Note: If you have version 0.12.3 or later already installed, Cosmoteer is able to automatically update itself. Simply run the game, and you should be prompted to download and install the update. If you have an older version (or have auto-updates turned off), then simply download the latest version from this page and install it in the same location as your existing Cosmoteer installation. (There is no need to uninstall the previous version first.)
Cosmoteer 0.15.18 (Sep. 8, 2022)
- Built-In Ships:
- Added 12 new ships from the March 2022 design contest.
- Added 17 new ships from the August 2022 design contest.
- Renamed the Sputnik to "Auen" at the request of the designer.
- Miscellaneous minor updates to other ships.
- Translations:
- Added a Romanian translation.
- Various other translation updates from the Cosmoteer Translation Project.
- User Interface:
- A ship with illegal blueprints (such as being larger than the build grid) will now force the player into blueprint mode because otherwise they were not able to make changes.
- Graphics:
- EMP lightning VFX will now only be shown when the "Fancy Particles" setting is enabled.
- Bug Fixes:
- It was possible to use hotkeys to load or quick-load in multiplayer, which would result in the player being in a different game instance from everyone else.
- It was possible to choose a starter ship with an illegal design in Bounty Hunter.
- Loading a game that was saved while Ion Prisms were firing would temporarily stop them from firing.
- Ion Beam Prisms in Direct Control Mode wouldn't chain properly if they were targeted at a point in space instead of another prism.
- Visual glitch after loading saves with a firing Ion Beam where often the beam could momentarily appear to shoot through the ship that it was hitting.
- Holding the middle mouse button, dragging the view, and then dragging the cursor back to its original location and releasing the button would cause the view to focus on that location.
- When deleting multiple unsaved ships at once, only one of those ships would get saved to Lost Ships.
- Pressing Ctrl+A to select all parts or decals while in paste mode wouldn't cancel out of paste mode.
- Railgun sound effects weren't properly increasing in pitch as the projectile traveled down the railgun.
- Lightning bolts weren't appearing when EMP factories, launchers, or storages were destroyed.
- The Tractor Beam Emitter's power usage stat was being shown as only 1/5 the actual amount.
- It was not possible to load a saved game whose filename either began or ended with a whitespace character.
- It wasn't possible for the host of a multiplayer Free For All game to assign ships to A.I. players when the ship assignment setting was set to "Same Team".
- Modding:
- ExplosiveAmmoDrain's MediaEffectsOnDrainFactor parameter now defaults to 1.0 instead of 0.0.
- Fixed CycledButton not functioning in the ship editor.
Cosmoteer 0.15.17b (Jan. 9, 2022)
- Translation updates from the Cosmoteer Translation Project.
- Bugfix: Missiles fired in Direct Control Mode would home towards a target even when out of range.
- Bugfix: Mods with names over 20 characters would be erroneously reported as incompatible in multiplayer.
- Bugfix: Buff icons were being rendered underneath the blueprints instead of on top.
Cosmoteer 0.15.17a (Jan. 2, 2022)
- Bugfix: Crash when hovering the mouse cursor over the "rocket" icon next to a player's name in the multiplayer lobby if the name of the game that the player is in contains certain invalid text characters.
Cosmoteer 0.15.17 (Dec. 31, 2021)
- Performance:
- Upgraded Cosmoteer to use Microsoft .NET 6, which should modestly improve overall performance.
- User Interface:
- Added Catalan and Danish translations from the Cosmoteer Translation Project.
- Miscellaneous updates to other existing translations.
- When multiple ships or parts are selected, it is now possible to hold shift and drag a box around some of them to deselect them, as long as all of the ships or parts in the box are already selected.
- The position and size of the Edit Role window will now be remembered for each different role.
- Cosmoteer can now be forcibly closed during an active game without having to click the Okay button on the confirmation prompt by attempting to close the game window (Alt+F4 or pressing the X), waiting at least one second, and then trying again.
- Renaming a folder in the ship library will now automatically populate the rename dialog with the folder's existing name.
- The game now defaults to the highest-possible UI scaling when opened for the first time.
- When joining a game with a password, you are now limited to only 5 attempts to enter the correct password. If the incorrect password is entered more than 5 times, then you will be barred from trying again until the host changes the game's password. (This is to prevent attempts at guessing a game's password by brute force.)
- Added a tutorial paragraph about aiming Ion Prisms.
- Re-enabled the team-only chat option for Creative Mode games.
- The error dialog that is displayed when there are errors loading mods is now wider and the error text wraps when necessary.
- Any errors loading mods will now be written to the log file.
- Added info to graphics driver crash error messages that suggest that the player update or downgrade their drivers.
- Ship A.I.:
- The ship A.I. will now get a bit closer to ships it is attacking so that it can target and hit parts anywhere on the enemy ship, not just parts closer than the enemy's center point.
- Built-In Ships:
- Added 18 new ships from the latest ship design contest: Andrade, Anubis, Ares Class Support Cruiser, Atlas Class Destroyer, Fibril, Galatea, Haerst, Lawman, Movit, Nephthys, Nyven, Paladin, Regret, Rochre, Selsius, The Thorn That Once Grew, Valkyrie, Virtus
- Miscellaneous updates to the following ships: Disciple of Shrieks, Judgement, Terror, Umbrage, Echo, Starhawk, Firestarter, Gatecrasher, Twincruiser, Queen's Hive, Baelor Reaper, Goliath, Shogun, Junker, Reliable, Sumo, Swiftwing, Yacht
- Miscellaneous:
- If the player has no Documents folder, then the game will now fall back to using AppData.
- The text2_dash decal is now vertically symmetrical.
- Bug Fixes:
- Crash if quick-loading from the title screen and the player has no Quick Saves folder or Auto Saves folder.
- Crash when saving a downloaded ship file directly to the Saved Ships folder.
- Crash if pressing Alt+F4 or closing the game window while the "New Version" dialog is displayed.
- Invalid characters in mod display names could crash the game, including players on other computers in a multiplayer lobby that viewed the host's game info.
- Contested capture points in Domination games were losing "capture strength" even when the ships within the point included the owning player's ships.
- Pressing Alt+F while in repair mode would not rotate to match the ship's rotation.
- Spawning an empty ship as your entire fleet in an Elimination game would display that player's health as "-2147483648%".
- Banning or muting a player from within the pre-game setup screen would not update the corresponding checkboxes in the player list of the lobby chat tab.
- Typing a message in the pre-game setup screen chat box and then starting the game before sending the message would not clear the typed text upon returning to the pre-game setup screen.
- The distance-based volume of audio effects wasn't being properly calculated when the camera was rotated.
- Changes to the "Cancel Tractor Beam" hotkey weren't being saved on exit.
- Moving or resizing the Cosmoteer window would prevent the game from rendering and updating while being moved or resized. This could cause lag and disconnections in multiplayer games.
- Targeting friendly parts with friendly-fire disabled would only damage their ships if the targeted part was in range of the weapon.
- Using the T key or "Attack" command and hovering over an enemy ship in the fog of war would unintentionally reveal its approximate size.
- Hovering the mouse cursor over an enemy ship dot on the minimap would unintentionally reveal its approximate size even if the ship was in the fog of war.
- Various unicode characters and symbols were being unintentionally disallowed in multiplayer player/game names or chat text.
- Ship filenames with spaces at the beginning or end of the name could cause various issues.
- Holding Alt to show part statistics would only work if the center of the screen was within the ship's bounding circle.
- Opening a modal dialog window (such as for saving a screenshot/gif) while in Exclusive Full Screen and then clicking on the Cosmoteer icon on the task bar would get the game stuck in an infinite loop.
- Using the built-in app restart would crash or have potentially other issues when using custom save/cache paths that contain spaces.
- It was not possible to change the flight direction of a ship that had no physical parts.
- Parts couldn't be toggled on/off in some circumstances if multiple ships were selected and some of the selected ships didn't have command.
- Creating a new ship in creative mode while another ship's parts are selected wouldn't deselect those parts, which could then cause other issues such as the build, paint, and crew buttons disappearing.
- The "Cancel Tool" and "Rotate Part/Decal" control bindings weren't properly reporting potential conflicts with each other.
- Modding:
- Added a "GO FULL THROTTLE" toggle that is available in the dev menu under "Sim" when running in Developer Mode. When enabled, the game will update logic/physics and render as fast as it possibly can.
- Fixed crash when ships split that could be caused by some complex buff logic chains.
- Hitboxes can now be viewed in developer mode. (Press Ctrl+Tilde to open the dev menu, then select Sim->Debug->Fixtures.)
- Fixed bug where setting 'StartingCapturePointTypeCountsPerTeam' to a value of 1 or greater would start the game with all capture points assigned to a team instead of the specified number.
- Fixed bug where ArcShield components chained to other moving or rotating components (such as a turret) wouldn't update their hitbox as they moved.
- Buff provider components can now specify 'ShowBuffRange = true' to display an outline of the buff area in build mode.
- ButtonTextKey and CancelButtonTextKey now support XML formatting.
- base_part.txt now has an empty ReceivableBuffs list, and all vanilla parts now have a ReceivableBuffs that inherits from the one in base_part.txt. This means that mods can now add to the base ReceivableBuffs list to apply buffs to all vanilla parts.
- ReceivableBuffs can now have duplicate entries without crashing.
Cosmoteer 0.15.16b (Oct. 10, 2021)
- Bugfix: Crash on startup if the user's computer did not have a "Temp" folder in the expected location.
- Bugfix: It was possible to crash other player's computers by pasting certain invalid unicode characters into your player name and then joining another player's game.
- Bugfix: Connecting to a host's multiplayer game and then clicking cancel before the connection can be established could sometimes result in that player appearing from the host's perspective to still be in the game, which would then prevent the game from ever starting. This would persist until the player who canceled closed Cosmoteer.
- Bugfix: Using certain invalid characters in ship filenames could crash the game.
- Bugfix: It was unintentionally possible to add spaces to the beginning or end of your player name in multiplayer.
Cosmoteer 0.15.16a (Sep. 1, 2021)
- Bugfix: It was possible to crash the game on other players' computers by pasting certain invalid characters into the player name box and then joining their game.
- Bugfix: Crash caused by ship AI targeting.
- Bugfix: Mine shrapnel was unintentionally flying through friendly shields without being blocked.
- Bugfix: When the Picture-In-Picture's "Lock Ship Rotation" setting was enabled, the Picture-In-Picture was not properly orientating the ship's flight direction as "up".
- Bugfix: If a player in a multiplayer game is adjusting Cosmoteer's audio volume while the game is being launched, the audio effect that plays when adjusting the volume would continue to play forever.
Cosmoteer 0.15.16 (Aug. 27, 2021)
- Balance:
- Reduced Point Defense power usage from 0.05/shot to 0.035/shot.
- Increased shield strength from 12000 to 15000.
- Increased Ion Beam Prism health from 2000 to 8000 and penetration resistance from 1 to 100.
- Flak Cannons will now always load their ammo into the separate cannons evenly instead of letting one side sometimes get more full than the other.
- Fires will no longer spawn on the two front-most tiles of the Ion Beam Emitter. (This is to prevent the fire vfx from appearing outside the ship.)
- Bounty Hunter:
- Added 12 player-designed ships from the August 2021 ship design contest. These will spawn as enemies in Bounty Hunter.
- Miscellaneous updates and fixes to other built-in ships.
- It is no longer possible to go into debt to repair if you have more than one ship. (This fixes a repair-related exploit.)
- When playing Bounty Hunter on Admiral (Hard) difficulty, it is no longer possible at any time to go into debt to repair.
- Multiplayer:
- In Domination games, capture points will now revert from their current owner to neutral if there are multiple enemy teams contesting it and no ships from the current owner present.
- Updated the official multiplayer rulesets to better match the settings commonly used by the community.
- Ship A.I.
- If a ship is unable to find a combination of thruster activation levels that will get it closer to its intended destination, it will now do nothing instead of firing its thrusters in a seemingly-broken way.
- The A.I. is now better at prioritizing targeting valuable parts over non-valuable parts like corridor, structure, and armor.
- User Interface:
- Translation updates from the Cosmoteer Translation Project.
- Pressing Alt+F in build, paint, or crew modes will now orient the camera so that "up" is pointing in the ship's flight direction.
- When sorting the ship library by Newest or Oldest, it will now fallback to sorting by ship name for any ships that have identical timestamps.
- Resetting or restarting the Battle Helper will now instantly pause the game (instead of taking a fraction of a second to slow down to zero speed).
- The ship icon that is displayed on the galaxy map next to the planets where the player has ships will no longer shrink when zooming out.
- When opening the build, paint, crew, or repair UIs with the corresponding "auto rotate" setting enabled, the view will now rotate so that the ship's flight direction is up.
- Shield penetration resistance is now displayed in its stats.
- The "TEAM"-only chat toggle is now only shown for team games. It is not shown for free-for-all or creative mode games.
- The "Power Drain" stat for Electro-Bolters and EMPs has been changed to "Power Drain On Hit" to better differentiate it from "Power Use".
- Hovering the mouse cursor over certain UI elements and using the mouse scroll wheel could sometimes cause them to move up or down slightly even if they have no scroll bar.
- Graphics:
- Tweaked reactor visuals so that the final battery sprite disappears more frequently when the reactor is running dry.
- Performance:
- Significant physics optimizations that especially effect fast-moving projectiles.
- More physics optimizations that can greatly improve performance of projectiles that cannot hit structure when those projectiles are flying over or near structure. (This greatly improves Point Defense performance but also improves missiles as well.)
- Multi-core support is no longer disabled by default on Linux, which will improve performance if it works. If you are having issues playing Cosmoteer on Linux, use the '--cores 1' command-line argument to disable multicore support. (Using '--cores 1' will now also disable multithreaded planet generation, which may solve other related issues.)
- Bug Fixes:
- Crash during loading when the operating system is set to certain cultures such as Thai (th-TH).
- Crash in multiplayer if a player deletes a crew role while another player is changing its name.
- Crash when attempting to take a screenshot while Cosmoteer is loading.
- Crash or error when starting or loading a game if any formation slots didn't have hotkeys assigned to them.
- Rare crash when trying to determine latency to a multiplayer host.
- Possible crash due to sound effects playing very fast. (Usually you would have to be playing modded with the game speed set much faster than 4x.)
- Players were able to crash the game both on their computer and others' by pasting certain characters into the player/game name boxes or the settings.txt file.
- Ships with AIs attached to them (including all enemy ships in Bounty Hunter) would leak their memory after being removed or destroyed.
- Spawning a ship and then deleting it while the game is paused (including via the battle helper) would leak that ship's memory until unpaused.
- In certain very specific arrangements, Ion Prisms would sometimes stop aiming at their target prism.
- The total team income shown in team-vs-team Domination games was showing the incorrect amount.
- Shields and other effects on quickly-rotating objects could appear to "bounce".
- The FTL spinning sound wouldn't stop immediately when deleting an FTL drive.
- Issuing an FTL jump command to only a subset of the player's ships wouldn't cancel any existing FTL jump commands for the other ships.
- Crew picking up batteries from a Medium Reactor would sometimes briefly appear to be carrying a small battery if the reactor was running dry.
- The reload progress bar of the Flak Cannon would continue to count down and reset even when out of ammo.
- In Creative Mode, selecting a ship from the library and then clicking on a location in the game right before the blueprints appear would sometimes spawn the ship at a seemingly-random location.
- Mines were able to shoot through one layer of tiles directly in front of the launcher.
- Graphical glitches on armor wedge and triangle pieces when zooming out.
- The background of the picture-in-picture wasn't displaying correctly when animated backgrounds were disabled.
- In some cases, an AI ship attacking another ship that only has structure tiles in range of the AI's weapons would be unwilling to target and fire upon any of those structure tiles.
- Ion Beam Prisms set to "fire at target" mode would sometimes be unwilling to fire at moving targets even when perfectly aiming at them.
- Spawning ships using the Battle Helper while paused would in some circumstances prevent the ship from being selected by clicking on it until unpaused.
- The CosmoServer.exe inside the Bin folder now runs correctly without crashing.
- Running Cosmoteer in the background while using another game/app that restricts the mouse cursor's movement would override that game/app's restrictions.
- It was possible to paste newline characters into player names, which in some places would allow the player's name to occupy multiple lines of text.
- In Domination games with the "Share Team Credits" option enabled, players that left/disconnected from the game would have their credits displays reduced and possibly go negative when their former allies buy ships.
- Tractor Beams in "auto" mode that momentarily lose connection to their target would appear to jump instantly to full pull strength.
- Attacking large ships within the Fog of War with a pre-existing default attack distance would cause the actual attack distance to be farther than intended.
- Laser Blasters, Heavy Laser Blasters, and Electro-Bolters could sometimes appear to have power but be unable to fire after being hit by electro-bolts or EMPs.
- On diagonal ships with boost thrusters, the A.I. would typically only active the boost thrusters on one side.
- Crew that are currently assigned to deliver power to a power storage would never be reassigned to pick up ammo or missile parts from a factory.
- If direct control mode was activated while paused, weapon range indicators (if enabled) would not be displayed until unpaused.
- If an enemy ship is targeted in direct control mode while paused, the picture-in-picture for it would not be displayed until unpaused.
- Tooltips would stay on the screen even after opening dialog windows.
- Audio effects playing near the edge of the player's sight range could fade out quickly and prematurely if the ships were moving quickly.
- Hovering the mouse cursor over certain UI elements and using the mouse scroll wheel could sometimes cause them to move up or down slightly even if they have no scroll bar.
- It was not possible to rename a ship by changing only its capitalization.
- Mine Launchers set to "Hold Fire" mode would prevent mines from being launched by clicking the "Launch Mines" button.
- Modding:
- Fixed errors/crashes when loading saved games in some situations involving mixing UIToggle and ToggledComponents components.
- Fixed crash when trying to display the title screen if there are any parts that produce delayed hit effects.
- Fixed AvailableChoices in UIToggle not being respected when adding new parts via the ship designer.
- Fixed part Criteria blocks 'ExcludeCategories' actually including categories instead of excluding.
- Audio effects no longer have an 'EndContinuousImmediately' parameter. It has been replaced by 'StopFinishesLoop' which has the opposite meaning, but default to false (stops immediately).
- Parts can now be given a 'AffectsValidityOfCategories' list which will force all parts on the ship with those categories to update their validity when a part containing the 'AffectsValidityOfCategories' is added or removed. This should be used in conjunction with RequiresCategories.
- Added a 'SourcePartCollisionDelay' parameter to bullet SimpleHit and PenetratingHit components which works similarly to SourceShipCollisionDelay but only ignores collision for the part that fired the bullet. This should generally be used instead of SourceShipCollisionDelay for all non-roof weapons. (SourceShipCollisionDelay is still fully supported and should be used for roof weapons.)
- AmmoSprites now supports an optional 'Round' parameter which determines how the ammo values are rounded when choosing a sprite. The options are 'Up' (the default), 'Down', and 'Nearest'.
Cosmoteer 0.15.15 (May. 23, 2021)
- Balance:
- All non-guided weapons can now shoot at targets at up to twice their range as long as they are predicted to be within their range by the time the projectile makes impact.
- Increased Engine Room cost from 8000 to 12000.
- Engine Rooms now buff thruster ramp-up times such that they take the same amount of time to achieve their buffed thrust level as they do to achieve their unbuffed thrust level.
- Reverted ship rotational inertia back to the original (most realistic) amount.
- Reduced Tractor Beam peak power usage from 6250 to 4500.
- Increased Tractor Beam range by 50%.
- Reduced Ammo Factory cost from 10000 to 6000.
- Increased Flak Cannon cost from 10000 to 14000.
- Ship A.I.:
- Railguns and Ion Beams that are set to "Fire At Target" mode will now be happy to fire through enemy ships to hit the targeted part, just like they already do with "junk" ships.
- A.I. ships will now only target corridors, armor, and structure if there are no other parts that can be targeted.
- User Interface:
- Translation updates from the Cosmoteer Translation Project.
- Pasting parts will now remove any control groups that don't belong to the pasted parts.
- It is now possible to type in RGB, HSV, and hex/html color values into all of the color wheels.
- It is now possible to select a ship that doesn't have any parts (such as a ship created in creative mode that has only blueprints) by dragging a selection box around its imaginary center.
- Dragging in a ship file while in build mode will now put that ship's parts into paste mode, similar to selecting a ship from the Ship Library.
- Setting a ship's attack radius and/or rotation will now save them in the ship save file as the defaults to use for new instances of that saved design.
- The default screenshot file type can now be selected in the Misc settings. (Options are JPEG, PNG, and BMP.)
- When the "Show Commands For All Ships" setting is enabled, commands will now be shown even when using Direct Control mode or inputting advanced commands.
- With the decal grab tool selected, you can now right-click on a decal to select that decal in the decals list.
- When dragging a selection box around a group of parts or decals with the Shift key held, the decals in the box will now be deselected if ALL of them are already selected.
- The "Ban Player" menu option in multiplayer games is now a checkbox when the player using it is not the host.
- A player leaving a multiplayer game will now un-ready all non-observers.
- When launching a multiplayer game, any text that has been typed into the game chat but not sent will be preserved and copied to the in-game chat for future sending.
- Graphics:
- Improved appearance of mouse cursors when using U.I. scaling under 200%.
- The 'period' and 'I' decals are now properly centered.
- Bug Fixes:
- Rare crash when hovering the cursor over a ship using the attack or follow commands and that ship is removed from the game.
- Various situations where clicking on something and then quickly clicking on a part, crew, or decal would select all parts, crew, or decals of that type.
- Any changes made to the Aim Ion Prism or Target Tractor Beam hotkeys weren't being saved upon closing the game.
- Pressing Alt+F to focus and rotation-lock the selected part(s) would rotate the camera but not actually lock its rotation to the ship.
- Middle-clicking in empty space while focused on a moving ship could cause the camera to jerk or glitch a little.
- Visual jitter when using the Rotate advanced command and hovering the mouse cursor over a fast-moving ship.
- Ion Beam Prisms would appear to be able to target themselves even though they are actually unable to.
- Changing multiplayer ship paint colors to "Original" during a multiplayer match wouldn't update the paint colors of any ship pieces that had split off from their original ship.
- Attacking with a ship with no weapons would default it to attacking from minimum distance.
- Weapons would refuse to fire through friendly structure when "friendly fire" was enabled.
- Flak Batteries set to "Fire At Target" mode couldn't be targeted without selecting the Flak Battery itself.
- Heavy Laser Blasters weren't waiting the proper amount of time before showing their "no power" icon.
- In multiplayer, selecting a ship that is being direct-controlled by another player and then hovering the mouse cursor over a different ship that is following the selected ship would display a flickering white silhouette of the hovered ship.
- Changing the maximum number of ships in a multiplayer game was not refreshing the remaining funds for players who had more than the new maximum number of ships selected.
- Changing the maximum number of ships in a multiplayer game and then removing a ship from a player's fleet would confusingly fill in the now-open slot with ships that were selected before the maximum was changed.
- Pasting copied parts in blueprint mode in such a way that no modifications are actually made would play the "delete" sound instead of the normal blueprint sound.
- It was possible to make a ship appear to target itself by having it follow another ship and then making that other ship attack it.
- In build mode with a door selected, the door icon near the mouse cursor would be rotated if the ship/view was rotated. It will now always be rendered vertically relative to the player's screen.
- Attempting to add an illegal ship during an Domination or Arena multiplayer games would (correctly) fail and then (incorrectly) prevent any additional ships from being added.
- It was possible to copy & paste a newline/carriage-return into the chat window.
- Turning on Direct Control Mode, entering the Build UI, deleting all of a ship's control rooms, and then exiting the Build UI would display the Direct Control Mode button at full color and brightness even though it is unclickable.
- Error shown if a multiplayer game ends while a GIF is being rendered.
- Modding:
- Version numbers for enabled mods are now included in log files.
- Criteria and PartCriteria blocks now support 'ExcludeID', 'ExcludeIDs', 'ExcludeCategory', and 'ExcludeCategories' parameters.
- Bullet and beam hit blocks now support an optional 'Offset' parameter that offsets its hit and media effects.
- TargetingRange wasn't properly allowing weapons to fire on targets that are out of standard range but predicted to be within standard range by the time of impact.
Cosmoteer 0.15.14a (Mar. 5, 2021)
- Bugfix: Multiplayer in 0.15.14 had a huge amount of unintended input latency.
Cosmoteer 0.15.14 (Mar. 5, 2021)
- User Interface:
- Various translation updates from the Cosmoteer Translation Project.
- When a single ship is selected, its current speed will now be displayed beneath the mass, crew, and value displays.
- When in Direct Control mode, you can now hold Ctrl and drag the middle mouse button to temporarily pan the camera.
- Weapon lines for fixed-direction weapons (Railguns, Ion Beams, and locked-direction Ion Prisms) will no longer be drawn past the point where they are blocked by their own ship.
- Shift-clicking on a part icon with multiple types of parts selected will now deselect all parts of that type instead of selecting only those parts.
- The percentage indicator on the FTL jump U.I. now always rounds down to the next lowest whole percentage number. (i.e., 99.9% will display as 99% instead of 100%)
- Activating a ship command while the repair panel is open will now automatically close the repair panel.
- Changing most multiplayer game settings will no longer un-ready observers.
- Bug Fixes:
- "GameSetupScreen.Dispose() not called" crash when getting kicked or disconnected from a game immediately upon joining it.
- Tractor Beams were using much less power than intended, especially at close range.
- Tractor Beam range could be extended up to 400 meters by first targeting an object within 200 meters and then retargeting a desired object up to 400 meters away.
- It was possible to target a Tractor Beam on its own ship by selecting it along with another weapon and manually targeting its own ship.
- Tractor Beam audio was much louder than intended.
- Clicking on the + ship button during Arena or Domination games immediately after a ship was already selected for that slot would replace the ship in that slot instead of adding to the next slot.
- Ion Beams would automatically fire at all prisms on other ships, regardless of the allegiance of those ships, as long as the prism itself wanted to fire.
- Weapons set to A.I.-controlled in Direct Control Mode would auto-fire on any "junk" ships near the mouse cursor.
- Loading a saved game while an FTL Drive is charged and then canceling the FTL jump would prevent the FTL Drive from depowering.
- Pressing F while plotting an FTL course would then cause the map to be focused on the wrong sector when opening the map back up after completing the jump.
- Selecting a weapon without selecting its ship first wouldn't display its target(s).
- It wasn't possible to click near the flight direction chooser in build mode.
- Right-clicking on an enemy ship to target weapons would still play a sound even if the commanded ship didn't have an operational control room.
- Weapon and shield coverage arcs weren't being displayed when using the Rotate advanced command on a ship with auto-fired thrusters.
- Modding:
- Added a "Part Debugger" that is available in Developer Mode. This tool will display a lot of information about the selected part and its components and should be very helpful in debugging part component logic. See this post for more info.
- Added 'DebugTrigger', 'DebugToggle', 'DebugValue', and 'DebugMode' part components that can be triggered and modified via the new Part Debugger. These components are only intended for debug/testing purposes and should not be used in final code.
- BulletEmitter now supports an optional 'EvenSpread' parameter that, if true, will cause all bullets in the same burst to be spread out evenly across the 'Spread' instead of randomly.
- Fixed crash when an emitter uses 'UseAmmoPerShotInBurst = true' and has no BurstDelay.
- An emitter that becomes non-operational during a burst could then be unable to fire once it becomes operational again.
- A part with a FireDamageFactor of 0 will now take exactly one point of damage from fire, if it is not already damaged. This makes it so that the part can be repaired, which will put out the fire.
- Fixed bug where part Timer components wouldn't stop when their StopTrigger triggers.
- Build mode toggle buttons will now respect the AvailableChoices listed in UIToggle components.
- If there are any errors parsing a mod.txt file, Cosmoteer will now immediately "crash" with the standard error dialog instead of only showing an error after the game is loaded.
Cosmoteer 0.15.13a (Feb. 1, 2021)
- User Interface:
- Translation updates from the Cosmoteer Translation Project.
- Shield arcs will no longer be shown in Direct Control Mode when the "Show Firing Arcs" setting is enabled.
- Bug Fixes:
- Crashes in some circumstances when a ship is destroyed while being hit by a tractor beam.
- Crash when viewing the 3rd crew tutorial in Finnish.
- When set to "push" mode, tractor beams would instead gently pull on targets that were farther than 200 meters away.
- Modding:
- FireDamageFactor is now buffable.
Cosmoteer 0.15.13 (Jan. 29, 2021)
- Technology & Performance
- Upgraded to .NET 5, which may modestly improve overall performance.
- Balance:
- Significantly increased rate at which drag increases once ships pass 75 meters/sec in speed.
- Instead of shooting a single beam, the Tractor Beam now shoots a spread of 5 beams in an cone of up to 10 degrees (depending on the size of the target ship). Each beam is 1/5 as powerful as the previous single-beam emitter.
- The Push and Pull modes of the Tractor Beam now fire at 100% power instead of 10%.
- Decreased Point Defense range from 200 to 150.
- Increased EMP Missile effect radius from 12 to 18.
- Weapons are no longer able to target into the fog of war.
- The Launcher no longer starts pre-loaded with missiles or mines in PVP multiplayer.
- Bounty Hunter:
- Increased the distance you have to be from an enemy ship in order to build from 400 to 800 meters.
- Creative Mode:
- It is now possible to self-destruct parts in Creative Mode, even if the ship doesn't have an operational control room.
- User Interface:
- Translation updates from the Cosmoteer Translation Project.
- Loading a saved game will now always load it paused even if it was saved unpaused.
- Copy/pasting parts will now also copy the part's control groups.
- When placing parts in the build UI, the circular mirror line adjustment handles will now move out of the way so that you can't accidentally click them.
- You can now press F1-F8 to select the corresponding part category in the ship designer.
- You can now use 0-9 on the number pad to select a part within the currently-selected category.
- Clicking the "MAKE IT SO" button in blueprint mode will now disable blueprints and return to live edit mode instead of exiting out of build mode altogether. This new behavior can be reverted to the old behavior in the ship designer settings.
- When the camera is focused on multiple ships and one of the ships is destroyed, it will no longer remain focused on where that ship used to be and will now "snap" back to focusing on the remaining ship(s).
- Ship names are now rendered "over" other ships and will not be obscured by other ships overlapping the name text.
- When a weapon runs out of power or ammo, the red indicator will now only be shown once the cooldown period elapses.
- Double-clicking 2-way and 3-way thrusters will now select all thrusters whose nozzles are pointing in any of the directions that the clicked thruster's nozzles are pointing.
- Can now press Ctrl+Plus to zoom in all the way, and Ctrl+Minus to zoom out all the way.
- After capturing a screenshot or GIF, pressing Enter will now quick-save the file.
- The settings dialog is now a little bit larger to better accomodate all languages.
- Movable windows can no longer be dragged off the game window/screen and will automatically move back on if the game window/screen shrinks.
- Renaming a ship in the Ship Library now automatically starts the rename dialog with the existing name already typed in and highlighted.
- Added a "Show Firing Arcs" setting for direct control mode.
- In-progress multiplayer games will now display approximately how much time is remaining until the game ends. When sorting by status, the games with the least amount of time remaining will be sorted first.
- Point Defenses can no longer be set to "Fire At Target" mode. (Because they can't be targeted, this didn't behave any differently than Hold Fire.)
- Renamed the railgun "Shot Speed" stat to "Projectile Speed".
- The Tractor Beam's "Tether" mode has been renamed to "Auto". (Aside from shooting a spread of beams, its functionality is unchanged.)
- Spawning ships in Domination games will no longer automatically set their control groups.
- Built-In Ships:
- Added the four winning factions from the Nov. 2020 Faction Design Contest. (12 new ships total)
- Updated the Wingbat to not have any armor protecting its lasers.
- The Goliath now auto-fires its mines.
- Fixed orientation of one of the Nagalia's ion prisms.
- Bug Fixes:
- Rare "Samples played is greater than number of submitted samples" crashes during gameplay.
- Crash if there is an error when quick-loading the most recent save, such as if the file has since been deleted.
- Crash when trying to delete a non-empty folder in the ship library and the folder name contains certain special characters such as '&'.
- "Already connecting" or "Already connected" crash when disconnected from the online lobby server while trying to join a game, reconnecting to the server, and then trying to join the game again.
- Crash when attempting to repair or modify a ship in multiplayer Domination right before it is removed from the game.
- Occasional crash in multiplayer when building ships that is more common in high-latency games.
- Rare crashes in Creative Mode multiplayer when a ship is deleted by one player while selected by another.
- Crash when the game client receives certain malformed network packets.
- Possible fix for "Form client size is 0x0" crash.
- Multiplayer desyncs in Creative Mode caused by toggling Fog of War on or off.
- Crew weren't waiting the correct amount of time before abandoning their post to get more ammo or power.
- Clicking cancel on the "Closing the build interface before the ship is actually constructed..." dialog would close the build interface anyway.
- In the multiplayer pre-game setup screen, replacing a ship selection twice very quickly (the 2nd time while the 1st replacement is still loading) would result in both ships being added to the selection, instead of ending with the 2nd ship selected.
- When starting a multiplayer game and one player has an invalid fleet selected (or no ships at all), all other players on that players team that are listed after the invalid player would be forcibly set to observers instead of just the invalid player.
- It was usually possible to repair a ship that was under fire if it had no control room. It is now impossible to repair a ship as long as an enemy ship is within 800 meters and firing.
- Using the T key to adjust an attack command would remove any additional commands queued after it.
- Pressing the hotkey for a part mode would in some circumstances not set all selected parts to that mode if some of the selected parts were already using that mode.
- Recentering a ship's blueprints would cause it to lose its parts' control groups.
- Alt-tabbing out of Exclusive Full Screen mode and then switching to Borderless Full Screen would prevent you from alt-tabbing to other windows.
- Ion Beam Prisms with a fixed direction were showing a circular targeting arc instead of a straight targeting line.
- When a player leaves a multiplayer game shortly before the game ends, the remaining players would see two "Player X Has Left" messages upon returning to the pre-game setup screen.
- Rare graphical issues with the interior of the Tractor Beam.
- Shield impact effects from ion beams could appear glitchy when hitting fast-moving ships.
- Tractor Beams changed to Hold Fire while firing wouldn't stop firing.
- Modding:
- Fixed crash when BeamEmitter doesn't have a BeamMediaEffects.
- Added a 'ValueLerp' part component that can be used to map a range of input values to a range of output values.
- Added a 'FanArcController' part component that automatically adjusts the rotations of any number of child components to "fan out" to match the size and distance of the targeted ship.
- ThresholdTrigger components now support an optional 'Invert' parameter.
- Added a 'ThresholdToggle' part component that works identically to ThresholdTrigger but is a toggle instead of a trigger.
- Replaced the AIValue part parameter with an 'AIValueFactor' that simply multiplies the base cost value of the part.
- IndicatorSprite components now support an optional 'Delay' parameter for each indicator.
- CircleBuffProvider and GridBuffProvider now both support an optional 'Falloff' parameter that will cause the strength of the buff to decrease with distance. (The default is 0, i.e. no decrease in buff strength with distance.)
- UIToggle components can now be given a list of 'AvailableChoices' mode numbers, which will determine which options are shown when the part is selected.
- Parts now support an optional 'FireDamageFactor' parameter that can be used to decrease or increase the amount of damage the part takes from fire.
- Parts now support an optional 'SelectionTypeRotations' parameter which can be used to determine which rotations of other parts are selected when double-clicking it.
- FixedWeapon and TurretWeapon 'AllowFireInFogOfWar' parameters now default to false.
- Beam media effects now support an optional 'ExtraEndArc' parameter which can be used to make the beam wider at its endpoint by a certain number of degrees (such that the additional endpoint width depends on the beam's length).
- Beam media effects now support optional 'LengthIncreaseSpeed' and 'LengthDecreaseSpeed' parameters that, if specified, make the length of the beam graphics change over time instead of instantly.
Cosmoteer 0.15.12b (Oct. 30, 2020)
- User Interface:
- Miscellaneous translation updates.
- Updated icon for the Point Defense to show the turret and barrel in its "powered" state.
- Bug Fixes:
- Crash in certain screen resolutions when dragging the crop box in the screenshot/gif export dialog.
- Crash in some circumstances when clicking cancel on the "Closing the build interface before the ship is actually constructed" dialog after the ship has been deleted.
- Crash/error when starting the app that was effecting a small number of players.
- Huge numbers of particle effects could cause the game to slow down and remain slow even after all of the particles disappear.
- A.I. ships, when calculating the potential firepower of each enemy for the purposes of deciding which one to attack, were not including Ion Beam Prisms that were set to specific directions.
- Auto-fired tractor beams did not appear to have any length if they didn't hit anything.
- When a tractor beam hit a ship and then stopped hitting it, it would forever stay at that visual length until it hit something else. It will now return to its maximum length after 1 second.
- It wasn't possible to type line breaks or other whitespace control characters into multi-line text boxes such as the ship description.
- Certain combinations of wedge and triangle armor could leave "gaps" in the ship's perimeter walls.
- A ship whose suggested crew, power, or ammo amount is 0 would display that value as "-0".
- Modding:
- Parts can now specify a list of 'VirtualInternalCells' which the game will use when figuring out how to render a ship's perimeter walls. Each entry in the list is a pair of cells called 'ExternalCell' and 'InternalCell'. When the game is figuring out what external walls sprite to use for 'ExternalCell', it will assume that 'InternalCell' is filled in, even if it's not actually. See the wedge and triangle armor for examples.
Cosmoteer 0.15.12a (Oct. 18, 2020)
- Miscellaneous translation updates.
- Bug Fixes:
- A couple crashes that were being caused by the Polish translation.
- Multiplayer desyncs could frequently occur when adjusting a command that was originally issued as part of a group command.
Cosmoteer 0.15.12 (Oct. 16, 2020)
- Balance:
- Doubled projectile speed of cannons, lasers, electro-bolters, and railguns.
- Halved shot HP of cannons, lasers, electro-bolters, and railguns.
- Halved recoil of railguns.
- Decreased H.E. Missile lifetime from 12 to 10 seconds.
- Decreased Nuke lifetime from 18 to 14 seconds.
- Auto-fired Nukes will no longer seek their target if their target is outside of their standard arc or range.
- Increased Flak Battery arc from 30 to 40 degrees.
- Increased Flak Battery range from 125 to 150.
- Increased Point Defense rate of fire from 10/sec to 15/sec.
- Reduced Point Defense power capacity from 2 batteries to 1.
- Increased Point Defense power usage per shot from 0.035 to 0.05.
- Tractor Beams that lose contact with their target (or while switching targets) will now have 1 second to regain contact before shutting down and having their length reset. (Switching targets to a different ship will immediately reset the length.)
- Tractor Beams are no longer blocked by shields.
- Increased armor weight by 50%.
- Decreased armor cost from 300 to 200.
- Ship A.I.:
- Ships with multiple move commands queued will no longer slow down at each waypoint.
- User Interface:
- Added an "Animated GIF Recorder". This feature is disabled by default, but when enabled in the settings, Cosmoteer will continuously record the last few seconds of gameplay in the background. Pressing Ctrl+Alt+G will open a dialog window allowing you to edit (crop, trim, scale, speed up, and slow down) the recorded video and then save it as an animated GIF file. In the GIF Recorder settings, you can adjust the length, framerate, and duration of the recorded video, which affect how much video RAM it uses.
- Pressing Ctrl+Alt+C to take a screenshot (or taking a screenshot of a ship) will now open a dialog window allowing you to edit (crop and scale) the screenshot before saving it. This dialog allows you to both quick-save a JPEG in Cosmoteer's Screenshots folder, or save with any filename in any location as JPEG, PNG, or BMP. It also allows you to copy the screenshot to your operating system's clipboard to be quickly pasted into other applications.
- When taking a screenshot of a ship, the size of the screenshot can now be as large as the maximum texture size supported by your GPU. (You can then use the new screenshot editor to crop or resize the screenshot.)
- The "Color-Blind" settings tab has been renamed to "Accessibility".
- Within the new Accessibility settings tab is a new option to disable the dialog background dimming, which may be helpful for players experiencing photosensitivity issues.
- The "Hold Fire" command for weapons will now prevent the weapon from firing even if it is given a target. There is a new "Fire At Target" command that behaves like the old Hold Fire command, firing only when the weapon is given a target.
- Ship status icons are no longer displayed when the paint, crew, or repair U.I.s are open.
- The stats for the Railgun Accelerator now show the buff percentage for each possible number of accelerators up to 30.
- Using the search box in the Ship Library now also displays ships whose "Designed By" matches the searched text.
