDATED: Game log records more info for easier bug-hunting



UPDATED: Music tracks now shuffle as planned. We're not all done just yet on this field, but this should help bring more variety :)

FIXED: The screeching evil sound from hell should not appear anymore. If it does, let us know please.



FIXED: Several more issues with the music streamer to make it more reliable and overall the game more stable



FIXED: Several text errors in both German and Russian localizations



FIXED: Several setting in the General options decided they won't get saved. This is repaired.



FIXED: The orange main menu problem should no longer appear.



ADDED: Combat music

Music now changes to combat music when fighting ensues



Update v0.8001 September 12th, 2014 - How 'bout them twins?

FIXED: An issue where destroying ships that spawn a derelict, caused outlaw looters to appear, which in turn could create an endless stream of outlaw looters. Several more script checks implemented.



FIXED: Tzar carrier hangar parameters fixed and tweaked



FIXED: Heavy weapon blast radius now deals damage to the object that was actually hit



FIXED: Ice asteroids now use appropriate destruction visuals



FIXED: A script problem where in certain instances a for loop never activated.



never activated. FIXED: A crash related to Caridad station. Its parameters were all messed up



FIXED: A crash that occurred if capturing a grappled ship that was on the verge of breaking grappler hold (distance)



FIXED: A bug that resulted in player ship not being visible on loading game after dying



FIXED: A a bug related to the Capture freelance mission that resulted in game crash



FIXED: Ship sell price, when selling immediately on docking and when selling from the garage is now identical



UPDATED: Blueprint part drop rate

Based on feedback, drop rate of blueprints is increased in all instances

Blueprint parts can now be acquired by hacking structures

Blueprint parts can now be acquired by transporting onto structures

Blueprint parts can now be acquired by scanning anomalies

UPDATED: Loot drop system changed

Loot drop definition files completely changed to make it easier to balance

Loot drop now depends more on experience level and target type

system changed UPDATED: Orpheus mine damage is generally reduced, but damage now depends on player level



UPDATED: Damage of the SETH deployable platform now depends on player level



UPDATED: Station will no longer call in a large security force to deal with you if you caused problems near it. The numbers are tweaked, largely based on player level.



with you if you caused problems near it. The numbers are tweaked, largely based on player level. UPDATED: If a station doesn't have any friendly ships nearby, security forces will no longer show up



UPDATED: Destroying bounties that are hostile towards you no longer yields negative reputation change



UPDATED: Reset general settings confirmation box text changed to display appropriate text.



confirmation box text changed to display appropriate text. UPDATED: Ship, structure and station shaders to improve material glow quality



UPDATED: Spire station now only offers lawful licenses



UPDATED: Tortuga Bay station now only offers outlaw licenses



UPDATED: Nebulas optimized some more. More specifically, when inside a nebula, other nebulas are not rendered



a nebula, other nebulas are not rendered UPDATED: Mission objective text that appears next to a mission-related object, is no longer hard-coded, but is taken from misc.txt file



UPDATED: Numerous texts in the German and Russian localizations



UPDATED: Removed Evasion parameter from defense platform files (*.def)



parameter from defense platform files (*.def) UPDATED: Increased chance of triggering global events that are related to prices and trading to make the market more lively



UPDATED: NPC ships now come with a full complement of Troopers, making them harder to capture (further updates will bring other balancing)



ADDED: Big picture mode & full controller support

Simply plug in a gamepad or joystick and restart the game

You're offered a different control scheme which makes it possible to choose how you want to control the various game panels

Using controllers is possible in both control schemes

Further tweaks, improvements and manufacturer presets will be done based on feedback

ADDED: Artefacts

Artefacts can now be collected from special structures scattered around Gemini

Collecting all artefacts yields a special reward

ADDED: Another optimization pass focused mostly on sector-to-sector streaming

Model streaming implemented

Audio streaming implemented

Script files compressed

ADDED: Twin suns now shine over Gemini from its center (will be further graphically improved)



ADDED: Confirm resolution change panel can now be closed and resolution change can be cancelled



ADDED: A new type of encounter into the game world, generated randomly, but with certain conditions



ADDED: Scanning anomalies can now cause a revenant to drop out of rift space (can be either friendly or hostile)



to drop out of rift space (can be either friendly or hostile) ADDED: Info panels for stations, structures, planets, derelicts and anomalies



ADDED: Leviathan is now placed into the game world

Update v0.8000 - Blueprints and nebula optimization

FIXED: Several errors in weapon range calculations



FIXED: An error where names of nebulas were not shown on the Starchart



FIXED: NPCs start firing weapons at more appropriate distances and not from miles away



