Fixed several issues related to gender-specific text.
Fixed hard lock in combat sequencer caused by chatter logic.
Fixed some pathfinding glitches related to turning logic.
Added a preferred facing to the turn selection logic so that the ship’s current facing will be the default choice.
Fixed broken deployment in some missions caused by new avatar.
Fixed incoming message disrupting a dialogue in progress.
Fixed hidden close button in star map display.
Version 1.0a15 – 5/5/2020
Added a female avatar option, selectable at campaign start.
Way point objective in mission 3.1 triggers immediately now.
Fixed missing ‘remove’ button in outfitting tutorial.
Fixed several issues of text clipping in scrolling views.
Fixed looping impact FX.
Fixed mission being visible in Flotilla Management before it was offered.
Added a background for the Star Map.
On-screen damage numbers now rounded to nearest integer.
Added system strip buttons in shipyard panel to make it easier to prep a ship for sale.
Updated augments in shipyard markets to be more faction-themed.
Added option to disable combat chatter.
Version 1.0a14 – 4/29/2020
Added tutorial for ‘return fire’ feature.
Info panel now auto-sizes to accommodate different amounts of text.
Visual pass over weapon range / firing arc hex visualization.
Version 1.0a13 – 4/27/2020
Removal of debug features from steam builds.
Scaled up projectile FX to make them pop a little more.
Version 1.0a12 – 4/22/2020
Hot fix for broken turn-in-place feature.
Scaled up heavy weapon FX.
Moved map label down on mining stations for better visibility.
Version 1.0a11 – 4/21/2020
Pathfinding now extracts paths directly from the legal move list, avoiding an extra pathfinding step. This is both more efficient and results in better pathing options.
Adjusted Bremen VI scenery lighting to make first mission a little nicer looking.
Now disabling ambushes when player destination is an encounter in the current system. This is mainly to make ambushes less annoying.
Added pre-spawn check for occupied position. If spawn position is occupied, now searching for nearby empty position. Should resolve a few edge-case spawning issues.
All logging (except warnings and errors) is now compiled out of final builds.
Disabling debug features for final builds.
Added separate startup scene for Steam builds.
Version 1.0a10 – 4/13/2020
Suppressing incoming messages while player is noodling around in flotilla panel.
Localization for tool tips.
Disabled background overlay in settings when shown from Flotilla and in-mission panels.
Fixed failure to start tutorial when selected by default from the Main Menu.
Some minor graphics tweaks.
Version 1.0a9 – 4/04/2020
Lots of code cleanup.
Ability to turn off Steam integration by compile switch (for test builds.)
Game executable icons and default cursor.
Version number now shown on Main Menu screen.
Fixed ‘full house’ achievement so that you have to recruit each individual commander, not just the right number.
Version 1.0a8 – 3/31/2020
Integrated Steamworks.NET libraries.
Steam back end connectivity established.
Set up Steam-specific build script.
Steam achievements now working.
Version 1.0a6 – 3/18/2020
All escort missions now have consistent warp out objectives for transports.
Fix for AI ships stuck showing contact visuals after spawning at a jump gate.
Cole Dixon now has Ace Pilot as captain level skill instead of ‘Full Military Power’
Improved behavior of cut scene camera motion to reduce gratuitous delays, mainly in tutorials.
Resolved a hard-lock issue with the damage repair tutorial.
Fixed cases of AI ships causing a warp out point to disappear when used.
Fixed some logic issues with quest-driven scene loads which would cause spurious loads during campaign quests.
Added an ‘End Mission’ button to the Quit panel so that the player can end a mission manually if all primary objectives are complete.
Made the Titan ship partially invulnerable in the first part of the End Game mission, mainly to preserve mission script continuity.
Added special ‘Hard Target’ ability, used exclusively by Lucian in the End Game mission to make the Titan ship a bit more challenging.
Tweaked Titan Ship stats: better tracking (weapon accuracy), more mass (reduced mobility), more armor.
Fixed logic error in active ability selection which would sometimes choose a passive ability to fire, which would provide no real benefit.
Fixed some UI scrollers which were not properly zeroing their position on initialization.
Info panels in map and mission scenes now scale a little with screen resolution, mainly to show more content.
Version 1.0a5 – 3/6/2020
Fixed subtle but evil progression issue which arose when restarting a mission.
Escorted transports should more consistently have proper commanders in delivery missions.
Delivery missions now have more consistent objectives (transports reach warp out point.)
Fixed intermittent crash on docking in delivery missions.
Fixed warp out objective not succeeding when one or more friendly ships get destroyed.
Cache missions now consistently use auto end-turn feature when legal moves are exhausted.
Disabled random ambush for Covert Ops side quest.
Hostile turrets now stay visible once contacts are identified.
Camera now moves back to destination hex after contact notifications when quick move enabled.
Contact visuals are properly displayed again when a hostile goes out of sensor contact.
Full Spread ability no longer fires if player has disabled one or more launchers (Experimental!)
Scaled up description windows in fleet and in-mission ship panels.
Full Military Power skill now works properly and fires a power-up effect.
Broke Down side quest now updates the quest menu properly for the encounter.
Version 1.0a3 – 2/28/2020
Now reloading from most recent save when using the ‘restart mission’ option so that damage states, ammo etc. get properly restored.
AI: when there’s no legal move that will allow an AI ship to engage its selected target it will now simply pick a move that gets it closer to the target. Should prevent many cases of AI being inactive.
Added way points to blockade missions so that the AI will send out scouts after warping in. Should handle cases where AI is inactive due to lack of contact.
Added option to switch alignment when a ship is disabled. Used to get AI to attack the prize ship in Wotan Sympathizer mission. Will undoubtedly have other uses for this.
Added option to remove post-warp-in delay in some circumstances to get AI moving more quickly. This is intentional for low-experience AI, but is not always desirable. Used in Wotan Sympathizer mission, but will undoubtedly have other uses for this.
AI: fixed problems with AI ships not engaging targets on certain arcs. Some legacy code was incorrectly determining potential targets for specific firing arcs, particularly in return-fire scenarios.
Updated thrust stats for most combat hulls based on updated spreadsheet, which now accounts for typical systems mass when calculating desired thrust. Results in more appropriate mobility for some edge-case ships, like the Baumann light cruiser.
Version 1.0a2 – 2/24/2020
Tutorial hint boxes now block other UI elements from receiving mouse events.
Damage tutorial should now appear only once and more reliably.
Cole Dixon starter ship now has 2x carronades instead of phalanx gun.
Art pass over tab bars to improve look and feel.
Missions tab in fleet panel now shows missions completed with some narrative.
Added tutorial message for ‘defaults’ button in settings panel.
Version 1.0a1 – 2/17/2020
Added camera shake effects for explosions and large impacts.
Tightened up combat sequences by reducing turret rotation delay.
Increased scroll sensitivity in all scroll boxes for better mouse wheel behavior.
Added save descriptions in main menu load screen.
Fixed issues where scroll wheel zooms camera and GUI at the same time.
Added version number to loading screen and system panels