- Added a Polish translation from the Cosmoteer Translation Project.
- Misc other translation updates from the Cosmoteer Translation Project.
- When the mouse cursor is hovered over the title bar of a moveable window, the cursor will now appear as a four-arrowed-cross.
- Multiplayer:
- It is no longer possible to save or screenshot ships you don't control in multiplayer games.
- Bug Fixes:
- Crash when sending certain special "control" characters within chat messages.
- Crash when trying to save a ship with certain invalid filenames.
- Rare crashes when spawning ships in PVP multiplayer.
- Fast-moving projectiles could sometimes fly through (or impact the incorrect location on) ships that were very far from the center of the game.
- Adjusting or removing a ship command right before you lose control of that ship (because it loses its control room or is switched to another player) would then cause a desync if that command was adjusted again after regaining control.
- Railguns on rotating ships could sometimes "skip" over their target and not fire when lined up. (As could often happen on "railfans".)
- Ion Beams were aiming one physics tick behind where they should have been.
- Ion Beams didn't have any "width" when detecting hits versus structure tiles.
- Issuing a rotation command to multiple ships that are matching speed would break their speed matching.
- Adjusting a ship command using one of its handles and releasing the mouse button over another ship's handle would sometimes not execute the command or only execute it once the mouse cursor leaves the other ship's handle.
- Releasing the shift key while dragging a ship command handle would cause the handle to still be highlighted next time shift is pressed if the mouse button is also still being pressed.
- Deleting a part would delete any crew on it and respawn new crew back at the old crew's quarters. This had the effect of re-randomizing their appearance. The crew are now properly "teleported" without resetting their appearance.
- The "eye" icon was being incorrectly displayed for unselected ships when the "Show Commands For All Ships" setting was enabled.
- Tractor Beams that lose contact with their target would momentarily become very long.
- The "Yin-Yang" decal was slightly assymetrical.
- Modding:
- Modded weapons must be updated to work properly with the new Hold Fire toggle.
- There is no longer a limit to the number of decals that can be added.
- Thruster components now support multiple fuel sources by using a 'FuelUsage' [] list of individual fuel sources, each being a {} block with its own 'FuelStorage' and 'FuelUsagePerSecond' parameters.
- AmmoStorage, AmmoStorageProxy, MultiAmmoStorage, and IonEnergyStorage now all support an optional 'PickUpLocation' parameter that, if specified, makes crew pick up ammo from a specific point instead of anywhere in the part.
- AmmoConsumer now supports an optional 'DeliveryLocation' parameter that, if specified, makes crew deliver ammo to that location instead of to anywhere in the part.
- Added a 'CircleBuffProvider' part component. It works identically to AreaBuffProvider, but instead of a BuffArea parameter, it has a 'BuffRadius' parameter and an optional 'BuffCenter' parameter. (If BuffCenter is omitted, the circle will be centered on the center of the part.)
- Individual toggle choices in part_toggles.txt can now be given an optional 'Mode' parameter to override the mode number. If not specified, the mode number will be the 0-based index of the toggle choice.
- MultiValue components can now specify 'Invert = true' which will cause it to provide a value equal to 1 minus the value it would have provided if Invert was false. (With the exception that inversion happens before negation.)
- Fixed bug where giving a bullet AOE damage along with a large collision radius could cause it to be deleted on collision before its penetration is used up.
- Fixed crash in the particle editor when rendering a particle that captures the backbuffer.
Cosmoteer 0.15.11a (Aug. 31, 2020)
- Bug Fixes:
- Crash during gameplay due to recent ship A.I. changes.
- Crash when viewing the railguns tutorial in Ukrainian.
- Rare crash in Domination multiplayer games when all players on a team have been defeated.
- Various crashes caused by typing or pasting unicode "surrogate pair" characters into text boxes.
- Point Defenses could unintentionally "hit" lasers and electro-bolts and reflect them.
Cosmoteer 0.15.11 (Aug. 29, 2020)
- Balance:
- Flight:
- The drag that is exerted on ships now increases exponentially once ships exceed 110 meters/sec. Very fast ships will have significantly reduced top speeds as a result.
- Missiles:
- Missile physics have been significantly reworked for all missile types: Missiles launch with significantly (50%) higher initial velocity but immediately experience a great amount of deceleration for for the first 0.75 seconds, significantly slowing the missile. After 0.75 seconds, they start accelerating again and, for the remainder of their lifetime, experience no drag ("air resistance"). While the actual per-second acceleration has been greatly reduced, the elimination of drag actually means that they simply keep accelerating faster and faster, such that missiles fired from long range can actually be significantly faster than before. And the initial 0.75 seconds of deceleration also helps improve the accuracy of side-fired missiles.
- Increased H.E. and E.M.P. missile lifetime from 10 to 12 seconds.
- Reduced Nuke targeting arc from 200 to 120 degrees.
- Increased Nuke range from 180 to 250.
- Missile guidance logic has been improved so that they are aware of their own velocity and will attempt to counteract it and head straight toward the target instead of "orbiting" it.
- Missile collision avoidance logic has been signficantly improved.
- Missiles no longer attempt to aim ahead of a moving target because it's now counterproductive thanks to the removal of drag.
- Tractor Beam:
- Tractor Beam's "Auto" mode has been replaced with a "Tether" mode. It is similar to the previous "Auto" mode but behaves more intelligently and transfers between pull and push more gradually and seamlessly. It will attempt to keep the targeted object at the same distance as when the beam first hit the object. If the beam breaks contact with the object and then re-touches it, the distance will reset to the new distance. In effect this means that in order to actively push or pull on a ship or object, you must first attach to it with a tractor beam and then move toward or away from it.
- The strength of the Tractor Beam's "Pull" and "Push" modes has been reduced to 10%.
- Reduced Tractor Beam range and stretch range from 300/600 to 200/400.
- Tractor Beams are now blocked by shields.
- Tractor Beam Emitter turret rotation speed has been increased from 40 to 120 deg/sec to improve their ability to stay attached to their target.
- Tractor Beams will now automatically cancel their target when in Tether mode and they lose contact with the target.
- Railgun:
- Railguns now have greatly increased recoil that is applied continuously as the projectile travels down the railgun instead of all at once upon exiting the railgun.
- Ion Beam:
- Decreased Ion Beam damage falloff at maximum range from 50% to 30%.
- Point Defense:
- Increased Point Defense health from 2000 to 3000 and penetration resistance from 2 to 3.
- Decreased damage vs ships from 50 to 35.
- Crew A.I.:
- Crew will no longer leave their posts to go get ammo or power if someone else has already been assigned the task of getting more ammo or power.
- Crew are now aware of "production chains" and will no longer abandon a job supplying ammo/power to a part earlier in the chain in order to supply a part later in the chain, even if the later part has higher crew priority settings. (For example, crew will no longer stop supplying power to an Ammo Factory in order to supply power or bullets to a Mine Factory, even if the Mine Factory has higher priority settings.) This does not apply to storages.
- If a weapon or other part is out of the required power or ammo and no one is scheduled to deliver more, any crew that are operating its controls will now wait for 1.5 seconds before leaving their posts to get more power or ammo.
- Single Player / Creative Mode:
- If an A.I. ship spots a player ship within its sight range and decides to attack it, any other ships that can "see" the A.I. ship will now also attack that player ship, even if it's outside their own sight range.
- The Terror built-in ship now has Nuke launchers.
- User Interface:
- Added Finnish and Ukrainian translations from the Cosmoteer Translation Project.
- Miscellaneous other translation updates.
- Changed the default hotkey for using target-relative attack angles and grid-relative follow angles from Ctrl to Alt. (This fixes the issue of not being able to swap modes when adjusting a command using the command handles.)
- When opening build, paint, crew, or repair modes, the camera will no longer zoom or move focus if the ship is already sufficiently zoomed-in and mostly on-screen.
- Removed the "Auto Focus" settings for build, paint, crew, and repair modes.
- Pressing F to focus on the center of a ship while editing its blueprints will now focus on the center of the blueprints instead of the center of its actually-existing parts.
- The ships and parts that are selected by the player will now be stored in saved games and restored when loading the save file.
- Ship descriptions are now limited to a maximum length of 1000 characters.
- Players can now save a "Default Paint Scheme" that will be used for any newly-created ships.
- Updated button icons for the part/decal select and delete tools.
- Changed the default hotkey for restarting the app to Shift+Tilde+Esc because the previous hotkey wasn't working in recent versions of Windows 10.
- The "D.P.I Scaling" setting is now called "U.I. Scaling". Its functionality is unchanged.
- The crew and power tutorials no longer erroneously mentions the existence of "minimum" amounts on the crew and power meters.
- It is now possible to save the designs of your own ships in PVP multiplayer.
- Added a "Game Guides" link to the Community menu on the title screen.
- You can now ban players from your games even if you are not the host of the current game. This will not kick that player from the game (only the host can do that), but it will ban them from any games that you host in the future.
- There is now a "Mute When Window Loses Focus" option that can be turned on in the audio settings.
- Added a message to the Auto-Saves tab of the settings that warns players against disabling the auto-save features.
- Graphics:
- The Heavy Laser now uses the same hexagonal floor pattern as the Small Laser.
- H.E., E.M.P., and Nuclear Missile particle trails have been updated to behave more realistically. Nuke trails appear darker, and E.M.P. trails appear lighter.
- The glows around lasers and electro-bolts will no longer fly past the bolt's point of impact.
- Bug Fixes:
- Crash when viewing hotkey conflicts if the names of any of the conflicts contain certain characters such as '&'.
- Rare audio crashes when the money tick sound stops looping.
- Very rare crashes during gameplay.
- Multiplayer desyncs caused in some circumstances by reverting blueprint changes while a ship had missing doors.
- If a ship needs repairs and has destroyed parts that left behind structure tiles, going into blueprint mode and adding those structure tiles to the blueprints would then prevent the ship from being repaired.
- Copying a group of Ion Beam Prisms and then flipping them would often cause them to lose their targets or target the incorrect part or location.
- In Domination multiplayer games, it was possible to exceed the maximum fleet value by editing a ship after purchasing it.
- If the lead ship of an A.I. formation is disabled before it can attack you, the follow ships wouldn't attack you until the lead ship was completely destroyed.
- Reassigning crew to different quarters would always teleport them even if they are able to walk there.
- Crew assignments to deliver ammo or power weren't being saved when saving the game.
- Dragging a ship file into creative mode while editing a ship that has only blueprints would display the "close confirmation" dialog as expected, but the "cancel" option would simply show the dialog again in an infinite loop. The only way to get out of the loop was to lose the ship design.
- When starting or loading a game, the "show interiors" button would appear "off" until toggled, even if ship interiors were being shown.
- Pressing "MAKE IT SO" while a ship had destroyed parts would only repair those parts and would not make any other changes until the button was pressed again.
- Firing arcs would remain on-screen after using the handles to rotate or change the location of a move command and the shift key was released before the mouse button.
- Focusing the camera view on multiple ships and then dragging a selection box would anchor the corner of the selection box to the background grid instead of the center of the focused ships.
- It was possible to press F on the galaxy map during an FTL jump, which would cause the view to focus on the sector that you jumped from the next time you open the map.
- In build mode, selecting an FTL drive with no other blueprints present would display "NaN" as the FTL efficiency.
- While saving a ship design and typing in its name, if there were any existing ships with the same entered text but different capitalization, the capitalization of the entered text would be changed to match that of the existing ship.
- In the multiplayer pre-match screen, setting a player to the same team that they already belong to would move them to be the last player on that team.
- When hosting or joining a game, the lobby chat wasn't properly scrolling to the most-recent message.
- H.E. missile fire particles weren't being shown when the Fancy Particles setting was disabled.
- The visual size of E.M.P. and Nuke Factory explosions was being incorrectly scaled by the amount of missile parts they stored.
- Toggling build, paint, crew, or repair modes on and off rapidly could cause the camera to glitch afterwards.
- Modding:
- Fixed crash (without an error message) in build mode when there are multiple different kinds of parts that each both consume and supply the same type of ammo. (Such as a storage.)
- Fixed issue where using 'Bounce = true' in a bullet that also has an 'AntiBullet' would break collision detection.
- Setting ChainsFromBuffType to a buff that is not in the part's ReceivableBuffs list will now display an error. (Previously this wouldn't crash on load but was very likely to crash later during gameplay.)
- Ships now have different linear and angular damping parameters that allow damping to be applied non-linearly relative to the ship's velocity.
- Criteria blocks for buff providers and proxies can now use 'Categories' or 'IDs' lists to specify multiply possible part categories or IDs. A part needs to only have one of the listed categories or IDs to satisfy the criteria.
- Bullet TargetHoming components now support an optional 'VelocityCompensation' parameter which control how aggressively the bullet will try to cancel out its own velocity if its velocity is taking it away from the target.
- TargetHoming raycast parameters have been replaced with a single 'AvoidanceRaycastDistance' parameter.
- Bullet Acceleration components no longer support an 'InDirectionOfTarget' parameter, which has been replaced with a 'Direction' parameter which can be given one of the following values: 'Bullet', 'Target', 'Velocity', and 'FrameOfReferenceVelocity'.
- Added 'StaticToggle', 'StaticValue', and 'StaticMode' components that store a single unchanging toggle, value, or mode and can be used by other components.
- MultiValue components now support an optional 'Abs' parameter that, if set to true, will cause the component to return the absolute value of the value that it calculates from the referred components. (If 'Negate' is also set to true, it will return the negative of the absolute value.)
- Audio and beam media effects will now interpret negative intensity values as their positive (absolute value) equivalent. The exception is the speed of the beam effect, which will now actually run in reverse for negative values.
- Added a 'BeamRegulator' component which computes and outputs a value depending on the length of a BeamEmitter's beam.
- Timer components now have an optional 'TriggerWhenStarted' parameter that, if true, will cause the timer to immediately fire its trigger when the timer is started.
- Added a 'Barrier' particle updater and 'SetBulletBarrierID' particle initializer which work in conjunction with bullets to delete the particle once it passes the location at which the bullet died.
Cosmoteer 0.15.10a (Jun. 30, 2020)
- Minor translation updates.
- Bug Fixes:
- Crash when opening the load/save game dialog if the user's GPU requires texture dimensions to be powers of 2.
- Crash if for some reason a ship is removed from the game while it is opened in the build U.I.
- Crash when hovering the mouse cursor over a ship in the minimap while it is removed from the game.
- Crash when setting a ship's part control groups in multiplayer right before the ship is removed from the game.
- Crash when renaming or changing the author/description of a ship in multiplayer right before it is removed from the game.
- Triangle and wedge armor weren't properly blocking most shots.
- Ocasionally when a piece of a railgun was destroyed, the chain-reaction wouldn't properly destroy the whole railgun.
- Area-of-effect damage wasn't distributing the damage as randomly as was intended.
- The "Strafe" advanced command wasn't displaying weapon arcs as intended.
- When returning from a multiplayer game to the pre-game setup screen, the chat messages weren't being properly scrolled to the most recent message.
Cosmoteer 0.15.10 (Jun. 26, 2020)
- Balance:
- Tractor Beams now only ramp up to full power when they are actually hitting an object.
- Auto-fired nukes no longer have an extended range that was longer than intended.
- Reduced H.E. and E.M.P. missile lifetime from 12 to 10 seconds.
- Decreased Point Defense power usage by 30%.
- When a penetrating projectile destroyes a part before passing completely through it, any penetration resistance that would have been applied to the projectile were it not destroyed will now still be applied.
- Ship A.I. & Behavior:
- When a ship is given a rotation target, it will now rotate to face that target based on its own current position instead of the final position.
- When a ship with auto-fired thrusters splits, the thrusters in the new ship piece will now keep auto-firing.
- Ion Beam Emitters and Prisms will now fire on structure when aiming at it. (Prisms will not specifically aim at structure but will fire at it when lined up.)
- All weapons will now auto-target structure of ships that have only structure remaining.
- Crew A.I. & Behavior:
- Crew will no longer wait at a factory that's out of power (or ammo, in the case of a Mine Factory) unless there is at least one battery (or ammo) literally being carried by another crew on its way to the factory.
- If crew are assigned to different quarters but they can't get there, they are now automatically teleported there. (But not during combat.)
- User Interface:
- Potential conflicts between control bindings will now be reported with a red exclamation mark. Click on the bindings and hover over the red text to view a list of all the conflicting bindings.
- The "Apply" button on the settings dialog will now only become available once a setting has actually changed.
- In build mode, holding Shift while clicking on the selected parts will now deselect the clicked part instead of "grabbing" all of them.
- You can now press Ctrl+Shift+F1...F8 to add the selected ships to the control group.
- You can now press Ctrl+Shift+0...9 to add the selected parts to the control group.
- Advanced ship commands can now be given using the minimap.
- When issuing a right-click command via the minimap, it is now possible to drag away to adjust the rotation (move command) or distance/angle (attack/follow commands).
- The default ship author name will no longer be set automatically when clicking "Okay" on the ship name/author/description dialog. It will now only be set when clicking the "Set As Default" option in the hamburger menu next to the author name in that dialog.
- Copying & pasting weapons will now copy their same-ship or ship-relative targets (if any) and direct control mode bindings.
- When placing a ship in creative mode, clicking-and-dragging to set its rotation now takes its flight direction into account.
- Firing arcs for Point Defenses and Flak Batteries are now shown even when set to "defend" mode.
- Firing arcs are now displayed when adjusting move and follow commands, not just attack commands.
- Added an "ALL" tab to the crew priorities.
- Adding and removing parts from control groups now happens for all players in multiplayer games.
- Pressing enter to chat in a multiplayer game now shows all messages (up to 200), instead of just the ones sent in the past 30 seconds.
- The list of multiplayer games can now be filtered by compatibility of game version and mods.
- Installing and uninstalling mods will no longer freeze the whole application while it is being installed or uninstalled.
- When deleting a ship library folder whose only remaining file is the ships.cache file, that file will now be automatically deleted.
- The symbol that is displayed when a railgun launcher isn't connected to the rest of the railgun will now be displayed in build mode.
- In creative mode, if two ships that are attacking each other are both selected, it is now possible to right-click on one of the already-selected ships to target the other's weapons on it.
- Increased the brightness of Ion Beam and Railgun coverage lines to make them a bit easier to see.
- Attempting to close the application window while a game is in progress will now show a confirmation dialog warning about loss of progress, unless either the Shift key is held or the application is running in developer mode.
- The Pause key on the keyboard can now by default be used to pause and unpause the game, in addition to the spacebar.
- The pause hotkeys can now be pressed while Ctrl, Alt, or Shift are being held.
- If you lose connection to the game server while in a game as a non-host, the message will no longer display the text "Players will not be able to join your game...".
- Misc translation updates.
- Bounty Hunter:
- The distance at which you can't build when near an enemy ship that is firing on you is now tied to that enemy ship's sight range instead of a fixed 350 meters.
- Built-In Ships:
- Updated some built-in ships to fix Ion Prism linking issues.
- Performance:
- Cosmoteer now more aggressively reduces its memory usage after leaving a game instance.
- Bug Fixes:
- Frequent freezes during gameplay that were being experienced by some players.
- If a ship was deleted from outside the game while it was selected in the Ship Library, it would still be possible to click the Load/Playtest/Buy button, resulting in an error.
- Crash if there is an error loading a ship whose filename contains certain characters.
- "Already starting game" crash if the game host clicks the "LAUNCH" button multiple times. (Which may be possible if the host has selected a large ship which is taking a few moments to load.)
- Crash in multiplayer Creative Mode if a player deletes a ship while another player is modifying the name of one of that ship's crew roles.
- Very rare "Function does not accept floating point Not-a-Number values" crashes during battles.
- Graphical glitches when ships split while moving at high speeds.
- In some circumstances, command handles for follow commands could get "out of position" until clicked.
- After respawning in Arena mode, splitting a ship into two or more pieces within the respawn invulnerability time window would cause the split pieces to become permanently invulnerable.
- Switching from one multiplayer mode to another could in some circumstances remove selected ships on some non-host players' screens but not the host, resulting in other problems such as being unable to ready or unintentionally entering the game as an observer.
- It was possible for multiple players to attempt to Direct Control the same ship at the same time, resulting in "fighting" for control. It is now impossible for another player to take control of a ship if another player is already controlling it.
- With certain priority settings, crew could sometimes get "confused" when trying to simultaneously pick up ammo from and supply power to a factory (or ammo to a Mine Factory).
- When a ship split, crew in any non-original ship pieces would briefly leave their jobs.
- Nuke targeting was unintentionally bad due to target "lead prediction" being turned on for them.
- Prisms that were aiming at another prism but not directly at its center would in some circumstances not fire.
- Missiles would fire at junk once after leaving direct control mode.
- Projectiles (notably railgun bullets) that passed over structure tiles would then "hit" any triangle armor tiles in the next tile passed over by the projectile, even if the projectile didn't actually collide with the armor.
- Teleporting a ship in creative mode would cause the view to jump with the "Automatically Track On-Screen Ships" setting is enabled and sometimes other related glitches as well.
- It was possible to change the name, author, and description of a ship you can't control, such as another player's ship in multiplayer.
- In a multiplayer game, sending a chat message longer than the text box would cause the text box's scroll position to not reset properly when typing the next message.
- Saving a ship in multiplayer creative mode wouldn't rename it for any other players.
- Weapon reload progress bars for some modded parts could briefly appear to extend passed the edge of the bar.
- Nuke statistics were displaying incorrect speed and guidance.
- It was possible to inadvertantly open the "Send Feedback" window while trying to set a hotkey.
- Installing or uninstalling a mod would revert the on/off status of other mods to their original states.
- "Selling" parts in creative mode would in many circumstances report only a 75% "refund".
- The "Plot FTL Course" button was still available even if none of the player's ships have operational control rooms.
- The Engine Room's roof fan was rendered in the incorrect location while offline.
- The FTL Drive's circular ring on the floor was being shown thinner than intended when within the 0-33% damage range.
- Modding:
- BeamEmitter now supports an optional 'RequireHitForRampUp' parameter which, if true, will cause the beam to ramp up its power only when it is actually hitting something. (It will also ramp down in the same amount of time when not hitting something.)
- Weapon emitter 'Burst' parameters can now be given a [min, max] random range for the number of armaments that will be emitted.
- Part indicators now support an optional 'ShowInBuildMode' parameter which, if set to true, will cause the indicator to be displayed when the build interface is displayed.
- Weapons now support an optional 'AlwaysShowCoverage' parameter that, if true, will cause firing arcs to be displayed even when firepower estimation is disabled.
- Bullet TargetSearch components now support 'ShipCenters' as a target type.
- If OverrideBulletDistance or OverrideBulletLifetime can't find the component to override, it will no longer cause a crash.
- Fixed crash if an emitter causes itself to be removed when it shoots.
- Fixed the 'RecenterFactorPerSecond' background parameter not doing anything.
- Fixed possible crash when using a bullet Acceleration component with 'InDirectionOfTarget' set to true.
- Fixed bug where 'CreateIfNotExisting = true' would cause all children of the parent list or group to be cleared before adding the new child.
Cosmoteer 0.15.9 (May. 1, 2020)
- Balance:
- All missiles (H.E., E.M.P., and Nukes) now attempt to predict their target's future location and aim for that location.
- Doubled the rotation speed of Ion Beam Prisms.
- Increased Railgun base projectile speed from 120 to 180.
- Increased H.E. and E.M.P. missile projectile lifetime from 8.5 to 12 seconds.
- Increased Nuke targeting arc from 90 to 200 degrees.
- Increased Nuke projectile lifetime from 9 to 18 seconds.
- Increased Nuke homing rotation speed from 30 to 45 deg/sec.
- Increased Nuke peak velocity from about 30 to about 60.
- Decreased Nuke initial velocity from 20 to 10.
- Increased Nuke projectile HP from 3600 to 7200.
- Increased EMP projectile HP from 1600 to 3200.
- Armor that is drained by an EMP blast will no longer fully block subsequent EMP blasts that hit shortly thereafter. Armor will slowly recover its ability to block EMP blasts over 10 seconds.
- Doubled the force strength of Tractor Beams when pushing.
- Halved the power consumption of Tractor Beams when pulling.
- Increased Point Defense damage vs projectiles from 100 to 150.
- Crew A.I.:
- Crew will no longer partially operate a part. They will now only operate a part if there are fully enough crew to do so.
- Multiplayer:
- In multiplayer Arena mode, ships will now be invulnerable for 5 seconds (10 seconds at half speed) after spawning.
- It is no longer possible to remove a ship in multiplayer Creative Mode that another player has open in the ship designer.
- The 10 most recent multiplayer recording files will now be kept.
- Interface:
- Added an option when building a ship to load an existing ship's blueprints into "paste" mode instead of replacing the current ship's blueprints entirely.
- Selecting a ship from the Ship Library while the Build U.I. is open will now load the selected ship into "paste" mode instead of spawning it as a new ship.
- In Build mode, the selected parts can now be saved as a separate ship design.
- While using an advanced move, attack, strafe, or rotate command, holding either Shift or the command's original hotkey will now prevent the command input mode from being canceled when a command is issued. This can be used to queue up commands or double-right-click to toggle speed matching.
- Canceling a formation will now keep the movement orders for each individual ship that was in the formation. They will match the speeds unless the "Enable Speed Synchronization" setting is disabled.
- Added a 'Show Commands For All Ships' setting that, when turned on, will show movement and attack paths for all ships under the player's control, not just the ships they have selected. Command adjustment handles will still only be shown for the selected ships.
- Point Defenses will now show their firing arcs and ranges.
- Using the mouse wheel to zoom in and out will no longer work when the mouse cursor is not over the game window.
- When drawing the paths to the nearest ammo, power, or crew sources, only the nearest 5000 tiles will now be searched, improving performance when building very large ships that either don't have a source at all or it's very far away.
- Various translation updates from the Cosmoteer Translation Project.
- Bug Fixes:
- Crash when loading the game on some computers with very low-end GPUs.
- Crash when telling two ships with the same allegiance to attack each other with ship-relative angles.
- Rare crashes when loading ships during gameplay in creative mode or multiplayer.
- Rare crash in multiplayer Domination or Arena games when spawning a ship and then immediately deleting the ship in that slot.
- Crash when playing on VMware while viewing a folder in the ship library and a ship is added to that folder.
- Error loading certain older saved games that contained both normal and 45-degree Ion Prisms.
- Loading a saved ship design into a ship's blueprints didn't copy any part settings, crew roles, or crew targets.
- Following or going into formation with a ship that is rotating via auto-fired thrusters wasn't working properly.
- Telling a ship to attack another ship of the same allegiance with a ship-relative angle would result in it using the wrong angle.
- Creating a custom formation with ships that have rotation targets would sometimes cause those ships to have the wrong orientation.
- Right-clicking on a missile launcher or storage with the grab tool wouldn't copy its missile type.
- Mines that were destroyed by flak weren't spawning shrapnel.
- Glitchiness with the Picture-in-Picture when it is displaying a ship that is self-destructing.
- Tractor being sprites when turned off were offset by about 5 pixels.
- Modding:
- Ships now have a 'Restitution' parameter that controls how bouncy they are when colliding.
- ExplosiveAmmoDrainSink components now have an optional 'RecoveryRate' parameter that, if specified, controls the number of drainable ammo points that will be restored every second. (If not specified, they will be restored instantly after each hit.)
- Improved logging to help debug "Pathfind operation failed" crashes.
Cosmoteer 0.15.8b (Apr. 13, 2020)
- Factories now receive a +25% production rate buff from each adjacent factory of any type, not just their own type.
- Bugfix: Multiplayer desyncs caused by new speed matching and formation logic.
- Bugfix: Crash when canceling an FTL jump while a ship is selected that is following another ship that was about to jump.
- Bugfix: Crash in some situations when a ship being followed or attacked is removed from the game.
- Bugfix: Selecting parts or decals with the "Rotate to Ship" setting disabled would cause the selection box itself to be rotated.
Cosmoteer 0.15.8a (Apr. 10, 2020)
- Bugfix: Multiplayer desyncs caused by issuing group movement commands with speed matching.
Cosmoteer 0.15.8 (Apr. 10, 2020)
- Ion Beam Prisms
- Ion Beam Prisms can now be aimed at any point relative to its own ship, not just at another prism. Doing so locks the prism's rotation so that it will not rotate away from the point at which it is aiming. While in aim mode, the prism's angle will snap to 45-degree increments. (Hold Ctrl to disable snapping.)
- The button to manually lock the prism's rotation has been removed.
- The 45-degree variant of the Ion Beam Prism has been removed. Any existing ship designs that use the 45-degree variant will have it replaced with the standard version and will need to be manually aimed using the new aiming feature.
- Ship Flight Behavior & U.I.:
- When a command is issued to a group of ships, the ships will now attempt to synchronize their arrival times. For ships that are traveling essentially the same distance, this effectively causes them to match their velocities. (Double-right-click when issuing a move command to disable arrival/speed matching, or disable the "Enable Speed Synchronization" setting.)
- The lead ship in a formation will now slow down to match the speed of the slowest ship in the formation. (Double-right-click when issuing a move command to disable speed matching, or disable the "Enable Speed Synchronization" setting.)
- Ships that are in formation will now "strafe" to get to their desired formation position as long as they are within 1.5x of their desired distance from the lead ship. Additionally, while within "strafe" distance, ships will use "orbiting" logic, traveling in a rough circle to get to their position instead of a straight line.
- The orientation of a formation will no longer wobble or change due to unintended rotations of the lead ship.
- When a ship tries to avoid colliding with another ship, it will now only strafe to get out of the way instead of rotating as well.
- The flight algorithm for diagonal ships should now more accurately calculate their deceleration thrust.
- Issuing a move order via the minimap will no longer cause all the destinations to overlap.
- When a ship is following or in formation with another ship that becomes "junk", it will stop following it and drop out of formation.
- Removed the "ad-hoc formations" feature because it's no longer very useful now that ships automatically synhronize their velocities.
- Ship A.I.:
- The A.I. will no longer try to attack from beyond its sensor range.
- Balance:
- Power, ammo, and missile storages now always start empty in PVP multiplayer.
- Tractor beams will no longer shoot through enemy structure.
- Doubled recoil of all weapons. (This should have been done in the 0.15.7 update to counteract that update's increase in drag. This doubling effectively brings recoil back up to 0.15.6 levels.)
- Removed the half-second delay between loading a mine and being able to fire it.
- User Interface:
- When holding Shift to display command handles, a trashcan icon is now displayed that, when clicked, will delete the command. Right-clicking on a handle to delete a command no longer works.
- The default hotkey for toggling direct weapons control is now Ctrl+Alt+W because Ctrl+W was too easy to accidentally press.
- Miscellaneous translation updates by the Cosmoteer Translation Project.
- Updated the "Expanding Your Fleet" tutorial to mention speed synchronization.
- The mods manager is now accessible from the multiplayer lobby screen.
- Fixed centering of loading screen text.
- Creative Mode:
- Increased the default Battle Helper distance by 50%.
- A.I. ships in Creative Mode now have infinite aggro range when Fog of War is turned off.
- Multiplayer:
- Increased the starting distance options in multiplayer by 50%.
- Bug Fixes:
- Crash in multiplayer creative mode if a player deletes a ship while another player is loading its blueprints from a saved design.
- Possible fix for 'ReflectionTypeLoadException' crashes during loading.
- Crash when building and then moving modded single-part ships such as droids.
- Selecting a refresh rate for "exclusive full screen" mode didn't actually do anything.
- Using the T key to adjust an attack command that had been rotation-targeted would cause the ship to have the wrong orientation.
- Right-clicking to target weapons with multiple ships selected would only target the weapons of one of the selected ships.
- Selecting a large ship for a multiplayer battle and then very quickly clicking "Ready" could sometimes spawn the player without that ship or with the ship previously in its slot.
- Adjusting an attack or follow command whose rotation is locked on a specific part would cause the commanded ship to flip 180 degrees.
- Loading a saved game would sometimes cause any attack or follow commands to lose their specific rotation targets.
- A glitch in the thruster algorithm was causing some ships to not accelerate properly.
- Both built-in and custom formations weren't properly considering the lead ship's flight direction. (Custom formations will have to be re-saved to apply the fix.)
- In some cases, clicking on overlapping command handles would still move both of them.
- Attempting to toggle out of blueprint mode while a ship needs repairs but construction is blocked would report that repairs will cost 0.
- Pressing Ctrl+Del to delete the doors connecting the selected parts wouldn't work if the mouse cursor was over any U.I. elements.
- Formation positions were being shown in the incorrect location when the formation leader is itself following another ship.
- Holding Shift and right-clicking the minimap would cause two identical commands to be issued.
- The Engine Room's tooltip description was displaying the incorrect buff percentage.
- Modding:
- Part targetor TargetTypes now supports a 'ShipLocalPoint' type which allows the player to target an arbitrary point relative to the weapon's own ship.
- Weapons now support a 'ProhibitShipRelativePointTargets' parameter which, if set to true, will prevent the weapon from firing on any ShipLocalPoint targets set by a UITargetor component.
- Weapons now support a 'SuppressWholeShipTargetOverlaysWhenTargetingShipRelativePoints' parameter which, if set to true, will prevent targeting overlays for weapons targeting ShipLocalPoint targets unless the weapon is specifically selected.
- Weapons now support a 'SuppressShipWideExplicitTargetsWhenTargetingShipRelativePoints' parameter which, if set to true, will prevent the weapon's target from being overridden when it is targeting a ShipLocalPoint target unless the weapon is specifically selected.
- Weapons now support a 'SuppressDirectControlWhenTargetingShipRelativePoints' parameter which, if set to true, will disable control of the weapon in direct control mode when it is targeting a ShipLocalPoint.
- Weapons now support a 'SuppressFirepowerEstimationWhenTargetingShipRelativePoints' parameter which, if set to true, will stop the weapon from being considered in attack distance/rotation firepower estimations when it is targeting a ShipLocalPoint.
- Weapons now support a 'SuppressFirepowerEstimationWhenNotTargetingShipRelativePoints' parameter which, if set to true, will stop the weapon from being considered in attack distance/rotation firepower estimations when it is NOT targeting a ShipLocalPoint.
- Part targetors now support a 'TentativeTargetLine' that will be rendered while the player is selecting a target.
- Weapons now support a 'SaveShipRelativeTargets' parameter which, if set to true, causes any ShipRelativePoint target to be saved in the ship's design.
- Part targetors now have optional 'SnapToAngles' and 'SnapToAngleDistance' parameters that control angle snapping when targeting ShipLocalPoint targets.
Cosmoteer 0.15.7a (Apr. 1, 2020)
- Removed the April Fools ship damage-over-time.
Cosmoteer 0.15.7 (Mar. 23, 2020)
- Balance:
- Small Reactor:
- Increased cost from 15000 to 25000.
- Medium Reactor:
- Increased cost from 30000 to 50000.
- Large Reactor:
- Increased cost from 60000 to 75000.
- Ammo Factory:
- Increased cost from 5000 to 10000.
- Now receives a +25% production rate buff for each adjacent Ammo Factory.
- Increased explosion damage from 25000 to 40000 and doubled the chance its explosion will create fires.
- Explosion damage no longer depends on the amount of ammo stored in the factory at the time of destruction.
- H.E. Missile Factory:
- Increased cost from 15000 to 25000.
- Reduced production rate by 1/3.
- Now receives a +25% production rate buff for each adjacent H.E. Missile Factory.
- Increased explosion damage from 30000 to 64500 and doubled the chance its explosion will create fires.
- Explosion damage no longer depends on the amount of missile parts stored in the factory at the time of destruction.
- E.M.P. Missile Factory:
- Increased cost from 20000 to 30000.
- Now receives a +25% production rate buff for each adjacent E.M.P. Missile Factory.
- Increased maximum explosion power drain from 24000 to 500000.
- Explosion power drain no longer depends on the amount of missile parts stored in the factory at the time of destruction.
- Nuke Factory:
- Increased cost from 25000 to 40000.
- Now receives a +25% production rate buff for each adjacent Nuke Factory.
- Explosion damage no longer depends on the amount of missile parts stored in the factory at the time of destruction.
- Mine Factory:
- Increased cost from 20000 to 30000.
- Now receives a +25% production rate buff for each adjacent Mine Factory.
- Increased explosion damage from 15000 to 64500 and doubled the chance its explosion will create fires.
- Explosion damage no longer depends on the amount of mines stored in the factory at the time of destruction.
- Missile Launcher:
- Reduced cost from 15000 to 10000.
- Will no longer explode nuclear when destroyed while set to nuke mode. It will now explode identically to if it were holding H.E. missiles.
- Missile Storage:
- Will no longer explode nuclear when destroyed while set to nuke mode. It will now explode identically to if it were holding H.E. missiles.
- Engine Room:
- Increased cost from 6000 to 8000.
- Reduced adjacent thruster buff from +75% to +50%.
- Will now act as a central delivery point for adjacent thrusters to which crew can deliver batteries without having to travel to each one individually.
- Standard Cannon:
- Increased range from 125 to 190.
- Increased projectile speed from 50 to 75.
- Decreased projectile HP from 500 to 350.
- Large Cannon:
- Increased range from 125 to 190.
- Increased projectile speed from 35 to 50.
- Decreased projectile HP from 3000 to 2000.
- Railgun:
- Increased base/maximum range from 200/400 to 300/600.
- Small Laser:
- Increased range from 175 to 260.
- Increased projectile speed from 80 to 120.
- Decreased projectile HP from 400 to 250.
- Large Laser:
- Increased range from 175 to 260.
- Increased projectile speed from 60 to 90.
- Decreased projectile HP from 900 to 600.
- Electro-Bolter:
- Increased range from 120 to 180.
- Increased projectile speed from 60 to 90.
- Decreased projectile HP from 100 to 65.
- Ion Beam:
- Increased range from 200 to 300.
- H.E. Missile:
- Increased range from 300 to 450.
- When delivering H.E. missile parts to an H.E. launcher, crew are now guaranteed to complete construction of any in-progress missiles before starting to build a new missile.
- E.M.P. Missile:
- Increased range from 400 to 600.
- Nuke:
- Increased range from 120 to 180.
- The missile now has very weak homing capability.
- The missile launcher has a 90-degree targeting arc when launching nukes.
- Nuke explosions will now become "anchored" to any ship hit by the expanding shockwave.
- Renamed from "Tactical Nuclear Torpedo" to "Tactical Nuclear Missile".
- Tractor Beam:
- Increased lock-on range from 200 to 300. (Both pull and push modes.)
- Increased pull-mode stretch range from 400 to 600.
- Flak:
- Increased range from 100 to 125.
- Door:
- Reduced cost from 200 to 100.
- Crew:
- Reduced cost from 1000 to 500.
- Increased crew speed when congested in corridors and moving walkways from 30% to 50%.
- Crew will now return to their quarters immediately after finishing a job.
- When crew drop off a large battery containing more power than the receiving part needs, the crew will no longer briefly hold a smaller battery containing the excess power. Any excess power will now be immediately discarded.
- Physics & Flight:
- Doubled both drag ("air resistance") of ships and thruster force, effectively making ships generally more maneuverable but with similar top speeds
- Doubled the rotational inertia of ships, effectively making them rotate slower.
- Built-In Ships:
- Increased the maximum value of ships that will spawn in Bounty Hunter from 2.5M to 3M.
- Added the 12 winning ships from the Jan. 2020 faction design contest.
- The Valor and Crescent Wrath will again spawn in Bounty Hunter.
- Updated the Excalibur to have sensor arrays.
- User Interface:
- When building or repairing, crew that become disconnected from their quarters will now be teleported back to their quarters.
- Removed the "Reset Crew Positions" option from the crew panel because crew will now automatically reset their own positions when building and repairing.
- Crew, power, and ammo bars no longer display a "minimum" amount because that was potentially misleading for new players.
- Crew, power, and ammo bars now fade out after passing the "suggested" line to indicate diminishing returns.
- In build mode, the grid coordinates of the mouse cursor are now displayed beneath the "Total Ship Value" display,
- Mouse edge pan is now enabled again by default for new players and is the default method of camera control described in the first tutorial.
- When a ship is at maximum capacity, the ROSTER tab in the crew panel will now display a message reading "Build more quarters to hire more crew."
- The mods manager now has labeled buttons for activating and deactivating the selected mod.
- Nearly all popup dialog boxes and windows will now properly respond to pressing the Enter (confirm) and Escape (cancel) hotkeys.
- The loading screen now has a starry background with the text "Walternate Realities Presents".
- Removed the info about the "eye" icon from the "Attacking the Enemy" tutorial. (The eye icon still exists and works fine, only the tutorial blurb about it has been removed.)