FIXED: Your own SETH platforms will not shoot each other



FIXED: Beam weapons now work in Fire at will mode as intended



mode as intended FIXED: NPCs no longer have impossible weapon range when using beam weapons



weapon range when using beam weapons FIXED: An issue where the planetary screen gets overlapped with the station interface overlay



FIXED: Material editor->Ship editor now saves trail parameters as intended



now saves trail parameters as intended FIXED: Station color-coding (friendly, hostile, neutral) is now equivalent in the main viewport and on the Starchart



FIXED: An error related to Weapons energy refill and Weapons downtime , where the two could get swapped in-game



and , where the two could get swapped in-game FIXED: Equipment modifiers are now nullified on loading as intended



FIXED: An error that would manifest in an NPC ship powering up Power to Engines , but remaining in the same position



, but remaining in the same position FIXED: Damage effects are now properly removed from the ship on repair



FIXED: An error that could crash the game when clicking on a mission icon in the starchart



FIXED: An issue with mission completion notification being displayed wrongly



FIXED: A bug related to Steam Workshop integration and updating mods that could cause the game to crash



and updating mods that could cause the game to crash FIXED: Grappling a captured ship no longer turns every neutral or allied ship against you



ADDED: Blueprints

You can collect blueprints pieces from various sources (more will be added over time)

Once you collect enough pieces, a complete blueprint will be assembled in your Items list automatically

After that, simply dock on any station or planet, and you will find that something new is available for purchase (depending on the blueprint)

Blueprints are used up in the process

Blueprints available: light weapons, heavy weapons, enhancements for all primary systems, an officer, fighter crafts

ADDED: Energy redistribution shortcuts to Options->Controls . They are NOT set by default. Set them manually!



shortcuts to . They are NOT set by default. Set them manually! ADDED: NPCs can now drop Orpheus mines. Frequency greatly depends on player level and difficulty setting.



ADDED: Explosion shockwaves can now impact asteroids and junk pieces



ADDED: Sporadic lightning flashes inside nebulas



ADDED: Profession parameter is now shown on the Quick scan



ADDED: Several skill modifiers changed/added

Sensor jam

Virus (Chance to drop target's shields on hit)

Life support sabotage (Reduce target's troop effectiveness)

Mainframe shutdown (Chance to completely shut-down target on hit)

Disabling shockwave (Range set to 600)

Energy drain => Power drain

Scramble now states Chance to disable weapons on successful hit

Disabling hit now states Drain target's battery energy (% per second)

Disabling hit

Tracer round

Razor

ADDED: Additional Perks are now fully functional

Hawkeye

Collector

Space wolf

Torrent surfer

Large vessels

ADDED: Officers that used the same bonuses as the above Perks are now also fully functional



ADDED: Another difficulty level added. This is mostly ground work for future use.



ADDED: Several game version checks to comply with latest Steam API



ADDED: Several notifications (entering hostile territory) received a boost to be more noticeable



to be more noticeable ADDED: Ship is automatically decloaked when anchoring on stations/planets



UPDATED: Grappling a friendly/allied ship is now treated the same as if you were boarding it



UPDATED: Accuracy mechanic. Increased weapons fire spread on longer distances.



UPDATED: Game log records more data to catch potential problems.



UPDATED: Repairing your ship on a station or planet now removes the effects of Radiation and EMP damage.



UPDATED: NPCs accuracy improved



UPDATED: Bounties improved weapons (enhancements)



improved weapons (enhancements) UPDATED: Jumping away from a captured ship makes it highly possible for that ship to regain control and flee



UPDATED: NPCs now carry less Equipment



UPDATED: Strong gravitational pull is now only possible if influenced by a wormhole



UPDATED: SETH platform now has limited duration before it self destructs. This is to prevent a potential mem-leak



UPDATED: Nebulas are now limited to 120 particle patches at a time to improve performance



UPDATED: Nebula particles orientation



UPDATED: Several nebulas modified specifically to improve performance (Gulf)



UPDATED: Tweaked experience gain with trading



UPDATED: NPC random encounter spawning system now takes into account more variables and relies more on player level, but also on difficulty settings



UPDATED: ( Permanent ) Quick Target Scan is now active by default



) Quick Target Scan is now active by default UPDATED: When stations react to nearby trouble (someone starting a high-tech space cannon brawl), instead of reaching out to the faction in control of the region, they simply call their own reinforcements.

