Duskers v0.31 is now in the "Future" branch. Beta is here (almost)!

[docs.google.com]

Major Add: Experimental Daily and Weekly Challenges, including in-game Global and Friends Leaderboards - let us know what you think!



Major Add: Alias parameters and ability to reference nest other alias commands into a new alias. Keep an eye on the pinned thread for description of how to use these new features.



Added: New walls and tiles based on ship type



Added: Audio indicators for possible pending radiation leak



Added: Visual glitches in Drone View on various events (radiation damage, attack, etc). Can turn off in Graphical Options Menu (see “HUD Static” and “Static Indicators” settings).



Added: Dead enemy models - better able to tell an alive enemy from a dead one!



Added: Hint to teach new players how to use Motion when it is unable to scan a room that might have an enemy in it



Added: Several sounds from drone collisions to patrol bot to UI interactions to interface enable/disable. Also changed Drone pickup sound (when in DV) and some general ambient sounds in DV.



Added: Player ship navigation “animation” when moving between Systems and Ships. You can turn off from the Graphic Options menu.



Added: Teleporter mod that allows you to teleport sensors and traps into another room. The sensor/trap to teleport must be near the drone with the teleporter installed.



Added: Ability to turn off the red enemy indicator rectiles in the difficulty menu



Minor Add: ‘time’ command that returns the current mission time



Major Change: Different Interfaces on the same ship can have different commands (ex: might only find ‘shipscan’ on one, but ‘defense’ on another)



Changed: Alias UI



Changed: Drones no longer start out with a “veer” (turning left or right). Instead, they MAY start to veer after taking a high-level of damage. It’s (almost always) a repairable veer, that gets less noticeable the better the health of the drone.



Changed: Lootable Drones now can have 2 - 4 slots (most often still 3)



Changed: Help Manual to include some of the less common commands, such as F8 as well as showing new players the help manual (open to Tips) on their second run for training.



Change: The swarm enemy type can now spawn in half-sized swarms as well as original sized



Change: the slime enemy has a new look



has a new look Change: Upgrades on trading post now can have a random age and, sometimes, even a quantity of 0.



Change: New “UI” when drone visual is broken. Dead drone (not disabled, but broken ones) also use that new UI so you can no longer look through that drone’s camera



Change: Drones with 0HP in the boarding config UI now show up in a different color to make more noticeable. Something similar occurs in the Modification UI, as well.



Change: Transporter now has a 2 second “cool down” between each use (similar to the cool down already on Teleport)



Change: Airlock with a seal about to break now blinks



Change: Fuel Access can take damage like other in-room equipment when a room is vented or explosions happen



Major Fix: Commandeering a Medical Ship with a Quarantine Bypass

Upgrade was causing the game to lock up and/or behave otherwise in an improper manner



Fixed: Bug when resetting from in-game causing crash later on



Fixed: Exploit when killing a patrol bot by venting into space would leave behind scrap



Fixed: Exploit when setting broken items to a trading post, could exit/return to get the same upgrade back, fully repaired



Fixed: When commandeering, scrap on drones outside of the docking bay was not being shown in the mission summary window (did not affect actual scrap, a UI thing only)



Fixed: A drone lost in space do to a vent opening could be “seen” if using SPACE to toggle to drone view



Fixed: At some point the “schematic view lost” event stopped working. Added back in.



event stopped working. Added back in. Fixed: Error in Asteroid code that (occasionally) caused the console to keep printing that a particular room was hit by one.



Removed: All references to Constellations.



Optimization: Reworked enemy code for more efficient code and less processing overhead, overall (has the cool side-effect that sounds don’t travel through doors).

As usual, please opt into the "Future" branch if you're brave enough to test out what we're working on (see HERE for how to opt-in).Daily/Weekly challenges to see who's the best Dusker out there! Glitch effects and new art for each ship! Much more audio and atmosphere! More robust alias system! An eerie waning that radiation may flood, Drones with more & less slots! Exclamation marks!! The full list below :)If you do find bugs that you believe might be specific to this version please post them in the Support/Issues/Bugs Sub-forum with "[v0.31]" at the beginning of the title.(WARNING: THIS UPDATE MAY RESET YOUR DATA. If you are in the middle of a run and aren't willing to start a new one you may want to wait till your run is ended, or see THIS post)Please let us know your thoughts/feedback on any of these things below!Thanks!-Tim Keenan (Duskers creator guy)