- Added a Swedish translation by the Cosmoteer Translation Project.
- Miscellaneous other translation updates from the Cosmoteer Translation Project.
- Multiplayer:
- Selecting a ship for another player will now un-ready that player.
- Bug Fixes:
- Possible for fix severe lag spikes during gameplay on some computers.
- Crash on startup when Windows "Controlled folder access" (ransomware protection) is enabled. It will still be impossible to save games, ships, and game settings without disabling it or adding Cosmoteer as an exception.
- Crash if the game can't create the Saved Ships or Lost Ships folders.
- Crash on startup if the Mods folder doesn't exist and the game is unable to create it.
- Rare crash if exiting the game before it is fully loaded.
- Crash when trying to delete a ship from the ship library and the language is set to Latin American Spanish.
- Crash when viewing Engine Room stats in Hungarian.
- Crash when viewing Mine Launcher stats in Traditional Chinese.
- Crash if the news window is displayed while start or loading a game. (It will no longer be displayed.)
- Rare crash when a ship is damaged at the very same moment that it is removed from the game.
- Crash when clicking on a map sector to view its information and for some reason the height of the game window is very short.
- On very rare occasions (but more common with certain mods), making an FTL jump would prevent the game from being saved from that point onwards.
- Audio glitches would often happen during gameplay, especially when there are a lot of things going on, such as a big battle.
- When switching from Domination to another game mode, ships worth more than 1,000,000 would be removed on the non-host players' screens but not on the host's screen, resulting in other problems such as being unable to ready or unintentionally entering the game as an observer.
- Crash on the multiplayer pre-game setup screen if a player selects a ship and then immediately leaves the match.
- Crash in multiplayer if a missile launcher's mode is changed and then, before the mode is actually changed due to network latency, the launcher is then given a target.
- On the multiplayer pre-game setup screen, it was possible to select a ship and then click ready before the ship is fully uploaded, allowing the game to launch either without that ship or with the previous ship in that slot.
- In Arena or Domination multiplayer games, removing a ship from your fleet selection and then immediately spawning your fleet or spawning the new ship that dropped into that slot would sometimes cause the old ship to be spawned.
- In Arena or Domination multiplayer games, changing a ship slot and then spawning immediately afterwards would sometimes spawn the old ship in the slot.
- In Arena multiplayer games, clicking the "Respawn" button multiple times in rapid succession after the countdown is completed would cause you to automatically respawn the next time round.
- Crash if a player in a multiplayer game removes a ship while another player is trying to set its role priorities.
- Installing mods containing additional decals wasn't always causing multiplayer incompatibility, which could later causes crashes and desyncs during the game.
- Modifying a ship's blueprints would immediately remove any crew in excess of the ship's current crew capacity. This will now only be done when the "MAKE IT SO" button is clicked. (This was also possibly causing occasional desyncs in multiplayer creative mode.)
- Spawning a ship with thrusters attached to engine rooms would sometimes not fire those thrusters at full thrust.
- Crew would wait at a mine factory for it to produce mines even if it didn't have any ammunition in stock.
- Crew that were walking almost on top of each other in the same direction would often not cause each other to slow down.
- Crew with nothing better to do would never stop manning a room even if it was powered off. Now they will return to their quarters if the room is powered off.
- Projectiles could sometimes pass through shields if they hit the shield in the same location as the non-existing portion of a triangle or wedge armor block.
- Weapons firing at small, fast-moving targets (such as PD firing at projectiles) were being more inaccurate than intended.
- Fixed-direction weapons would sometimes fire too early.
- Modded ships that had parts or doors not found in any active mods wouldn't appear in the Ship Library.
- If an enemy ship is being displayed in the Picture-In-Picture while the player is using Direct Control Mode, but the player has not explicitly targeted the enemy ship, it would sometimes be impossible to target weapons on the enemy ship by clicking in the Picture-In-Picture.
- The Mine Factory was displaying the incorrect production rate for mines.
- The Mine Factory wouldn't display the "no ammo" indicator if it only had 1 ammo in stock.
- Creating a new ship in multiplayer Creative Mode would cause the view to focus on the wrong spot.
- Creating or joining a multiplayer game and then going back to the lobby would scroll that chat window back up to the top.
- An empty tooltip would sometimes be displayed after deleting a ship on the multiplayer pre-game setup screen.
- If a ship splits into multiple piece while in Direct Control mode and each piece has a Control Room, each such piece would become selected and thus Direct Control mode would be canceled.
- Pressing Ctrl+A to select all crew while the mouse cursor was over any interface elements didn't work.
- Clicking-and-dragging multiple overlapping command handles would drag all of them at once.
- Using a brush larger than 1x1 to paint certain parts (such as the Large Cannon) wouldn't paint the edges of the part.
- Rotation target lines would appear to jitter depending on how fast the target was moving laterally relative to the selected ship.
- Selection circles around crew would often be a little glitchy and not perfectly centered on them.
- The hotkeys for changing the "Play As" player number in Creative Mode didn't work.
- Crash when running the game on WINE or Proton. (Note: This "fix" actually just disables multithreading, so you are likely to experience worse performance compared to playing the game on Windows.)
- Possible fix for rare audio crash.
- Fixed a spot of missing paint on the Cosmoteer logo ship that was making the game literally unplayable.
- Modding:
- Replaced PartCrew's 'AllowMinPriorityCrewing' parameter with a 'HighPriorityPrerequisites' list of toggles. If any of the specified toggles are off, crew will still be allowed to operate the part, but only if they have nothing else to do.
- AmmoStorageProxy can now be used in almost any way that a regular AmmoStorage can, including as a supplier, a toggle, and a value.
- AmmoStorage components can now be made non-drainable by EMP-like effects by setting 'IsDrainable = false'.
- IonEnergyStorage now has optional 'ToggleOnAmmo' and 'ToggleOffAmmo' parameters that work identically to those of AmmoStorage.
- IonEnergyStorage now has an optional ProvidedValueRange parameter that works identically to that of AmmoStorage.
- IonEnergyStorage components can now be made drainable by EMP-like effects by settings 'IsDrainable = true'.
- IonEnergyStorage components can now optionally supply ammo just like AmmoStorage components by setting 'SuppliesAmmo = true'.
- IonEnergyStorage can now be given a list of 'AnticipateMoreAmmoFrom' components just like AmmoStorage.
- All ammo storage component types now support a 'ProvidedValuePerAmmo' parameter that can be used to control the value it provides to other components based on the amount of ammo. The default value is 0.
- Removed the 'AmmoPerProvidedValue' from IonEnergyStorage. Use ProvidedValuePerAmmo instead.
- Added a 'MultiAmmoStorage' part component which can be used to logically combine multiple other ammo storage components (including AmmoStorage, AmmoStorageProxy, and MultiAmmoStorage) into a single component that can in most cases be treated as a single storage with the total capacity of all the combined storages. It has almost all of the same features as a regular AmmoStorage component, including the ability to take ammo for delivery and supply ammo (using identical customization parameters). See this forum post for more details.
- Removed the 'AmmoSum' part component. Use 'MultiAmmoStorage' instead.
- MultiToggle, MultiTrigger, MultiValue, and the new MultiAmmoStorage now all support a 'ViaBuffs' block that allow them to hook to components in other parts that are either buffing or being buffed by the local part. Set 'IncomingBuffTypes', 'OutgoingBuffProviders', and 'ComponentID' of ViaBuffs as desired. (See the Engine Room's 'CombinedBatteryStorage' component for an example.)
- Added a 'ComponentPresenceToggle' component which is similar to a proxy but can be hooked to a component of any type and is toggled "on" when the hooked component exists and "off" when it does not.
- A ToggledComponents with 'IncludeInBlueprints = true' but whose Toggle doesn't support IncludeInBlueprints will no longer crash; the contained components will now always be included when rendering the ship's blueprints.
Cosmoteer 0.15.6a (Jan. 22, 2020)
- Crew A.I.:
- Crew will no longer abandon a weapon that is out of power/ammo if they have literally nothing else to do.
- User Interface:
- Distances and paths to the nearest crew/ammo/power sources are now shown under the mouse cursor when using the delete tool.
- Minor translation updates.
- Bug Fixes:
- Crash when viewing the "Flying Your Ship" tutorial in Dutch.
- Crash when hovering the mouse cursor over the camera rotation speed setting when the language is set to Russian.
- Occasional pathfinding crash when a part is destroyed right before a crew tries to path through it.
- Crash when clearing projectiles (or everything) in creative mode at the very same moment that a mine explodes due to hitting a ship.
- Rare audio-related crash when ending a game or making an FTL jump.
- Ship blueprints could get into a state where some parts are erroneously considered illegal, making it impossible to delete certain other parts and causing multiplayer desyncs.
- In build mode, text displayed underneath the mouse cursor would often overlap with the tooltip information for the part being hovered over. The text underneath the cursor will now automatically move out of the way so it doesn't overlap with the tooltip.
- Using the delete tool with a brush that deletes multiple parts would cause buff information to be rendered overlapping multiple times when deleting parts of a railgun.
Cosmoteer 0.15.6 (Jan. 18, 2020)
- Performance Improvements:
- General physics performance improvements.
- Most aspects of crew A.I. calculations will now utilize multiple CPU cores, even within the same ship.
- Most aspects of ship A.I. calculations will now utilize multiple CPU cores.
- Weapon targeting calculations will now utilize multiple CPU cores, even within the same ship.
- Greatly improved framerate when building extremely large ships.
- Miscellanous other performance improvements and multicore improvements.
- Disabled multiplayer desync debugging. This should improvement performance and greatly lower bandwidth usage of multiplayer games.
- User Interface:
- In build mode, hovering the cursor over a possible part construction location, or hovering over an existing part, will now display the path and distance to the nearest sources of crew, power, and ammo. Any missing resources will be displayed in red. A resource that exists but is itself missing a different resource will be displayed in yellow. This feature can be turned off in the settings.
- The no-crew, no-ammo, and no-power indicators are no longer displayed when in build or paint modes.
- Removed the "Enforce Crew Access" setting. The game will no longer prevent you from building a part that doesn't have crew access.
- The engine room buff stat is now described as "thrust & power use" instead of "thrust/power" to make it clearer that it's not a ratio.
- Updated the first building tutorial to mention that parts need crew/ammo/power and should be at a short distance.
- Updated the power tutorial to mention the various reasons why a part may be out of power.
- Added a tutorial that describes how to use Railguns.
- Added a tutorial that describes how to use Ion Beams and Ion Prisms.
- Halved the recommended crew and power for thrusters.
- When downloading an update, the amount of data downloaded thus far is now shown.
- Crew A.I.:
- When multiple crew are waiting at a reactor or factory that doesn't have enough power or ammo for all of them, the crew with higher priority numbers will receive power or ammo before crew with lower priority numbers.
- Crew whose squad has been exclusively assigned to a part but are otherwise idle will now be willing to put out fires. (Crew that are assigned to fire extinguishers or have higher priorities will still be preferred.)
- Built-In Ships:
- Added eight winning ships from the Dec. 2019 design contest: Industrial Mass Driver by Cosmopyr, Urd's Swan and H4XXOR by Vilda, Kovlier by 0neye, Excalibur by Captain Redstone, Iridium by Equalizer, Queen's Hive by Salephz, and Nagalia by Mr. ZigZag.
- Updates to many other existing built-in ships to improve their combat effectiveness. (Thanks to player 0neye for the improvements!)
- Translations:
- Added Japanese and Hungarian translations.
- Miscellaneous translation fixes and improvements for other languages.
- Miscellaneous:
- Texture cache files are now stored in "Local" AppData instead of "Roaming" AppData because there is no reason to back them up or transfer them between computers.
- Upgraded to .NET Core 3.1.
- You can now specify a '--cores N' command-line argument (where N is a number) to tell Cosmoteer how many cores it should assume your computer has. Specifying a number greater than the actual number of physical cores (usually half the number of "logical processors" that appears in Task Manager) on your computer may reduce performance. You can use a lower number than the number of cores you have to tell Cosmoteer to use less CPU, such as if you want to conserve battery life or leave CPU cores available for other applications.
- Bug Fixes:
- Some weapons had slightly slower rates of fire than was intended. This was especially pronounced with very high rate-of-fire weapons such as Ion Beams.
- Nukes fired from slow-moving ships could sometimes disappear just before hitting their target.
- Crash when playing that game at very high speeds exceeding about 15x (only possible with mods).
- Multiplayer desyncs caused by mixing 32-bit and 64-bit players in the same multiplayer game.
- Multiplayer desyncs caused by ordering a ship to rotate to face a specific part right before that part is destroyed.
- If a multiplayer game desynced, the colors of ships on the non-host computers would change to those of the host computer, and ship colors for all players would not respond to changing the settings.
- Missiles would attempt to avoid friendly structure tiles even though they can fly over them without hitting.
- Clicking the cancel button when attempting to close the build interface for a ship that has only blueprints would cause the ship grid to disappear.
- Crew assignments would often be lost when copying parts and then flipping them horizontally or vertically.
- Copying & pasting parts with mirror mode enabled would not properly mirror screw assignments.
- Copying & pasting parts with doors wouldn't paste the doors if the existing parts perfectly match the copied parts.
- Holding Ctrl+V to paste a part or decal would cause the framerate to drop while the keys were being held.
- Ships should now be less likely to get stuck together when colliding.
- In multiplayer Creative Mode, clicking "Cancel" when closing the build interface while the ship has only blueprints would still close it, causing the blueprints to be lost.
- Selecting multiple ships including some ships that can't be controlled would still display movement paths while issuing explicit commands.
- Using the 'Rotate' command on multiple closely-grouped ships would cause them to separate from each other.
- Stats related to the Mine Factory's production rate were incorrect.
- It was not possible to cancel an update download. (Only applies when updating to future updates after this one.)
- Small audio clicks and pops during sound effects.
- Modding:
- ToggledComponents no longer uses a 'IncludeInBlueprintsInToggleMode' parameter. It can now figure out whether its sub-component should be included in a ship's blueprints from its Toggle, but only if 'IncludeInBlueprints' is true. Certains kinds of toggle components are incompatible with IncludeInBlueprints and will cause crashes.
- Bullet TargetHoming components now have optional AvoidsStructural (default false) and AvoidsOperational (default true) parameters that can be used to customize when the projectile will avoid operational and/or structural parts.
- Unicode characters can now be used in quoted strings using a "\u0000" style escape sequence.
Cosmoteer 0.15.5d (Nov. 22, 2019)
- The "Star ships with full power & ammo" game setting is now enabled in all official Elimination rulesets and disabled in all official Domination rulesets.
- Minor updates to Simplified and Traditional Chinese translations.
- Behind-the-scenes code changes to help debug multiplayer desyncs.
- Bugfix: Crash on the host computer if another player tries to assign a 3rd player (either human or A.I.) a ship at about the same time as that player leaves or is removed from the game.
- Bugfix: Rare problem starting up on some computers whose "MachineGuid" value in their Windows registry contained non-hexadecimal characters.
- Modding: For convenience, a part's 'TypeCategories' now automatically includes its ID and OtherIDs, meaning any part IDs can now be used in things like OnlyPartCategories, ExcludePartCategories, and BlendsWithCategories.
- Modding: Added a 'LoadLastSave' initial state option to developer mode.
Cosmoteer 0.15.5c (Nov. 11, 2019)
- Behind-the-scenes code changes to help debug multiplayer desyncs.
Cosmoteer 0.15.5b (Nov. 10, 2019)
- Bugfix: Crashses caused by Dutch and Brazilian Portuguese translations.
- Bugfix: Multiplayer desyncs caused by the A.I. when using certain ships.
- Bugfix: "Could not get IP address from host name" error that some players experienced when trying to play multiplayer.
Cosmoteer 0.15.5 (Nov. 8, 2019)
- Performance Improvements:
- Added a "Target F.P.S." option which will cause the game to slow down if the framerate falls below the selected target. The options are 30 FPS, 60 FPS, and disabled to turn off the feature completely.
- Improved performance of audio and visual effects.
- Improved performance of ship A.I.
- Improved overall performance by reducing the update rate of some simulation elements from 120 hertz to 30 hertz.
- Improved crew performance by reducing the crew update rate from 8 hertz to 6 hertz. You may notice that crew appear a little more smooth when going around corners as a result.
- Miscellaneous other performance improvements from code optimizations.
- When running on a computer with duel integrated/dedicated GPUs using NVidia Optimus technology (such as many laptops), Cosmoteer will now run on the faster dedicated GPU unless the user has specifically overridden that behavior in the Geforce control panel.
- Loading or saving a ship design will now automatically remove any decals that won't be rendered because there is no actual ship at the decal's location. This should generally improve loading speed of ships that have a lot of such decals, but you'll need to re-save the ship to see most of the performance improvement.
- User Interface:
- The first title screen in the rotation now has an orange planet instead of yellow for better contrast.
- New application icon with an orange planet.
- Added three new community translations by the Cosmoteer Translation Project: Brazilian Portuguese, Latin American Spanish, and Dutch.
- Updates to existing community translations.
- Added a "Show Recommendation Bars" option that can be disabled to hide the crew/power/ammo recommendation bars.
- Added a Benchmark Helper to Creative Mode when running in Developer Mode. This can be used to measure average framerate over a period of time.
- The Camera Helper is now only available when running in Developer Mode.
- Misc:
- For new players, VSync is now enabled by default and Limit Framerate disabled by default.
- If the data folder can't be found in the initial working directory, the game will now search in the folder one above it. This means it should now be possible to run the game by directly double-clicking Cosmoteer.exe inside the Bin folder.
- If the default network port is already in use, the game will now pick an unused port and use that instead of preventing multiplayer from working.
- Bug Fixes:
- Crash when viewing the FTL tutorial while the language is set to Spanish.
- Crash on the multiplayer game setup screen when there are A.I. players with ships and the host changes the game mode to Creative Mode.
- Crash if choosing to add Cosmoteer to your Steam wishlist and you do not have a default browser set on your operating system.
- Selecting a ship that takes a long time to load could cause the player to become disconnected from a multiplayer game.
- If an Ammo Storage only had one bullet remaining, crew would wait at it indefinitely instead of picking up that one bullet.
- The list of players and the scoreboard in multiplayer games weren't showing the names for the A.I. players.
- Using Ctrl+Shift+L to load a saved game would load the most recent loaded or saved game (same thing as Ctrl+L) instead of the game that the player selected from the list.
- Clicking the "Restart Without Mods" button after crashing didn't actually restart the game.
- If the game failed to run because the Data folder could be located, no error message would be displayed.
- The text that was intended to read 'Set All Priorities in "Missiles & Mines"' actually read 'Set All Priorities in "Missiles & Mines"'.
- Some DXGI_ERROR_DEVICE_REMOVED crashes likely caused by Cosmoteer running on the integrated GPU instead of the dedicated GPU on a computer with NVidia Optimus technology.
- Watching a developer mode multiplayer replay with 8 players would crash the game.
- Game speed changes in developer mode multiplayer replays wouldn't have any affect, thus resulting in an incorrect replay and possible crashing.
- Modding:
- Ship classes now have an optional 'RotationalInertiaFactor' parameter that can be used to scale the ship's rotational inertia relative to its "natural" rotational inertia. A value of 1.0 keeps the current natural/realistic rotation physics, while a value higher than 1.0 will make ships turn more sluggishly, and a value less than 1.0 will make ships turn more nimbly.
Cosmoteer 0.15.4c (Oct. 22, 2019)
- Replaced the "Sort By" text with a pair of arrows to save space when using languages other than English.
- Various translation fixes and improvements.
- Bugfix: Crash for some players when starting a Domination game with observers.
- Bugfix: Crash in the multiplayer lobby when using the Spanish translation.
- Bugfix: Crash when viewing stats for certain parts when using the French translation.
- Bugfix: Crash when opening settings if the player's language was automatically set to Simplified Chinese, Traditional Chinese, or Brazilian Portuguese based on their operating system language.
- Bugfix: Using the auto-updater would attempt to install Cosmoteer to the game's 'Bin' subfolder.
Cosmoteer 0.15.4b (Oct. 18, 2019)
- Bugfix: Crash when starting a PVP multiplayer game using any language other than English.
- Bugfix: Crash on some computers with error about not being able to find d3dcompiler_47.dll.
Cosmoteer 0.15.4 (Oct. 18, 2019)
- Graphics:
- Crew will now appear with a variety of different skin colors, hair colors, and hair styles.
- Technology Upgrade: .NET Core 3.0
- Upgraded to using .NET Core 3.0 instead of .NET Framework.
- The .NET Framework is no longer required to be installed on your computer, and Cosmoteer Setup will no longer automatically install it.
- Performance is significantly improved across the board during CPU-constrained situations, including both load times and during gameplay.
- Players with 32-bit computers can now play multiplayer with players with 64-bit computers and vice-versa.
- Translations:
- Added community-created translations for German, Spanish, French, Russian, Simplified Chinese, and Traditional Chinese.
- These translations may contain errors or missing phrases. To improve the existing translations or help with new translations, check out the Cosmoteer Translation Project. You can also access this via the Community menu on the title screen.
- A message is displayed when using a translation for the first time that describes the nature of the translation and says where to go to help out.
- Bounty Hunter:
- Updated the Calamity built-in ship.
- Added the "Badger" built-in ship that will appear as an enemy.
- Misc:
- Cosmoteer can now be closed during loading by clicking the Window's X button or pressing Alt+F4.
- The Cosmoteer setup program for the standalone version now has a more "modern" appearance.
- Bug Fixes:
- Rare physics crash when using extremely large ships (far larger than the standard build grid) or ships constructed extremely far from the center of the standard build grid.
- After returning from a multiplayer game to the pre-game setup screen, the list of players in the lobby would no longer be updated and their chats wouldn't be received.
- Crew roles and priority targets weren't being copied when copy/pasting parts in blueprint mode.
- Modding:
- Crew can now be given different "body types", each with its own sets of sprites, skin colors, and hair colors. The body type, skin color, and hair color will be chosen randomly for each crew.
Cosmoteer 0.15.3 (Oct. 4, 2019)
- New Ship Part: Medium Reactor:
- A 3x3 power generator.
- Costs 30,000 credits. (2x that of the Small Reactor)
- Produces 4.5 power per second. (3x that of the Small Reactor)
- Batteries hold 2x power and take 0.5 seconds to fill up.
- Double explosion radius compared to Small Reactor.
- If Medium Reactor batteries are dropped into a Power Storage, they will split into 2 small batteries.
- New Ship Part: Large Reactor:
- A 4x4 power generator.
- Costs 60,000 credits. (4x that of the Small Reactor)
- Produces 13.5 power per second. (9x that of the Small Reactor)
- Batteries hold 3x power and take 1.0 seconds to fill up.
- Triple explosion radius compared to Small Reactor.
- If Large Reactor batteries are dropped into a Power Storage, they will split into 3 small batteries.
- Balance:
- Crew can no longer deliver power to Boost Thrusters while they are boosting. This effectively removes the ability to keep Boost Thrusters permanently in boost mode.
- Decreased Boost Thruster passive power consumption while in boost mode from 0.8/sec to 0.3/sec.
- Power Storages now start with full power in multiplayer if the "Start Ships With Full Power & Ammo" game setting is enabled.
- User Interface:
- The existing 2x2 reactor has been renamed the "Small Reactor".
- Role priorities are now colored from red to green, with lower priorities being more red and higher priorities being more green.
- Added a hotkey (default Ctrl+W) to toggle weapons control on and off in Direct Control Mode.
- When exiting the game, Cosmoteer will now ask you ONCE if you would like to add Cosmoteer to your Steam wishlist.
- Multiplayer:
- Domination mode now has an optional "Min Ship Value" setting that forces the value of each individual ship warped in to be above the set value.
- Crew A.I.:
- Crew will take the battery capacity into consideration when choosing which reactor to pick up power from, sometimes going to a larger, farther reactor even if there is a smaller, closer one available.
- Built-In Ships:
- Added the four winning ships of the Aug. 2019 Design Contest: Aradama by Equalizer, Crystal Angel by Mr. ZigZag, Red Baron by IoBondrew, and Astra by Namek.
- Updated many built-in ships to use Medium and Large Reactors.
- Performance:
- Various optimizations to slowdowns caused by the new crew A.I. in the 0.15.x updates.
- Bug Fixes:
- When choosing which crew should do a job, moving walkways were treated as if they moved in the opposite direction, which would result in non-ideal crew being selected and, in some cases, crew getting stuck in place as they frequently switched between jobs.
- Error or crash when loading certain modded ships without the required mods enabled.
- Some ships with short-range weapons (such as cannons and lasers) that aren't placed near the front of the ship would sometimes refuse to default to attacking from their front.
- Using the T key or attack button and then clicking-and-dragging on a ship would adjust the commanded ship's rotation instead of the angle and distance of attack as was intended.
- Modding:
- AmmoConsumer no longer itself stores any ammo. It now needs to be hooked up to a separate AmmoStorage or AmmoStorageProxy component (specified using the new 'Storage' parameter)
- AmmoConsumer's AmmoDesireToggle parameter is now called 'OperationalToggle' for consistency with other components.
- AmmoConsumer's AllowMinPriorityUndesiredAmmo parameter is now called 'AllowNonOperationalMinPriorityDelivery'. The default is still true.
- AmmoStorage now has an optional 'MaxAmmoPickUp' parameter that sets the maximum amount of ammo that can be picked up by one crew from that storage. Crew will automatically take the amount that can be picked up into consideration when choosing which supplier to pick up ammo from, possibly going to a supplier farther away if they can pick up more ammo from it.
- AmmoStorage now has an optional PickUpRate parameter that controls how much ammo the crew can pick up per second. This only works well for ammo types that have high amount of carried ammo, such as power. Lower amounts of carried ammo may not give the expected pick-up times.
- Ammo now supports a 'NestedCarriedSprites' parameter which can be used to non-uniformally distribute ammo sprites across the possible quantity of ammo.
Cosmoteer 0.15.2 (Sep. 20, 2019)
- Crew:
- Crew squads can now be assigned to reactors and storages. When crew are assigned to a reactor, factory, or storage, they will now also deliver power/ammo from the assigned part to other non-assigned parts, not just deliver to it.
- Reactors, factories, and storages can now be assigned to specific weapons/parts, in which case that weapon/part will prioritize getting its ammo/power from that supplier and prevent that supplier from supplying anything else.
- User Interface:
- The player's view will now automatically track the movement of any on-screen ships, making battles much easier to follow and making usage of the ship focus and eye icon features much less necessary. This auto-tracking defaults to on but can be turned off in the camera settings.
- When using Direct Control Mode, you can now right-click in the picture-in-picture to target weapons without needing to hold Ctrl. (This only affects weapons that are not bound to a mouse button, or missile targeting when the aim assist feature is disabled.)
- Edge pan is now disabled by default for new players.
- The "Trap Mouse Cursor" setting is now disabled by default for new players.
- The "CREW" and "ROLES" tabs are now called "ROSTER" and "BEHAVIOR". The "ROSTER" tab is now selected by default.
- Changed the default hotkey for sending feedback to F11 so that it doesn't conflict with Steam's hotkey for taking a screenshot (F12).
- Tutorials:
- The initial camera tutorial now mentions middle-click-drag instead of edge pan.
- The ship micromanagement tutorial is now displayed automatically if the player selects any ship parts.
- The "Require Ctrl To Select Parts" setting is now automatically disabled much earlier, after viewing the minimap tutorial.
- Graphics:
- Changed the graphics for showing that a squad (or ammo/power supplier) is assigned to another part from a moving dotted line to a moving line of arrows pointing at the targeted part.
- Bugfixes:
- Crash if, while paused, the player changes the type of missile for a launcher and then hovers the mouse cursor over a crew that was delivering the old missile type to that launcher.
- Rare crash when targeting a weapon after making an FTL jump.
- Crash if a multiplayer game desyncs right before the game ends and returns to the pre-game setup screen.
- Using the "Forget Destroyed Parts" in multiplayer wouldn't cause destroyed parts to be forgotten on other players' computers, which could ultimately lead to crashes and other bugs.
- Large ships with A.I. were causing very bad performance.
- Fires on large ships with no fire extinguishers would cause very bad performance.
- Squad assignments that are copy/pasted when copy/pasting parts weren't properly recorded in the crew undo/redo history.
- It was impossible to repair your ship if it only had M.I.A. crew. The wrench icon button would be available but the "repair all" button was not, preventing the player from entering build mode.
- Crew delivering missile parts to an H.E. missile launcher would sometimes not switch to operating the launcher for a while after a whole missile is loaded.
- Missile launcher reload timers would reset when the missile launcher is separated from the main ship.
- The railgun loaded ammo very slowly, which could cause ammo to be lost if crew are able to deliver ammo faster than it can be loaded. Railgun loading speed has been increased.
Cosmoteer 0.15.1a (Sep. 5, 2019)
- Bugfix: Crash when pasting parts that include a squad assignment in the same location as a currently- or previously-existing squad assignment.
- Bugfix: Crash when changing the type of missiles stored in a Missile Storage while crew are on their way to pick up missile parts from it.
Cosmoteer 0.15.1 (Sep. 1, 2019)
- Crew Customization & A.I.:
- Individual crew squads can now be assigned to assist specific parts by selecting the squad and then right-clicking on the part to assist. (Hold Shift to assign to multiple parts.) This will override the role's priority settings and completely prevent the squad from doing any other parts' jobs.
- When choosing which reactor or factory from which to pick up power or ammo, crew will now take into consideration the distance to that reactor or factory and whether other crew are already planning to pick up from that reactor or factory, thus resulting in less waiting and more balanced utilization of all available reactors and factories.
- Crew will now again wait at a factory that is out of power as long as someone is on their way to power it.
- When crew that are operating a part are swapped with other crew of higher priority, the crew currently operating will now remain at their station until the new crew has arrived, unless the old crew's operating priority has been disabled completely or they have a higher-priority job to do.
- When crew have dropped off ammo or power, they will now immediately start getting more ammo or power if there is still has room for more.
- Crew will no longer change jobs while they are carrying ammo or power, which would often cause them to drop the ammo or power they were carrying.
- User Interface:
- When adding parts or decals to a ship, a red X will be displayed over any existing parts or decals that will be automatically removed. These can be turned off in the game settings.
- When copy/pasting parts, crew roles and assignments are now copy/pasted as well.
- Recentering a ship's blueprints will no longer cause missile types, crew roles, and squad assignments to be reset.
- Using the grab hand to move or copy a part will now copy the part's missile type and crew role, if relevant.
- Added right-click menu options within the Role Editor for setting all priorities, all priorities in the same tab, all priorities of the same type, or all priorities of the same type in the same tab.
- Using the "Clear Everything" or "Clear Debris" commands in multiplayer Creative Mode will no longer remove any ships that are being actively worked on by another player.
- Pressing Ctrl+L on the title screen now loads the most-recently-saved game.
- Pressing Ctrl+Shift+L on the title screen now opens the load game dialog.
- The ship interior toggle button is no longer displayed in paint or crew modes.
- The "snapping" when adjusting the angle of an attack command now uses a much smaller threshold that doesn't increase with distance.
- It is now a bit harder to accidentally click-and-drag away from an enemy ship to unintentionally set a specific distance/angle of attack.
- The "Add Role" button is now called "New Role".
- The default name for newly-added roles is now "Unnamed Role".
- Tutorials:
- Updated crew management tutorials with info about assigning squads to parts.
- The minimap tutorial now mentions the existence of color-blind settings.
- Bug Fixes:
- Crew operating an EMP or Nuke launcher would often leave immediately after firing the EMP or Nuke.
- A.I. ships that had lost their long-range weapons would sometimes refuse to attack from short range.
- Adding A.I. players to a multiplayer game didn't immediately update the number of players displayed for that game in the lobby.
- Presing Ctrl+A to select all ships (in Creative Mode) while in direct control mode would cause the interface to get "stuck" in a state where the player couldn't do anything if there were at least two ships and only one of the ships was controllable.
- Glitch causing crew to take slightly more time when picking up or dropping off ammo or power.
Cosmoteer 0.15.0a (Aug. 17, 2019)
- Bugfix: Crash when setting crew's home quarters in multiplayer.
- Bugfix: Multiplayer crash when one player has a squad selected while the room is deleted by another player.
- Bugfix: Crash when editing or creating a new crew role for an "asteroid".
- Bugfix: Crew would be willing to switch from getting power for a factory to picking up ammo from the same factory, which would then mean that no one would be getting power for that factory, thus the crew switches back to getting power, ultimately getting stuck in an infinite loop switching back and forth.
Cosmoteer 0.15.0 (Aug. 16, 2019)
- New Feature: Squads & Roles
- Crew are now organized into "squads" of 2 or 6, where every crew bunk or quarters is a single squad.
- Individual crew are automatically assigned to squads but can be manually moved different squads.
- When crew are idle they will now always return to their squad's home quarters instead of going back to the closest one.
- Ships now have one or more "roles" for their crew, up to 20 different roles.
- Each squad is assigned a role for the entire squad. If a ship has multiple roles, different squads can be assigned to different roles, but individual crew within a squad all use the same role. Roles for a squad can be changed at any time.
- Each role can have a custom name, shirt color (also the color of their bedsheets), and set of job priorities.
- For each role, each job can be set to a priority between 1 and 10, where a higher priority number will take precedence over a lower priority number (i.e., crew will do a 10 job before doing a 1 job) or disabled completely (so crew with that role will never do that job).
- If a crew bunk/quarters is destroyed, the individual crew that used to be part of that squad will retain their role (and thus any custom priorities) but will wander around the ship randomly until they find a job to do.
- User Interface:
- The user interface for managing crew has been enlarged to fill the bottom of the screen (like the Build and Paint interfaces) and reorganized into two tabs, one ("ROLES") for managing roles and the other ("CREW") for managing the individual crew:
- With the "ROLES" tab selected, hovering the mouse cursor over crew or a bunk/quarters will display their home quarters, which other crew are part of that squad, and what role is assigned to that squad.
- With the "ROLES" tab selected, clicking on a crew or bunk/quarters will select that entire squad and allow its role to be changed.
- There is a mirror mode in the "ROLES" tab that will mirror squad selection, similar to the existing build and paint mirror modes.
- With the "ROLES" tab selected, each of the ship's crew roles will be displayed as a large button. Left-clicking a role button will set all selected squads to use that role. Right-clicking a role button (or clicking the small menu icon) will allow the role to be edited, duplicated, deleted, copied, and pasted.
- Editing a role will open a window allowing the role's name, shirt color, and individual job priorities to be changed.
- A role's job priorities can be either individually or all-together reverted to the built-in defaults.
- Roles can be drag-and-dropped to change their order in the list. The order of roles has no affect on gameplay, except that when deleting a role, any crew with the deleted role will be automatically reassigned to the first role.
- Entire role sets can be copied & pasted between ships or loaded from saved ship designs.
- A ship's roles can be set as "My Default Roles", which will then be used as the default roles when creating a new ship.
- Changes to a ship's roles and squad role assignments supports full undo/redo.
- With the "CREW" tab selected, hovering the mouse cursor over crew or a bunk/quarters will display their home quarters, their current job, and what path they are taking (if any) to get to their destination.
- With the "CREW" tab selected, clicking on a crew or bunk/quarters will select those crew. Then right-clicking on a bunk/quarters will assign the selected crew to that squad.
- Pressing Ctrl+A will select all squads/crew.
- Double-clicking to select crew will select all crew/squads with that same role.
- Clicking the "Fire Crew" button with crew selected will now fire all of the selected crew.
- Deleting a crew's bunk or quarters will prefer to delete the crew assigned to that squad instead of deleting crew at random.
- The crew U.I. is now available in Elimination, Arena, and Domination multiplayer modes, meaning roles can now be assigned and modified during battle.
- The crew color can no longer be changed within the paint interface; it can now be changed via editing the individual roles. Any old ship save files will have their crew paint color copied into the default crew role.
- It is no longer possible to select non-owned ships if any owned ships are selected and the "Allow Ship Deselection" setting is disabled.
- The "Picture-in-Picture" is no longer displayed in Build, Paint, or Crew modes.
- Zooming out while the build, paint, or crew management interfaces are open will no longer show the ship silhouette.
- Crew A.I.
- Crew A.I. has been overhauled to use a much-simpler, easier-to-understand priority 1-10/disabled priority system.
- Crew with a higher priority number for a particular job will always do that job before a job with a lower priority number, regardless of distance.
- If crew have multiple jobs with the same priority number, the closer job will be done first.
- If a role's priorities are modified such that some crew have a higher priority than other crew currently working a job, the higher-priority crew will be swapped in to do that job.
- Crew will no longer go to operate a part in anticipation of ammo or power being delivered to it; they will only go to operate it once it actually has the required ammo or power. If already operating a part, crew will still not leave it as long as the required ammo or power is on the way.
- Crew will now go to and wait at a factory that is out of power as long as another crew is on its way with power.
- Crew will no longer walk diagonally through reactors.
- Balance:
- Expanding nuke explosions now lose unused damage over time as they expand.
- Buffed Tractor Beam rotate speed from 20 to 40 degrees/sec.
- Projectiles will no longer penetrate friendly ships when friendly-fire is disabled and they are not being force-fired.
- Creative Mode:
- Fog of War can now be turned on and off in Creative Mode. It defaults to off.
- Graphics:
- New application icon with a blue planet background.
- The bedsheets in crew's quarters and bunks are now lightly colored to match their role's shirt color.
- Crew now appear to move more smoothly at low game speeds.
- Performance:
- Reduced the rate at which crew are assigned to jobs in order to improve performance. Larger ships with more jobs will take longer for individual crew to be assigned to a job.
- Small performance improvement when loading the application, loading a saved game/ship, or saving a game/ship.
- Tutorials:
- Added a couple of "Managing Your Crew" tutorials to explain roles, squads, and priorities.
- Bugfixes:
- Crash when deleting a ship folder whose name contains certain characters such as '&'.
- Ships with long, complex ion beam prism chains could cause the game to freeze for a very long time when telling the ship to attack an enemy.
- Error loading a game that was saved while in Direct Control Mode and an enemy ship was being targeted.
- In Bounty Hunter, fleets of enemy ships weren't staying in formation.
- The "Reset Crew Positions" option didn't work in multiplayer creative mode.
- A ship's selection circle would disappear when the center of the ship was off-screen.
- When selecting a non-owned ship, the Direct Control Mode button would be visible. (But at least not clickable.)
- Modding:
- Crew beds are now provided by a 'CrewSource' component instead of the 'CrewCapacity' parameter. Each part can only have one 'CrewSource' component.
- CrewSource supports an optional IdleRect parameter which will determine the area in which crew will randomly wander.
- Removed the 'CrewIdler' part component. Crew will now idle at their assigned CrewSource component.
- Line rendering has been made more flexible to support separate begin/end cap sprites that can optionally use different textures/shaders.
- Nine-slice rendering has been made more flexible to support separate textures/shaders for each portion of the nine-slice.
- Part 'Graphics' and 'Sprite' components now support a 'GetColorFrom' parameter that can be used to set the rendered sprite/graphics color to a color provided by another component. Currently only the new 'CrewSource' component can provide a color, which is the color of its selected crew role, optionally modified by 'ColorSRange' and 'ColorVRange' parameters.
- AmmoConsumer and PartCrew now support an optional "OverridePriorityName" parameter which can be used to give the priority setting a custom name within the role edit window.
- ExplosiveDamage and ExplosiveAmmoDrain now support an optional 'ExpandLoss' parameter that controls how much of the effect's damage/drain is lost over time as it expands, expressed as a fraction/percentage of the total damage/drain.
- Updated the example mod to use Density instead of CrewCapacity as an example, since CrewCapacity no longer exists.
Cosmoteer 0.14.15 (Jul. 26, 2019)
- Balance:
- Tractor beam strength now ramps up over 5 seconds.
- Reduced Tractor Beam rotation speed by 2/3.
- Multiplayer:
- It is no longer possible to assign ships to another player that is "ready" when shared ship assignment is turned on.
- Increased the time it takes for a connection to "time out" and become disconnected.
- User Interface:
- Focusing on a ship via any method and holding Alt to match rotation will now always make the ship's flight direction be "up", even if not using Alt+F to focus.
- The Direct Control Mode button is no longer displayed when the "Show Advanced Ship Commands" setting is disabled. Tutorials no longer mention Direct Control Mode until either it is activated by the player or the "Advanced Ship Controls" tutorial is displayed.
- The "Require Ctrl To Select Parts" setting is now enabled by default for new players and will be automatically disabled once the "Micromanaging Your Ship" tutorial is viewed by the player.