Update v.0.7022, 20th July, 2014

FIXED: SETH related (entire equipment database actually) had numerous errors in German and Russian localized version that caused the game to crash.



FIXED: Moving panels was not possible on some screen resolutions



FIXED: An error that could cause the game to crash while using Loot panel



UPDATED: Small things related to the newly added Mounted camera (a few small errors and a bit of polish)



UPDATED: Game log records even more info to catch the pesky bugs and mem-leaks.

Update v.0.7021, 18th July, 2014 - Here's some optimization and a new camera mode :)

FIXED: Weapon battery bug. There was a mixup with system parameters. Thanks for the assistance Ryouchan!



ADDED: Mounted camera. You can cycle to with with the Switch camera button. IMPORTANT FOR MODDERS: Mod ships are now one version behind in the *.shp file. Check one of our ship files to see the new Mounted camera parameters. The game won't crash, but the camera won't be available in-game until this part is added to the file!



UPDATED: Nebulas slightly optimized



UPDATED: Flares optimized (ONLY on Low environment detail setup)



UPDATED: Game log now records more data used for hunting down mem-leaks and other issues

Update v.0.7019, 15th July, 2014 - Nebulas

FIXED: Game configuration file is now properly saved in the default game folder instead of a mod folder, if a mod was active.



FIXED: A problem with Bounty spotted title being separated into two lines on the Station->News panel



panel FIXED: Engine sound volume is now affected with the appropriate Options slider



ADDED: SSAO (ambient occlusion) is now unlocked in the Video options and can be activated. Be careful though; remember the game isn't optimized yet ;). The options is OFF BY DEFAULT!.



ADDED: TDrive effect in the Video options is now added and unlocked and can be activated. Try it out, and if you don't like it, turn it back off. The options is OFF BY DEFAULT!.

FIXED: An issue with only one fighter craft in a wing firing, while the others were just flying about like nothing important is taking place



FIXED: An error where ship markers would not change color to red even if they became hostile to the player



FIXED: A bug where a ship would turn back to friendly after the player left its vicinity



FIXED: Material editor -> Ambient editor Save and Load buttons are displayed correctly



Save and Load buttons are displayed correctly FIXED: A problem where fighters would not acquire targets on-the-fly , but only on launch



, but only on launch FIXED: An instance where not all fighters would return to their carrier when recalled



FIXED: An issue where ships would first turn hostile when attacking them, but then they turned back to neutral/allied after you destroyed one of their ships



FIXED: A bug in the Material editor where flares and lights from an old ambient remained in the new one, on loading the new ambient



FIXED: Planet icons now highlight properly on the Starchart



FIXED: Slow rate of firing at allied NPCs will no longer make them revert from hostile back to allied



FIXED: A text overlap issue when smuggling onto planets fails



FIXED: An issue where the Planetary customs panel would overlap some other opened panel



panel would overlap some other opened panel FIXED: An issue where the Loot panel would overlap some other opened panel



panel would overlap some other opened panel FIXED: Ship system prices are now displayed as intended on both the Drydock->Systems tab as well as the Drydock->Loadout tab



tab as well as the tab FIXED: PTE temporarily disrupted notification is now properly displayed when the disruptor hits and NPC



notification is now properly displayed when the disruptor hits and NPC FIXED: An error with Engineer skill Hack , more specifically the modifier Immunity . It now works as intended.



, more specifically the modifier . It now works as intended. FIXED: Deleting models and particles from an assembly via the Material Editor now works as intended



FIXED: Last seen info for bounties now shows appropriate info instead of the place-holder value



info for bounties now shows appropriate info instead of the place-holder value FIXED: An issue regarding physics engine that caused problems in calculating collisions with large objects like stations



FIXED: A memory leak occurring when hitting a ship, that could potentially cause the game to crash



FIXED: F2 no longer activates the Phaseshift effect on the player's ship



FIXED: anomaly SetPosition function now works as intended



function now works as intended FIXED: Add turret button is now greyed out and unusable when a hangar slot is selected



button is now greyed out and unusable when a hangar slot is selected FIXED: A physics error where a derelict created when a ship explodes would push the ship faaaaaaaar away



FIXED: Numerous typos and errors in both German and Russian localizations



ADDED: Camera now shakes while in Power to Engines



ADDED: Best Buy/Sell panel is now introduced into the game in its first form

You can access it via the starchart. A new button on the upper-right panel

This is the first iteration, and it will be further improved, mainly accessing it will be made easier and we'll make it easily and quickly accessible in numerous places, so you don't have to open the Starchart every time ;).

ADDED: All Nebulas are now added to the game map

Gas pockets that can be found inside nebulas can be Scanned and then Collected as loot

Nebula collector equipment can be used on the gas pockets for increased collecting yield

Nebulas are visible on the Starchart, but can be toggled with the button on the top-right panel

ADDED: You can now enter Area effects that can cause various detrimental effects

For now, Area effects are only linked to nebulas, but in time, other objects will also be able to have them

that can cause various detrimental effects ADDED: Junkyard is now visible on the Starchart



is now visible on the Starchart ADDED: Phaseshift equipment is now available for purchase on numerous stations



equipment is now available for purchase on numerous stations ADDED: Scavenger nanobots equipment is now fully operational



equipment is now fully operational ADDED: There is a chance that you will jump into the wrong location when passing through a wormhole



ADDED: If you have the Free scientist license, you will now get paid for each anomaly you scan



license, you will now get paid for each anomaly you scan ADDED: Some Experience is rewarded when trading



ADDED: Ship markers on the radar now fade-in when they appear



when they appear ADDED: Depending on cargo value and other region-based parameters, it is possible for you to get ambushed by outlaws trying to get your cargo



ADDED: VO warning is now heard when your Troopers are in trouble



ADDED: More situations now affect player Reputation change, governed by a new database



ADDED: Soft-particles make nebulas blend better with other objects



ADDED: Camera shake slider in the Options



ADDED: You can now encounter various battle encounters while flying about. Warzones have higher chance of appearance, but still... be careful ;).



ADDED: Several new micro-events that can happen when you're undocking from a station. A lot more will be added over time.



UPDATED: Station equipment stock no longer replenishes each time player undocks



UPDATED: Stations will now also turn hostile if you start attacking its friends in the vicinity



in the vicinity UPDATED: Cloaking no longer reverts attacking ships back to neutral/allied



UPDATED: There is a chance that cloak is deactivated when colliding



UPDATED: Cloak is automatically deactivated when grappling a target



UPDATED: Contest bounties now have proper OnSeen and OnKilled news texts



and news texts UPDATED: Numerous tooltips to display useful information



UPDATED: Skill hint tooltip to be properly displayed in all versions



UPDATED: Chase camera shortcut transferred from Boarding into Views section in the Options->Controls panel



UPDATED: Heroes/bounties are now always hostile towards the player



UPDATED: PTE no longer remains active after passing through a wormhole



UPDATED: Cloak no longer remains active after passing through a wormhole



UPDATED: Saved games list is now sorted by date instead of alphabetically



UPDATED: Derelict cool-off shader effect



shader effect UPDATED: Outlaws that appear to claim a derelict, will no longer attack you if you're on good terms with them



UPDATED: Structures now have increased Hull



UPDATED: SETH activation now has its own animation as intended



UPDATED: Additional in-script checks are made to prevent continuous spawning of ships near derelicts, stations and structures that was possible in some instances, eventually leading to the game crashing



UPDATED: Numerous ship textures and materials for improved visuals

Update v.0.7018, 22th June, 2014

FIXED: A bug related to ambush and/or fleet ships that could crash the game or cause other problems



FIXED: Script management system so it now flushes unneeded scripts from memory



FIXED: A fighter related error leading to multiple problems (not coming back to refuel, not being affected by Mark target , trailing off into the unknown...)



, trailing off into the unknown...) UPDATED: Improved NPC fleet management so followers follow the leader after combat

Update v0.7017, 21st June 2014

FIXED: Station security ships now react as intended and will provide assistance to friendly ships



FIXED: Several errors related to asteroids and physics



FIXED: Shooting at a captured ship no longer generates a Critical hit message



message FIXED: A problem where Fire at Will ignored bonuses applied to weapon range



FIXED: A problem where weapon range bonus wasn't properly applied



ADDED: Some more bridge officer chatters



UPDATED: Memory usage related to scripts optimized



UPDATED: Game log records more data to help in finding pesky bugs

Update v.0.7015, 19th June, 2014

FIXED: Player ship customization parameters are now properly saved and loaded



FIXED: An error where the game could crash when using Give , Take or Take All actions on the Loot panel



, or actions on the panel FIXED: An error where ship price wasn't adjusted properly until redocking, after purchasing a License that modifies ship prices



FIXED: An issue related to game date being saved, loaded and displayed wrongly after loading a game



FIXED: Ships no longer get damaged when Transferring command



FIXED: Grappler will no longer deactivate automatically after capturing a grappled ship