- Tutorials that are displayed when certain U.I. elements are activated or parts are selected will now be shown only temporarily while the U.I. is active or part is selected and will be automatically hidden afterwards if not read by the player.
- Removed the "Introduction" tutorial.
- Creative Mode:
- When an "invulnerable" ship splits into multiple pieces (such as when detonating an explosive charge), any new ship pieces will also be invulnerable.
- Bug Fixes:
- Crash if disconnected from the server while attempting to join a game without using a peer-to-peer connection.
- Multiplayer desyncs caused by repairing a ship but the repairing is blocked by "junk" that is selected by another player.
- It was possible to become "ready" if the ready button was clicked at about the same time that the host changed the game settings such that it should have been impossible to click ready. This could result in that player unintentionally spawning into a game as an observer.
- It was impossible to repair your ship if it had invalid blueprints.
- If an ion beam was being shot through a prism as the prism is separated from the original ship, the prism would stop functioning.
- When a ship split into multiple pieces, the additional pieces wouldn't "exist" for a single physics tick, which could cause odd issues such as avoiding damage.
- Ships wouldn't fire at junk when attacking the junk without targeting a specific part.
- When a group of corridor tiles is selected in "paste" mode and are red because they are invalid at that location, the red corridor tiles would display walls between each tile.
- Modding:
- BeamEmitter now supports a 'RampUpTime' parameter which can be used to increase or decrease the beam's power over the given amount of time. This works in conjunction with new optional 'AmmoUsageScaleOverRampUp', 'HitEffectsScaleOverRampUp', 'MediaEffectsScaleOverRampUp', and 'ValueOverRampUp' parameters to determine how the beam changes during the ramp-up period. If omitted, each of these 'OverRampUp' parameters defaults to [0, 1].
Cosmoteer 0.14.14c (Jul. 8, 2019)
- Bugfix: Occasional crashes during gameplay.
Cosmoteer 0.14.14b (Jul. 5, 2019)
- Bugfix: Crashes during gameplay.
Cosmoteer 0.14.14 (Jul. 5, 2019)
- Steam Support:
- Cosmoteer can now be downloaded and updated via Steam. To download on Steam, go to the store page and click the "Download Demo" button on the right.
- Even though it's called a "Demo", it has all the features of the same full game that you can download from the Cosmoteer website.
- When downloading via Steam, the built-in auto-updater is disabled in favor of using Steam to provide updates.
- Steam cloud is supported for saved games and ships. Unless disabled via Steam settings, your named saved games and ships will be backed up to the Steam Cloud and synced between computers. Quick-Saves, Auto-Saves, and Lost Ships will NOT be backed up to the Steam Cloud. There is a maximum of 10GB total for both saved games and ships. The saved game and ship library windows will display how much Steam Cloud storage is being used.
- Direct Control Mode:
- In Direct Control mode, the ship nearest the mouse cursor will now have a dotted circle around it. If the circle is red, this indicates that it is an enemy ship and missiles will home toward it. If the circle is gray, this indicates that it is a friendly ship and your weapons won't damage it by default. In either case, the ship can be explicitly targeted by pressing the Alt key, which will enable missile homing and friendly-fire for the targeted ship and will prevent another ship from getting a dotted circle until Alt is pressed again to untarget. When a ship has been targeted, the picture-in-picture will display it when it is out of view.
- Added an "Aim Assist" feature to Direct Control Mode that will automatically aim your weapons at the enemy ship and part closest to the mouse cursor and "lead" the target's position using the standard target location prediction. The dotted circle indicates which ship your weapons will aim at, and you can press Alt to force your weapons to aim at a ship even if that ship isn't the one closest to your cursor. Aim Assist is on by default but can be disabled in the gameplay settings.
- Multiplayer:
- It is no longer possible to go into debt to repair ships in multiplayer Domination games, which was never intended.
- Increased the rate at which network packets are resent to improve connection reliability.
- User Interface:
- Added an option to reverse the sort order of the multiplayer game list.
- Clicking the "Check For Update" button will now display a message if no updates are available.
- Tutorials:
- Split the Direct Control Mode tutorial into two parts and updated them to mention auto-aim and pressing Alt to lock target.
- Tutorials are no longer shown in multiplayer Creative Mode.
- Bug Fixes:
- Crash when disconnected from the server while joining a game.
- Crash in some cases when saving a ship that has been removed by another player. In those caess, the ship will still be saved but will have a square black thumbnail.
- Desyncs in multiplayer Creative Mode when one player is modifying a ship's parts or blueprints at the same time that another player is modifying its paint.
- Severe framerate lag after performing a ship edit that modifies many parts at once, such as deleting all parts on a ship.
- Non-host players in a multiplayer game would appear as "Unnamed Player" in the lobby even if they had a name.
- Hovering the mouse cursor over a non-host player's ship icon in the lobby would display "Unnamed Game" even if the game they were in had a name.
- Changing your name while in the pre-game setup screen wouldn't change it in the list of players in the lobby.
- It was impossible to add or remove crew on ships with illegal designs.
- It was impossible to individually repair crew quarters and bunks if the ship had any killed crew and even after repairing would still not have the capacity to add any crew.
- Recentering a ship's blueprints didn't do anything if the ship had no physically-existing parts.
- Ion Beam Prisms with locked rotation weren't being considered when calculating a ship's ideal attack distance and rotation.
- Playing as "All Players" when loading some older Creative Mode save files would show the fog of war.
- A ship that was in direct control mode while its control room was destroyed would remain in direct control mode and continue to execute the last player input from before the control room was destroyed.
- The "redprints" shown for a destroyed missile launcher or storage would display all missile/mine types overlapping each other.
Cosmoteer 0.14.13 (Jun. 21, 2019)
- Multiplayer:
- When possible, playing online multiplayer (i.e. on a server) will now use "peer-to-peer" connections to directly connect your computer with the host's computer or, if you are the host, the other players. This is as opposed to routing all network traffic through the server. For players who are located far from the server, this can greatly reduce latency.
- If for some reason you do not want to use peer-to-peer connections (such as if you want to keep your I.P. address private), you can disable this in Settings->Multiplayer. (L.A.N. games always use peer-to-peer.)
- Peer-to-peer connections can be made through most home routers but may have trouble on some networks, such as school, work, and mobile networks. When a peer-to-peer connection can't be established, you may notice that it takes longer to connect to the game's host. The game will still be playable, but all communication will be routed through the server, increasing latency.
- When using peer-to-peer connections, losing connection with the server will no longer end the game. (Any players not use peer-to-peer will get disconnected.)
- Significantly reduced bandwidth usage when in the server lobby or pre-game setup screen.
- In most cases if your I.P. address changes during a multiplayer game (such as if you're on a mobile network or switch wifi networks) then the connection will no longer be lost.
- Removed the automatic port forwarding feature since there is now little advantage over peer-to-peer online connections and sometimes it can actually interfere with peer-to-peer connections.
- User Interface:
- Added a dropdown to sort the list of multiplayer games. By default, multiplayer games are sorted with joinable games at the top ("Status"). The other sort options are "Name", "Ping", "Game Mode", "Ruleset", "Credits", "Players", "Max Players", and "Teams".
- Added a dropdown to filter the list of multiplayer games. You can filter for joinability, no-password, game mode, uses official ruleset, credits, and ping.
- Added a text box to search the list of multiplayer games. This searches for a game or host name that matches the entered text.
- The "Connect via I.P." option is now available when Online is selected in addition to LAN.
- Removed the ping meter for servers because in most cases (when using peer-to-peer connections) server ping no longer has any impact on in-game latency.
- Moved the Join Game and Host Game buttons to beneath the game info panel to make more room in the games list.
- Improved legibility of text and buttons in the multiplayer lobby and pre-game setup screens.
- Receiving a (non-lobby) chat message or having a player join your game while the game window is not in focus will now cause the game's taskbar icon to flash.
- The list of players in the lobby is now displayed in the pre-game setup screen when the Lobby Chat tab is selected.
- Part category tabs that have a lot of parts will now transition in much more quickly.
- The "Trap Mouse Cursor" setting no longer has any effect in menus when using Resizable Window mode.
- Changed the default Repair All hotkey from Enter to Ctrl+Enter so that it doesn't conflict with Enter for multiplayer chat.
- Mechanics & Balance:
- The Tractor Beam now has a 3rd "Auto" mode that will automatically pull or push to try to hold the target at a specific distance. If following or attacking the target, the tractor beam will try to hold the target at the desired distance. Otherwise, it will try to hold at 125 meters
- Tractor beam pull force now depends only on the range to the target and not upon the range of the target at the time the beam was activated.
- Increased mine shrapnel from 8 to 16.
- Increased mine shrapnel range from 20 to 40. (Detonation range is unchanged.)
- Increased mine repulsion range from 15 to 22.5.
- Explosive charges no longer leave behind a structure tile when detonated on an invulnerable ship.
- Bounty Hunter:
- Added four new built-in ships from the May 2019 design contest that will spawn as enemies: Cegna Rei by Nordwolf, Anomura by Kieffer5101, Excelsis by Equalizer, and Tolvyre by CasterNinja and Saris.
- Bug Fixes:
- Occasional "Wrote invalid input to outgoing stream" and related crashes during multiplayer creative mode games.
- Rare "Door to remove doesn't exist" and "Blueprint door to remove doesn't exist" crashes in multiplayer creative mode when multiple players are modifying the same area of a ship at the same time.
- Crash on non-host computers if the game mode is changed to Domination or Creative Mode while there are any A.I. players with ships assigned to them.
- In multiplayer creative mode, it was possible to load a creative mode game that had been saved in single-player while an FTL course had been plotted, which would then crash if the FTL jump was actually attempted. It is no longer possible to engage an FTL jump in multiplayer creative mode.
- Crash in some situations when deleting a ship library folder with its own sub-folders.
- Crash when clicking on a ship in the minimap on the same frame that it is removed from the game.
- Multiplayer desyncs caused by targeting asteroids.
- Changing a ship's name, author, or description wouldn't change it for any other players in multiplayer creative mode.
- After a ship splits into multiple pieces, any shield physics objects would stay attached to the old ship until the shield generator was turned off and back on again.
- Auto-fired missiles were able to home towards their target even beyond their normal targeting range.
- Ion Beam and Tractor Beam graphics could appear to shoot out at the wrong angle on fast-rotating ships.
- Modding:
- Giving a proxy component a ComponentID that exists but is not of the correct type will no longer crash. Instead, it will simply leave the proxy disconnected.
- Added a DistanceThreshold part component which can be used to toggle on/off and provide a value based on a distance provided by another component relative to either a distance set in the DistanceThreshold component or the desired attack/follow distance. Can currently be hooked to either TurretWeapon or BeamEmitter to use the distance to the target or length of the beam.
- BeamEmitter now has an optional UpdateScaleFactorPerEmit paramter that, if true, will cause the EffectsScaleFactor and ValueScaleFactor to only be updated every emission instead of every frame.
- CosmoServer:
- Greatly reduced bandwidth usage from broadcasting game status to all players.
- Nearly eliminated bandwidth usage for players using peer-to-peer connections.
- Increased default maximum number of players to 1000.
- Added '--log-verbose' and '--log-chat' command-line options that turn on verbose debug logging and chat message logging, respectivelly.
- Removed the '--log-connections' and '--log-packets' command-line options.
Cosmoteer 0.14.12 (Jun. 7, 2019)
- New Feature: Multiplayer Creative Mode
- Creative Mode is now available in multiplayer so you can build ships and setup battles with your friends.
- Most existing Creative Mode features are available in multiplayer, such as creating new ships, spawning ships from your ship library, modifying existing ships, issuing orders, changing allegiances, setting A.I.s, etc...
- A small number of features that exist in single-player Creative Mode are not yet available in multiplayer Creative Mode. These include the galaxy map and the Battle Helper.
- The other players' mouse cursors will be visible to each player and colored to match the corresponding player's name in the player list in the top-left corner.
- Creative Mode games can be both saved and then loaded back later. Creative Mode save files can also be loaded on the pre-game setup screen. Creative Mode save files are not tied to either single-player or multiplayer, meaning a saved game created in single-player can be loaded in multiplayer, and vice-versa.
- When working on the same ship, each player has their own undo/redo history. At times, players may be unable to undo or redo a change because it conflicts with a change that another player has made. That other player will have to undo that change first.
- Multiplayer:
- The game speed can now be changed or paused depending on the "Game Speed Control" host setting. By default this is "Disabled" (no one can pause or change the game speed during battle) but can be changed to "Host Only" (the host can pause or change the game speed, but no one else) or "Everyone" (any player can pause or change the game speed). In Creative Mode, all players can pause and adjust the game speed.
- In Domination multiplayer games, ships can now be modified and repaired when they are inside their own spawn point. This can be turned off in the host settings.
- Reduced input latency by half.
- Players who are lagging the game will no longer cause the graphics to "jitter".
- Gameplay & Balance:
- Ion Beam Prisms can now be targeted on enemy prisms.
- The ion beam prism will now hold its rotation for up to 3 seconds after destroying its target if it doesn't acquire a new target.
- Flak Batteries will now remain automated in direct control mode when set to "Defend".
- Weapons will no longer auto-target enemy structure pieces.
- In Bounty Hunter, ships with no crew will continue to have sight as long as they can be modified by the player. This means that removing all crew from a ship will no longer make it disappear into the fog of war.
- User Interface:
- The list of saved games now shows the game mode and a screenshot thumbnail for each saved game in addition to its name and date. (The game mode and thumbnail are not displayed for pre-0.14.12 saved games. To see the game mode and thumbnail for those, you will have to load and re-save them.)
- The default hotkey for showing the multiplayer scoreboard has been changed from Space to Tab (because Space is used to pause the game).
- The default hotkey for resetting the camera rotation has been changed from Tab to Backspace.
- The default hotkey for toggling team chat has been changed from Tab to Ctrl+T.
- The default hotkey for "MAKE IT SO" has been changed from Enter to Ctrl+Enter (because Enter is used to send chat messages).
- The default hotkey to instantly move a ship to its destination in Creative Mode has been changed from Enter to Ctrl+Enter (because Enter is used to send chat messages).
- The game will now auto-save while paused.
- Selection circles around ship blips will now be gray if the ship can't currently be controlled by the player.
- The "Abort Game" option when the host quits a multiplayer game is now called "Return to Setup" for clarity.
- Added a sound effect when a chat message is received from another player in the game. (Chat messages in the server/LAN lobby do not play sounds.)
- Added a button in the Misc settings to immediately check for updates without having to restart the application.
- Bug Fixes:
- Installing a stable update would automatically change update checks to "unstable". For this version only, players updating to this version who are set to "Unstable" updates will be automatically changed back to "Stable" updates. If you wish to keep getting "Unstable" updates, you can switch back in the Misc settings.
- Crash on some GPU drivers that erroneously use DirectX 12 instead of DirectX 11.
- Crash when dragging an invalid ship file into creative mode at the same time that the game auto-saves.
- It was possible to press Ctrl+Shift+S to bring up the save menu in a (non-Creative Mode) multiplayer game, which would then crash when attempting to actually save.
- Barbarian ships could inadvertently damage themselves even when friendly fire was disabled.
- Holding the X key to toggle collision avoidance couldn't be paired with the Shift to to queue commands.
- If a ship makes an FTL jump while an ion beam is being fired into a prism, the prism will stop functioning.
- Ship names would fade out at certain zoom levels.
- Modding:
- Renamed the 'Data/modes/multiplayer' folder to 'Data/modes/pvp' and moved the 'Data/modes/singleplayer/bounty' and 'Data/modes/singleplayer/creative' up a level into the 'Data/modes' folder.
- The 'ProhibitTargetPartCategories' parameter has been renamed 'ProhibitTargetPartsFilter' and is now a filter block instead of a list of part categories.
- The 'SuppressWholeShipTargetOverlaysForPartCategories' parameter has been renamed 'SuppressWholeShipTargetOverlaysForPartsFilter' and is now a filter block instead of a list of part categories.
- The 'SuppressShipWideExplicitTargetsWhenTargetingPartCategories' parameter has been renamed 'SuppressShipWideExplicitTargetsWhenTargetingPartsFilter' and is now a filter block instead of a list of part categories.
- The 'SuppressDirectControlWhenTargetingPartCategories' parameter has been renamed 'SuppressDirectControlWhenTargetingPartsFilter' and is now a filter block instead of a list of part categories.
- The 'SuppressFirepowerEstimationWhenTargetingPartCategories' parameter has been renamed 'SuppressFirepowerEstimationWhenTargetingPartsFilter' and is now a filter block instead of a list of part categories.
- The 'AutoExplicitTargetSelfPartCategories' parameter has been renamed 'AutoExplicitTargetPartsFilter' and is now a filter block instead of a list of part categories.
- TurretWeapon and FixedWeapon now support a 'AllowDirectControlToggle' which, if specified, must be "on" in order for the weapon to be direct-controlled by the player.
- TurretWeapon and FixedWeapon now have an optional 'AllowEnemyStructureAutoTargeting' parameter (default false) that, if true, will allow the weapon to auto-target enemy structure pieces.
Cosmoteer 0.14.11 (May. 24, 2019)
- New Feature: Direct Control Mode
- "Direct Control Mode" is a new mode that the player can turn on to assume direct control over a ship's flight and weapons.
- Click the Direct Control Mode button to toggle it on an off, or press its default hotkey Ctrl+D.
- While in Direct Control Mode, the camera will be locked onto the ship and cannot be controlled other than zooming in and out. (Although there are some options that can be turned on to make the camera "follow" the mouse cursor; see below.)
- While in Direct Control Mode, use the WASDQE or arrow keys to fly your ship. By default the W/Up keys go forward, the S/Down keys go in reverse, the A/Left keys rotate counter-clockwise, the D/Right keys rotate clockwise, the Q key strafes left, and the E key strafes right, but these keys can be customized in the control settings.
- While in Direct Control Mode, your weapons will aim at the location of your mouse cursor. (This can be disabled; see below.)
- To fire weapons, click the mouse button to which the desired weapons are bound. By default, turreted weapons are bound to the left mouse button and fixed weapons are bound to the right mouse button. Weapon bindings can be customized by selecting the weapon and opening its extras menu. (Weapon firing can be disabled; see below.)
- Weapons can also be set to have no binding, in which case they will be controlled by the regular weapon A.I. even in Direct Control Mode.
- While in Direct Control Mode, you can hold the Ctrl key to select weapons and target enemy parts. Targeting enemy parts is useful for missiles (so that they know what target to seek toward) and will also enable friendly-fire damage if targeting a friendly ship. You can also use the 0-9 keys to select part control groups.
- If any parts are selected, only the selected parts will be fired. Unselected parts will not fire even if you are pressing their binding.
- By default, ships will automatically "brake" and fire retro thrusters when you're not pressing any flight keys. This can be disabled by turning off the "Automatically Brake" gameplay setting. You can also hold Shift to temporarily invert this setting, either braking or not braking while Shift is held.
- Turning on the "Face Ship Toward Cursor" gameplay setting will make your ship automatically turn to face toward your mouse cursor. This setting can be toggled during gameplay by pressing Ctrl+F while in direct control mode.
- Turning off the "Enable Weapons Control" gameplay setting will disable mouse control of weapon aiming and firing, leaving them controlled by the AI. With this setting disabled, weapons can be targeted on enemy ships when in direct control mode just like normal, by right-clicking on the targeted part.
- By default, the game camera will always stay perfectly centered on your ship. However, turning on the "View Follows Mouse Cursor" camera setting will make it so that the camera is always centered between your ship and the mouse cursor, effectively allowing you to see further in the direction the mouse cursor is pointing.
- Turning on the "Zoom Follows Mouse Cursor" camera setting will make the camera automatically zoom out as the mouse cursor is moved farther from the ship.
- Turning on the "Match Ship Rotation" camera setting will make the camera automatically rotate to match your ship's rotation.
- Balance
- Ion beams will now damage enemy Ion Beam Prisms when hitting them, although until they are destroyed the beam's power will still contribute to and be utilized by the enemy prism.
- Ion beams will no longer ever do damage to or exert a force upon their own prisms, even if friendly fire is on.
- In Domination mode, Control points that are being contested by multiple players/teams will no longer revert to neutral. They will stay with their current team and level of capture until they are no longer being contested by multiple teams.
- Updated Domination mode map generation to reduce the average distance between control points and to always put the spawn areas on the edges of the map.
- Doubled the amount of time it takes to capture a control point in Domination mode.
- User Interface
- Removed the "Force Move" command. To disable collision avoidance when moving, following, strafing, or attacking, simply hold the X key while issuing the command. Alternatively, you can turn off the "Enable Collision Avoidance" gameplay setting, in which case holding the X key turns collision avoidance back on. To move onto another ship's position without attacking or following it, use the "Move" command with collision avoidance disabled.
- The "Rotate" command can now be targeted on other ships or ship parts to stay continuously facing that target. To face a ship, simply invoke the Rotate command and click on a ship. To face a ship part, invoke the Rotate command and click on a part while holding the Ctrl key. Clicking on a target, holding, and dragging the mouse allows a specific rotation to be set that will be kept facing the target.
- Adjusting an attack command by holding shift and dragging its movement widget will now change both the radius and angle of attack simultaneously.
- When using the "Attack" button or T key to adjust an existing attack command, it is now possible to click and hold the mouse button while dragging to adjust your ship's rotation.
- The minimap will now rotate to match the main view's rotation. This can be disabled in the camera settings.
- Reorganized the Settings so that most tabs are further divided into collapsible sub-categories. Some tabs have been combined. Some important settings such as Language and Trap Mouse Cursor have been moved to more prominent tabs.
- Added a tutorial for Direct Control Mode and updated other tutorials to indicate when features aren't available in Direct Control Mode.
- The "Require Ctrl To Select Parts" setting is now disabled by default for new players.
- Changed the explosive charge detonation hotkey from Ctrl+D to Ctrl+Shift+D to prevent it from conflicting with the hotkey used to toggle Direct Control Mode.
- Ship A.I.
- Ships now fire retro thrusters more aggressively and thus come to a stop a bit more quickly.
- The lead ship in a formation will no longer wait for the other ships in the formation to get into position before moving.
- Ships will now avoid collisions with other ships even when their destination is on top of the other ship. (Unless collision avoidance has been deliberately disabled.)
- Graphics
- Updated the appearance of the "gold nebula" background to look a lot nicer and a lot less like cheese.
- The thickness of an ion beam now better reflects its actual strength. (Stronger beams now appear somewhat wider than they used to.)
- Updated the multiplayer player/team colors to no longer use white, which was too hard to tell apart from the neutral gray color. Pink is now used instead of white.
- Bounty Hunter
- Most of the built-in ships that have tractor beams have had their tractor beams changed to "push" mode.
- Bug Fixes
- Crash when taking a screenshot while a game is being saved or loaded.
- Railguns wouldn't shoot sometimes even if they were in range.
- A ship passing through a waypoint would remove that waypoint even if it wasn't the next waypoint in the queue.
- Ion Beam Prisms that were force-firing on a friendly ship wouldn't do any damage if set to hold rotation.
- Attacking a ship in the fog of war with the "Prefer Ship-Relative Attack Angles" setting turned on would reveal the orientation of the target. It will now revert to use grid-relative angles when attacking a ship in the fog of war.
- In Arena games, you wouldn't lose points when abandoned ships took self-damage or damage from the ring of death.
- Ships with internal weapons (especially internal unlinked Ion Beam Prisms) could cause the default attack distance to overlap the enemy ship.
- Fresh installs of stable updates were defaulting to checking for unstable updates.
- Double-clicking on an Ion Beam Prism wouldn't select both straight and 45-degree variants.
- Certain visual effects such as weapon shots could be shown in the incorrect location on fast-moving ships.
- Ship status icons would be shown with the incorrect orientation in the picture-in-picture if the "Lock Ship Rotation" setting was enabled.
- The minimap would expand to contain the locations of the player's ships even if those ships didn't actually appear on the minimap.
- Modding
- TurretWeapon and FixedWeapon now have an optional 'AllowDirectControl' parameter (default true) that if set to false will prevent the player from being able to manually aim and fire the weapon using direct control mode.
- TurretWeapon and FixedWeapon now have an optional 'DefaultDirectControlBinding' parameter that if set will indicate the default direct control binding slot that should be used to fire the weapon until it is changed by the player. If omitted, the default binding for TurretWeapon is slot 0 (left-click), and for FixedWeapon it is slot 1 (right-click).
- TurretWeapon and FixedWeapon now support a 'SuppressDirectControlWhenTargetingPartCategories' parameter which will prevent the weapon from being direct-controlled by the player if it is targeting any of the specified part categories.
- TurretWeapon AutoTargets now have an optional 'EnableInDirectControlMode' parameter that is required if the weapon should continue auto-targeting even in direct control mode. (This is useful for missile-like weapons that aren't aimed but still need a target in order to home.)
- Using a negative AnimationInterval together with ClampAnimation now works properly. (That is, it plays the animation in reverse once and holds on the "first" frame.)
Cosmoteer 0.14.10 (May. 10, 2019)
- New Weapon Augment: Ion Beam Prism
- The Ion Beam Prism is a 2x2 external part that has no offensive firepower by itself, but it works in conjunction with Ion Beam Emitters to combine and redirect the angle of any beams that are shot into it. Any ion beams that are shot into the prism are combined into a single, potentially more powerful beam.
- The Ion Beam Prism can be aimed in any direction and has a turret that rotates 360 degrees. It can also be told to hold rotation if you don't want it to automatically rotate to face the enemy.
- Ion Beam Prisms reset the range of any beams shot into it, though those beams still incur some power loss depending on their length.
- Ion Beam Prisms become less efficient as more beams are shot into them. Each additional beam adds 25% less firepower than the one before. In the case where multiple beams have different amounts of power, the underlying math works by adding up the beams' power from weakest to strongest such that the strongest beams lose the most power. Thus for optimum efficiency it is ideal to always combine two beams of the same size per prism. In some cases, combining a smaller beam with a larger one won't increase power output at all, though it will never reduce power output.
- The Ion Beam Prism can be told to "link" to another prism and fire its beam into that other prism, thus allowing chains and networks of prisms to be created. Selecting a prism will show a button specifically for linking, but simply targeting a prism on another prism will also link it.
- Links between prisms on the same ship will be saved as part of the ship's design.
- Any Ion Beam Prisms that are linked to another prism, or any Ion Beam Emitters that are aimed at a prism, will ignore any ship-wide targeting commands and stay linked to their prism.
- Ion Beam Emitters that are aiming at a prism or a chain of prisms are smart enough to know when they should fire so that the beam shooting out of the final prism will hit the enemy.
- Ion Beam Prisms are very fragile and, if destroyed while a beam is traveling through it, will explode violently with a force depending on the total power of the beams being shot into it.
- In the ship designer, you will see two variants of the Ion Beam Prism, the regular one and a 45 degree variant. The only difference between them is that the 45 degree variant has a default initial rotation that is offset 45 degrees from the regular prism. Otherwise there is no difference between them.
- Balance:
- Weapons will no longer fire on targets outside of their standard range even if they could theoretically hit them due to momentum.
- All weapons can now shoot over the structure pieces of friendly ships. (They still fly over enemy structure pieces while doing damage to the first structure piece they hit, this has not changed.)
- Missiles will no longer explode on contact with enemy structure pieces, unless the missile was specifically targeting a structure piece.
- Cannon projectiles will no longer be slowed down when hitting enemy structure pieces.
- Buffed Railgun Accelerator bonus from 10% to 20%.
- Nerfed Railgun Accelerator falloff exponent from 0.85 to 0.75.
- Buffed Railgun base projectile speed from 100 to 120.
- The ion beam now has a width of 0.5 meters.
- The Ion Beam Emitter's no-build zone has been shortened by 2 tiles.
- Bounty Hunter:
- Updated a handful of the Built-In ships to use Ion Beam Prisms.
- Multiplayer:
- Removed the point penalty for respawning in Arena multiplayer games. Other players can still earn points from destroying your abandoned ships.
- Doubled the starting credits in all official Domination rulesets.
- The host of a multiplayer game now has an "Abort" option in addition to "Quit to Menu" when quitting the game. Using the Abort option will return all players to the pre-game setup screen instead of kicking everyone out to the lobby.
- Graphics:
- Ship structure pieces are now rendered underneath all weapon vfx.
- Performance:
- Greatly improved performance of collision handling, especially when lots of ships or ship pieces are colliding at once.
- Bug Fixes:
- Using the "Grab" tool to grab parts on fast-moving ships would sometimes immediately place the part back in its original location.
- Clicking to "grab" a group of selected parts on a fast-moving ship would sometimes not grab the parts.
- After respawning once in an Arena game, the "RESPAWN" button would be displayed above the scoreboard whenever holding the spacebar.
- Off-Screen ship indicators could appear underneath the player list in multiplayer games.
- Modding:
- Most hit effects now have an optional 'Filters' block that allows greater customization of exactly what ships, parts, shields, and bullets will be affected. This is a replacement for things like 'DamagesShips', 'AllowFriendlyDamage', 'DamagesBulletCategories', etc... (The old way of filtering hit effects no longer works.) 'Filter' blocks support these parameters:
- 'Ships': If false, ships will not be affected.
- 'OperationalHealth': If false, parts with 'Operational' health type will not be affected. (Not relevant if 'Ships' is false.)
- 'StructuralHealth': If false, parts with 'Structural' health type will not be affected. (Not relevant if 'Ships' is false.)
- 'OnlyPartCategories': If specified, only parts with at least one of these type categories will be affected. (Not relevant if 'Ships' is false.)
- 'ExcludePartCategories': If specified, parts with any of these type categories will not be affected. (Not relevant if 'Ships' is false.)
- 'Shields': If false, shields will not be affected.
- 'Bullets': If false, bullets will not be affected.
- 'OnlyBulletCategories': If specified, only bullets with these categories will be affected. (Not relevant if 'Bullets' is false.)
- 'ExcludeBulletCategories': If specified, bullets with these categories will not be affected. (Not relevant if 'Bullets' is false.)
- 'IgnoreInvulnerability': If false, invulnerable ships will not be affected.
- 'Friendlies': If false, friendly ships will not be affected.
- 'TargetedFriendlies': If false, friendly ships that have been specifically targeted will not be affected. If not specified, 'Friendlies' will be used.
- 'Self': If false, the ship that fired the shot will not be affected. If not specified, 'Friendlies' will be used.
- 'TargetedSelf': If false, the ship that fired the shot and is specifically targeted will not be affected. If not specified, 'Self' and then 'TargetedFriendlies' will be used.
- 'Enemies': If false, enemy ships will not be affected.
- 'TargetedEnemies': If false, enemy ships that have been specifically targeted will not be affected. If not specified, 'Enemies' will be used.
- 'Junk': If false, junk ships will not be affected.
- 'TargetedJunk': If false, junk ships that have been specifically targeted will not be affected. If not specified, 'Junk' will be used.
- Added a 'TargetFilter' hit effect that has a Filter block and only allows its contained hit effects to happen if the targeted ship or part matches the Filter block.
- Particle, Audio, and ScreenShake media effects also support Filter blocks.
- Added an 'IonEnergyStorage' component that can be used to accumulate "ammo" from multiple input sources, where each additional input source becomes less and less (or more and more) efficient.
- Bullet SimpleHit and PenetratingHit components now have an optional 'HitsFriendlyStructure' parameter (default false) that, if true, will cause the bullet to hit the structure tiles of friendly ships.
- SimpleHit now has an optional 'IgnoreStructureUnlessTargeted' parameter (default true) that, if true, will cause the projectile to pass over any structure tiles unless the weapon was targeting a structure tile.
- TurretWeapon and FixedWeapon components now have an optional IgnoreFriendlyStructureLOSChecks parameter (default true) which will allow the weapon to target through the structure tiles of friendly ships.
- TurretWeapon and FixedWeapon can now be given a 'ProhibitTargetPartCategories' list of part categories that they will refuse to shoot at. For TurretWeapon this means it will never aim at a part of that category, either using auto-targeting or manually targeted. For FixedWeapon, since they don't target specific parts, this really just means they won't force-fire on friendly ships when given a part of any of those categories as a manual target.
- TurretWeapon and FixedWeapon now support a 'SuppressWholeShipTargetOverlaysForPartCategories' parameter which will prevent targeting overlay graphics from being shown when the weapon is targeting any parts of the specified type categories, unless the weapon's part is specifically selected.
- TurretWeapon and FixedWeapon now support a 'SuppressShipWideExplicitTargetsWhenTargetingPartCategories' parameter which will prevent any ship-wide explicit targets from getting assigned to the weapon if it is already targeting any parts of the specified type categories.
- TurretWeapon and FixedWeapon now support a 'SuppressFirepowerEstimationWhenTargetingPartCategories' parameter which will prevent the weapon from being taken into consideration when determining the distance and rotation of attack if the weapon is targeting any parts of the specified categories.
- TurretWeapon and FixedWeapon now support a 'SaveSelfTargetPartCategories' parameter which will cause the weapon's target to be saved in the ship file if the weapon is targeting its own ship and the targeted part is of one of the specified type categories.
- TurretWeapon and FixedWeapon now support a 'AddAIFirepowerRatingsWhenTargetedByPartCategories' parameter which will add to its own AIFirepowerRating the AIFirepowerRatings of any parts on the same ship matching any of the specified categories that are targeting the weapon.
- TurretWeapon and FixedWeapon can now be used as toggles that are "on" whenever they are trying to fire.
- TurretWeapon now has an optional 'ReturnToCenter' parameter that, if set to false, will prevent the turret from rotating back to its center position when it's not aiming at something.
- FixedWeapon now supports a 'ChainFireToggleComponent' parameter. If the part at which the weapon is aiming has a toggle component with this name and that component is "on", then the FixedWeapon will automatically fire at that part regardless of whether it is friendly or enemy.
- FixedWeapon now supports an 'AutoExplicitTargetSelfPartCategories' parameter which will cause the weapon to automatically target the part that it is pointing at if it is of one of the specified type categories.
- BeamEmitter now has an optional 'EffectsScaleFactor' that causes the hit and media effects to be scaled based on a value provided by another component.
- BeamEmitter and BulletEmitter now have an optional 'AmmoScaleFactor' that causes the amount of ammo used to be scaled based on a value provided by another component.
- BeamEmitter now has an optional 'ValueScaleFactor' that causes the value provided by the component to be scaled based on a value provided by another component.
- Beam media effects now support 'ClampIntensity' and 'IntensityExponent' parameters.
- DeathEffects components can now be given an 'OperationalToggle' parameter which, if off at the time the part is destroyed, will prevent the hit and media effects from happening.
- AmmoStorage and AmmoConsumer now have an optional 'ProvidedValueRange' parameter that can be used to control the value provided to other components.
- Added a "Lowest" ship stage that is rendered underneath all vfx.
- The MaxCarried and CarriedSprite/CarriedSprites parameters for ammo are now optional. (MaxCarried defaults to 1. CarriedSprite/CarriedSprites can be omitted if the ammo type is never actually carried by crew.)
Cosmoteer 0.14.9 (Apr. 26, 2019)
- New Multiplayer Mode: "Domination"
- Players or teams compete to capture "control points", which are large circular zones on the map. Each control point provides a steady income which can be used to warp in new ships during the battle. The first team to capture all control points, or the team with the most control points after the timer reaches zero, wins the battle.
- Most control points start already owned by one of the teams, except for usually one neutral control point.
- Neutral control points are captured by moving a ship onto it and waiting a few seconds for it to become yours. Neutral control points can only be captured if there are no enemy ships on it. Once yours, it will start giving you a steady income.
- Enemy control points can be contested by moving a ship onto it, and after some duration (depending on the strength of your ships relative to the enemy ships within the control point) it will turn neutral, after which it can be captured and made yours by eliminating any enemy ships on it.
- Each team also receives a small amount of "basic income" in addition to the income from any captured control points.
- Capturing a control points provides a one-time "bonus" income as a reward for the time spent capturing it.
- The ships that you select on the game setup screen are NOT the ships you start the battle with. (You do not start the battle with any ships.) Instead, they are your "fleet loadout", which are the ship designs that you can quickly warp in during the battle. You can also change your loadout during the battle, unless the host has turned off that option.
- New ships can be purchased simply by clicking the button for the desired ship design at the top of the screen. Newly-purchased ships will warp into your "spawn area".
- Any enemy ships within a spawn area will take significant continuous damage.
- The arrangement of control points and spawn areas will be randomized every battle, but will always be symmetrical so that no team has an advantage. There are nine different "map types" that can be selected, one for each combination of size option (small, standard, and large) and number of teams (2, 3, and 4).
- Each team is limited to a maximum fleet value at any given point during the battle, and it will not be possible to warp in ships that would cause the total value of your fleet to exceed that maximum. To lower your current fleet value to make room for more ships, destroy your existing ships in combat or by using self-destruct.
- If a player forfeits or leaves a Domination game, their money and maximum fleet value will be redistributed to the remaining players on their team.
- A.I. players cannot currently be added to Domination mode games.
- User Interface:
- Doubled the distance that the view can be zoomed out.
- Zooming out now displays the full silhouette of any visibly small ships instead of a simple dot.
- With the "Grab" tool selected, you can now right-click on a part on your ship to select that type of part as if you had clicked on its button.
- You can now use Alt+F1 through Alt+F8 to remove ships from that control group, or Alt+0 through Alt+9 to remove parts from that control group.
- Added a new "Random Per Team" option for both ship and blip multiplayer colors.
- The "Lock Teams" multiplayer option is now called "Only Host Can Assign Teams" to better reflect what it actually does.
- Holding the Alt key while dragging a box to focus the view on multiple objects will now ignore any insignificant junk objects unless the only objects within the box are insignificant junk.
- Multiplayer:
- All ships used in multiplayer, including Domination but also Elimination and Arena, are now required to have at least one control room.
- Ship A.I.:
- Weapons will now auto-fire on the target ship at ranges beyond their normal range if their momentum allows them to do so.
- Graphics:
- Reduced the brightness of the edge of the Fog of War to reduce the visual confusion it can cause when there are lots of other circles on the screen.
- New icon for the Arena multiplayer mode.
- Bug Fixes:
- Crash when typing text containing certain special unicode characters.
- Loading a saved game where a ship was rotating at high rotational velocity could cause the ship be loaded with the incorrect linear velocity.
- Clicking the "Sell" option with multiple ships selected didn't do anything. It now allows you to sell all the selected ships.
- Pressing the key for a part control group will would select parts in that control group on any non-owned ships that were selected.
- The Boost Thruster stats were displaying the incorrect continuous power usage for boost mode.
- Holding Alt while hovering over a part button in the ship designer if the part button was disabled because it was unaffordable wouldn't show that part's stats.
- Icons on the player list in the top-left corner of the screen in multiplayer games would be stretched if the player's name wrapped to multiple lines.
- Commanding multiple ships to attack an enemy ship and then hovering the mouse cursor over the enemy ship would display multiple overlapping red targeting overlays, one for each friendly ship.
- Pressing the Enter key while typing in the ship Lore/Description box would close the dialog window instead of inserting a newline.
Cosmoteer 0.14.8 (Apr. 12, 2019)
- New Ship Part: Tractor Beam Emitter
- A support "weapon" that fires tractor beams at other ships.
- Cost: $40,000
- Size: 5x5 (interior)
- Has a 360-degree turret that is mounted on top of the ship instead of on the side, meaning unlike other weapons, the Tractor Beam Emitter doesn't need to be placed on the edge of the ship and is not blocked by its own ship.
- Operated by 4 crew.
- Uses a significant amount of power while firing the tractor beam. Has capacity for 24 power.
- Has two modes of operation: a pull mode, and a push mode:
- In pull mode, the tractor beam can "attach" to an object up to 200 meters away which will exert a modest force pulling the object closer. The beam can then stretch up to 200 additional meters beyond the initial attach distance, greatly increasing both pull strength and power consumption.
- In push mode, the tractor beam can push objects away up to 200 meters. The closer the object is to the Tractor Beam Emitter, the stronger the push force and the higher the power consumption.
- By default, Tractor Beam Emitters do not automatically fire at enemy ships, but they can still be set to "Fire At Will" if desired.
- Tractor Beam Emitters will ignore any ship-wide targeting orders and must be targeted manually, either by selecting the tractor beam and giving it a target, or by clicking the "Target Tractor Beam" button that will appear on the HUD when a ship has any Tractor Beam Emitters.
- The "Target Tractor Beam" button will, by default, target the center of any targeted ship, but you can hold the Ctrl key to target a specific part.
- Shields will not block the tractor beam.
- Balance:
- Ion Beam Emitter:
- The damage dealt by the Ion Beam now depends on the length of the beam.
- At minimum range, the damage is unchanged at 2500/sec.
- At maximum range, the damage has been nerfed from 2500/sec to 1500/sec.
- Flak Battery:
- Increased rate of fire from 2 shots/sec to 4 shots/sec.
- Reduced ammo usage from 2/shot to 1/shot.
- Reduced damage from 3600/shot to 1800/shot.
- Reduced explosion radius from 5 to 4.
- Increased random explosion offset at max range from 4 to 5.
- Point Defense:
- Reduced damage vs ships from 100/shot to 50/shot.(Damage vs projectiles is unchanged.)
- Halved power usage from 0.1/shot to 0.05/shot.
- Railgun:
- Increased bullet health from 3000 to 4500.
- Power Storage:
- The Power Storage now spawns empty only in multiplayer PvP games. In Bounty Hunter and Creative Mode, it will spawn full of batteries.
- General:
- Weapons will now aim at the ship or part being targeted even when they are out of range. (This includes the new Tractor Beams.)
- Bounty Hunter:
- Updated some of the built-in ships to have Tractor Beams.
- User Interface:
- Added a Misc settings option "Disable Mods When Updating" that, if disabled, will prevent mods from being automatically disabled when updating the game.
- When auto-updating this version to a future version using the in-game downloader, the game will always update the copy currently being played in the case where the user has multiple copies on their hard drive.
- The "Ship Selection" multiplayer option is now called "Ship Assignment" for clarity.
- Graphics:
- New Sensor Array icon and blueprints.
- Bug Fixes:
- Exiting the application while saving, loading, or starting a new game could cause crashes and, if saving, corrupt the save file.
- Rare crashes while loading saved games.
- Crash if the update notification or news is displayed while the game is being started, loaded, or saved. (The update notification and news will no longer be displayed anywhere but on the title screen.)
- Crash when attempting to display your public I.P. address if you are on a network that requires you to login via a webpage before being able to access the internet.
- Railguns and Nukes would auto-target through friendly ships when their own ship had not been given an order to attack an enemy.
- In some cases, weapons with firing arcs between 180 and 360 degrees wouldn't rotate to point at their targets.
- Crew would deprioritize powering disabled shields once the shield's power was nearly full.
- It was possible to repair enemy ships in Bounty Hunter by selecting them along with your own ship.
- Dragging a ship inside the Ship Library wasn't displaying the ship's thumbnail near the mouse cursor as was intended.
- Modding:
- Weapons now have an optional 'IgnoreSourceShipLOSChecks' parameter that, if true, will cause the weapon to ignore its own ship when checking for blocked line of sight.
- TurretWeapon's 'HoldTargetAfterDeath' parameter has been renamed to 'HoldTargetAfterCancel' and now causes the turret to hold its rotation after its target is canceled for any reason, not just death. The turret can now also continue searching for a new target while holding and will stop holding immediately when it finds a new target, even if the hold time hasn't yet expired.
- TurretWeapon now supports a 'ShipCenters' AutoTargets TargetType, which will cause the weapon to always target the center of the enemy ship instead of a random part on it.
- BeamEmitter now has an optional 'SourceShipCollisions' parameter that, if set to false, will make it so that the beam can pass through the ship that fires it.
- BeamEmitter now has optional 'HitEffectsScaleOverRange', 'MediaEffectsScaleOverRange', and 'AmmoUsageScaleOverRange' parameters that can be use to control the strength of the hit and media effects and amount of ammo used depending on the range of the beam.
- BeamEmitter components can now provide values to other components. The provided value will be based on the range of the beam, by default between 0 and 1, but can be customized using a new 'ValueOverRange' parameter.
- BeamEmitter now has an 'InvertRangeScaling' parameter which will reverse all of the "OverRange" parameters and the provided value.
- BeamEmitter now has an optional 'StretchRange' parameter that allows the beam to stretch beyond its initial lock-on range. When 'StretchRange' is specified, the behavior of the 'HitEffectsScaleOverRange', 'MediaEffectsScaleOverRange', and 'AmmoUsageScaleOverRange' parameters, as well as the provided value, changes to be proportional to how much the beam has been stretched relative to its maximum stretch. This has no effect for BeamEmitters without a duration.
- BeamEmitter now has an optional 'KeepLengthWhenHitNothing' parameter that, if true, causes the beam to stay at its current length when not hitting anything.
- Added an 'EmitterProxy' part component that acts as a proxy for weapon emitters, allowing the emitter to which a weapon is attached to change. They work identically to the other proxy components.
- Beam media effects now have optional 'AlphaOverIntensity', 'ThicknessOverIntensity', and 'SpeedOverIntensity' parameters that allow the opacity, thickness, and animation speed of the beam to be adjusted based on its intensity (effect scale).
- Beam media effects now have an optional 'CaptureBackBuffer' parameter that will capture the back buffer into a texture for use in the beam's shader.
- Beam media effects now have optional 'ExtraBeginLength' and 'ExtraEndLength' parameters that allow the beam graphics to extend beyond the physical ends of the beam.
- Added a 'Feedback' hit effect that can be used to apply other hit/media effects to the ship/part that fired the bullet or beam.
- Parts can now be given 'UITargetor' components which will cause custom targeting buttons to be displayed on the HUD that can be used to target specific kinds of weapons or cancel those targets. These work similarly to the existing UIToggle and UITrigger components, and similarly require the actual targetor buttons to be defined in './Data/gui/game/parts/part_targetors.txt'. Targetors can be customized to allow targeting of whole ships (which will target their centers) and/or specific parts. They can be given custom cursors and mouse-over overlays.
- Weapons can now override their targeting overlay graphics by setting 'OverrideTargetNineSlice', 'OverrideTargetCircle' 'OverrideTargetLine', and/or 'OverrideReticleSprite'.
- Turrets now have an 'AllowShipWideExplicitTargets' parameter which can be used to disable ship-wide targeting without having to create a whole toggle component.
- Weapons now have a 'ShowTargetButtons' parameter which, if false, will prevent the target and cancel target buttons from appearing when the part is selected.
- Ship sprite animations can now be reversed by specifying a negative AnimationInterval. This is preferable to reversing the list of animation files, which duplicates the memory for the sprites.
- Audio IntensityRampUpTime and IntensityRampDownTime are now just called 'RampUpTime' and 'RampDownTime' and only affect the audio effect's volume.
- Added a 'RampAffectsSpeedIntensity' paramter to audio effects that causes the ramp-up or ramp-down volume multipliers to be applied to the intensity used to calculate the speed of the audio.
- Added 'VolumeOverIntensity' and 'SpeedOverIntensity' parameters to audio effects that allow the effect's volume and speed to be controlled based on the effect's intensity. Removed the 'IgnoreIntensityForVolume' parameter since that can be accomplished by setting 'VolumeOverIntensity' to 1.
- Removed the 'FactorMediaEffectsSpeedWith' parameter from ContinuousEffects. Adjusting the speed can now be accomplished using 'FactorMediaEffectsIntensityWith' and adjusting the audio speed based on its intensity.
- Both Beam and Particles effects now support both 'IsFancy' and 'IsSimple' parameters that will cause the beam or particles to be displayed or not displayed depending on whether the "Fancy Particles & VFX" setting is enabled.
- Added a 'InitToMaxAmmoPVP' parameter for AmmoStorage and AmmoConsumer that sets the initial ammo specifically for multiplayer PVP games.
- The texture generator editor can now save generated textures as PNG files.
- The texture size can now be adjusted in the texture generator editor.
Cosmoteer 0.14.7b (Apr. 1, 2019)
- Not an April Fool's update, I promise!
- Mods will no longer be automatically disabled when updating if there are unlikely to be any changes that would cause mods to crash the game.
- Bugfix: Multiplayer desyncs caused by issuing movement commands with specific rotations.
- Bugfix: Crash when resyncing after a descync in Arena games.
- Bugfix: In Bounty Hunter, it was possible to select and enemy ship and sell it, earning money for both the sale and the bounty, without having to destroy it.
- Turned desync debugging back off to reduce bandwidth usage by about 90%.
Cosmoteer 0.14.7a (Mar. 31, 2019)
- Bugfix: Tutorial caused game to crash after destroying the first enemy if the player deselects their ship.
- Bugfix: Crash if the host cancels the game while the "Leave Game" confirmation dialog is displayed.
- Bugfix: Rare crash when viewing the galaxy map while planet textures are being generated.
- Bugfix: Ships splitting into multiple pieces would cause some crew to become invisible.
- Bugfix: The Free FTL mod will now be properly listed as a mod that causes multiplayer incompatibility.
- Modding: Fixed crash caused by having multiple particle Lifetime updaters in the same particle effect.
- Temporarily turned multiplayer desync debugging back on, which will increase bandwidth usage by about 10x.
Cosmoteer 0.14.7 (Mar. 29, 2019)
- Graphics:
- Updated space backgrounds to add more variety and better match the game's visual style.
- Updated planets to be more visually appealing, have more variety, and better match the game's visual style.
- The title screen now cycles through seven different planets and backgrounds, changing every time the game is launched. You can cycle through them manually using the left/right arrow keys or A/D keys. Automatic cycling can be turned off in the Misc settings.
- Updated the application icon, which now has a lava planet behind the C.
- Added particle effects when a ship is taking damage from the Ring of Death.
- Mines now have spinning "searchlights" that make them more visible.
- Balance:
- Laser Blaster:
- Buffed range from 150 to 175.
- Heavy Laser Blaster:
- Buffed range from 150 to 175.
- Buffed firing arc from 150 degrees to 190 degrees.
- Electro-Bolter:
- Nerfed range from 125 to 120.
- Ion Beam Emitter:
- Buffed damage from 2000/second to 2500/second.
- Standard Cannon:
- Nerfed range from 200 to 125.
- Buffed penetration from 3.0 to 5.0.
- Buffed part health from 9000 to 12000.
- Reduced cost from 3000 to 2000.
- Large Cannon:
- Nerfed range from 200 to 180.
- Buffed penetration from 5.0 to 7.0.
- Buffed part health from 18000 to 21000.
- Reduced cost from 6000 to 4000.
- Railgun:
- Nerfed accelerator bonus from 25% to 10%.
- Buffed base impact damage from 7000 to 10000.
- Buffed base penetration from 12 to 15.
- Buffed base penetration damage from 900 to 1000.
- Range is now increased with each additional accelerator, up to 400 meters maximum.
- Nerfed base range from 250 to 200.
- Nerfed base projectile speed from 110 to 100.
- Increased Loader cost to 12500.
- High Explosive Missile:
- Buffed range from 250 to 300.
- Buffed projectile lifetime from 7.0 to 8.5.
- No longer causes area-of-effect damage when shot down.
- E.M.P. Missile:
- Buffed range from 350 to 400.
- Buffed projectile lifetime from 7.0 to 8.5.
- Nerfed health from 2400 to 1600.
- No longer causes area-of-effect power drain when shot down.
- Nuclear Torpedo:
- Nerfed range from 150 to 120.
- Nerfed health from 4800 to 3200.
- No longer causes area-of-effect damage when shot down.
- Mine:
- Buffed lifetime from 3 minutes to 5 minutes.
- Flak Battery:
- Nerfed rate of fire from 4 shots/second to 2 shots/second.
- Nerfed ammo usage from 0.5/shot to 2/shot.
- Nerfed explosions per shot from 2 to 1.
- Buffed damage per explosion from 900 to 3600.
- Buffed explosion radius from 4 to 5.
- Reduced explosion random offset from 5 to 4.
- No longer does friendly-fire damage to friendly ships.
- Point Defense:
- Removed the 5-shot salvo. Point Defenses now fire continuously.
- Buffed rate of fire from 1.666/second to 10/second.
- Buffed range from 75 to 200.
- Nerfed damage from 200 to 100.
- Nerfed random spread from 0.1 degrees to 1.0 degrees.
- Exploding launchers, storages, and factories storing nukes no longer have a delay before the explosion begins.
- Bounty Hunter:
- Added four new built-in ships from the Feb. 2019 design contest that will spawn as enemies: Marathon by Dalas120 and Cosmopyr, The Demolisher by UltraBlast, Reverb by Bevan, and Spur X170 by Cosmopyr.
- It is no longer possible to reroll which ships spawn in a sector by loading a past saved game from before the sector was visited for the first time.
- Updated the Mosquito so that it can't fly in reverse quite as fast.
- Creative Mode:
- Ships in Creative Mode can now be set to invulnerable. (This used to be a Developer Mode-only feature.)
- Multiplayer:
- The host can now set who can assign ships to players using one of four options: "Each Individual Player" (each player assigns their own ships and the host assigns A.I. ships), "Host Only" (the host assigns ships to all players), "Same Team" (players can assign ships to themselves and other players on the same team), and "Everyone" (all players can assign ships to themselves and all other players).
- The host now has a "Start Countdown" button which will start a 15 second countdown timer after which the game will begin even if not all players are ready. Any players with invalid fleets when the countdown reaches zero will become observers and be unable to participate in the game. If all players mark themselves as ready while the timer is counting down, the game will immediately begin. The host can cancel the countdown timer at any time until the game begins.
- During the battle, there is now a player list displayed in the top-left corner of the screen. In Arena games, each player's current score is displayed next to their name. Icons next to the player's name indicate whether they are the host (a crown), an observer (an eye), and/or an A.I. player (a microchip). Non-host/non-A.I. players also display a latency meter.
- A red clock icon will be displayed next to a player's name whenever that player is lagging the game.
- The pre-game setup screen now uses icons to identify the host (a crown) and A.I. players (a microchip). (Non-host/non-A.I. players have the latency meter.)
- You can mute any other player during a battle by right-clicking on their name and selecting "Mute".
- The host can kick and/or ban any other player during the battle by right-clicking on their name.
- When a ship is partially inside and partially outside the Ring of Death, the portions of the ship that are outside will now take damage.
- Observers can now select and view the interiors of any ship in the battle.
- Regular players can now also select and view the interiors of any ship belonging to another allied player.
- User Interface:
- Ships now have "Designed By" and "Description" text that can be edited by the player. These will be displayed when hovering the mouse cursor over a ship in the Ship Library. Changing the "Designed By" will cause that to be the default "Designed By" for any newly-created ships. The existing built-in ships have been updated to indicate who designed the ship.
- It is now possible to left-click on any ship to select it, not just ships that you can control. Dragging a box around multiple ships, some of which you can control and some of which you can't, will only select the ships that you can control.
- Holding the Alt key while hovering the mouse cursor over a part will now display detailed statistics for the part. This can be made the default behavior via the settings.
- Added a minimum/recommended ammo bar similar to the recommended crew and power bars.
- The minimum/recommended power bar is now measured in batteries produced/consumed per second. It should now more accurately reflect the actual power amounts used by the various ship systems.
- The minimum/recommended crew bar should now more accurately reflect the actual crew used by the various ship systems.
- Added an introduction tutorial that describes how to disable and re-view tutorials.
- The first combat tutorial now mentions the eye icon.
- Tutorials shown during gameplay will now open in a separate window that can be moved and resized.
- When more than three tutorials are viewable, a scrollbar will now be displayed.
- The "How to Play" dialog has been revamped with the list of tutorials on the left and the selected tutorial displayed on the right.
- The game load/save dialog now displays the date and time for each saved game.
- Canceling or leaving a multiplayer game will now display a confirmation message.
- The title screen now displays the approximate time remaining until the next scheduled game update.
- Pressing the I key on the title screen will now display the interior of the Cosmoteer logo ship.
- Pressing Ctrl+Shift+U on the title screen will now hide the user interface, displaying only the Cosmoteer logo ship and planet background.
- Saving, loading, or starting a new game no longer causes the game to appear to briefly "hang" for the duration of the operation.
- The custom server dialog now responds to Enter/Escape hotkeys.
- Ship A.I.:
- Ships will now take their rotational velocity into consideration when deciding the quickest way to rotate to arrive at the intended orientation.
- When a ship is following or attacking another ship at a specific target-relative angle, the rotational velocity of the target's ship will now be taken into consideration.
- Performance:
- Reduced multiplayer bandwidth usage by about 90%.
- Further reduced multiplayer bandwidth usage by players with high ping times.
- Bugfixes:
- Starting a multiplayer game that defaulted to an unsaved custom ruleset or joining a game using an unsaved custom ruleset wasn't properly hiding the "Delete Custom Ruleset" option, which would then cause a crash if clicked.
- It was possible to tell two ships to follow each other using the "Move" command, which would then cause a crash if both ships were ever selected at the same time.
- Crash if there is an error deleting a saved game. An error message will now be shown instead.
- It was not possible to set the munition type for a new or existing Launcher in the build interface if the ship did not have an operational control room.
- Trying to replace a Launcher set to one type of munition with a Launcher set to a different type of munition didn't do anything. It will now change the munition type as desired.
- Copying a Launcher, changing its munition type, and then pasting the copied Launcher would paste it using the new munition type instead of the munition type it had at the time of copy.
- Changing the munition type of a selected Launcher in the build interface with mirror mode enabled wouldn't properly change the munition type of any mirrored Launchers.
- Setting Flak Batteries and Point Defenses to "Hold Fire" wouldn't stop them from shooting.
- Nuclear explosions could penetrate into enemy ships, causing massive damage to their interiors without having to first destroy exterior parts.
- Railguns would sometimes not properly chain-react when destroyed, leaving parts of the railgun alive but non-functional.
- Exploding parts (such as explosive charges) would sometimes do no damage to the structure tiles that were spawned by nearby parts being destroyed by the explosion.
- Penetrating shots such as railguns would sometimes "skip over" a tile when penetrating if they completely destroyed the part on the previous tile.
- Railguns would fire through their own ship when auto-firing on an enemy ship that wasn't being specifically attacked.
- Detonating Explosive Charges in Arena mode wasn't properly subtracting points from the player.
- Multiple overlapping particle effects would frequently change draw order relative to each other and thus appear to "pop" in front and behind each other.
- Planet lighting could appear strange when the light was coming from a direction near the planet's poles.
- Spinning bullet sprites would spin twice as fast when the picture-in-picture was displayed.
- Empty space was being inserted above the crew bar when a part was selected in Build mode.
- Modding:
- Mathematical equations are now supported in the .txt data files wherever a numeric value is expected. These equations support all the regular mathematical operators and parentheses. They also support embedded references using '(&Path/To/Value)' within the equation which will effectively cause the equation to be evaluated with the reference replaced with its actual value.
- The 'UIStats' components have been replaced with 'Stats' and 'StatsByCategory' blocks in each part file. Each stat should can be calculated using the new equation support. Additional custom stats can be defined in the 'part_stats.txt' file.
- Mods can now add custom min/recommended stat bars similar to the existing crew and power bars by editing the 'stat_bars.txt' file and then adding the appropriate stats to the individual parts. The crew/power stat bars are no longer hardcoded into the game.
- Added "texture generators" which can be used to procedurally generate textures for backgrounds and planets. Textures are generated by combing multiple procedurally-generated layers such as perlin noise and decals.
- Procedurally generated backgrounds can now have simple background textures generated via a texture generator.
- Planet layers are now each generated using a texture generator. The old planet layer types are no longer supported.
- Planet layers can now have inverted darkness.
- Planet layers can now be given a random chance to appear.
- Planets can now have rings as a new type of layer.
- Planet and map cell backgrounds now use a priority system to determine which backgrounds can be chosen for a particular map location.
- The meaning of 'GridSize' in perlin noise generators has been inversed.
- The RepeatX and RepeatY parameters in perlin noise generators have been replaced with a single 'Repeat = [X, Y]' parameter.
- The planet generator editor can now load arbitrary planet files.
- The planet generator editor now allows the background behind the rendered planet to be changed.
- Added background generator and texture generator editors in developer mode.
- Added a WeaponTargetOverlay component that can be used to render a targeting line to and sprite on top of a weapon's target.
- All mod actions now have an optional 'IgnoreIfNotExisting' parameter which will skip the action if the targeted node doesn't exist instead of crashing with an error. The Add, AddMany, and Overrides actions now also have an optional 'CreateIfNotExisting' parameter which will cause the target to be created if it doesn't already exist.
- Multiple mods with the same ID will now all be displayed in the list of mods in the Mods Manager without showing an error. Attempting to load multiple mods with the same ID will still show an error and deactivate the conflicting mods.
- Bounty ships and tiers now have an optional 'UseOriginalPaintScheme' parameter which will prevent the ship's paint scheme from being randomized.
Cosmoteer 0.14.6 (Feb. 9, 2019)
- Point Defenses are now set to "Defend" mode by default.
- Pressing the hotkey that is bound to a single already-selected part toggle option will no longer revert to the previous option, unless that option is Auto-Fire.
- Bugfix: Crash when starting an Arena mode game with observers in it.
- Bugfix: Crash if a Flak Battery destroys a High Explosive missile whose area-of-effect explosion then destroys the Flak Battery.
- Bugfix: Rare "An item with the same key has already been added" crashes during gameplay.
- Bugfix: Flak explosions would often "leak" through shields, damaging any ships behind the shields without damaging the shields themselves.
- Bugfix: Area-of-effect damage from missiles, flak, and exploding points wasn't awarding points in Arena mode.
- Bugfix: Crew would bring one more battery than necessary when spinning up an FTL Drive.
Cosmoteer 0.14.5 (Feb. 5, 2019)
- New Weapon - Electromagnetic Pulse (E.M.P.) Missile:
- A long-range, guided, very fast missile that drains power from enemy systems in a large area upon impact.
- Drains up to 18 batteries worth of power within its area of effect.
- Armor will act as a "lightning rod" for E.M.P. drain, absorbing some of the power drain without actually losing any power.
- Manufactured by the E.M.P. Missile Factory, a new 3x4 ship part.
- Each missile is constructed out of 9 individual missile parts.
- Launched by the Missile Launcher, which can store exactly one E.M.P. Missile and fire once per 6 seconds. To configure the Launcher to fire E.M.P. Missiles, select it and click the munition type button. The munition type can be changed at any time before or after construction, even during battle.
- Can also be stored in a Missile Storage (one per storage room). To configure the Storage to store E.M.P. Missiles, select it and click the munition type button. The munition type can be changed at any time before or after construction, even during battle.
- Launchers, Storages, and E.M.P. Missile Factories that are storing E.M.P. missile parts will cause an E.M.P. blast when destroyed.
- New Weapon - Tactical Nuclear Torpedo:
- A short-range, slow, unguided torpedo that causes devestating damage in a large area upon impact.
- Deals up to 200,000 damage within its area of effect using the new explosive damage calculation. (See below.)
- Manufactured by the Nuclear Torpedo Factory, a new 4x4 ship part.
- Each missile is constructed out of 12 individual missile parts.
- Launched by the Missile Launcher, which can store exactly one Nuclear Torpedo and fire once per 10 seconds. To configure the Launcher to fire Nukes, select it and click the munition type button. The munition type can be changed at any time before or after construction, even during battle.
- Can also be stored in a Missile Storage (one per storage room). To configure the Storage to store Nukes, select it and click the munition type button. The munition type can be changed at any time before or after construction, even during battle.
- Launchers, Storages, and Nuclear Torpedo Factories that are storing Nuke parts will cause a nuclear blast when destroyed.
- New Weapon - Proximity Mine:
- A long-lived, stationary mine that explodes when in proximity to enemy ships, releasing deadly shrapnel.
- Releases 8 shrapnel pieces, each of which does 4800 damage and has 2 penetration.
- Shrapnel can hit other mines, potentially causing chain reactions.
- Will only "deploy" and become armed once it slows down to a low enough speed relative to the background grid.
- Will be magnetically repulsed away from other mines, naturally spreading out into large minefields.
- Will self-destruct (without shrapnel) after 3 minutes.
- Manufactured by the Mine Factory, a new 4x3 ship part. Mine Factories require both power and cannon ammunition to produce mines.
- Each mine is constructed out of 4 individual parts but is assembled in the factory and carried as a whole mine by an individual crew.
- Crew walk at only 75% normal speed when carrying mines.
- Launched two-at-a-time by the Missile Launcher, which can store up to six mines and fire a pair of mines every 6 seconds. To configure the Launcher to fire Proximity Mines, select it and click the munition type button. The munition type can be changed at any time before or after construction, even during battle.
- When your ship has any Launchers that are configured to fire mines, a "Launch Mines" button will be displayed that will cause every launcher to fire a pair of mines. You can also select individual launchers to fire mines from only those launchers.
- Can also be stored in a Missile Storage (six per storage room). To configure the Storage to store Proximity Mines, select it and click the munition type button. The munition type can be changed at any time before or after construction, even during battle.
- New Defense - Flak Battery:
- A large 3x6 defensive battery that can destroy or weaken enemy missiles, mines, bullets, and energy projectiles with its rapid-fire, area-of-effect flak shots.
- Has two pairs of flak-shooting barrels. Each pair shoots in alternating succession.
- Flak projectiles are "hitscan", meaning they travel infinitely fast and cannot be seen.
- Missiles, mines, and bullets will retain their full firepower until they are destroyed. Lasers and Electro-Bolts will be weakened as they take damage.
- Can also deal moderate area-of-effect damage to enemy ships.
- Will damage any friendly ships within the flak explosion's area of effect.
- Uses cannon ammunition manufactured by the Cannon Ammo Factory.
- Can be told to "Attack" (fire only at ships), "Defend" (fire only at projectiles), or both (the default).
- Operated by three crew.
- Renames:
- The old missiles are now called "High Explosive Missiles".
- The Missile Factory is now called "High Explosive Missile Factory".
- The Missile Launcher is now called "Missile & Mine Launcher".
- The Missile Storage is now called "Missile & Mine Storage".
- Balance Changes:
- Point Defenses now fire in bursts of 5 shots every 3 seconds.
- Point Defenses now deal a flat amount of damage for every hit instead of having a 50/50 chance of destroying the missile.
- Point Defenses can now fire at ships and cannon bullets, in addition to missiles and mines. (They still can't be manually targeted because they are automated and their computers were shoddily manufactured by the lowest bidder.) They can be told to "Attack" (fire only at ships), "Defend" (fire only at projectiles), or both (the default).
- Increased Point Defense power capacity from 1 batter to 2.
- Decreased Point Defense firing arc from 135 to 120 degrees.
- Most "area of effect" damage now uses a new "explosive" damage calculation that more realistically models the effects of a wave of damage spreading out from the center of the explosion.
- Armor now has 50% damage resistance to such explosive damage and will block all explosive damage from leaking past it until the armor runs out of health.
- Decreased Railgun accelerator buff from 50% to 25%, but each additional accelerator reduces the buff less than before. Also increased base damage from 5000 to 7000. This effectively buffs short railguns while keeping long railguns almost identical to before.
- Increased the Moving Walkway's speed from 1.5 to 2.0 and decreased its congestion speed from 1.3 to 0.6.
- Decreased the Moving Walkway's cost from 200 to 150.
- Crew carrying fire extinguishers are now immune to being killed by fire.
- Crew will no longer abandon parts that are on fire.
- Power storages no longer spawn with any power, even if the "Start ships with full power & ammo" option is enabled.
- Guided missiles (High Explosive and E.M.P.) can now target in a full 360 degree arc around the launcher.
- Guided missiles (High Explosive and E.M.P.) no longer have a much longer range when auto-fired.
- Missiles that hit enemy ships will now damage any friendly ships that are in the area of effect. Missiles that impact friendly ships will now do no damage at all to any ships, friendly or enemy.
- Reduced High Explosive Missile damage by approximately 25%.
- Reduced High Explosive Missile radius from 5.5 to 4.0.
- Tweaked High Explosive Missile guidance physics.
- Guided missiles (High Explosive and E.M.P.) will no longer attempt to avoid "junk" ships.
- Increased High Explosive Missile launch cooldown from 1.5 to 2.0 seconds. (For comparison, E.M.P.s and Mines are 6 seconds, and Nukes are 10 seconds.)
- Increased the production rate of High Explosive Missile parts from 2 per second to 5 per second.
- Increased High Explosive Missile Factory power usage from 40/part to 125/part and storage from 2 batteries to 4.
- Increased the cost of the Missile & Mine Launcher from 12000 to 15000.
- Increased Ammo Storage capacity from 18 to 33.
- Engine Rooms no longer buff thruster ramp-up times.
- The Boost Thruster's constant power drain while in boost mode is now increased by 75% when receiving a buff from an Engine Room.
- Boost Thrusters in boost mode no longer have any ramp-up time.
- All thrusters with ramp-up times now have a "recovery grace window" time of 2 seconds.
- Ion Beams will now be blocked by Small Laser Blaster turrets that are in the beam's path.
- Multiplayer Changes:
- In team Arena games, any players who for forfeit or leave the match will have their fleet funds redistributed to the other players on their team.
- In multiplayer games, you are no longer able to see how much money other players have remaining if you can't see their selected ships.
- Points scored in Arena games will no longer be shown when in the fog of war. (You will still receive the points, it just won't reveal the locations of anything in the fog of war.)
- Doubled the point goals in all of the official Arena mode rulesets.
- Shrinking Perimeter is now enabled by default in all official Elimination mode rulesets.
- Ships no longer start with full ammo & power in all official Elimination mode rulesets.
- Added an option to enable "Friendly Fire" in multiplayer games. This is still disabled by default in all official rulesets.
- When a player leaves a multiplayer game, the message will now say "left", "disconnected", or "kicked" depending on whether they left deliberately, lost the connection, or were kicked by the host.
- Crew A.I. Improvements:
- Crew that are currently doing a job are now less likely to switch jobs and walk a long distance to deliver power or ammo to another part.
- When crew have nothing to do, they will now return to the closest available bed instead of picking one at random.
- Halved the amount of time crew will wait at an Ammo Factory before trying a different factory.
- Crew will now generally prefer to pick up ammo and power from the cell closest to their ultimate destination and will be less likely to walk across an entire factory after picking up their ammo or missile part.
- Crew will now attempt to prioritize loading missiles that are already partially loaded.
- Doubled the priority with which crew provide power/ammo to factories.
- User Interface Improvements:
- Split the weapons into three different tabs: "Energy Weapons", "Projectile Weapons", and "Missiles & Mines". The "Munitions" tab has also been removed and the factories and storages moved into the appropriate weapons tab. Point Defenses can be found in both the Energy Weapons and Defenses tabs. Flak Batteries can be found in both the Projectile Weapons and Defenses tabs.
- The weapon and thruster auto-fire toggles have been moved to the main command buttons and separated into separate toggles for weapons and thrusters. For weapons, this is a 3rd option in addition to Hold Fire and Fire At Will.
- When a Missile & Mine Launcher or Storage is selected in the ship designer, a button will be displayed allowing you to change its munition type.
- Health bars will now be displayed for all selected parts. This can be turned off in the gameplay settings.
- Selecting or hovering the cursor over a shield will now display a blue shield strength bar underneath the health bar.
- Selecting or hovering the cursor over a weapon will now display a reload progress bar underneath the health bar.
- Selecting or hovering the cursor over an FTL Drive will now display a spin-up progress bar underneath the health bar.
- Selecting or hovering the cursor over a Boost Thruster will now display a boost remaining bar underneath the health bar.
- Selecting or hovering the cursor over a Fire Extinguisher will now display a progress bar underneath the health bar that indicates how much time is left until another extinguisher is produced.
- Added a "Clear Weapon Projectiles" command to Creative Mode. The "Clear Everything" command will now also clear weapon projectiles.
- The Ship Library will now remember its previous scroll position.
- Added two new tutorials that explain how to use the new missile & mine types. The cannon/ammo tutorial no longer talks about missiles.
- Added a setting to turn off the background grid.
- Selectable part modes can now be assigned a separate hotkey for each selectable mode. If multiple modes share the same hotkey, then pressing the hotkey will cycle between those modes. If a hotkey is assigned to only one mode and that mode is already selected, pressing the hotkey will revert to the previous mode.
- Graphics Changes:
- The Missile Launcher's visual appearance has changed so that it can store armaments of various types and sizes. Its appearance will change depending on what type is selected. The holding area (what used to be the launcher tubes) no longer has a roof so that it is possible to see what they are storing at all times.
- Updated the Cannon Ammo Factory graphics, replacing the glowing radiation symbol with a spinning fan.
- Storages and factories now have faint shadows where their ammo/missiles would be stored to indicate the kind of thing they produce.
- Factories now only animate when they are actually producing something.
- Missile trails no longer inherit missile velocity and are now a bit longer and give a better sense of the missile's path.
- The blueprints for railgun accelerators and launchers now have an arrow to make their direction clearer.
- Railguns now have red and blue highlights on their rails to better indicate when there is a direction mismatch.
- The Railgun now loads its ammo more slowly to better match its actual rate of fire.
- Built-In Ships:
- Added four player-designed ships from the Sep. 2018 design contest: 'Fracture' by Dalas120, 'Harbinger' by Equalizer, 'Icy Beetle' by UltraBlast, and 'Ketari' by Octo.
- Updated many of the built-in ships to use E.M.P. Missiles, Nukes, Mines, and Flak Batteries.
- Performance Improvements:
Significant crew performance optimizations.
- Miscellaneous Minor Changes:
- Added "Friendly Fire" options to multiplayer and Creative Mode games.
- Railguns will now take their own ship's rotational velocity into consideration when deciding when to fire.
- You will no longer be warned about having old video drivers due to the unreliability of the driver date reported by Windows.
- Bug Fixes:
- An observer leaving an Arena game would cause the remaining players to crash.
- Switching from a custom ruleset to an identical built-in ruleset wouldn't hide the "Delete Custom Ruleset" option, which would then crash if clicked.
- Rare crash when a selected ship is following another ship that is then removed from the game.
- Possible fix for crash when switching to Exclusive Full Screen.
- Multiplayer desyncs caused by targeting a part right before that part's ship splits into multiple pieces.
- Multiplayer desyncs caused by a ship's sight radius changing when it loses parts.
- Attempting to play multiplayer without any audio device enabled on your computer would give an "INCOMPATIBLE" error when trying to join other multiplayer games unless the host of the game also had no audio devices enabled.
- Damage from Ion Beams wasn't awarding any points in Arena mode.
- Arena games ending with no player/team having more than zero points would result in a tie game.
- It was possible to pause, unpause, and adjust the game speed of multiplayer games while the user interface was hidden. (This did not affect any other players in the match.)
- In team Elimination games with more than one player on a team, a health bar was being shown for each player instead of for the whole team. The names shown underneath the health bars were also incorrect.
- When multiple ammo- or power-supplying rooms were equally distant from a room that needs the ammo or power, crew would frequently change which room they would use, wasting precious travel time.
- Crew carrying ammo or power to a storage room could be interrupted to do other jobs and drop whatever they were holding, which in some circumstances could cause crew to get stuck in infinite loops.
- Loading a ship with missing/invalid door IDs would prevent the ship from being loaded. It will now load the ship but without those doors.
- Loading a saved game where the camera had been rotated would cause the camera rotation to reset.
- Mods that were automatically disabled after upgrading would actually still be active until the next time the game was launched. This could cause crashes on startup after upgrading.
- Quitting a game while the money tick or score tick sounds were playing would cause them to continue playing indefinitely until the entire application was exited.
- Extremely long Railguns would have unusually short range. (To fix this, the projectile velocity of extremely long railguns has been limited to 600 meters/sec.)
- If a projectile hit and destroyed a structure tile, it would sometimes penetrate through the next non-structure tile without doing any damage.
- Electro-Bolter drain VFX weren't playing when draining power from hit parts.
- The off-screen ship icons didn't rotate according to the camera rotation.
- When deleting parts, the floating refund text would appear in the wrong location.
- Some large particle effects could disappear when near the edge of the screen.
- Simultaneously turning off multiple parts that included control rooms would sometimes not turn off some of the parts.
- Railgun Launchers were using half as much power per shot as was intended.
- Railguns were doing too much knockback when penetrating.
- It was possible to use Ctrl+C to copy passwords out of a password box.
- Saving a ship in Creative Mode could occasionally cause the wrong cost and/or crew to be displayed for it in the Ship Library.
- Modding:
- For performance reasons, crew will no longer render multiple sprites depending on how much ammo they are carrying. To show crew carrying multiple ammo, alternative sprites are now required, similar to how parts display multiple ammo.
- Crew can now walk at different speeds when carrying different types of ammo.
- Added an 'ExplosiveDamage' hit effect that more realistically models the effects of a wave of damage spreading out from the center of the explosion. Instead of specifying a damage amount per-tile, you specify a 'TotalDamage' that the exposion can cause. That damage will then be distributed between a number of directional slices (by default twice the explosion's circumference but can by overridden by setting the 'Slices' parameter) and then applied to parts, shields, and/or bullets starting from the centermost and going out. This effect can also start fires and apply impulse per-tile based on the amount of damage done to that tile by setting an 'NDamage' parameter along with 'FireChancePerNDamage' and/or 'ImpulsePerNDamage'. Lastly, this effect supports expanding its radius over time by setting the 'ExpandDuration', 'ExpandIncrement', and 'ExpandStartRadius' parameters. This effect should generally be used for all area-of-effect damage.
- Parts, shields, and bullets now have an ExplosiveDamageAbsorption parameter which determines how much explosive damage is taken; the remaining percentage will "leak" through to farther objects.
- Parts, shields, and bullets now also have an ExplosiveDamageResistance parameter will reduces the amount of explosive damage taken.
- Parts and shields no longer have an 'AreaDamageBlock' parameter; that concept no longer exists.
- Added an 'ExplosiveAmmoDrain' hit effect that works analogously to ExplosiveDamage but drains ammo instead of doing damage/fire/impulse.
- Added an 'ExplosiveAmmoDrainSink' part component that allows the part to act as a "lightning rod" for ExplosiveAmmoDrain effects, absorbing some of the drain.
- Combined 'PartDamage', 'ShieldDamage', and 'BulletDamage' into a single effect called 'Damage'. If you want to prevent it from doing damage to a particular type of object, set the 'DamagesShips', 'DamagesShields', or 'DamagesBullets' parameters to false. If you want it to inflict damage directly to a shield's part, set 'TreatShieldAsPart' to true.
- This 'Damage' hit effect now has optional 'DamagesOperationalHealth' and 'DamagesStructuralHealth' parameters which, if set to false, will prevent parts with those health types from being damaged.
- 'PartAreaDamage' and 'BulletAreaDamage' have been combined into a single 'AreaDamage' effect. It does not damage bullets by default but can be made to do so by setting 'DamagesBullets' to true. Additionally it has single 'Damage', 'Radius', and 'DamageFalloff' parameters regardless of whether it's damaging operational or structural part health types. You can tell it to ignore parts of a certain health type by setting 'DamagesOperationalHealth' or 'DamagesStructuralHealth' to false. Area damage effects that do different amounts of damage to different health types should use multiple 'AreaDamage' effects.
- This AreaDamage effect now does approximated area damage vs shields. To disable this, set 'DamagesShields' to false.
- The Damage and AreaDamage effects now have an optional 'DamagePerTileHealth' parameter which applies damage as a fraction of the hit part's per-tile health.
- The 'PartFire' hit effect is now called 'Fire'. It will not cause fires when hitting shields unless 'TreatShieldAsPart' is set to true.
- The 'PartAmmoDrain' hit effect is now called 'AmmoDrain'. It will not drain ammo when hitting shields unless 'TreatShieldAsPart' is set to true.
- The 'PartAreaAmmoDrain' is now called 'AreaAmmoDrain'.
- Bullet Targetable components can now be given a 'TargetCategory' which can be used to control whether a weapon will target a bullet and whether damage will affect a bullet.
- The Damage and AreaDamage effects can now be given 'DamagesBulletCategories' parameters to control which categories of bullets they can damage.
- AntiBullet components now have an optional 'HitsBulletCategories' parameter which can be used to ignore collisions with other categories of bullets.
- The Impulse and AreaImpulse effects can now be used to push bullets by setting 'PushesBullets' to true. You can further restrict by categories by setting 'PushesBulletCategories'.
- The AreaImpulse effect now pushes shields by default, unless 'PushesShields' is set to false.
- The radius of area and explosive hit effects can now be altered by the effect scale by setting 'RadiusEffectScaleExponent' to something other than 0.
- The Impulse effect's 'ImpulsePerTile' and 'ImpulseRadius' parameters are now called 'Impulse' and 'Radius'.
- The AreaFires effect's 'FireRadius' parameter is now called 'Radius'.
- The Impulse and AreaImpulse effects now have a 'UseEffectDirection' parameter which, if set to true, will cause the force exerted on the hit object to be in the orientation of the effect.
- Added two additional MultiToggle modes: 'One' (requires exactly one toggle to be on), and 'None' (requires all toggles to be off).