FIXED: A problem where SETH platform only attacked ships that were hostile towards the player when the platform was released



FIXED: An problem where changing resolution in-game and resetting controls could cause cursor issues



FIXED: Heavy weapons no longer disappear from the ship if leaving a station when the heavy weapon ammo was depleted



FIXED: A graphical error on a flare texture



FIXED: An error where junkyard name was wrongly displayed in several instances



FIXED: Kojima model is now properly rendered in the Drydock screen



screen FIXED: A tooltip no longer appears when hovering the mouse over empty light weapon battery slots



FIXED: A critical error in the script system that could, in some instances, cause any script that uses pause to malfunction



to malfunction FIXED: An error/exploit where jettisoning commodities added +2 commodities per stack



FIXED: An error that occurred when displaying mod information



FIXED: An issue with beam weapon effects that left them hanging in space



FIXED: The Reputation panel now displays outlaw faction info as intended



panel now displays outlaw faction info as intended FIXED: Heroes can now be dragged with the Grappler across sector borders



FIXED: Energy transfer setup now resets on loading or starting a new game after already playing a session



FIXED: Rearming heavy weapons cost is now added into expenses on the Finances tab as a part of Purchases



tab as a part of FIXED: Asteroids and junk pieces are now properly calculated in the PhysX system



FIXED: An issue where using Go To command on the Starchart placed the target waypoint in the wrong location



command on the Starchart placed the target waypoint in the wrong location FIXED: Rift skill now works on Heroes as intended



skill now works on as intended FIXED: A problem where NPCs would spawn at the same location when player uses T-Drive



FIXED: Available officers list in the Hiring section of stations/planets can now be scrolled



section of stations/planets can now be scrolled FIXED: Double-clicking on the Exit button of the Starchart no longer leaves the Starchart context menu open



button of the Starchart no longer leaves the Starchart context menu open FIXED: A problem where the ship was left on fire after docking



after docking FIXED: Sit-rep notification after passing through a Wormhole will no longer appear if there is nothing to actually report



FIXED: Numerous text errors in all game versions



FIXED: A problem where anomaly effect was left active even after an anomaly had disappeared



FIXED: Numerous errors in German translation pack where wrong text was displayed



FIXED: A potential memory leak in scripts, where several ships bearing the same keyname could exist at the same time



FIXED: A problem where some structures and stations were placed too close to each other which caused their labels to overlap on the Starchart (more such instances remain and will be fixed)



FIXED: A problem where ship maneuverability was reduced on lower framerate



FIXED: An instance where a derelict name wasn't displayed properly



FIXED: A problem where the number of Troopers lost while passing through a wormhole was displayed wrongly



lost while passing through a wormhole was displayed wrongly ADDED: NPCs can now appear using T-Drive



ADDED: New asteroid explosion sounds



ADDED: Ship explosions can now cause damage to nearby ships



ADDED: Asteroid explosions can now cause damage and/or other effects to nearby ships



ADDED: Derelict explosions can now cause damage to nearby ships



ADDED: You can now be hunted by pirate mercenaries anywhere in Gemini. The chance of this event increases with player Reputation .



. ADDED: Boarding structures is now possible and can yield rewards and/or trigger global events (more various events will be added)



structures is now possible and can yield rewards and/or trigger global events (more various events will be added) ADDED: Hacking structures is now possible and can yield rewards and/or trigger global events (more various events will be added)



structures is now possible and can yield rewards and/or trigger global events (more various events will be added) ADDED: New notification screens to provide info to player when some situation occurs



ADDED: Anomaly scanning can now cause a backfire in the form of a damaging blast (and/or other effects)



ADDED: Hero ships can now be visually customized in advance, like the player's ship (manually in an external file).



ADDED: Several micro events that can occur when leaving stations (more will be added over time).



ADDED: Floating notifications above a boarded ship when a boarding event occurs



ADDED: Blast damage resulting from any explosion can damage nearby asteroids



ADDED: Heavy weapon projectiles try to avoid collision with obstacles



to avoid collision with obstacles ADDED: Phaseshift Equipment added and can be used. For now only available on Vigo station, near planet Trinity.