- The toggles in a MultiToggle can now be individually inverted.
- Components inside a ToggledComponents can now share the same name as components inside a different ToggledComponents as long as they aren't active at the same time. This will no longer cause crashes when switching.
- ToggledComponents now has an IncludeInBlueprints field which, if true, will cause any relevant contained components to render their information (such as turret and shield arcs) with the ship's blueprints.
- ToggledComponents now supports a 'IncludeInBlueprintsInToggleMode' parameter block that will cause the sub-components to be included in the blueprints only if a UI toggle is set to a specific mode.
- Added a ChainableProxy part component that can be used as a ChainedTo target to emulate chaining to the component that it is proxying.
- Proxy components (AmmoStorageProxy, ToggleProxy, TriggerProxy, ModeProxy, ValueProxy, and ChainableProxy) can now be used as a proxy for components inside a ToggledComponents and will automatically update as the ToggledComponents are activated and deactivated. They can now also act as proxies for components in their own part by omitting the PartLocation and PartCriteria fields.
- Emitters can now be given a 'Burst' parameter which will cause it to emit multiple projectiles every time it is triggered. Such emitters can also be given a 'BurstDelay' which, if not zero, will put a time delay between each projectile in the burst. An optional 'UseAmmoPerShotInBurst' parameter (default false) controls whether ammo will be subtracted for every shot in the burst or one for the entire burst.
- Added an optional 'PenetratesStructure' flag to BeamEmitter that, if set to false, will prevent the beam from penetrating structure tiles.
- Added an optional 'ClipRangeToTarget' parameter to BeamEmitter that will cause the beam's range to be shortened to the distance to its target.
- Added optional 'HitNothing' effects to BeamEmitter.
- Added an optional 'RandomOffsetRadius' parameter to BeamEmitter which causes the endpoint of the beam to be offset within a circle of a random radius. By setting 'ClipRangeToTarget' to true and specifying a [min, max] range, the radius can be increased (or decreased) with the range to the target relative to the maximum range of the weapon.
- Added a new part toggle style, 'Popout', which displays all of the possible part mode options in a popout instead of cycling through them.
- Bullet DeathByLifetime and DeathByDistanceTraveled components now have optional 'HasTarget' parameters that, if set to true or false, will only enable the component if the bullet either has or does not have a target.
- Added a DeathByTargetProximity bullet component that will destroy the bullet (with optional hit/media effects) when within a certain distance to its target.
- Added a DeathByEnemyProximity bullet component that will destroy the bullet (with optional hit/media effects) when within a certain distance to an enemy ship and/or bullet.
- Added a DeathByPredictedTargetDistance bullet component which causes bullets to die once they come within range of their target's predicted location.
- Added a bullet 'DeathBySpeed' component which will destroy the bullet when it reaches a certain minimum or maximum speed.
- Bullet death components now support a 'FactorEffectsWith' parameter.
- Bullet components with an OnDeath section now also have an optional 'FrameOfReference' parameter in their OnDeath section that will define the frame of reference used by any any hit/media effects. The possible options are:
- 'Grid' (The frame of reference will be the background grid, i.e. zero velocity.)
- 'Inherit' (The frame of reference will be the frame of reference of the object that spawned the bullet. If the spawner object is a ship, the frame of reference will be the ship's velocity. This is the default.)
- 'Bullet' (The frame of reference will be the bullet's current velocity.)
- 'HitObject' (The frame of reference will be the hit object's velocity at the time of impact.)
- Bullet DeathByLifetime and DeathByDistanceTraveled components now accept random ranges.
- Using the SpawnBullets hit effect with InheritVelocity set to true will now properly inherit the velocity of the parent bullet instead of the velocity of the object that was hit.
- If a SpawnBullets hit effect's InheritVelocity parameter is false (or omitted), then the velocity that the spawned bullets inherit will be the frame of reference of the effects (by default the frame of reference of the parent bullet).
- The SpawnBullets hit effect will no longer by default scale number of bullets by the effect factor. To turn this behavior back on, set 'ScaleCount' to true.
- The SpawnBullets hit effect now support a 'ScaleHealth' parameter which, if true, will scale the spawned bullets' health with the effect factor.
- The TargetHoming bullet component can now be used to seek other bullets when fired from a weapon that targets bullets.
- The TargetHoming bullet component can now predict and lead their target's location based on its current speed and heading. To enable this feature, set 'TargetLeadPrediction' to true. (This is not used by the vanilla missiles.)
- Bullet TargetHoming components no longer have a TurnThreshold parameter. This is no longer required to prevent the bullet from over-steering.
- Bullet TargetHoming components now have a 'ModifiesLinearVelocity' parameter that, if true, will update the bullet's flight direction to match its rotation.
- Added a 'TargetSearch' bullet component that can be used to have the bullet search for new targets near it whenever it doesn't currently have a target.
- Added a 'SameShipRetarget' component as a replacement for the 'SwitchPartTargetWhenDestroyed' parameter of the TargetHoming component.
- Bullet Physics components now have an optional 'CollidesWithBullets' parameter that, if true, will cause the bullet to collide with and bounce off of other bullets that also have that parameter set to true.
- Bullet Physics components now have an optional 'FrameOfReferenceDuration' parameter that, if set, will cause the frame of reference inherited from the firing ship to transition to the background grid over the specified amount of time.
- Bullet physics components can now be given a 'RandomExtraSpeed' parameter which adds to (or subtracts from) the bullet's speed within a range of values.
- Bullet components that required a PhysicsComponent parameter no longer require that parameter.
- Bullet components that required an AccelerationComponent parameter no longer require that parameter.
- Bullet Acceleration components now have an optional 'InDirectionOfTarget' parameter that, if set to true, will cause the bullet to accelerate in the direction of its target. If the bullet does not have a target, it will not accelerate at all.
- Bullet acceleration is now expressed per-second instead of per-tick. Acceleration values should be multiplied by 30 to compensate.
- Added a bullet 'ProximityAcceleration' component that can be used to cause bullets to accelerate towards or away from other ships and bullets. (Note: This is very expensive when used to accelerate towards or away from ships.)
- Bullets can now be given a 'ForgetTarget' parameter which will cause them to forget their weapon's target when shot.
- Added a 'RandomRotation' parameter to bullets that, if true, will cause the bullet to have a random rotation after being spawned.
- ReduceScaleByPenetrationFrom has been renamed to 'ReduceScaleWith', and ReduceScaleByPenetrationExponent has been renamed to 'ReduceScaleExponent'.
- Renamed 'DamageFalloff', 'FireFalloff', and 'ImpulseFalloff' to just 'Falloff'.
- ReduceScaleWith can now be used with SimpleHit, PenetratingHit, AntiBullet, and Targetable.
- SimpleHit and PenetratingHit can now be given an optional 'HitFriendly' set of hit and media effects which will be used instead of the regular hit effect when impacting a friendly ship or shield.
- PenetratingHit now has an optional 'PenetratesFriendlies' parameter.
- Bullet HitOperational, HitStructural, HitShield, and HitFriendly sections can now be given a 'Bounce' parameter which, if true, will cause the bullet to bounce off instead of being destroyed or penetrating.
- Parts and doors can now be given a list of EditorGroups, in which case the part or door will appear in the tab for each one of those groups.
- UIToggle now has an optional 'DefaultsPerEditorGroup' parameter that can be used to set the default toggle state depending on what editor group is selected when the part is added to the ship.
- Bullet AnimatedSprite components can now have 'LerpIntervalWith' and 'IntervalLerp' parameters to control the speed of the animation using another component.
- Bullet Sprite and AnimatedSprite components now have an optional 'Spin' parameter which will cause the sprite to spin at a given speed.
- Bullet Sprite and AnimatedSprite components now have optionalal 'StartTime' and 'Endtime' parameters which allow the sprite to be displayed during only certain portions of the bullet's lifetime.
- Bullet AnimatedSprite components now have an optional 'AnimationOffset' parameter that can be used to change the starting frame of the animation.
- Bullet Sprite and AnimatedSprite components now have optional 'LerpScaleFrom' and 'LerpTime' parameters that can be used to increase (or decrease) the size of the bullet over time after it spawns.
- BlueprintSprite now supports a 'ShowOnlyInToggleMode' parameter block that will cause the blueprint sprite to be displayed only if a UI toggle is set to a specific mode.
- Added an 'AnimationToggle' parameter to PartGraphics which will turn on and off any sprite animations.
- Bullet MediaEffects components now have an optional 'Offset' parameter.
- Added an 'EstimateFirepowerToggle' to weapons that, if toggled off, will prevent the weapon from being included in ship firepower estimations, such as the algorithm that determines distance and rotation of attack.
- TurretWeapon now has a 'AllowShipWideExplicitTargetsToggle' parameter that, if its toggle is off, will prevent the weapon from receiving any ship-wide target commands.
- TurretWeapon now has an optional (default 2) 'TargetSearchesPerSecond' parameter which controls how frequently the weapon searches for targets. This is a replacement for the global 'TargetAcquisitionRate' parameter.
- TurretWeapon's 'TargetSearchTriesPerFrame' parameter has been renamed to 'TargetChecksPerSearch' and is now optional (defaults to 1).
- Added a 'HoldTargetAfterDeath' paramater to TurretWeapon that will prevent the weapon from retargeting or rotating back to center after its target is destroyed for the specified amount of time.
- Added an optional 'TargetPathThickness' parameter to TurretWeapon which controls the thickness of the line used for line-of-sight checking during weapon targeting. This can be useful for preventing weapons from trying to shoot through other parts.
- A TurretWeapon's FireThresholdAngle will no longer extend the arc in which it will attack targets. Use 'ValidArc' and 'ValidRange' to extend the area in which a weapon will target. ('TargetingArc' and 'TargetingRange' are the search area before the target's predicted location is computed. 'ValidArc' and 'ValidRange' are where the predicted location needs to be.)
- The weapon 'IntervalResetTrigger' parameter is no longer supported.
- Weapons can now be given a 'FirePermissionToggle' which, if off, will prevent the weapon from firing even if it is otherwise able to do so.
- Replaced TurretWeapon's 'TargetTypesByPriority' with a required 'AutoTargets' list which allows more customization of auto-targeting. For each auto-target type, you can specify ships or bullets, which bullet categories, a toggle component that can be used to prevent such auto-targeting, and whether that auto-target type can be overridden by a higher-priority type.
- FixedWeapon now has a single 'AutoTarget' block which works the same way as each 'AutoTargets' block.
- FixedWeapon now has a 'TargetingRange' parameter just like TurretWeapon.
- Removed weapon 'FireModeToggle' in favor of using the Toggle in the individual AutoTarget(s) blocks.
- Removed the RepeatingTrigger and replaced it with a new, more flexible 'Timer' component which can be started, stopped, and reset using triggers, can be set to not repeat, and can be used as both a toggle component (on when the countdown is at 0) and a value (goes from 1 to 0 as it counts down).
- The zoom level can now be set in the particle editor.
- The background and planet can now be customized in the particle editor.
- The game speed can now be adjusted in the particle editor.
- The particle editor now respects the bucket settings and renders the particle layers in the correct order.
- Added particle support to base.shader so that custom particle shaders can be more easily authored.
- Particles now have access to the back buffer as a texture, allowing for fancy shader distortion effects.
- Added a "Lightning" particle renderer that can be used to create electrical bolts inside the particle system.
- Added a 'ParticleLocationFromSource' particle updater which can set a location to the source of a particle effect, such as the center of an explosion.
- Particle 'InheritVelocity' components can now only inherit from the bullet's velocity. Most particle effects should now use 'AddFrameOfReference' instead to add the bullet or ship's frame of reference to the particle velocity.
- Particle effects can now be set to run in real-time instead of game time.
- Added an Upper4 effect bucket.
- WAV audio files encoded as 32-bit PCM are now supported.
- Added a 'ProgressBar' part component that causes a progress bar to be displayed below the part's health bar when the part is selected. It has optional 'LowColor', 'HighColor', 'FullColor', and 'Height' parameters to customize the appearance of the bar.
- When running in Developer Mode, modifying a strings file will now automatically refresh the text displayed in-game.
- Many part folders, files, and IDs have been renamed. Some other files have also been renamed.
- Bugfix: Crash if a bullet has OnDeath effects and dies both by collision and by a death component on the same frame.
- Bugfix: Crash when displaying the "bill of sale" tooltip for the construct/repair buttons when a part's name contains certain characters such as '&'.
- Bugfix: DeathEffects wasn't working when inside a ToggledComponents that was turned on after the part was created.
Cosmoteer 0.14.4 (Sep. 3, 2018)
- New Multiplayer Mode: Arena
- Added a new multiplayer game mode called "Arena".
- Players earn points by damaging and destroying enemy ships.
- You will lose points if you damage yourself or teammates.
- After being destroyed, your fleet will respawn.
- While waiting to respawn, you can optionally to change ships.
- You can choose to respawn before your ships are destroyed, but doing so will incur a point penalty.
- If you wait too long to respawn, you will start losing points.
- The existing Team vs Team and Last Player Standing multiplayer modes have been combined into a single mode called "Elimination".
- Both Elimination and Arena modes now have options for 2 teams, 3 teams, 4 teams, and free-for-all.
- Both multiplayer game modes come with a handful of built-in "rulesets" which are pre-defined configurations of game options. (Elimination mode has built-in rulesets that recreate the old Team vs Team and Last Player Standing modes.) Players can also save their own rulesets. When using a standard built-in ruleset, the ruleset will be displayed next to the mode icon in the multiplayer lobby.
- All multiplayer game options besides game mode, ruleset, and number of players are now hidden under an "Advanced Game Rules" foldout.
- Added a scoreboard to multiplayer battles. It is shown while waiting to respawn and after the battle ends. It can also be seen at any time during a battle by holding the spacebar. The scoreboard for the previous battle can be seen by clicking the "Match Results" button in the top-right of the pre-game setup screen.
- Ships in multiplayer now "FTL jump" in when spawned. (No FTL Drive is required.)
- If a player disconnects from a multiplayer game, this will now be treated as a forfeit.
- Thrusters can now be told to auto-fire. Turning on auto-fire will cancel any move/follow/attack commands, and issuing a move/follow/attack command will cancel the auto-fire.
- Penetrating weapons now apply their impact force as they penetrate instead of applying their full force upon initial impact.
- Canceling a formation that is attacking an enemy will now cause all ships in the formation to attack that enemy, not just the lead ship.
- When playing Bounty Hunter, the game will now attempt to not spawn multiple of the same type of enemy in the same sector.
- Improved physics performance in some situations when ships are in close contact with each other.
- Enemy ships that appear within sight range of your own ships but aren't directly visible on the screen are now alerted to with a visual and audio "ping". This feature can be turned off in the gameplay settings.
- The Ship Library will now display ships with names and cost/crew amounts before the preview thumbnail is loaded. This greatly reduces the wait time for selecting a ship in a folder with many ships if you know the name of the ship you want to select.
- The Color-Blind settings now have pre-defined presets for different types of color blindness. (You can still freely change the colors to anything you want.)
- A.I. players in multiplayer games are now given numbered names.
- Friendly ships on the minimap now have an arrow to indicate what direction they are facing.
- Hiding the user interface with Ctrl+Shift+U now also hides all ship status icons.
- The FTL jump effect is now angled according to the ship's flight direction.
- When you are unable to join a multiplayer game because your game versions are incompatible, the error message will now include your game version and the host's game version.
- In Creative Mode, ships can now be self-destructed even if they don't have an operational control room.
- Fixed an extraordinarily minor paint issue on the Cosmoteer logo ship.
- Bugfix: "Crew had unexpectedly low NextUpdateTime" crash after a multiplayer game desyncs.
- Bugfix: Crash when hovering over the ship icon displayed next to a player's name in the multiplayer lobby if the name of the game they were in contains certain characters such as '&'.
- Bugfix: Crash when clicking on a multiplayer game with an unrecognized game mode.
- Bugfix: Crash when clicking the FTL jump "ENGAGE" button on the same frame that auto-jump is engaged.
- Bugfix: Errors & crashes when loading some older ship files.
- Bugfix: Some ships would fail to compute optimal thruster activations and would get "stuck".
- Bugfix: Railguns wouldn't damage friendly ships even when the friendly ship was being force-targeted and friendly-fire thus should have been disabled.
- Bugfix: Point Defenses were able to shoot through very close objects when set to auto-fire.
- Bugfix: In some cases penetration was being double-subtracted or not subtracted at all when shots hit large weapon turrets.
- Bugfix: Penetrating shots were doing one more tile of penetration damage to the first hit part and penetrating one tile fewer than was intended.
- Bugfix: Penetrating shots weren't losing enough penetration when hitting internal parts.
- Bugfix: The Battle Helper would not put enough space between very large ships which could sometimes cause them to overlap.
- Bugfix: Fast-traveling bullets would appear to travel farther than they actually did according to the game simulation after colliding with something.
- Bugfix: The player menu in the multiplayer game setup screen would still say "Team 1" even for free-for-all games.
- Bugfix: The "Total Ship Value" displayed in blueprint mode could be inaccurate by up to 25%.
- Bugfix: When creating a new ship from scratch, the first part added wouldn't update the crew/power stat bars.
- Bugfix: The Ammo Factory power usage was being incorrectly reported to the player on the minimum/ideal power bar.
- Bugfix: Graphical glitch when dragging a selection box with near-zero width and a rotated view.
- Modding: A PenetratingHit bullet component can now be given 'OperationalPenetrationFactor', 'StructuralPenetrationFactor', and 'ShieldPenetrationFactor' values to scale how much the bullet's penetration will be reduced when hitting a part or shield.
- Modding: Added an "OnFireToggle" part component that will be toggled on if any of the part's tiles are on fire. It has optional 'MinFires' and 'MaxFires' values that can be used if you want it to toggle on only if a specific number of tiles are on fire.
- Modding Bugfix: Crash/hang when a loop of AmmoStorageProxies is created.
- Modding Bugfix: Crash when spawning a ship with full ammo/power if the act of giving an ammo storage component its ammo causes other components to be added/removed.
Cosmoteer 0.14.3 (Jul. 31, 2018)
- Significantly reduced the distance at which collision avoidance kicks in.
- Collision avoidance will no longer override the rotation of an attack command.
- When in debt, it is now possible to apply blueprint changes if the total cost is exactly 0.
- Bugfix: Rare crash during combat.
- Bugfix: Very rare crash when making an FTL jump and auto-saving is enabled.
- Bugfix: Crash when attacking an enemy ship with the attack advanced command selected as the enemy ship is destroyed or removed from the game.
- Bugfix: Possible crash when a Last Player Standing game desyncs.
- Bugfix: Crash if for some reason there is a problem deleting old "Lost Ships" files.
- Bugfix: The game would crash on startup with some old settings.txt files.
- Bugfix: Saving a game while a bullet is in flight that was targeting a part that no longer exists would cause the game to hang when attempting to load that saved game.
- Bugfix: Fixed 'Unable to find source for non-optional property "Target"' error when trying to load a saved game from before 0.14.2 that has bullets in-flight.
- Bugfix: Large memory leak after playing every multiplayer battle.
- Bugfix: Multiplayer desyncs caused by the game ending.
- Bugfix: Desyncs caused by targeting enemy ships or specific enemy parts just before they are destroyed.
- Bugfix: Some ships with diagonal flight directions wouldn't fire their thrusters at maximum force.
- Bugfix: Ships would sometimes not start turning to face the specified rotation until much later than intended.
- Bugfix: In some cases, parts that continuously drain power (such as shields and factories) would almost run out of power and then stop draining without shutting down.
- Bugfix: Pressing a hotkey to select a part wouldn't work if that part's category tab was selected. It now works if any tab is selected.
- Modding: AmmoConverter can now be given a MinFromQuantityForConversion which can be used to make it convert even if there is less than FromQuantity ammo.
- Modding: AmmoConverter can now be given a MinToQuantityForConversion which can be used to prevent it from converting even if there is some amount of capacity remaining in the destination storage.
- Modding Bugfix: Crash when opening the settings dialog if a strings folder contains a .txt file with fewer than 2 lines of text.
Cosmoteer 0.14.2 (Jul. 19, 2018)
- New Weapon: Heavy Laser Blaster
- The Heavy Laser Blaster is a larger, double-barreled version of the Laser Blaster.
- The Heavy Laser Blaster does 3 times the damage-per-second of the Laser Blaster.
- The Heavy Laser Blaster has two modes of fire, the default where each barrel fires simultaneously, and an alternate mode where the barrels fire in alternating sequence. (This is mostly an aesthetic choice, since the overall damage-per-second is the same.)
- New Thruster: Boost Thruster
- The Boost Thruster is similar to the Large Thruster but has an optional "boost mode".
- While the boost mode is active, the thruster's force output is tripled.
- While active, the Boost Thruster's power is constantly drained, even when the thruster isn't firing. (But is drained more when firing.)
- The Boost Thruster stores 8 batteries, which is enough to power the boost mode for about 5 seconds when firing.
- When power runs out, the boost mode will be automatically turned off.
- If the boost mode is turned off manually, all of the remaining power will be immediately lost.
- Balance changes:
- Increased Railgun base impact and shield damage from 3600 to 5000.
- Increased Railgun base impact force from 160 to 500.
- Increased Railgun base penetration strength from 7 to 10.
- Railgun shots that penetrate shields will now have their penetration strength significantly lowered depending on how much health the shield had when hit. A shield at full health will reduce penetration strength by 25, which is lower proportionally as the shield takes damage.
- Increased the base railgun penetration damage from 300 to 600.
- Railgun penetration damage is now reduced as its penetration strength is reduced from penetrating shields or parts.
- Cannon shots can now also penetrate shields that are sufficiently weak.
- Increased Standard Cannon penetration damage from 185 to 750 and Large Cannon penetration damage from 600 to 2400 (same as their impact damage), but this penetration damage is now reduced as the projectile loses penetration strength.
- Increased the per-tile chance that a penetrating cannon projectile will start a fire from 20% to 40%, but this chance is now reduced as the projectile loses penetration strength.
- Increased Standard Cannon range from 175 to 200. (Same as Large Cannon.)
- Increased Standard Cannon projectile speed from 40 to 50 and Large Cannon projectile speed from 30 to 35.
- Increased Standard Cannon health from 6000 to 9000 and Large Cannon health from 12000 to 18000.
- Increased Standard and Large Cannon penetration resistance from 3 to 5.
- Decreased the Electro-Bolter's health from 6000 to 5000.
- An Electro-Bolter that goes through one shield will now be stopped if it hits a 2nd shield.
- Increased Ion Beam range from 180 to 200.
- Penetrating shots that pass through rooms will now lose 0.5 penetration strength for every additional tile they pass through in addition to the regular penetration strength lost from hitting the first tile.
- New Ship Controls:
- When the "Show Advanced Ship Controls" setting is enabled, 6 new command buttons will be displayed to the left of the ship icon(s):
- Move/Follow - Click this button and then click in empty space to move to that location (with collision avoidance enabled) or click on another ship to follow it. (Hotkey: M)
- Force-Mode - Click this button and then click to issue a move command with collision avoidance disabled. (Hotkey: X)
- Attack - Click this button and then click on a ship to attack it. You can use this command to attack your own or other friendly ships if you really want to, which will turn on friendly-fire damage for the specific ship you are attacking. (In multiplayer games, you can attack your own ships but not those of your teammates.) If your ship is already attacking another ship, then you can also use this command to quickly change the distance and angle of attack by clicking in empty space. (Hotkey: T)
- Rotate - Click this button and then click in the direction that your ship should face. This will cause your ship to rotate without changing its movement destination. (Hotkey: R)
- Strafe - Click this button and then click to move your ship to a location while keeping its current rotation. (Hotkey: Z)
- Halt - Click this button to cancel all current orders and weapon targets. (Hotkey: H)
- These commands can still be used via their hotkeys even if the "Show Advanced Ship Controls" setting is disabled.
- There is now a tutorial that explains these new controls. The "Show Advanced Ship Controls" will be automatically enabled when this tutorial is viewed for the first time.
- When one more more weapons are selected, there is now a Target command (Hotkey: T) that, when clicked, will allow you to target other parts on the same ship or other friendly ships, which will turn on friendly-fire damage for that weapon. (In multiplayer games, you can target your own ships but not those of your teammates.)
- Updated many of the Built-In ships to use Heavy Laser Blasters and Boost Thrusters.
- Firing projectile weapons (Cannons, Railguns, and Missiles) now exert a small recoil force on their own ship.
- Railguns will now take their own ship's linear and rotational velocity into considering when firing.
- Crew will no longer leave a weapon or other part that runs out of power/ammo if there is already someone coming to deliver power/ammo to it.
- Crew carrying bullets, missiles, or batteries to storage rooms can now be interrupted to do other, more urgent tasks.
- Significantly increased the distance at which a ship in a formation can be out of position without slowing down the whole formation.
- A ship that's far from its formation position will no longer prevent the lead ship from decelerating.
- Improved ship flight A.I. so that it is much better at not unintentionally "orbiting" its destination. It will now try to reduce its lateral velocity before flying towards its destination.
- An attacking ship will now try to avoid colliding with its target unless it has been given an order to get extremely close to the target.
- Increased distance at which an attack or follow command will start rotating to the desired rotation.
- A.I. ships in multiplayer games are now better at not going outside the Ring of Death.
- Added an "All My Ships" display option to the ship menu that will cause icons for all of the player's ships to be displayed in the lower-left instead of just the selected ships. Ships that are not selected will be dimmed and can be clicked to select them.
- Added a setting to turn off collision avoidance when right-clicking to move a ship. You can still use the "Move" and "Force-Move" commands to explicitly use or not use collision avoidance.
- The formation button that appears when multiple ships are selected now appears to the left of the ship icons instead of above them.
- The command buttons displayed when parts are selected are now displayed to the left of the part icons instead of above them.
- The command "handles" used to move and rotate existing ship commands will now be larger and easier to click when zoomed out.
- A red "targeting" cursor is now displayed when using the Ctrl key to target enemy parts.
- Added options to turn off the off-screen and zoomed-out ship blips.
- Added a hotkey (default Ctrl+Shift+F) to focus on the midpoint between the selected ship and its target.
- Added a hotkey (default Alt+A) to toggle Auto-Fire of the selected parts.
- Added a setting to turn off the midpoint focus "eye" icon.
- The midpoint focus "eye" icon will no longer block right-clicks.
- The command rotation widgets are now offset 45 degrees for ships with diagonal flight directions.
- The part command buttons and auto-fire toggle are now disabled when it is not possible to issue commands to any of the selected ships.
- In build or paint modes, clicking without dragging on a group of selected parts or decals will now instantly "cut" all of them and switch to paste mode.
- Changed the default hotkey for the "Line" brush from Ctrl+L to Ctrl+I so as not to conflict with the hotkey for quick-load.
- The search box in the ship library now has a red X that will clear the text when clicked.
- The "Require Ctrl To Select Parts" setting no longer requires the part micromanagement tutorial to be seen or tutorials to be disabled in order to be turned off. It will be automatically turned off when the part micromanagement tutorial is seen for the first time.
- Reduced the minimum resolution from 1024x768 to 1024x720.
- If a ship with unsaved design changes is destroyed or removed, or the game exits or crashes, then an attempt will be made to automatically save it in a new "Lost Ships" folder in the Ship Library. This feature can be turned off in the settings. By default, the 10 most recent lost ships will be kept, and this number can also be changed in the settings.
- The "Clear Everything" feature in Creative Mode will now also remove any ship that is being edited or repaired. (The ship will still be saved into Lost Ships if it has any unsaved design changes.)
- Deleting a saved game or ship from within Cosmoteer will now put the file in your computer's trash / recycle bin instead of deleting it permanently.
- Bugfix: Rare crash when an Ion Beam hits a part that has just been destroyed.
- Bugfix: Crash if for some reason a texture cache file can't be deleted.
- Bugfix: Using blueprint mode and clicking "MAKE IT SO" while the ship has destroyed parts could cause a crash later while undoing.
- Bugfix: Crash if there is an error deleting or renaming a ship file and the error message contains certain characters such as '&'.
- Bugfix: Rare crash when right-clicking to attack or follow a ship at the exact moment it is destroyed or removed from the game.
- Bugfix: Using the "Remove Invalid Parts" feature would leave any doors connected to invalid parts floating in space.
- Bugfix: Ships could sometimes get stuck together when colliding.
- Bugfix: Collision avoidance was causing strange behavior in some circumstances when a specific rotation had been set.
- Bugfix: Railgun shots were despawning prematurely when fired from moving ships.
- Bugfix: Certain gameplay events (such as cannon ammo being loaded into the barrel, plus other more common events caused by mods) that happened right as a ship is making an FTL jump could prevent the game from being saved or any more FTL jumps from being made.
- Bugfix: It was possible to click "View Sector" in creative mode while the game was in a non-saveable state, which would cause it to hang while transitioning sectors.
- Bugfix: Two shots that destroy parts on the same frame could cause each other to penetrate unintentionally far into the hit ship without doing any damage.
- Bugfix: Glitchiness when trying to click on fast-moving ships.
- Bugfix: Multiplayer desync caused by targeted parts going out-of-sight into the fog of war.
- Bugfix: The combat and movement tutorials weren't being displayed when intended.
- Bugfix: Sometimes opening the ship menu in the lower-left would cause the menu options to overlap.
- Bugfix: A powered-off Control Room wasn't displaying the powered-off icon.
- Bugfix: Dragging a selection box around multiple ships, one of which was already selected, would display selection boxes around that one ship's parts.
- Bugfix: After a multiplayer game ended, players could select and issue orders to enemy ships.
- Bugfix: The BattleHelper could potentially spawn ships on top of other ships, which could result in physics issues and possibly hang the game. It will now detect if there are any ships blocking the spawn location and offer to automatically remove them.
- Bugfix: It was not possible to hold Ctrl while issuing an attack or follow command to toggle to ship-relative coordinates.
- Modding: Bullet IDs are now required to be in 'author_name.bullet_name' format.
- Modding: Weapon emitters are now their own components. Each weapon must be hooked to one emitter for targeting purposes, but multiple emitters can be hooked to the same weapon, each with its own spawn location, delay, and ammo usage. In this way, a single weapon can fire multiple shots simultaneously or (with an emitter delay) in sequence.
- Modding: Added a 'ModeCycle' part component that cycles through a range of modes when triggered.
- Modding: Added a 'ModeTrigger' part component that triggers when a mode changes.
- Modding: MultiTrigger, ModeTrigger, DelayTrigger, DamageTrigger, and ToggleTrigger can now be given an OperationalToggle which, if off, will prevent the trigger from firing.
- Modding: Part penetration resistance has been split into two separate values: InitialPenetrationResistance, which is the value used when a bullet first enters a part; and ContinuingPenetrationResistance, which is the value used for each additional tile the bullet penetrates. Each of these values can also be specified in [FullHealth, ZeroHealth] format to cause the penetration resistance to decrease (or increase) as the part loses health.
- Modding: Added a 'GenerateRectCollider' flag to parts that can be set to false to prevent the default rectangle collider from being created, or set to true to force it to be created even if it already has a CustomCollider.
- Modding: Part 'Sprite' components can now be given an OperationalToggle which will cause the sprite to be hidden whenever the toggle is off.
- Modding: Part 'Graphics' components can now be given a 'ResetAnimationTrigger' which will cause the animation of every contained sprite to be reset when triggered.
- Modding: The AmmoChange component's Amount can now be buffed.
- Modding: Part toggle and trigger buttons can now be given 'ShowWithShipCommands = true' which will cause the button to be shown whenever a ship is selected that has at least one part with that toggle or trigger.
- Modding: Ship AIs can be given logic for when to use UITriggers and UIToggles.
- Modding: Added a 'ReduceEffectsByPenetration' flag to bullet hits, which will cause the strength of the hit and media effects to be reduced as the bullet loses its penetration strength.
- Modding: Removed the effect scale on hit from bullets. Use 'ReduceEffectsByPenetration = true' instead.
- Modding: Creating "feedback loops" with buffs will no longer crash the game. (They however will usually produce unintended buff values.)
- Modding: Using a DelayTrigger will no longer prevent the game from being saved while the trigger is being delayed.
- Modding: Using TriggeredSwap will now select the new part if the old part was selected.
- Modding: Using RotSpeed in ship sprites now respects the AnimationStartTime.
- Modding: Improved error messages for CreatePartWhenDestroyed, CreatePartPerTileWhenDestroyed, and CreatePartPerTileWhenGrabbed.
- Modding: Improved error message for TriggeredPartSwap.
- Modding: The mod 'Add' action now has a OnlyIfNotExisting flag which if set to true will prevent a crash if there is already data with the specified name in the specified location.
- Modding: Added an "AddBase" mod action that can be used to make a {} group or [] list inherit from a file, {} group, or [] list. The Example Mod has an example of how to use this.
- Modding: Added new type categories for the vanilla parts: 'provides_power', 'provides_ammo', 'provides_missiles', 'provides_crew', 'uses_power', 'uses_ammo', 'uses_missiles', 'is_crewed', 'storage', 'armor', and 'structure'.
- Modding: All of the vanilla parts now inherit from base_part.txt's Components group, meaning mods can add components to that which will be inherited by all vanilla parts.
- Modding Bugfix: Placing a sensor that received a buff would crash.
- Modding Bugfix: Crash when displaying the tooltip for a decal if the decal's filename contains certain characters such as '&'.
- Modding Bugfix: Using TriggeredSwap would place the new part at the incorrect rotation if the part being swapped was at a non-zero rotation.
- Modding Bugfix: Crash if an AmmoConverter tries to convert on the same frame as a TriggeredPartSwap occurs.
- Modding Bugfix: In some cases, having a component inside a ToggledComponents could cause a crash if the component is listening to a toggle or trigger that causes the ToggledComponents itself to be disabled.
- Modding Bugfix: Possible crash when loading a ship if a ToggledComponents is hooked directly or indirectly to a UIToggle.
- Modding Bugfix: Using sprites that are not a multiple of 64x64 in animations would cause the animation to "slide".
- Whatever you do, DO NOT PRESS SHIFT+TILDE+8.
Cosmoteer 0.14.1 (Jun. 8, 2018)
- New Weapon: Railgun
- The Railgun is a long-range, fixed-direction weapon that fires magnetically-accelerated projectiles that can penetrate deep in to enemy ships and cause massive damage.
- The Railgun uses both bullets and power to shoot.
- The Railgun is comprised of three separate parts: The Loader, the Launcher, and zero or more Accelerators. As more accelerators are added, the railgun itself becomes longer (and more expensive) and the projectiles it fires get higher damage, higher velocity, and greater penetration depth.
- Sufficiently powerful Railguns can pierce through enemy shields.
- If a Railgun's initial impact destroys the part it hits, any remaining damage will "bleed" through to the next part it hits.
- Updated some of the built-in ships with Railguns.
- Significantly improved physics simulation performance when playing with very large ships.
- The A.I. is now much less aggressive at trying to flank its target.
- Ion Beams (and and new Railguns) can now be given specific targets. Since they cannot aim, this only affects whether they will shoot when they are in Hold Fire mode.
- Power, ammo, and missile storages can now be turned off which will prevent them from supplying ammo to other parts and will de-prioritize their own restocking.
- Penetration damage is now applied per-tile instead of per-room. Penetration damage on all weapons has been halved to keep this balanced. (Penetration resistance is still applied per-room.)
- Damage received from the Ring of Death has been decreased by 75% but now gradually increases as the distance from the Ring of Death increases.
- Reduced the cost of the Moving Walkway from 300 to 200.
- Decreased the power of the Electro Bolt after passing through a shield from 66% of its original power to 50%.
- Penetrating bullets will no longer hit the non-physical portions of parts, such as thruster nozzles.
- Increased armor penetration resistance from 5 to 7.
- 2x1 armor now applies penetration resistance per tile instead of only for the first tile hit.
- The weapon reload timer is no longer reset when the weapon goes offline. (Although it still does not count down while offline.)
- You can now hold to Ctrl key to target specific parts on enemy ships without having to target the whole ship first.
- When attacking a ship that splits into two operational pieces, another attack command will no longer be queued to attack the new piece.
- If the camera is focused on the location between two ships and one of them is destroyed, it will no longer snap back to the remaining ship and will instead remain focused on the position between the living ship and the final location of the destroyed ship.
- Added a setting to increase the number of rows of parts displayed in the list of parts.
- The crew hire toggle and slider shown in blueprint mode are now displayed above the crew and power bars to save room for the list of parts.
- In build mode, dragging a selection box will now show the total value of the parts within the selection box.
- In build mode, the value of any selected parts will now be displayed above the crew/power bars.
- Pressing Enter in Creative Mode to teleport a ship will no longer work if there is another ship already at its destination.
- Increased the "Distance Between Teams" choices to 500 meters (Short), 1000 meters (Normal), and 1500 meters (Long).
- In multiplayer games, pressing Esc with the chat panel open will now close the chat panel.
- Chat messages sent during a multiplayer battle will now stay on the screen for 30 seconds, up from 10 seconds.
- The latency displayed for the currently-selected server in the drop-down list of servers is now updated to match the latency displayed to the right of the drop-down.
- Ships will now hit an invisible wall when they reach 100 km from the center of the playing area. (This is to prevent errors arising from floating-point precision issues.)
- Bugfix: Crash in some circumstances after loading a saved game and targeting an enemy part.
- Bugfix: Creating a sub-folder in the Ship Library could cause multiple entries for that sub-folder to appear, potentially causing crashes later.
- Bugfix: Crash if for some reason a file in the texture cache can't be deleted.
- Bugfix: Crash when copy/pasting an emoji or certain other special characters into the player name box and then pressing backspace.
- Bugfix: The memory for any projectiles that had hit ships was being leaked until the ship they had hit was removed from the game.
- Bugfix: Rare desyncs caused by attacking a ship that splits into multiple operational pieces.
- Bugfix: Fast-moving projectiles would skip penetration damage if there was a shield close to the bullet in its path.
- Bugfix: "Nullable object must have a value" error message (not crash) when saving a screenshot of a ship with no parts.
- Bugfix: The warning that was supposed to be shown when closing the build interface when the ship has only blueprints wasn't being displayed.
- Bugfix: Crew would leave a cannon if there was no ammo on the floor even if there was ammo in the barrel.
- Bugfix: Area effects weren't being properly calculated in some circumstances.
- Bugfix: Cannons with ammo loaded into their barrels but no additional ammo wouldn't cause any collateral damage when destroyed.
- Bugfix: When a crew walked to a location to operate a part, sometimes they would would go to a location where another crew was already operating the part.
- Bugfix: Bullets graphics were disappearing slightly before they were supposed to.
- Bugfix: Fast-moving projectiles could appear to overshoot objects that they hit.
- Modding: Added an AreaBuffProvider that allows parts in a specific rectangle to be buffed.
- Modding: Added a SelfBuffProvider that allows parts to buff themselves.
- Modding: Buff providers can now be given a 'Criteria' which can be used to make the buff only apply to specific parts or parts in specific locations.
- Modding: Added TriggerProxy, ToggleProxy, ValueProxy, ModeProxy, and AmmoProxy components. These components act as "proxies" to other components in other parts, thus allowing parts to interact with each other.
- Modding: Weapons can now use ammunition from multiple different sources.
- Modding: AmmoConverters can now input and output ammo from/to multiple different sources.
- Modding: Parts can now have custom path blocking between individual cells.
- Modding: Buff providers' buff amounts can now themselves be buffed.
- Modding: Bullet hit and media effects can now be scaled with buffs.
- Modding: Buff types can now have a "multiplier" that is applied after the exponent but before the base value.
- Modding: Added a RailgunProjectile part component that rapidly moves down a path when triggered.
- Modding: Added a PartTriggeredToggle part component which is a toggle component whose on/off state can be changed with triggers.
- Modding: Added an AmmoChange component which can be used to add/subtract ammo from an ammo storage. This is more efficient and more flexible than using hit effects.
- Modding: Added an AmmoSum component which is on/off depending on the sum total of ammo in multiple ammo storages. It also provided a "value" between 0.0 and 1.0 depending on the ratio of current/maximum ammo in all of the combined storages.
- Modding: Added a 'CommandToggle' part component that is "on" when the ship has an operational control room.
- Modding: Added a TriggeredPartSwap component that when triggered will replace the current part with a different part.
- Modding: AmmoStorage can now be given a SuppliesAmmoToggle which will determine whether the storage will supply ammo to other parts.
- Modding: A weapon can now have a "FireTrigger" which causes it to immediately shoot.