Equipment added and can be used. For now only available on Vigo station, near planet Trinity. ADDED: More bridge officer chatter lines



ADDED: All skills now have activation sound effects



ADDED: Sound effect to Borehole torpedo



ADDED: Flares database added, to allow additional flares (textures) to be added into the game easily



ADDED: Heavy weapon explosions now have effective blast radius and damage with the accompanying visual effect



ADDED: Shield resistances are now displayed with their bonuses on the Drydock->Ship panel



panel ADDED: Holographic panels placed around most stations



ADDED: Dynamic news system on station holo-panels now dynamically display/change the news they're showing, based on ongoing global events, bounty status and other factors



UPDATED: Station holo-panels visuals



UPDATED: Game world is now more stretched as we begin to use more of the world verticality. This is only the start and more work on that front remains.



as we begin to use more of the world verticality. This is only the start and more work on that front remains. UPDATED: Random ship spawning mechanics changed to increase overall traffic , but also allow more tweaks and variation



, but also allow more tweaks and variation UPDATED: Now you can die on passing through Wormholes (until now, Hull could never be reduced to 0)



UPDATED: Weapon battery icons changed visually on the Shipyard->Comparison panels



panels UPDATED: Structures and stations can now be targeted/selected more accurately



UPDATED: Cloak can now disengage automatically if a collision occurs



can now disengage automatically if a collision occurs UPDATED: Fire at Will now takes into account if a target is Marked . There is still a chance for your gunners to fire on other hostiles.



now takes into account if a target is . There is still a chance for your gunners to fire on other hostiles. UPDATED: Purchasing new Equipment that you already have mounted on the quickbar, now automatically adds the new equipment to the mounted one



UPDATED: Ship is now properly oriented when exiting a wormhole



UPDATED: Ship system value is now calculated in the ship sell value



UPDATED: Increased structure hitpoints



UPDATED: Visual shockwaves optimized for better performance and lower graphics RAM usage



UPDATED: Increased Consumables prices



prices UPDATED: Increased Ore prices to make mining a more viable way of earning income



prices to make mining a more viable way of earning income UPDATED: Asteroid chunks flying out from a larger asteroid now have reduced speed so they don't fly as far away as before



UPDATED: Autopilot will now try to avoid collision with any object (we've noticed some errors when avoiding stations, which will be fixed)



UPDATED: Randomly appearing anomalies now disappear when scanned



UPDATED: Licenses now appear in the Available Licenses list even if player is not allied with the faction providing the License



now appear in the even if player is not allied with the faction providing the UPDATED: Critical hit visual effect



UPDATED: Shard and all ice asteroids received a visual overhaul



UPDATED: <RU> Most of the names of light weapons with better translations, with the great help of Noob, our helpful community member



Most of the names of light weapons with better translations, with the great help of Noob, our helpful community member UPDATED: Numerous instances of weirdly translated words with the help of our community members



translated words with the help of our community members UPDATED: Some stations now sell more commodities



UPDATED: The game log now records more detailed information to help us in determining potential and realized problems



UPDATED: Reflector textures and shaders tweaked for better visuals

FIXED: An error where a License purchase cost was displayed as income during the first month of purchase



FIXED: Several errors in the Material editor that prevented several tabs from opening properly



FIXED: Several instances where asteroid field and station name labels were overlapping on the Starchart



FIXED: An error where ship damage particle effects were left hanging after loading/starting a new game when the last ended with player's destruction



FIXED: A saving-related error that resulted in the in-game date to be wrongly saved and displayed afterwards



FIXED: An error in the Loot panel that could cause a crash



FIXED: A script error where the player was notified of losing troopers on passing through a wormhole even if he/she had none to lose



FIXED: Stations Spire, New Sagittarius, Bethesda, Alexandria, Primrose, Mendoza HQ, Hathor, Hephaestus, Niigata, Panama, Orissa, Lunae, Plymouth, Masada, Caridad, Astralis, Delaware, Orleans, Yxaril, Qoseir, Alameda, Hamilton, Xerxes, New Delhi, Capetown, Rotterdam, HeraCorp HQ, Hallifax, Gilgamesh, Tortuga Bay, Waterloo, Solomon, Rayen, Sigil and Montreal now sell Equipment at intended prices



and now sell Equipment at intended prices FIXED: All planets now sell Equipment at intended prices



FIXED: Equinox collision meshes re-imported to function properly



FIXED: A script error that prevented a derelict from spawning properly



ADDED: German and Russian localization is now available (errors are possible and please report them to us so we can repair them)

Right-click on game name in the games list in Steam Client

Open Properties and switch to LANGUAGE tab

Choose language

Please restart Steam Client to make sure it downloads the necessary localization data

ADDED: Chase camera mode that automatically tracks targeted object. Set appropriate shortcut in the Options->Controls menu



ADDED: Leave a nice little gift for your enemies in the form of the powerful Orpheus mine



for your enemies in the form of the powerful Orpheus mine ADDED: Knock down incoming heavy weapon projectiles with the Atlas defense field



ADDED: PTE disruptor can be used to force ships to drop out of Power to Engines and prevent them from activating it again for awhile



ADDED: Deploy the SETH platform to aid you in crushing your opponents



ADDED: Glossiness can now be altered in the Drydock->Customization panel



ADDED: New models, textures and shaders for the Crysalys asteroids



ADDED: Several elements in the world and sector files, in addition to a new database table, to facilitate better and faster localization to non-English languages



ADDED: Tooltips on visual indicators for camera/selection modes and the Fire At Will command.



UPDATED: Physics

Player now receives damage when colliding with objects (NPCs will receive this as well after their AI is tweaked to properly avoid collisions)

Player collision is accompanied with a visual effect

UPDATED: Reduced Experience gain on passing through Wormholes



UPDATED: Ship materials can now be further tweaked in the Drydock->Customization panel (reflection can be reduced much more)



UPDATED: Player now receives proper Reputation (negative or positive) depending on owner faction (when knocking out outlaw structures, you gain Reputation)



structures, you Reputation) UPDATED: Derelict assembly files



UPDATED: Crysalys asteroid field rebuilt according to the new visuals



UPDATED: NPCs no longer commit several contraband scans in sequence



UPDATED: Some GUI panels to accommodate longer German and Russian words



UPDATED: Skill activation visual effects (removed a refractive blast that looked out-of-place on higher ship speeds)



that looked out-of-place on higher ship speeds) UPDATED: New version of the Mod Manager released

Mods can now be properly updated, by simply overwriting your existing mod

Mod picture can now be of larger size to improve image quality on Steam Workshop, while the image scales as needed in-game

Mod Manager comes with added functionality

UPDATED: Workshop support now fully implemented. Updates to subscribed mods are now automatically downloaded and installed.



MODDING: Numerous pages added to the modding site and information updated (please check modding.starpointgemini.com for details)





=========================================



UPDATE v0.7013, May 21, 2014

-----------------------------------------------



Time for another one. Once more, nothing major.



Our programmers have been running around the code looking for an elusive memory leak linked to physics. The bug has been found and crushed.

The reset button in the options menu, now resets only the options in the currently opened tab (Reset on Controls only reverts actual controls to default, and not graphics...)

And now we continue with the next proper update as planned.



Cheers! :)



=========================================



v0.7012, May 16, 2014 - Small update

------------------------------------------------------



Hi ladies and gents!



We decided to upload a small fix today. Nothing major. Just a few stability related bits and a fix regarding mods. Again nothing major, but if we let it fester for awhile, maybe it could cause some corrupted mod data. We've also made the game record if you're running a modded game and which mods into the log.



Happy hunting!



=========================================



v0.7011, May 15, 2014 - Time to start bumping into things

-----------------------------------------------------------------------------------



Hello everyone! As is probably visible from the below list, we've focused more on fixes this time, rather than new features, but there are some of those too. The most visible is physics. You can now bump into objects.

Let me emphasize that this is only the first version and it will be upgraded and tweaked quite a bit.



The other thing worthy of mentioning is Subscribe . Subscribing to mods via the browser or the Steam Client now works. You'll be able to see download progress in the Steam Client and once a mod is downloaded,

the game transfers the file into the game Mods folder. Then simply Install and activate the mod in-game via the Mods section. Restart the game for all mods to completely activate.



IMPORTANT NOTES:

Once you subscribe to a mod, let the Steam Client download the mod (a standard progress bar will appear on Steam Client)

Once download is complete, restart the game so the mod appears in the mods list in-game.

Install and activate the mod via the Mods section in-game

Restart the game for all the changes to take effect! This whole system regarding downloading, installing and activating mods will be further upgraded to make most of these steps unnecessary.



Next in line regarding Workshop is upgrading the Mod Manager so modders can properly update their mods and not create duplicates. Unless something goes freakishly wrong, it will be available in the next update.