- Modding: Weapons now have an AllowFireInFogOfWar field (default true) that, when set to false, will prevent the weapon from firing at targets in the fog of war.
- Modding: AIFirepowerRating can now be buffed.
- Modding: ParticleScaleFromIntensity now supports an IntensityExponent field.
- Modding: TargetingRange now works when longer than the actual weapon range.
- Modding: Added a CanSurviveShields flag to PenetratingHit which will prevent the bullet from dieing if it does enough damage to bring down the shield.
- Modding: Added "damage pool" support for bullets that allows multiple hit effects to use damage from the same finite pool.
- Modding: (Breaking Change) EffectScalePerHit is now defined for each individual hit class (shield, operational, penetrating, etc...) and can be different for each one.
- Modding: Added OverrideBulletLifetime and OverrideBulletDistance hit effects that can be used to change the amount of time or distance a bullet has remaining before it is removed.
- Modding: Some common modding errors will now give the path to the .txt location where the error occured.
- Modding Bugfix: Crash when using a delay on a hit effect that doesn't hit a ship (such as an AntiBullet hit effect).
- Modding Bugfix: Crash if a TriggeredEffects is inside a ToggledComponents and the TriggeredEffects causes the ToggledComponents to become disabled.
- Modding Bugfix: Crash if a shield becomes operational due to its ship being removed from the game.
- Modding Bugfix: DeathByDistanceTraveled was causing bullets to despawn at the incorrect time.
- Modding Bugfix: Using 'BuffMode = Divide' now properly divides instead of multiplies.
- Modding Bugfix: Some modded shields that aren't disabled when making FTL jumps wouldn't function after arriving in the new sector until they were turned off and back on.
- Modding Bugfix: The Invert flag on ToggledComponents wasn't working.
Cosmoteer 0.14.0 (May. 4, 2018)
- New Flight-Related Parts:
- 2-Way Small Thruster, which is like two Small Thrusters in a single unit.
- 3-Way Small Thruster, which is like three Small Thrusters in a single unit.
- Huge Thruster, which is an even more powerful 3x3 thruster.
- Engine Room, which increases the thrust and power consumption of adjacent thrusters by 75%.
- Updated most of the built-in ships to use these new parts.
- The Standard, Large, and (newly-added) Huge Thrusters now require some amount of time to achieve full thrust. The Standard Thruster takes 1 second to achieve full thrust, the Large Thruster takes 3 seconds, and the Huge Thruster takes 6 seconds.
- Thrusters no longer exert any lateral (sideways) thrust.
- Increased Standard Thruster force from 200 to 300.
- Increased Large Thruster force from 500 to 800.
- Decreased Small Thruster power consumption from 50 to 30. (Note: Due to bugfix below, the effective power consumption of the Small Thruster has not actually changed.)
- Decreased Large Thruster power consumption from 250 to 200.
- Improved sprites for thruster nozzles.
- The Ammo Factory now produces two bullets every second instead of one bullet every half a second. This is to prevent crew from picking up only one bullet when only one is available.
- Crew are now less likely to leave their posts to go get ammo or power for another system.
- When a ship is spawned and crew are teleported from their beds to their various stations, the crew will no longer be teleported to completely separate sections of the ship to which they could not have ordinarily walked.
- Ships outside the Ring of Death now take damage much more evenly and with less randomness.
- Improved collision avoidance so that ships no longer get stuck in a state where all their thrusters are firing against each other.
- Ship collision avoidance will no longer cause ships to go outside the Ring of Death.
- Reduced the amount of time crew will wait at an empty reactor or factory before finding another power or ammo source.
- The Control Room can now be turned off by the player, and it can be turned back on even if the ship has no other operational control rooms.
- The Sensor Array no longer loses its power after an FTL jump.
- The Sensor Array is now back in the Miscellaneous category.
- Brushes now have hotkeys: 1 through 0 for the 1x1 through 10x10 brushes. Ctrl+L for the Line brush. Ctrl+B for the Box brush. Ctrl+O for the Oval brush. Ctrl+T for the Triangle brush. And Ctrl+F for the Fill brush. These can all be changed in the settings.
- Pressing Alt+F to focus and match rotation will now keep the ship's "Flight Direction" pointing up.
- Firing arcs are now shown for point defenses in the Ship Designer.
- Added a "Break Formation To Attack" setting that, when turned off, will prevent formations from breaking apart upon reaching attack distance.
- Added a settings option to turn off the pulsing-red for illegal blueprints.
- When hovering the mouse cursor over a U.I. element that can be right-clicked to open a menu, a special "right-click" icon will be displayed next to the cursor.
- Added information about ship and part control groups to the tutorials.
- When hosting a game with mods enabled, a message will now be displayed in the chat box informing the host that other players won't be able to join unless they have the same mods enabled.
- Right-clicking on a procedural ship no longer opens the procedural ship editor unless the game is running in Developer Mode (as was originally intended).
- Bugfix: Crash on the host if disconnected from the server at the same time the game ends.
- Bugfix: Crash in Creative Mode when pressing Enter if the selected ship is targeting another ship that was just destroyed or went out of sight.
- Bugfix: Crash with error message "Trying to set effect parameter InheritVelocity of type Halfling.Geometry.Vector2D but it already has a different type.".
- Bugfix: Crash when hosting a game while using a mod that doesn't have a version number.
- Bugfix: Pathfinding issue causing crew to not use conveyors even when it is optimal to use them.
- Bugfix: Area-of-effect explosions on ships traveling at high speed would be offset from their intended location.
- Bugfix: Thrusters were using less power than was intended.
- Bugfix: Turreted weapons will no longer attempt to shoot through their own ship when given explicit targets.
- Bugfix: An Ion Beam whose beam aligned perfectly with the edge of another part would "flicker" and sometimes be able to shoot through the part and sometimes not. It will now never be able to shoot through it.
- Bugfix: Area-of-effect explosions would sometimes be blocked by single armor tiles when the center of the explosion perfectly aligned with the edge of the armor tile.
- Bugfix: The "Require Ctl To Select Parts" setting couldn't be modified if the "Micromanaging Your Ship" tutorial had been seen.
- Bugfix: Mirrored part selection and deletion wasn't ignoring the rotation of some parts whose rotation was supposed to be ignored.
- Bugfix: Sometimes hovering the mouse cursor over a part would show the tooltip for that part even if the Show Ship Part Tool-Tips settings was turned off.
- Bugfix: Having more than 999 crew on a ship would cause the crew count text in the Crew tab to wrap. It now shrinks instead.
- Modding: Mod, part, door, and ship IDs are now required to be in 'author.id' format.
- Modding: Mod IDs are now required.
- Modding: Added a "buff system" that allows parts to alter the capabilities of other nearby parts.
- Modding: Refactored the Data folder organization, including moving and/or renaming many files and directories.
- Modding: Parts no longer have the concept of an "operational" status; use toggle components instead.
- Modding: Added new "Logic Glue" part components: DelayTrigger, ToggleTrigger, ModeToggle, MultiToggle, MultiValue, RepeatingTrigger, DamageTrigger, and HealthToggle.
- Modding: Added an OperationalToggle component that can add and remove other components based on the state of a toggle component.
- Modding: Blueprint sprites are now proper part components.
- Modding: UI stats are now proper part components.
- Modding: Indicator sprites must now be hooked up to toggle components.
- Modding: A part no longer provides ship command if it has the "command" category. It must now have a CommandProvider component.
- Modding: The AmmoConverter component can no longer directly play media effects but is now a trigger that can trigger just about anything (including media effects).
- Modding: UIToggle and UITrigger part components now have an optional RequiresCommand field that, if set to false, will allow the toggle or trigger to be clicked by the player even if the ship does not have any operational control rooms.
- Modding: Fixed crash when a SpawnBullets hit effect is used to spawn only one bullet.
- Modding: See the Mod Upgrade Guide for more details about all the modding changes.
Cosmoteer 0.13.9 (Mar. 27, 2018)
- The multiplayer mode formerly known as "Free For All" is now called "Last Player Standing".
- To simplify the game setup screen, some game options are now accessed via an "Advanced Game Options" toggle.
- It is no longer possible to turn off the Ring of Death.
- It is no longer possible to adjust the size of the Ring of Death in Last Player Standing games. In that mode, the Ring of Death will be slightly larger than the starting positions of the players' ships.
- It is no longer possible to turn off the Shrinking Ring of Death in Last Player Standing games.
- In Last Player Standing (and in Team vs Team when the Shrinking Ring of Death is enabled), the match will no longer end when the timer runs out. It will only end once there is only one remaining player or team.
- It is no longer possible to disable the time limit in Last Player Standing.
- It is no longer possible to choose "None" as a victory condition.
- Changed default multiplayer time limit to 10 minutes.
- Clicking on a game that another player is hosting no longer shows the maximum ship value if the maximum number of ships is 1.
- The decal grab, select, and remove tools will now ignore decal rotation/flip when mirror mode is enabled.
- Bugfix: NullReferenceException crashes during multiplayer.
- Bugfix: Crash on the host in some unusual circumstances when launching a multiplayer game.
- Bugfix: Crash if for some reason the application doesn't have permission to scan a mod folder for sub-directories.
- Bugfix: Crash when opening the settings if no resolutions above the minimum size are supported.
- Bugfix: When enemy ships in Bounty Hunter spawned in fleets, sometimes they would spawn on top of each other, leading to a massive framerate drop.
- Bugfix: Multiplayer desyncs caused by A.I. players.
- Bugfix: Multiplayer desyncs caused when a move command is given to a ship and very soon thereafter a part on the ship is destroyed.
- Bugfix: Multiplayer desyncs when a ship formation breaks to attack and one or more ships in the formation have been given a specific attack distance or rotation since the battle began.
- Bugfix: Potential multiplayer desyncs when a part is destroyed that causes area-of-effect damage.
- Bugfix: Selecting a decal brush size larger than 1x1 and then switching to a non-1x1 decal would cause the decal to be offset from the cursor position.
Cosmoteer 0.13.8 (Mar. 17, 2018)
- When a player is eliminated from a Free For All game, that player is now given unlimited sight so that they can watch the rest of the battle.
- Bugfix: Crash when starting a multiplayer game with A.I. players.
- Bugfix: Crash when double-clicking in empty space with the part/decal selection tool.
- Bugfix: Unable to choose a ship in multiplayer when the ship limit is 1 if that chosen ship is above the maximum ship value setting (which is hidden and not supposed to have any effect when the ship limit is 1).
- Bugfix: Joining a multiplayer game that has observers in it wouldn't show those players as being observers.
- Bugfix: In some circumstances in multiplayer it was possible to have empty ship slots that could not be filled.
Cosmoteer 0.13.7 (Mar. 16, 2018)
- New Multiplayer Features:
- Added a new "Free For All" multiplayer game mode in which all players fight all other players.
- Added a "Shrinking Ring of Death" (Battle Royale) option to both Free For All and Team vs Team multiplayer games that causes the Ring of Death to shrink over the course of the battle. This option requires the "Ring of Death" option to be enabled and for a time limit to be set.
- The Ring of Death now applies damage faster or more smoothly over time.
- The Ring of Death now appears as a simple glowing red circle.
- Each player's ships are now spawned in a predetermined formation depending on the number and sizes of ships.
- Each player's ships will automatically be assigned to control groups F1 through F5.
- Clicking on a multiplayer game in the lobby now shows more information about what settings the host has selected.
- When a multiplayer battle ends, the name of the winning player or team is now displayed.
- The list of multiplayer games now shows an icon indicating which game mode the host has selected.
- When connected to a server, a latency meter will now be displayed in the top-right corner of the lobby screen.
- Major rebalance to Missile Launchers and Point Defenses:
- Reduced missile damage by 50%.
- Added a 0.5 second delay after a missile fires before another tube in the same launcher can fire.
- Reduced Point Defense rate-of-fire from 10/second to 5/second.
- Increased Point Defense power usage per shot by 100%.
- Reduced Point Defense range from 80 to 70.
- Reduced Point Defense random spread from 5 degrees to 1 degree.
- The Point Defense now has only a 50% chance of destroying a missile when hitting it.
- New ship designer features:
- With any square 1x1 part or 1x1 decal or the delete tool selected, the following "brush" options are now available:
- 1x1 through 10x10 brush sizes.
- Line, box, oval, and triangle shape brushes. (Hold Ctrl to make a perfect straight line, square, circle, or isosceles triangle.)
- A "flood fill" (paint bucket) brush that fills in contiguous areas of vacuum or same-typed parts & decals.
- With mirror mode, you can now choose to mirror across the vertical axis, the horizontal axis, or both.
- With mirror mode enabled, you can now adjust the position of the mirror line(s).
- Can now hold Alt while the grab or select tools are active to switch to the delete tool.
- With the selection tool active, you can now hold Ctrl to "magic wand" select all contiguous parts or decals of the same type.
- With the door tool selected, you can now hold Ctrl to add doors to all possible locations.
- Can now double-click to select parts and decals of the same type and rotation, or triple-click to select parts and decals of the same type regardless of rotation.
- Added a little "expander" arrow above the stats bars that displays the ship direction chooser as well as a readout of the total ship value.
- Added a "Remove Invalid Parts" menu option when in blueprint mode which will remove any parts that are in illegal locations (flashing red).
- Updated the Advanced Ship Design tutorial to mention the new brushes.
- When a ship is given a command to attack another ship, it may now choose overlap their circles when automatically picking the ideal attack distance.
- When a ship is attacking another ship from a specific angle, it will now fly directly to that location instead of flying to orbit distance first.
- Attack commands now by default use attack angles relative to the background grid. This can be toggled in the settings.
- Can now right-click and drag on enemy ship blips in the fog of war to set an attack angle and distance. (The angle can only be set when using grid-relative attack angles.)
- The starting corner of the drag-selection box now stays in a fixed location on the screen when the view is focused on a rotating ship.
- Ships can now be assigned a "Formation Order" number between 1 and 5 which will override the default size-based order when assigning ships to a formation.
- Updated a handful of built-in ships to have better missile production capabilities.
- The Tab key now resets the camera rotation instead of Esc.
- Removed the "Exit Game" button after a multiplayer match has ended. (The game can still be exited from the menu.)
- The "Max Ship Value" multiplayer option is no longer shown when players are limited to only one ship.
- When the "Trap Mouse Cursor" setting is enabled, the mouse cursor won't be able to leave the game window at all times, not just during gameplay.
- The Settings menu now has an "Apply" button that can be used to apply the current settings without closing the dialog.
- Removed the --ignore-dpi command-line argument, which is now in effect always active.
- An error will now be shown when trying to run Cosmoteer on a computer that doesn't have .NET 4.6.2 or later installed.
- Bugfix: Crash if a multiplayer game was played with a mod that added extra game settings choices, the extra choice was selected, and then the mod was disabled.
- Bugfix: Crash if disconnected from the server while the game is launching.
- Bugfix: Crash if disconnected from the server while the game is resyncing.
- Bugfix: Crash when starting a multiplayer game if for some reason the game can't create a multiplayer recording file.
- Bugfix: Rare crash after disconnecting from a server.
- Bugfix: Crash when banning a player if the player leaves the game before the okay button on the confirmation popup can be clicked.
- Bugfix: Crash in some circumstances when assigning a custom formation to a group of ships that doesn't include some of the original ships from which the formation was created.
- Bugfix: Crash when exiting the application if any texture cache files are unable to be deleted.
- Bugfix: Crash if loading a custom starting ship for a new Bounty Hunter game and the ship's name contains certain characters such as '&' and '<'.
- Bugfix: Crash if the Ship Library is open and a folder within it is deleted while its parent folder is collapsed.
- Bugfix: Crash in rare circumstances when pressing Enter in Creative Mode (to move the selected ships to their destinations) while some of the selected ships are attacking or following other ships.
- Bugfix: Removing a ship from the Battle Helper while it was open in the ship designer would leave the user interface in a strange state that could lead to crashes and other bugs.
- Bugfix: All multiplayer settings with a dropdown menu weren't being remembered.
- Bugfix: Desyncs caused by ships breaking formation to attack.
- Bugfix: Potentially massive framerate reduction when a ship with a large number of thrusters is attempting to avoid another ship.
- Bugfix: A ship being told to follow or attack another ship very closely wouldn't get as close as intended.
- Bugfix: Issuing an attack command for a ship with no active weapons would leave the ship with its rotation unset, resulting in weird behavior.
- Bugfix: Crew sprites didn't move smoothly with the turrets they were standing in.
- Bugfix: Targeting lines would never fade out when the target was chosen by the A.I.
- Bugfix: Observers in multiplayer games were shown as having money available to spend.
- Bugfix: Point defenses were unable to destroy missiles fired from a ship that was destroyed or removed from the game while the missiles were in flight.
- Bugfix: The Battle Helper was showing the A.I. variants that were only intended to be selectable in multiplayer.
- Bugfix: The "Go When Unpaused" setting in the Camera Helper wouldn't work when the game was unpaused by clicking the pause button.
- Bugfix: Glitch causing some sound effects to be unintentionally loud when zoomed out.
- Bugfix: Some textures weren't being properly mipmapped and compressed.
- Bugfix: Minor graphical glitches when zooming far out.
- Modding: Mods can (and should) now have an 'ID' field in their mod.txt files that is used to identify the mod for the purposes of multiplayer compatibility checking. Two mods that are installed under different folder names but that have the same ID will no longer cause multiplayer incompatibility. It is strongly recommended that all mods add an ID field to their mod.txt files to prevent this issue.
- Modding: Added "Random" media and hit effects that will choose one set of sub-effects at random.
- Modding: Added a SpawnBullets hit effect that can be used to spawn additional bullets into the game.
- Modding: Bullet DeathByLifetime and DeathByDistanceTraveled components can now cause hit and media effects upon death.
- Modding: Added a "MultiTrigger" part component that allows multiple other trigger components to be combined into a single component.
- Modding: Weapons can now be given an "IntervalResetTrigger" which resets their reload time.
- Modding: Any hit effects spawned by part components are now given a 'WorldNormal' based on the component's rotation, which lets any hit effects that require a 'WorldNormal' (currently just the Impulse effect) be spawned by part components.
- Modding: If omitted, the ModifiesMultiplayer field in mod.txt files now defaults to true.
Cosmoteer 0.13.6 (Feb. 19, 2018)
- New Part: "Explosive Charge", which is a small 1x1 part that can be manually detonated, damaging and destroying nearby parts.
- The host of a multiplayer game can now add A.I. players and assign them ships.
- Added a "Max Ship Value" option for multiplayer games that limits the maximum credit value of any single ship.
- The Sensor Array is now in the "Flight" category.
- Shields will no longer block the shots of other friendly ships.
- Ion beams can no longer shoot through friendly structure.
- Reduced the Small Thruster's lateral thrust from 50% to 30%.
- Clicking on a multiplayer game now shows more information about the game in a panel to the right.
- A ship icon will now be shown next to the names of all players that are already in games.
- Added a "Team" chat option, which will send chat messages to teammates only.
- A latency meter is now displayed for both LAN and Online games.
- A latency meter is now displayed for every player but the host on the game setup screen.
- A latency meter is now displayed next to the name of every server.
- Players can now be muted from the list of players in the server or LAN lobby. You will no longer be able to see chats sent from players you have muted. Mutes are permanent until unmuted.
- Hosts can now ban other players from their games, which will prevent them from joining their current and future games indefinitely until unbanned.
- In order to reduce lobby chat spam, it is no longer possible to send more than 5 messages within a span of 50 seconds.
- The host of a multiplayer game now has the option to "close" the game, which prevents any additional players from joining, even if there is capacity for more players.
- Construction and repairs will no longer be blocked by "junk" ships. Any overlapping parts of the junk will be destroyed instead of blocking the construction.
- Added a "Camera Helper" to Creative Mode that can be used to automate simple camera moves for use with recording gameplay videos.
- In Creative Mode, you can now press Enter to instantly move the selected ship to its destination, or hold Enter while adjusting a ship's command handles to move the ship as you adjust them.
- With multiple ships selected, you can now shift+click on a ship's thumbnail or off-screen indicator to deselect just that ship.
- Pressing F1-F8 to will now focus on the ship(s) in that group if all of the ships in that group (and no other ships) are already selected. In effect, double-pressing F1-F8 will now select and focus that group.
- Double-clicking on a structure part will now select all structure parts, not just those with the same shape as the one that was clicked.
- New Built-In ship: Phoenix
- There is now a random delay of between 0 and 1 seconds when self-destructing individual parts.
- Can no longer self-destruct individual parts in Bounty Hunter or multiplayer. Use Explosive Charges instead. (Whole ships can still be self-destructed.)
- The force that self-destructing ships exert on themselves has been greatly reduced.
- Weapons can now be told to auto-fire in multiplayer.
- The time limit in multiplayer games is now measured in real-world time and is not affected by game speed.
- Player names are now shown when hovering the mouse cursor over ships in multiplayer games.
- When a team in a multiplayer game only has one player, that player's name will be displayed underneath their health bar instead of "Team 1" or "Team 2".
- Reduced the next game countdown from 15 seconds to 10 seconds.
- Added a 150% D.P.I. scaling option in between the existing 100% and 200% options.
- In order to make sure the U.I. is always visible on the screen, it is no longer possible to resize the game window smaller than 1024x768 or select a resolution less than 1024x768.
- "Alerts" will now be shown in the top-right corner of the title screen which will let you know about extra-important events and information. These can be hidden individually or turned off completely in the Misc settings.
- Added a link to the Steam community site in the Community menu on the title screen.
- Restarting the game from the Mods Manager while "No Mods" mode is enabled will now restart the game with "No Mods" mode disabled.
- Reduced overall multiplayer bandwidth usage.
- The 2013 Visual C++ Redistributable Package is no longer required and will no longer be automatically installed by the Setup program.
- Bugfix: Temporary freezes in multiplayer games when playing on a server.
- Bugfix: Crash if disconnected from the host while the multiplayer game is resyncing.
- Bugfix: Occasional "Game saving is currently blocked" crash on the host when a multiplayer game desyncs.
- Bugfix: Crash when loading some ships that were created with mods and those mods aren't enabled.
- Bugfix: Various crashes that could happen if a dialog window was displayed at the exact same time as a button was pressed.
- Bugfix: Rare "impactTime is NaN" crash during combat.
- Bugfix: Rare crashes during loading caused by .txt file parsing.
- Bugfix: Possible fix for FreeImage64.dll crashes.
- Bugfix: Enemy ships that spawned together as "fleets" in Bounty Hunter wouldn't stay in formation together.
- Bugfix: Jerky crew movement at low game speeds.
- Bugfix: Sometimes the multiplayer lobby would show multiple copies of the same game or players in the list of games or players.
- Bugfix: A weapon whose target was canceled while the weapon was turned off would sometimes still shoot at that target after being turned on.
- Bugfix: Missile collision avoidance would break when missiles were fired from a ship moving at high speed.
- Bugfix: The "Decals High" layer no longer defaults to pure black, which is actually not a legal decal color. It now instead defaults to a very dark gray.
- Bugfix: Button press and rollover effects weren't working in Developer Mode.
- Bugfix: The Built-In ships folder in the Ships Library was taking longer than necessary to load due to a bad ships.cache file.
- Bugfix: The Fire Extinguisher was creating a "thruster hum" sound.
- Bugfix: The "Loading game assets for the first time" message would always be shown when using uncompressed textures.
- Bugfix: Scroll bars briefly appearing when U.I. is displayed for the first time.
- CosmoServer: Added a --banlist argument that is used to specify a file containing a list of banned I.P. addresses and machine IDs.
- CosmoServer: The --verbose argument is now called --log-connections.
- CosmoServer Bugfix: Crash if server still thinks it is connected to a Cosmoteer game and the game is closed, re-opened, and again connected to the server within a span of 10 seconds.
- CosmoServer Bugfix: The "stats" command would eventually print out invalid averages when the server was running for long enough.
- Modding: Added a UITrigger part component which allows the player to click a button to trigger something on the part.
- Modding: Duplicate part and door IDs will now show an error that actually tells you what the ID is.
- Modding: An error will now be shown if a part's PhysicalRect or SelectionRect is now entirely contained within the part's base rect as determined by its size.
Cosmoteer 0.13.5 (Jan. 27, 2018)
- Added a separate "Lobby Chat" tab to the game setup screen that allows players preparing for games to still chat with everyone else in the server/LAN lobby.
- Multiplayer network connections (both server-based and peer-to-peer) should now be much more reliable.
- When a multiplayer game becomes out-of-sync, the game will no longer end. Instead, the host's game state will now be re-synchronized with all players and the game will be resumed.
- Reduced latency when playing multiplayer games on a server.
- Increased the maximum multiplayer input delay from 1 second to 2 seconds to keep games running smoothly even under extremely-high-latency situations.
- Forfeiting a multiplayer game no longer self-destructs your entire fleet. It now only self-destructs your control rooms.
- Bugfix: Crash if the connection to the server is lost and a dialog is being shown on top of the lobby screen.
- Bugfix: Crash when joining a game and clicking the Cancel button right as the connection to the server is lost.
- Bugfix: Crash when clicking the Host or Join buttons at the same moment as the game becomes disconnected from the server.
- Bugfix: Various crashes with error "Cannot broadcast messages after the NetworkMessenger is shut down".
- Bugfix: Possible "Game is already ended" errors when disconnected from the server.
- Bugfix: Crash with error "The connection has been broken due to keep-alive activity detecting a failure while the operation was in progress".
- Bugfix: Crash if the camera is focused on a ship on the same frame that it is destroyed or removed from the game.
- Bugfix: Rare networking-related crash.
- Bugfix: Rare crash caused by missiles.
- Bugfix: Designing a ship in Creative Mode with only blueprints and then placing another ship from the Ship Library before closing the build interface or pressing "MAKE IT SO" would show the confirmation dialog over and over again until the player is forced to exit build mode and lose their design.
- CosmoServer: Replaced "count" command with a "stats" command that also prints bandwidth statistics.
- CosmoServer Bugfix: Frequent networking-related crashes.
- CosmoServer Bugfix: The --port argument was changing the attach port instead of the --attachport argument.
Cosmoteer 0.13.4 (Jan. 21, 2018)
- Major Feature: Online Multiplayer with Dedicated Servers
- There is now an "Online" tab on the multiplayer screen that allows you to connect to any game server.
- Once connected to a game server, you can chat and play with anyone else on that server, just as if you were on the same local area network as them.
- In the installation directory there is now a "CosmoServer.exe" program which you can use to run your own dedicated server. This program can be run on Mac & Linux using Mono.
- The game will display "official" dedicated servers in a dropdown list, but you can also add your own custom servers to that list.
- You cannot use the "Connect to I.P." feature to connect to someone hosting a game on a server. You must join that server to join their game.
- Increased the range of most weapons by approximately 50%.
- The "ideal" range at which player ships (by default) and the A.I. will try to stay from enemy ships is now dependent on the size of the enemy ship such that ships will attack from a farther distance when attacking larger ships.
- When a ship is commanded to attack another ship from a specific angle, it will now only attempt to move to that angle once it is within attack range of the enemy.
- Ships are now significantly better at not needlessly circling around their destination.
- Various improvements to the collision avoidance algorithm.
- When a ship splits into two pieces, the flight direction of the new piece will be automatically recomputed based on its available thrusters.
- Players can now be "observers" in multiplayer games, meaning that they can watch the battle but cannot choose or command any ships. In order to use this feature, the host must turn on "Allow Observers" on the game setup screen.
- In-progress multiplayer games are now shown on the games list but cannot be joined.
- Multiplayer games can now be password-protected by the host.
- Added a "Blip Colors" option to the Multiplayer settings which allows the player to choose between "Friend & Foe" colors or "Random Per Player" colors for minimap blips, radar blips, and off-screen indicators.
- Multiplayer ship colors when using the "Random Per Player" option have been tweaked.
- Saving a custom formation with ships that are not yet in formation will create a formation using their current movement destinations (if any) instead of their current positions.
- You can now press Esc in Build or Paint modes to reset the camera rotation.
- The pulsing red radar blips for enemy ships that are not within sensor range will now be shown until the center of the enemy is within sensor range instead of the edge of its circle.
- Greatly improved speed at which the Ship Library opens when there are a large number of sub-folders.
- If a mod folder contains no mod.txt file and only one sub-folder, the game will now look for the mod.txt file inside that sub-folder.
- Bugfix: Crashes and other bugs when all audio devices are removed or disabled while the game is running.
- Bugfix: Crash when exiting the game if the TextureCache directory does not exist.
- Bugfix: Rare crash when focusing the camera on a ship on the same frame that it is destroyed or removed from the game.
- Bugfix: Crash after playing a multiplayer game if Exit Game is clicked at the exact moment that the game returns to the game setup screen.
- Bugfix: Crash when playing the game without quitting, loading, or FTL-jumping for a very long time (14+ hours).
- Bugfix: Possible multiplayer desyncs when ships split into multiple pieces.
- Bugfix: Memory leak during multiplayer.
- Bugfix: Possible fix for ships getting stuck inside each other.
- Bugfix: When a ship split in two, it wouldn't always pick the largest piece with a Control Room to be the "original" ship.
- Bugfix: After a ship splits, the mass properties of the "original" ship weren't being properly recalculated.
- Bugfix: Ships attacking an enemy ship would often not keep facing the enemy properly when "orbiting" around it.
- Bugfix: Ships would sometimes attempt to face-hug the enemy when attacking.
- Bugfix: Explosions and other delayed area effects on fast-moving ships would be centered on inaccurate positions.
- Bugfix: Using the "Clear Debris" or "Clear Everything" options in creative mode while a blueprint-only ship is being designed would delete its blueprints.
- Bugfix: Clicking on individual parts to repair them wasn't checking for blocked construction.
- Bugfix: Creating a new, empty in Creative Mode and then immediately clicking on the Paint button would get the interface into a broken state until the Esc key was pressed.
- Bugfix: Can no longer click "New Ship" in creative mode while the Build, Paint, or Repair panels are opened, which could cause strange interface bugs.
- Bugfix: Typing something into the multiplayer chat box, clicking away to defocus it, and then pressing enter would leave the typed text on the screen.
- Bugfix: Some U.I. elements, such as the circles on radio buttons, didn't look as intended.
- Bugfix: Minor audio glitches when money tick sounds stop.
Cosmoteer 0.13.3 (Jan. 6, 2018)
- Screen shake now feels more organic and scales with game speed.
- When the camera is focused on a ship and that ship becomes sufficiently destroyed such that it is no longer considered "significant", then the camera will now automatically break its focus on that ship.
- Using the part selection tool with mirror mode enabled will now select mirrored parts with different rotations when the rotation is of no consequence (such as for Crew's Quarters, Ammo Storage, and Reactors).
- The galaxy map no longer displays the number of enemies in each sector, since that number is no longer accurate due to the possibility that enemies will spawn in fleets.
- The Mods Manager will now display a message when running the game in "No Mods" mode.
- The path in which game assets are cached can now be customized by using the '--rootcachepath path\to\cache\files' command-line option.
- Bugfix: Any errors loading a cached texture will no longer cause the game to crash. The game will simply delete the cached texture file and load it again from the original PNG file.
- Bugfix: Crash when clicking "Reset Crew Positions" and the ship has more crew than it does beds.
- Bugfix: In some situations, parts could be individually repaired even if they weren't connected to an existing part of the ship.
- Bugfix: A.I. would constantly change targets when multiple enemy ships were extremely close.
- Bugfix: Graphical glitch on part health bars.
- Modding: Removed the requirement that atlased sprites be a multiple of 64x64 while still fixing the underlying graphical glitches that were caused by non-multiple-of-64x64 sprites. Any mods that were compatible with 0.13.1 but incompatible with 0.13.2 should again be compatible with 0.13.3.
- Modding: Crash during loading if any crew sprites have zero animation frames.
- Modding: The "Example Mod" now increases the starting credits for Easy difficulty to 200,000 instead of lowing it to 50,000.
Cosmoteer 0.13.2 (Jan. 3, 2018)
- Graphics textures are now compressed by default, reducing texture RAM/VRAM usage by almost 75%. The first time the game is run (or after enabling a mod or modifying any game textures), the game will take longer than usual to load because it is compressing the textures and caching them on your hard drive. Texture compression has an extremely minor negative impact on visual quality, and it can be turned off in the Graphics settings.
- The installer will now automatically install the 2013 Visual C++ Redistributable Package, which is now required to play.
- The automatically-generated texture atlases are now significantly more memory-efficient on modern graphics hardware that doesn't require power-of-two textures.
- Cosmoteer will now show "news". These are short informational articles from the developer about game updates, events, and other relevant topics. By default, any unread news articles are automatically displayed when the game is started, but this can be turned off in the settings. There is also a "News" button on the title screen that can be clicked to view the latest news.
- Crew will now wait much longer at a Reactor, Ammo Factory, or Missile Factory before giving up and going to the next-closest source.
- Increased priority with which crew supply shields and point defenses relative to weapons.
- The ship collision avoidance algorithm is now a bit less stupid.
- Decreased the distance at which ships will turn to fly towards their destination from 2 ship diameters to 1 ship diameter.
- When a ship splits into multiple pieces, the "original" piece will now always be the largest piece that has a control room, or if no pieces have any control rooms, simply the largest piece.
- Can no longer build or repair on top of other ships.
- Added a "Reset Crew Positions" option that will reset the positions of all crew back to their quarters.
- Adjusting the angle of an attack or follow command after the command has already been given will now respect the "Prefer Grid-Relative Attack Angles" and "Prefer Grid-Relative Follow Angles" settings.
- It is no longer possible to place doors connecting to structure wedges.
- Starting a new Creative Mode game will now much less frequently start you in a sector close to a sun.
- Increased geographic resolution of planets rendered in the game background.
- Suns in the background are now much smaller.
- The Battle Helper's automated camera feature is now off by default.
- The "Require Ctrl To Select Parts" setting can no longer be modified until either the "Micromanaging Your Ship" tutorial is seen or tutorials are turned off altogether.
- Can no longer give a ship folder a name longer than 32 characters.
- Deleting the last ship in a folder now deletes the ships.cache file as well, letting you then delete the folder itself.
- Self-destruct is now supported in multiplayer.
- Added a "Forfeit" button in multiplayer that causes all of your ships to self-destruct.
- Added a "Share Team Credits" option to multiplayer that when enabled will pool together all of the credits for each player on a team.
- The Perimeter of Death in multiplayer is now shown on the minimap.
- Rewrote the multiplayer game initialization code to use much less bandwidth and hopefully reduce the number of "out of sync" errors.
- Greatly improved performance when ships simultaneously split into more than 2 pieces.
- Added new ship: Pincer
- The framerate display will now show FPS less than 4.
- Bugfix: Crew wouldn't wait at an Ammo/Missile/Power Factory/Reactor if the next-closest supply was an Ammo/Missile/Power Storage.
- Bugfix: Crew sometimes wouldn't properly wait at an Ammo/Missile/Power Factory/Reactor if there was another one nearby.
- Bugfix: In some unusual circumstances crew could become "indecisive" and rapidly switch back-and-forth between going to get ammo/power and operating a weapon, with the result being that nothing actually gets done.
- Bugfix: In some circumstances, ships would choose to attack from another angle when the front would work just as well.
- Bugfix: Shields weren't properly blocking shots when the edge of the shield overlapped a tile that technically belonged to a part but had no collision geometry. (Such as thruster nozzle tiles.)
- Bugfix: If a player left a multiplayer battle and then the remaining players returned to the game setup screen, that player would still be shown for all the remaining players except for the host. This could further cause additional bugs, such as crashing when that player then re-joins the game.
- Bugfix: Rare "Part at {X=? ,Y=?} is null" crash.
- Bugfix: Crash if for any reason there is an error initializing multiplayer networking. An error message will be shown instead.
- Bugfix: Rare crash when pressing the "Exit Game" button after a multiplayer battle has ended.
- Bugfix: Rare crash when clicking Resume or Quit Game on the game menu during a multiplayer match.
- Bugfix: Very rare crash when a ship is attacking or following another ship and it is perfectly located on its desired position.
- Bugfix: Rare "KeyNotFoundException" crash during gameplay.
- Bugfix: Rare "Collection was modified" crash when clicking on U.I. buttons.
- Bugfix: Various bugs and crashes caused by simultaneously clicking on and pressing the hotkey for different buttons at the same time.
- Bugfix: Possible fix for rare audio crashes.
- Bugfix: Renaming a ship now properly limits its name to 32 characters.
- Bugfix: The translucent backing on the box displayed when multiple parts are selected was unintentionally more transparent than intended.
- Bugfix: The Sensor Array now shows the correct amount of minimum and recommended power usage.
- Modding: Added an option to launch the game in "Developer Mode", which gives access to a variety of tools that may be useful to modders.
- Modding: An error will now be shown for any atlased sprites that aren't a multiple of 64x64 (for atlases with 7 mipmap levels, or a different multiple if the atlas has a different number of mipmap levels). This is important because sprites that aren't multiples of that can cause graphical artifacts with other sprites in the atlas.
- Modding: Mipmap levels are no longer generated for (non-atlased) textures by default. In order to generate mipmap levels for textures, specify 'MipLevels = max' (or however many mipmap levels you want).
- Modding: Textures now use point sampling by default instead of linear. To make a texture use linear sampling, specify 'SampleMode = Linear'.
- Modding: Individual planet layers can now use their own shaders.
Cosmoteer 0.13.1 (Nov. 28, 2017)
- Added an optional "Perimeter of Death" to multiplayer games. Any ships that stray outside this circle will start rapidly taking damage until they are destroyed.
- In multiplayer, each team's fleet is now centered vertically relative to the other team.
- The Ship Library can now be sorted by name, cost, crew, and date.
- Reduced the simulation update rate from 120/second to 60/second. This should hopefully improve the performance issues that some players with low-end computers have been seeing since the 0.13.0 update.
- Minor improvement in ship creation and update performance.
- Increased the preferred range of the cannons.
- Removed 32-bit mode because it proved to not help with multiplayer compatibility.
- Attempting to join a game when one player is running as 32-bit and another player is 64-bit will now give a more helpful error message.
- Updated the "Searching for games" text to read "Searching for games on your local area network" to make it clear that public internet games aren't available yet.
- Cached ship metrics are now stored in a ships.cache file for each folder instead of a global ships.cache file. This reduces memory and increases the speed at which the game loads for players who have lots of ships.
- Bugfix: Missing graphics and graphical glitches after making an FTL jump.
- Bugfix: Shield collisions would sometimes stop working properly for shields that had come detached from the original ship.
- Bugfix: If a player left a multiplayer game during or immediately after a battle, that player would still be shown in the list of players on the game setup screen, which could cause other issues and crashes.
- Bugfix: Crash when sending feedback.
- Bugfix: Crash if another program is using the same port as Cosmoteer. An error message will be shown instead.
- Bugfix: Crash when an "out of sync" error occurs in multiplayer on high-latency connections.
- Bugfix: Crash in Creative Mode in some circumstances if a new ship is created or the build U.I. is opened while a ship in the Ship Library is selected.
- Bugfix: Rare crash when issuing commands to ships.
- Bugfix: Crash in some situations when queuing a command after an attack or follow target in the command queue was removed from the game.
- Bugfix: Rare crash during multiplayer when changing the on/off or fire/hold-fire modes of parts.
- Bugfix: Rare crash when leaving a multiplayer game.
- Bugfix: Rare crash when trying to draw a weapon targeting line to an enemy part that has just been destroyed.
- Bugfix: Crash in some situations when a monitor is unplugged while the game is running. If necessary, the game will now switch to running on a different monitor.
- Bugfix: Crash if the feedback window is opened while auto-saving or quick-saving.
- Bugfix: Crash when opening the repair interface at the same time the ship is destroyed.
- Bugfix: Trackpads on some laptops caused uncontrollable zooming when touched.
- Bugfix: Bullets would often "bounce" when traveling backwards relative to the background grid.
- Bugfix: Hosting a game was failing to display your public I.P. address.
- Bugfix: Ships would sometimes choose non-optimal attack rotations.
- Bugfix: Clicking on an in-game window (such as the Ship Library) that was overlapping another window (such as the Battle Helper) could cause the bottom window to "pop" on top of the clicked window.
Cosmoteer 0.13.0 (Nov. 12, 2017)
- WARNING: Existing saved games from prior versions of Cosmoteer will no longer work in this version. Sorry for the frustration! Existing saved ships will still to work fine.
- Major Feature: Multiplayer!
- A simple team-versus-team battle mode for up to 8 players.
- The battle ends either when one team is sufficiently destroyed or when the time runs out.
- One player "hosts" the game and acts as the game server. The other players join the host's game.