LIST OF CHANGES

FIXED: An error where a grappled ship would become friendly when crossing into a new sector

FIXED: A problem that would occur when you pass through a wormhole, while on an Assassination Freelance mission

FIXED: Two Ferry missions that have the same station/planet as the destination can now both be completed

FIXED: A bug where particle damage effects would remain hanging in space when you store a damaged ship into your garage (this issue could also potentially crash the game)

FIXED: When switching to another ship (either by transfer or by purchase), the new ship will no longer be cloaked if your last ship was cloaked when anchoring

FIXED: An error where beam weapon effects were left hanging in mid-space if the ship firing them was destroyed or captured

FIXED: All random encounter ships should now drop loot as intended

FIXED: Faction description texts are no longer doubled on Captain Info -> Reputation panel

FIXED: Weapon shots and beam effects no longer vanish into thin air on crossing into a new sector

FIXED: Zero-quantity loot drops no longer appear

FIXED: Space dust particles no longer continue moving after anchoring on stations while PTE is active

FIXED: Equipment and Ship systems tabs on the Loot panel are now accessible as intended

FIXED: Knocking out structures now yields collectible loot as intended

FIXED: A temporary Rank notation was removed from main character name on the Captain Info panel

FIXED: Scrolling the mouse-wheel while the mouse is hovering over a panel opened up in the center of the screen no longer shuts down PTE

FIXED: Time/day/month counter no longer resets on loading or starting a new game

FIXED: There is a chance scavengers will attack you, as intended, to claim a derelict when you come near it

FIXED: An error with some light weapons where their assigned bonuses could go into negative

FIXED: A problem where a captured ship could become invisible, and could no longer be targeted or interacted with in any form

FIXED: Shanghai ship system HP is now reduced to proper values

FIXED: Several errors where text would break and overflow into the next line

FIXED: Hack skill no longer sends the affected ship into limbo preventing anything from happening to it

FIXED: An error where the Freelance mission info/accept panel could go into loop where it could not be closed anymore

FIXED: An error where some structures didn't get deactivated after reducing its Hull to 0

FIXED: Several instances where the T-Gate selection panel would remain in the main viewport

FIXED: Wormhole links are now properly displayed/not displayed depending on how the linked toggle is set

FIXED: Passing through wormholes now provide negative effects as intended (kills Troopers and damages ship)

FIXED: The above mentioned negative aspects of passing through wormholes is now displayed on-screen as intended

FIXED: Several errors regarding particle effects that could in some situations render them invisible

FIXED: Heroes should no longer attempt to scan player for contraband, especially not in someone else's name

FIXED: If within range of 3000 of a station and attack a ship that is the same faction as the station by using heavy weapons, the station will send security ships to assist their member

ADDED: Object-to-object collision

You can now collide with objects.

Damage to objects in collision is NOT yet calculated.

This is the first iteration and the whole physics system will be upgraded

Physics should by default be turned on, but it can be turned off in the General tab of the Options menu ADDED: Subscribing to mods via Workshop (in browser or Steam Client) now works, BUT(!) you need to restart the game for the mods to show on the mods list in-game.

ADDED: Derelicts left after a ships explode have an updated effect . This is strictly a WORK IN PROGRESS and will be further improved!

ADDED: When stations send security ships to assist their faction members against you, you will be notified

ADDED: Knocking out A.M.P. structures can now trigger a global event

ADDED: Knocking out Prison structures can now trigger a global event

ADDED: Knocking out Outlaw structures results in increasing Reputation

ADDED: Drydock panel now shows actual Resistances (when bonuses are applied)

ADDED: Energy distribution panel now has several snap positions for quicker manipulation

UPDATED: Improved visual effects of Equipment. More new Equipment is on the way and should be available in the next update.

UPDATED: Capturing a ship that is the target of an Assassination Freelance mission now also counts as completing the mission

UPDATED: Capturing a Hero ship will now count as completing the bounty (same as if you destroyed him/her)

UPDATED: Dynamically created derelicts (after ship death) can also now be claimed by roaming scavengers

UPDATED: Maximum wing number is now displayed in the comparison panel

UPDATED: Freya carrier now has 2 hangar slots and proper hangar stats. Although it is a carrier, it also has Cloaking capability, hence the 2 hangar slots.

UPDATED: Optimized some VFX textures to make the game less demanding on graphics card memory.

MODDING: Improved Material Editor stability so it doesn't crash on model import

MODDING: Added several script functions (Please check the modding website for details)

MODDING: Added a couple of pages to the modding website (Please check the modding website for details)

MODDING: Fixed some errors with buttons being displayed wrongly in the Material editor (Save, Load, Save compressed ambient...)

MODDING: ShowWarningsEx function updated to accept proper parameter types (int, float...)

MODDING: Mod picture can now be larger than those in the example mods. The images will rescale as needed.

=========================================



v0.7010, May 4, 2014 - Late delivery



Since I'm having some problems accessing Steam community, this update change-list