- The host can configure various game options such as number of ships and total fleet cost.
- Local Area Network (LAN) game lobby and chat room.
- Direct I.P. address connection to games not on the same LAN.
- Cross-play between 32-bit and 64-bit operating systems is NOT supported. But, when the game is installed on a 64-bit operating system, there is now a "Cosmoteer (32-Bit Mode)" shortcut in your start menu that will force the game to run in 32-bits to make it compatible with players using 32-bit operating systems.
- Added a "Ship Colors" setting that determines what colors ships will be in multiplayer. "Random Per Player" assigns each player a random color. "Friend & Foe" assigns green/yellow/red for local/friendly/enemy ships. And "Original" keeps the original colors stored in the ship design.
- When hosting a multiplayer game, Cosmoteer will attempt to automatically configure port forwarding using your router's "Universal Plug and Play" (UPnP) feature. Some routers do not have this feature or may have it disabled by default. This can be turned off in the game settings.
- Added ten new Built-In ships: Disruptor, Gatecrasher, Gregor, Locust, Nachtjäger, Selenor, Terror, Umbrage, Valor, and Viceroy.
- The game physics and simulation will now behave exactly the same way regardless of game speed and framerate.
- Issuing an attack command now picks a rotation from only one of the four cardinal angles instead of eight angles, but it will choose from the four diagonal rotations if the ship's flight direction is also diagonal. The A.I. will still pick from all 8 angles.
- Issuing an attack command no longer considers whether weapons have ammo/power when deciding the best rotation for the ship. The A.I. will still take ammo/power into consideration.
- Ships will now pick a default attack distance that is close enough to hit the center of the target, not just close enough to hit the target's bounding circle.
- The Ship Library will now cache the cost and crew of every ship after it is scanned for the first time, greatly improving the speed at which the Ship Library can display ships.
- The clickable "eye" icon is now shown only for the first target in the attack queue.
- The minimum resolution at which "High DPI Mode" can be enabled has been increased to 2560x1440.
- Toggling the U.I. off with Ctrl+Shift+U now also turns off the background grid.
- Added an option to disable zooming using the mouse scroll wheel.
- Bugfix: Changing formations during combat could cause the game to hang after combat ends and the ships try to return to their formation.
- Bugfix: Rare crash when a shield generator runs out of power on the same frame that its ship is destroyed.
- Bugfix: Rare audio-related crashes during gameplay.
- Bugfix: Possible fix for additional audio-related crashes.
- Bugfix: Crash in some circumstances when hovering the mouse cursor over the picture-in-picture when the ship it's displaying is removed from the game.
- Bugfix: Crash when trying to delete saved games that contains certain characters such as '&'.
- Bugfix: Memory leaks.
- Bugfix: In some cases attacking large ships would choose a very-close attack distance and non-optimal rotation.
- Bugfix: Spawning a ship in Creative Mode wouldn't load any part control groups that were saved with the ship design.
- Bugfix: Small, Standard, Large, and Huge galaxies didn't have FTL sectors near their suns.
- Bugfix: Tool tips were hanging off the edge of the screen in some circumstances.
- Bugfix: Text-input dialog boxes were using the Windows text selection cursor instead of Cosmoteer's text selection cursor.
- Bugfix: The flight direction chooser in Build mode was unintentionally preventing clicks to the left of it.
- Bugfix: The game would sometimes check the wrong graphics driver date for systems with multiple GPUs.
- Modding: Mods can now add a 'ModifiesMultiplayer = false' flag to their mod.txt files to allow players to play together even if one player has the mod and the other doesn't.
- Modding: In Bounty Hunter, ships with operational control rooms but no crew still give sight for the player. (This is to allow unmanned drones.)
- Modding: When a mod causes the game to crash when loading, the game will now sometimes be able to tell you which mod caused the crash.
- Modding: When the game crashes while mods are enabled, there is now a "Restart Without Mods" button.
- The secret coconut is now 15% less secret.
Cosmoteer 0.12.12 (Sep. 19, 2017)
- A handful of balance changes:
- Decreased Standard Cannon damage such that its DPS is 1000 (was 1333).
- Increased Standard Cannon cost to 3000.
- Increased BigCannon rate-of-fire such that its DPS is 2000. (Was 1600. The increased ROF correspondingly increases its ammo usage per DPS.)
- Increased Ion Beam DPS to 2000 (was 1800).
- Decreased missile AOE radius to 5.5 (was 6.0).
- Halved missile rotation speed. (Prevents weird wobbles.)
- Increased Point Defense range to 80 (was 60) and targeting range to 100 (was 90).
- Increased Point Defense power priority to be equal to that of the shield generator.
- Decreased collateral damage of exploding ammo by 1/3.
- Added a "Require Ctrl To Select Parts" setting, which behaves just like the opposite of the old "Easy Part Selection" setting.
- Even with the "Require Ctrl To Select Parts" setting turned off, the player will still not be able to select parts without holding Ctrl until they've either seen the relevant tutorial or have turned tutorials off altogether.
- Selecting a single part now displays its exact number of hit points remaining.
- The A.I. will now take into account whether weapons have ammunition when deciding how to rotate.
- Can no longer repair or build during combat when playing on "Ensign (Easy)" difficulty.
- The game will now warn you if your video drivers are more than 6 months old, because old video drivers have been known to cause crashes. This warning can be turned off in the settings.
- The game speed can now be adjusted with the Page-Up and Page-Down keys while the U.I. is hidden.
- The "Buy Ship" tutorial now only shows up once the player has 100000 credits.
- Added a Cancel button to the Send Feedback window.
- Installing a Release Candidate now automatically switches you to "Unstable" updates.
- Bugfix: Unable to attack "junk" ships.
- Bugfix: Crash in some situations when jumping to or viewing a sector in which ships are already in combat.
- Bugfix: Crash when a command handle is being clicked-and-dragged and then the shift key is momentarily released and re-pressed while the mouse button is still being pressed.
- Bugfix: Crash on startup for some players.
- Bugfix: Crash when taking a screenshot if the folder path or file name contains certain characters such as "&".
- Bugfix: Crash if copy/pasting a saved game within the same folder using File Explorer while the Load Game or Save Game dialog is open.
- Bugfix: Rare crash when clicking the "MAKE IT SO" button.
- Bugfix: Large ships were sometimes attacking from a shorter distance than was intended.
- Bugfix: The "Bounty Hunter: 1,000,000,000â‚¡" mod would incorrectly warn about possibly being incompatible.
- Bugfix: A missile launcher with a specific target would show three red targeting lines. (It now only shows one.)
- Modding: Fixed the Targetable bullet component's Health having no effect.
- Modding: Can now set "AutoFire = true" on weapons to make them constantly fire even if they don't have a target.
- Added a secret coconut.
Cosmoteer 0.12.11 (Sep. 11, 2017)
- NOTE: The location in which mods are installed has been moved to "Documents\My Games\Cosmoteer\Mods". Your existing mods will not be automatically moved to the new location; you will have to move them yourself, and most mods will also likely need to be updated to work with this update.
- Added three different difficulty levels for Bounty Hunter: Ensign (Easy), Captain (Standard), and Admiral (Hard). These modes effect what enemy ships spawn, starting credits, how much money is earned from destroying bounties, and enemy AI.
- Enemies in Bounty Hunter will sometimes spawn in fleets depending on the difficulty level. These fleets will stay in formation until they see you and attack.
- There are now 5 different galaxy size options when starting a new Bounty Hunter or Creative Mode game. (Creative Mode also has an option to play without a galaxy map.)
- The player can now choose one of several ships to start a Bounty Hunter game with. The player can also choose to use a ship of their own design.
- The amount of money the player starts the game with is now determined by what's left over after buying the starting ship.
- A variety of balance changes:
- Decreased spread and increased accuracy of Point Defenses. This makes P.D. more effective at shooting down individual missiles but less effective at shooting swarms of missiles.
- Increase Point Defense power usage by 2.5x, making it easier for PD to be overwhelmed by sustained missile fire.
- Increased missile radius-of-effect by 50%, meaning that missiles can now potentially damage parts that are in front of shield generators.
- If the part that a missile is homing towards is destroyed while the missile is in flight, the missile will now re-target to another randomly-selected part on the ship.
- Decreased range of cannons significantly and ion beams slightly.
- Added a random spread to cannon shots to make them less effective at destroying specific parts.
- Rebalanced penetration resistances such that in some cases Large Cannons can penetrate through weapons and wedge armor.
- Reduced Electro-Bolt power drain when hitting parts by 1/3.
- Electro-Bolts will now penetrate through enemy shields, draining power from every shield it penetrates but also losing 1/3 of its power drain and damage for every shield it passes through. This makes Electro-Bolts especially effective vs stacked shields.
- Decreased weight of armor by 1/3.
- Suns on the galaxy map now have sectors that can be traveled to.
- A.I. fleets can now be given formations. A.I. ships will break formation to attack enemies, but will get back in formation once there's nothing else to attack.
- Ship parts can now be "moved" without losing any money as long as there is no FTL jump or battle between when the original part is removed and the new part is added. (The original part will be sold at 75% the regular price, and then the new part will be purchased at that same 75% price.)
- Ships now attempt match 95% of the velocity of the target ship (up from 75%), which helps them better maintain the desired distance from the enemy.
- When a ship chooses an attack rotation, it now examines the four diagonal angles in addition to the four cardinal angles.
- When choosing the best attack rotation, ships will now consider the enemy to be "within sight" if any of its bounding circle is within a weapon's firing arc, not just its center.
- The A.I. will now rotate ships less frequently when losing weapons.
- After a formation of ships breaks to attack an enemy and then destroys the enemy, the ships will get back into formation.
- Decreased by 1/3 the distance at which ships will decide to strafe towards their destination instead of rotating to face it.
- When a ship splits into multiple pieces, those pieces will now inherit the same flight direction and attack defaults as the original ship.
- You are no longer required to hold the Ctrl key to select parts. (Effectively, the "Easy Part Selection" setting is now always on.)
- Right-clicking on an enemy part to target it will now cause all selected ships in the formation to target it, not just the lead ship.
- When attacking an enemy ship, an "eye" icon will appear at the mid-point between the two ships. Clicking this icon will focus the camera on that mid-point.
- The "Automatic Ship Formations" option now defaults to off.
- Part control groups (Ctrl+0 through Ctrl+9) will now be remembered after repairing a destroyed part or removing and re-adding a part in the exact same location.
- Part control groups are now saved in .ship.png files.
- The on/off and fire/hold-fire part modes will now be remembered after repairing a destroyed part or removing and re-adding a part in the exact same location.
- The on/off and fire/hold-fire part modes are now saved in .ship.png files.
- Reorganized the game settings menu so that it's easier to find specific settings and to discover settings you might not know about.
- Auto-saves and quick-saves are now stored in separate folders and are displayed in separate tabs in the Load Game dialog. Existing auto- and quick-saves will not be automatically moved to the new folders and will be treated as regular saves.
- By default, the game will now keep only the last 10 auto-save and quick-save files. The number of files to keep can be changed in the settings.
- When a weapon is selected in the ship designer, its firing arc is now displayed.
- It is now harder to accidentally give an attack order an unintended distance or angle by right-click-dragging.
- Right-clicking on the minimap while parts are selected will no longer issue an order to the ship. (The back button will be flashed and an error sound will be played instead.)
- Decreased the default zoom level when starting a new game.
- The picture-in-picture is now displayed for 2 seconds after the targeted ship is destroyed.
- The picture-in-picture is now aligned with the top of the screen in Creative Mode.
- There is now a limit to how violently the screen can shake during explosions.
- Changed the default hotkeys for rotating the view to Q and E. Pressing Esc while the view is rotated (or tracking a ship's rotation) will reset the rotation.
- The hotkey for the Erase tool has been changed from E to R.
- It is now possible to pause and unpause the game while the U.I. is hidden.
- Opening the Settings menu no longer reads the entirety of every language file installed. It now only reads the first 2 lines to parse the information it needs to display the language in the dropdown.
- The Ship Library will now remember the previously-selected folder and search text.
- The "Load Shape From PNG" feature now has an option to read the image's brightness (as opposed to its opacity).
- The "Load Shape From PNG" feature will now warn you if the selected image is larger than the maximum ship size.
- After turning mods on or off, the game will now give an option to restart itself.
- Added a "Clear Everything" option in Creative Mode which removes all ships from the game.
- Added a "Clear Debris" option in Creative Mode which removes all ships that either have no Control Room or no crew.
- Individual parts can now be self-destructed just like ships can.
- Individual parts can now be told to "Auto-Fire" which will cause them to fire continuously even if they have nothing to shoot at.
- Command handles are no longer shown when hovering the mouse cursor over an unselected ship.
- Bullets will no longer appear to be flying "backwards" when fired from a ship moving in reverse.
- Added a pair of 1x2 "wedge" decals.
- Removed the "Huge Galaxy" mod, now that there is a galaxy size option when starting a new game.
- The player's Saved Ships library is now longer populated with the initial "Model" ships.
- When the game crashes, the error box now has a button to open the log file in your default text editor.
- The location in which game save files and settings are stored can now be changed by specifying the following command-line option: --rootsavepath "path/to/save/folder"
- The FTL and Fleet tutorials now mention that the Galaxy Map and Buy Ship buttons are located above the minimap.
- Bugfix: In some situations a ship wouldn't get close enough to the ship it was attacking due to the collision avoidance algorithm.
- Bugfix: Weapon aiming issue where sometimes shots would be wildly inaccurate.
- Bugfix: "MissingMethodException" crash when starting the game for some players.
- Bugfix: Crash in some circumstances if the Build interface or Flight Direction chooser is displayed after an FTL jump.
- Bugfix: Crash in some circumstances if a formation is ordered to attack a ship and the target ship is destroyed or removed from the game.
- Bugfix: Crash if a ship is destroyed, sold, or otherwise removed from the game while its FTL jump-in animation is playing.
- Bugfix: Crash if a junk ship is in formation with a non-junk ship and then the non-junk ship is ordered to attack the junk ship.
- Bugfix: Crash in some circumstances when a formation is saved and then applied to a smaller fleet than the one it was originally created from.
- Bugfix: Crash if a ship is following a 2nd ship that is following a 3rd ship, the 3rd ship was spawned by the Battle Helper, and the 3rd ship is removed from the Battle Helper while the 1st ship is selected.
- Bugfix: Opening the Build panel right as an FTL jump was happening could cause interface issues and crashes later on.
- Bugfix: Crash if a ship is destroyed or removed from the game as it is making an FTL jump.
- Bugfix: Crash in some circumstances when the display mode is reverted after switching to Exclusive Full Screen.
- Bugfix: Crash when failing to delete a saved ship.
- Bugfix: Freeze in some situations when buying a new ship or making an FTL jump with a large fleet.
- Bugfix: Possible crash if a ship is completely destroyed while the picture-in-picture is showing it.
- Bugfix: Possible crash when using certain modded parts.
- Bugfix: Crash if for some reason the game can't access the operating system clipboard.
- Bugfix: Crash if flipping or rotating copied decals on the same frame as the copy/paste tool is deselected.
- Bugfix: Rare crash on some 32-bit computers when the view is focused on a ship or point in space.
- Bugfix: Most inputs that were bound to mouse buttons were being unintentionally triggered when pressing the mouse button in combination with a modifier key (for example, shift+click).
- Bugfix: Pressing shift+del (to delete a ship) and releasing the shift key before the del key would show the confirmation popup anyway.
- Bugfix: Pressing the Del key with no ships selected would show the confirmation popup anyway.
- Bugfix: Targeting lines were shown permanently after loading a saved game.
- Modding: Mods are now installed in "Documents\My Games\Cosmoteer\Mods". The standard mods that come with the game are now stored in a "Standard Mods" folder within the application directory. Existing mods will not be automatically copied over to the new location. When updating or re-installing the game, the "Standard Mods" folder will be erased!
- Modding: mod.txt files now have a CompatibleGameVersions field that lists all versions of Cosmoteer with which the mod is known to be compatible. If the player attempts to turn on a mod while playing a version of Cosmoteer not in that list, then they will receive a warning. After upgrading the game, any mods that do not list the new version will be automatically disabled.
- Modding: File paths in .txt and .shader files that are prefixed with "./" or ".\" are now treated as relative to the folder containing the game executable. Mods that reference other files in the vanilla Data folder should use paths that start with "./Data/".
- Modding: Added a "PartAreaAmmoDrain" hit effect.
- Modding: Mods can now remove all Bounty Hunter paint schemes without crashing the game.
- Modding: Fixed bug where AmmoConsumer components that started with ammo would still show their "out-of-ammo" indicators.
- Modding: Turret weapons that are chained to other turret weapons will now behave as expected.
- Modding: The PartAreaDamage and PartAreaAmmoDrain hit effects can now have negative damage and drain amounts.
- Modding: Weapons can now be given a TargetingRange setting which overrides the actual bullet's range for the purposes of picking a target.
- Modding: Added a PenetratesShields option to the PenetratingHit bullet component which allows the bullet to pass through a shield while still causing the HitShield effect.
- Modding: Added an EffectScalePerHit value to PenetratingHit that reduces the bullet's effectiveness for every shield or part it passes through.
- Modding: Added an optional RememberValue field to the UIToggle part component. Setting this to false will prevent its state from being remember and restored after the part is removed and re-added or from being saved in the .ship.png file.
- Modding: PartDamage and PartAreaDamage can now do negative (healing) damage.
- Modding: The PartAmmoDrain and PartAreaAmmoDrain hit effects now work with negative drain values.
- Modding: The first two lines of every translation file MUST be the __Name and __DebugOnly fields.
Cosmoteer 0.12.10 (Aug. 16, 2017)
- New Feature: Formations
- When multiple ships are selected, a "Formations" button will now be displayed. Clicking on this button will allow you to pick one of three pre-defined formations for your fleet: Line, Wedge, and Claw.
- Custom formations can be created by selecting a ship, right-clicking on another ship it should follow, holding the mouse button, and dragging the mouse cursor to where the selected ship should position itself.
- Custom formations can be saved to one of seven custom formation slots: Alpha, Bravo, Charlie, Echo, Foxtrot, and Gamma.
- A formation of ships will move at the speed of the slowest ship and will attempt to maintain the shape of the formation.
- By default, issuing a command to a group of ships will automatically create an "ad-hoc" formation, causing the ships to move at the same speed. This can be disabled in the game settings.
- When a formation is ordered to attack an enemy, the follow ships will now break formation to attack it once the lead ship arrives at its destination.
- There is a button in the "Formations" menu that cancel any existing formation for the selected ships.
- The direction in which a ship will fly can now be changed by the player. Ships no longer automatically determine the "optimal" flight direction; they will default to using "up" on the build grid unless changed by the player. The "Allow Diagonal Flight" option has also been removed. (Diagonal flight directions can still be manually chosen by the player.)
- Right-click-dragging on an enemy ship will now "snap" the to the closest direction of attack. When snapped, the attack direction will be left un-set, causing the attacking ship to have no preferred attack direction.
- When the player manually sets the attack distance or orientation, they will now be remembered and used as the default the next time the ship is given an attack order. The remembered defaults can be reset by using the "Reset Attack Defaults" option in the ship menu.
- In Bounty Hunter, you can now switch to any sector in which you own ships without having to jump back there with your existing ships. A small "rocket ship" icon will be displayed next to any sector with friendly ships. (This does not work retroactively for existing saved games in which friendly ships are already divided among multiple sectors.)
- Creative Mode now shows a "rocket ship" icon for any sector that has ships present in it.
- There is no longer a limit to how much FTL fuel the player can save up.
- When crew arrive at a Reactor, Ammo Factory, or Missile Factory and it doesn't have any immediately-available power/ammo/missiles, they will now wait for a short amount of time before giving up and finding a new source of power/ammo/missiles. The amount of time they will wait depends on the distance to the next-closest source.
- Increased distance at which ships will decide to strafe towards their destination instead of rotating to face it.
- Weapons will now collide with (but still won't damage) the shields of friendly ships. They will still pass through the shields of their own ship.
- Can now right-click-and-drag to attack or follow a ship even when the view is zoomed far out.
- When multiple waypoints are queued, ships will now slow down when approaching each waypoint.
- Crew now walk at 75% speed when walking laterally across moving walkways, up from 25%.
- Crew are now better at spreading themselves evenly across the different bedrooms when idle.
- Can no longer purchase ships in Bounty Hunter that have illegal designs. In Creative Mode, a warning will be displayed when spawning a ship with an illegal design.
- The "Tournament Helper" is now called the "Battle Helper" to better reflect what it actually does.
- Part targeting lines will now fade out after a couple of seconds.
- The ship names displayed in the lower-left corner when multiple ships are selected now have a drop shadow for better legibility.
- Added a link to the Trello roadmap from the Community menu.
- Can no longer give a ship an empty name or one that contains only whitespace.
- Auto-save file names now use 24-hour time.
- Added a tutorial that explains how to use formations.
- Bugfix: Occasional freeze when purchasing ships, especially when the player already has a lot of ships.
- Bugfix: Occasional freeze when making an FTL jump and the player has a lot of ships.
- Bugfix: "MoveFile Failed; code 183" error when updating the game. (You may still get this error when upgrading to this version.)
- Bugfix: Crash when reverting the display mode.
- Bugfix: Crash on startup on some GPUs.
- Bugfix: Extremely rare crash on some GPUs when trying to go into Exclusive Full Screen mode.
- Bugfix: Crash when adding a ship to the Tournament Helper, viewing or jumping to a different sector, and then removing that ship from the Tournament Helper.
- Bugfix: Crash when removing a ship from the Tournament Helper while it is being shown in the picture-in-picture.
- Bugfix: Rare crash when a projectile hits another ship.
- Bugfix: Crash if there is an error auto-saving or quick-saving.
- Bugfix: Crash when, after engaging an FTL jump, the player cancels the ship's current orders.
- Bugfix: Crash when trying to install a mod and the user does now have a Downloads folder.
- Bugfix: Rare crash during gameplay.
- Bugfix: Crash if selling or deleting a ship as it is warping in.
- Bugfix: Crash if there is an error taking a screenshot with Ctrl+Alt+C. (An error will be shown instead.)
- Bugfix: Crash if there is an error importing a ship shape from a PNG file.
- Bugfix: Crash when saving a screenshot of a ship's blueprints while the ship's blueprints are empty.
- Bugfix: Crash when a ship is renamed to something other than .ship.png.
- Bugfix: Crash when deleting a ship from the Ship Library whose name contains an invalid character such as '&'.
- Bugfix: Rare audio- and graphics-related ArgumentNullException crashes.
- Bugfix: Error loading any ship from the Ship Library whose name is longer than 32 characters.
- Bugfix: Ships that weren't centered in their build grids would spawn in the incorrect location when using the Battle Helper (a.k.a. Tournament Helper).
- Bugfix: Crew weren't bringing power to the Ammo Factory with the intended priority, which was causing it to run out of power more frequently than it should have been.
- Bugfix: Weapons that had specific targets when making an FTL jump would retain that target even after the jump, which caused them to target and shoot at "nothingness".
- Bugfix: Ship PNG pictures would be very dark when saving a ship while in blueprint mode.
- Bugfix: Weapon firing arc graphics would rotate as the weapon rotated.
- Bugfix: User interface sounds would play even when the game window wasn't in focus.
- Bugfix: Possible fix for 0.12.9 FPS drops during building.
- Bugfix: Possible fix for audio causing framerate drops.
- Modding: AreaImpulse and PartAreaDamage can now have negative impulse and damage values.
- Modding: A "MODS ARE ENABLED. THIS CRASH MAY BE CAUSED BY A MOD." message will now be displayed when the game crashes while any mods are turned on.
- Modding: Can now press Ctrl+Alt+Escape to immediately restart the application.
Cosmoteer 0.12.9 (Jul. 26, 2017)
- Players can now opt-in to get "unstable" updates. These updates are non-official "release candidates" that are likely to have more bugs than the official "stable" updates.
- Increased priority with which crew keep ammo and missile factories powered.
- Crew can no longer walk on wedge structures.
- Added a "Tournament Helper" to the Creative Mode which helps to automate battle setup.
- The "Model" ships are now all properly centered in their build grids.
- The BountyBrain and BountyBrainHard AI types are now called "Easy" and "Normal".
- Added an option to attach the program's error log to feedback reports.
- Decreased volume of the FTL Drive's spin-up sound.
- The feedback window will now remember what you type into it even after you close the window.
- The feedback window will now remember your email address.
- Updated the Creative Mode tutorial to make it clearer how to make ships attack each other.
- Bugfix: Audio-related crash that usually happens when loading a saved game.
- Bugfix: Crash when using undo/redo after using the "Forget Destroyed Parts" command. (That command will now clear the undo history, making undo/redo unavailable after using it.)
- Bugfix: Crash in some circumstances if full-screen mode isn't available, even when the game is not running in full-screen mode.
- Bugfix: Crash when clicking on an off-screen or zoomed-out ship icon on the same frame that the ship is destroyed or removed from the game.
- Bugfix: Crash when there is an error saving a ship or game to a path that contains certain characters such as '&'.
- Bugfix: Crash when using fill mode (tab) with any non-corridor part that replaces any non-1x1 part.
- Bugfix: Crash when making an FTL Jump with multiple ships and the build interface is opened during the jump.
- Bugfix: Rare crash after a ship splits in two.
- Bugfix: Crash due to extremely short frame times.
- Bugfix: Errors during an FTL jump will no longer be suppressed resulting in the sector having nothing in it.
- Bugfix: Could press hotkeys to select parts/doors that were incompatible with the currently-selected ship, which could later lead to crashes.
- Bugfix: Rare errors when quick-saving or auto-saving the game.
- Bugfix: Crash in some circumstances if the game menu is shown on the same frame that an auto-save occurs.
- Bugfix: Rare U.I. crashes such as when closing the Build panel.
- Bugfix: When buying a ship or making an FTL jump, sometimes the ship(s) would spawn extremely far away.
- Bugfix: A ship without an operational or manned control room wouldn't contribute to the maximum FTL fuel, which could cause fuel to be lost.
- Bugfix: If some crew were killed on a ship while the ship was not at maximum crew capacity, then repairing the ship would not properly reset the number of killed crew, which would make the ship "un-repairable" until the ship's crew capacity was filled.
- Bugfix: In some rare circumstances a ship would have disconnected "destroyed parts" in the repair view which would prevent the ship from being repaired.
- Bugfix: In rare circumstances, the Build button would become unclickable.
- Bugfix: Point Defenses can no longer shoot through ships.
- Bugfix: Exploit where you could repair during combat by pausing, saving, and then loading that save.
- Bugfix: Custom ship and part control group keys weren't being remembered after restarting the game.
- Bugfix: The "Fire N Crew" text in blueprint mode was showing the refund in green instead of blue.
- Bugfix: Minor graphical glitch on damaged Ion Beam.
- Bugfix: Mouse cursor would be invisible when over the error crash window.
- Modding: Better error messages when there are errors in part components that refer to other part components.
- Added a "Cosmoteer (Graphics Debug)" shortcut to the start menu which will attempt to create a D3D debug device to help debug graphics crashes. On Windows 10 you'll need to enable the "Graphcis diagnostics tools", and in Windows 7/8 you'll need to install the Windows SDK.
Cosmoteer 0.12.8 (Jul. 16, 2017)
- Added five new ships: Biter, Hook, Quicksilver Interceptor, Raptor, and Warrior.
- FTL Fuel balance changes:
- Increased FTL Fuel earned from destroying bounties by 60%.
- Reduced FTL Fuel consumption when jumping by 30%.
- Reduced price difference between short-range and long-range jumps.
- Reduced Electro-Bolt power drain by 25% and damage by 33%.
- Crew will no longer abandon a control room to put out a fire.
- The build interface can now be opened while in debt. This allows you to still sell parts of your ship to get out of debt.
- When a ship doesn't have a control room or its control room is not operational, a red warning message will be shown in place of the mass/crew/value stats.
- The FTL tutorial has been updated to explain the concept of "FTL efficiency".
- Updated the text and tool-tip shown when the player has no ships that can make an FTL Jump to explain that it might be because the ship has no control room.
- When sending feedback, there are now options to attach a screenshot and a save file of the current game.
- Automatic crash reports (which are sent when anonymous metrics are enabled) will now contain a screenshot of the game as it was when it crashed. This will help us fix certain bugs.
- Saved game names are now limited to 100 characters to prevent errors during saving.
- Bugfix: Crash during startup for some players.
- Bugfix: Crash when showing the sell-ship dialog or the FTL fuel cost tooltip if the name of the ship contains certain characters such as '&'.
- Bugfix: Crash in some circumstances after making an FTL jump and the jumped ship is on fire.
- Bugfix: Crash when a ship splits in two if the build interface is open, blueprint mode is on, and the copy/paste tool is selected.
- Bugfix: Crash when saving the paint scheme of an asteroid.
- Bugfix: Rare crash when a crew is putting out a fire right as the ship is removed from the game.
- Bugfix: Crash when exiting the game immediately after clicking the FTL jump button.
- Bugfix: Other occasional crashes when exiting the game.
- Bugfix: Crash if there is an error while saving a screenshot of a ship. (An error message will now be shown instead.)
- Bugfix: Extremely rare crash when switching U.I. screens.
- Bugfix: Crash if the game is unable to send an automated error report.
- Bugfix: Fire sound would sometimes keep playing even after the ship with the fire was destroyed.
- Bugfix: Fire sound effects were starting and stopping immediately without smoothly increasing and decreasing in volume.
- Bugfix: Possible fix for game freeze after plotting an FTL jump.
- Bugfix: The player's money will no longer become negative when it exceeds 2,147,483,647. (It will now be capped at that amount instead.)
- Translations: The "Got It!" button on tutorials will now automatically size to fit its text.
Cosmoteer 0.12.7 (Jul. 11, 2017)
- Moved saved games and ships from "Saved Games\Cosmoteer" to "Documents\My Games\Cosmoteer" because using the special Saved Games folder was causing problems for some players. Cosmoteer will automatically move your existing saved games and ships to the new location.
- Removed a deliberate flaw in the attack flight algorithm that made ships bad at keeping the desired distance from the enemy.
- Small increase to cannon and ion beam ranges.
- Doubled Point Defense rate-of-fire.
- Added a "Free FTL Jumps" mod that makes FTL jumps use no FTL Fuel.
- The setup program will now refuse to run if Cosmoteer is running. (Only works if the running version of Cosmoteer is 0.12.7 or newer.)
- The setup program is now "digitally signed" to guarantee that it comes from me ("Walter Destler"). This should reduce the number of false-alarms from Windows and anti-virus/malware programs.
- Bugfix: Possible fix for DXGI_ERROR_DEVICE_REMOVED crashes.
- Bugfix: The game would crash if Exclusive Full Screen was selected but not available. (It will now fall back to using Borderless Full Screen.)
- Bugfix: Crash if for some reason the game can't open a folder in File Explorer.
Cosmoteer 0.12.6 (Jul. 10, 2017)
- Reduced cost of FTL Drive to 10,000.
- Reduced missile launcher range from 250 to 200 meters.
- Tweaked missile physics to work better when missiles are fired from moving ships.
- By default, the framerate will now be limited to 100 frames per second. This is to save on laptop battery life and reduce graphics driver crashes.
- Pressing Esc will now close the galaxy map.
- Can no longer repair or modify a ship that is self-destructing. (Doing so could cause issues.)
- Bugfix: Rare freezes during gameplay.
- Bugfix: Selecting a mod with broken description text should no longer crash the game.
- Bugfix: Crash if the user's Saved Ships folder doesn't exist when displaying the ship library.
- Bugfixes: Error messages weren't being displayed for crashes that happen when the game starts.
- Bugfix: Likely fix for "ObjectDisposedException" crashes on startup.
- Bugfix: Corrupted settings.txt files will no longer prevent the game from starting.
- Bugfix: An error auto-saving will no longer cause repeated attempts to auto-save.
- Bugfix: Crash when saving a ship with an invalid filename, such as "con".
- Bugfix: An error when deleting a ship would crash the game.
- Bugfix: Rare crash when hovering the mouse cursor over the "Make It So" button.
Cosmoteer 0.12.5 (Jul. 7, 2017)
- The A.I. will now take distance to the target into consideration when choosing which target to attack. This has a side-effect of preventing all A.I.s from targeting the same ship.
- The A.I. will now switch targets a bit less frequently.
- Bugfix: Error loading some games that were saved with ships using the new BountyBrainHard A.I. type.
- Bugfix: Crash in some circumstances when reverting the display mode.
- Bugfix: Occasional "ObjectDisposedException" crash on startup.
- Bugfix: Crash when there is an error displaying information or a logo for a mod after selecting it in the Mods Manager. (An error will still be shown.)
Cosmoteer 0.12.4 (Jul. 6, 2017)
- Added a "BountyBrainHard" A.I. type that will somewhat-intelligently focus-fire on specific parts of enemy ships. This new A.I. will now be used for all Bounty Hunter sector difficulties except for Amateur.
- Reduced memory usage by about 150-200 MB.
- Added a link to the r/Cosmoteer subreddit to the Community menu on the title screen.
- Bugfix: Random freezes for some players with low-end GPUs.
- Bugfix: Possible fix for some DXGI_ERROR_DEVICE_HUNG crashes.
- Bugfix: Pressing F12 when the game is loading would cause it to crash.
- Bugfix: When the "Allow Ship Deselection" and "Always Show Command Handles" options were turned on, clicking-and-dragging a command handle would cause the command itself to disappear.
- Bugfix: An automatic FTL jump would happen even when the game was in an un-saveable state, which could lead to other problems when returning to the original sector.
- Bugfix: When a ship spawns, its crew were not being evenly distributed in their crew's quarters and bunks.
Cosmoteer 0.12.3 (Jul. 2, 2017)
- Point defense is now somewhat more effective, especially when used in multiples.
- Increased missile damage vs structure.
- The A.I. now uses a combination of estimated firepower and number of crew to choose which enemy to focus on.
- The A.I. will now switch targets less frequently.
- The A.I. no longer picks angles of attack on the other side of its target.
- Greatly increased the zoom distance at which combat sounds can be heard.
- Increased the minimum distance between enemy ship spawn locations in Bounty Hunter.
- The conveyor belt is now called a "Moving Walkway".
- When a new version of Cosmoteer is detected, an option will now be given to automatically download and install the update.
- Bugfix: Crash when an FTL jump is made while the Build panel is open and at least one ship jumps that is not the currently-selected ship.
- Bugfix: Asteroids could catch on fire, which would crash the game.
- Bugfix: Rare audio-related crashes.
- Bugfix: Possible fix for "DXGI_ERROR_DEVICE_REMOVED" crashes.
- Bugfix: The A.I. was greatly over-valuing the firepower of the missile launcher.
- Bugfix: The Standard Cannon death explosion was causing about 1500x as much damage versus structure pieces than was intended.
- Bugfix: Recommended power for the Large Thruster was 1/10 what it should have been.
- Modding: Improved error message when a value references another value that doesn't actually exist.
Cosmoteer 0.12.2 (Jun. 27, 2017)
- Added five new Built-In ships that spawn in Bounty Hunter: Carbine, Cerberus, Firestarter, Phalanx II Medium Escort, and Ragnarok.
- Bugfix: Fire-related crashes that were introduced in 0.12.1.
- Bugfix: Some very-high-value built-in ships weren't spawning as enemies in Bounty Hunter.
Cosmoteer 0.12.1 (Jun. 26, 2017)
- Added eight new Built-In ships that will spawn in Bounty Hunter: Avalance, Crucible, Diagon Death Dealer, Reckless Warrior, Sarro, Stalker, and Trapper.
- Rebalanced FTL Drives:
- Halved the per-mass FTL Fuel cost of FTL jumps.
- Doubled the FTL efficiency penalty for areas outside the FTL Drive's range such that the minimum FTL efficiency is now 16.66%.
- Increased the coverage area of the FTL Drive by 50%.
- Improved accuracy of Point Defense Systems.
- Reduced Electro-Bolt power usage by half.
- Weapons will now prioritize shooting at the targeted ship when possible.
- Crew will now always try to pick up ammo/missiles/power at the nearest reactor/factory, even if it doesn't have any ammo/missiles/power at the moment when the crew is assigned to the job. If upon arrival it still doesn't have any ammo/missiles/power, only then will the crew look for the next-closest reactor/factory that actually has ammo/missiles/power.
- The "BountyBrain" A.I. will now target the most powerful enemy instead of the one with the most mass.
- When a ship with an A.I. splits in two and the new piece has a Control Room, the new piece will be given a copy of the A.I.
- Trying to close the build interface while a ship has blueprints but no actually-constructed parts will now show a warning message letting the player know that closing will cause them to lose their design.
- Using the copy/paste tool now also copies doors that are adjacent to only one copied part in addition to the doors that are adjacent to two copied parts.
- When at least one ship with an FTL drive is selected, the "Plot FTL Jump" button now always shows the cost for only the selected ships.
- Can now hold the tilde key when placing a ship in Creative Mode to spawn it without full ammo/power.
- Added a link in the "Community" menu to access the Official Cosmoteer Wiki.
- Added a link in the "Community" menu to access Cosmoteer's itch.io page.
- Fixed a couple typos in tool-tips.
- Bugfix: Crash when mirror mode is enabled and the player attempts to paste a group of decals overlapping with the ship's vertical centerline.
- Bugfix: Crash when pasting decals if mirror mode is on in the Paint U.I. but not on in the Build U.I.
- Bugfix: Crash when the "Automatically Engage FTL" option is turned on and the FTL jump is canceled.
- Bugfix: Occasional "The process cannot access the file" error when saving a ship and overwriting an existing file.
- Bugfix: Crash when loading a mod if there are any non .txt files in its Strings folder.
- Bugfix: Rare crash during gameplay related to ship bounding circle calculation.
- Bugfix: Weapons, factories, and storage rooms containing ammo and missiles weren't scaling their collateral damage by how full they were at the time of death, as was intended.
- Bugfix: Bullets and lasers that are passing over structure wouldn't be stopped by shields.
- Bugfix: Weapons would continue to shoot at junk ships even after being ordered to stop.
- Bugfix: In some circumstances the red targeting rectangles weren't being shown when the mouse cursor was over an enemy part that could be targeted.
- Modding: Using part hit effects in situations where a bullet didn't actually hit a part should no longer crash. Those hit effects will simply do nothing.
Cosmoteer 0.12.0 (Jun. 21, 2017)
- WARNING: This release may be incompatible with some existing saved games from earlier versions of Cosmoteer. Specifically, most games that were saved during combat will not load.
- New Mechanic: Fire!
- Some parts, such as reactors and those storing munitions, will cause fires when they are destroyed.
- Cannon shots will also cause fires when they are able to penetrate inside enemy ships.
- Fires will spread over time through open areas and through doors. Fires will not spread through walls or onto external parts of the ship.
- Fires cause damage over time and have a chance of killing crew who walk through.
- Crew can walk through areas that are on fire, but do so much more slowly than normal.
- Crew will abandon any part that is on fire, except for the Control Room.
- New Part: Fire Extinguisher, a 1x1 room that stores a portable fire extinguisher.
- When a fire breaks out on the ship, a crewmember will go pick up a fire extinguisher and use it to put out the fire.
- Each portable fire extinguisher has a limited capacity and will need to be replaced after putting out several fires
- New Part: Electro-Bolt, a weapon that fires bolts of electricty.
- Inflicts little damage, but drains energy from any power-based system it hits.
- Especially effective versus shields.
- New Part: Missile Launcher, a weapon that fires long-range homing missiles.
- Missiles are long-range, homing, and cause significant area-of-effect damage.
- Missiles can be fired even when there is no line-of-sight to the target.
- Missiles will try to avoid and navigate around friendly obstacles.
- Each Missile Launcher has three missile tubes that are loaded and fired individually.
- Each individual missile is put together from four "missile parts".
- New Part: Missile Factory, which manufactures missile parts.
- New Part: Missile Storage, which stores a limited cache of missile parts.
- New Part: Cannon Ammo Storage, which stores a limited cache of cannon ammunition.
- New Part: Point Defense System, a small automated defensive turret that shoots down incoming missiles.
- New Part: Conveyor Belt, a moving walkway that increases crew speed.
- Crew move 50% faster when walking in the direction of the conveyor belt's motion, but move at only 1/4 speed when walking over it in any other direction.
- New Parts: Two 1x2 armor wedges that are mirrors of each other.
- New Parts: Two 1x2 structure wedges that are mirrors of each other.
- New Part: A tiny armor quarter-sized "triangle" piece.
- New Design Feature: Mirror Mode
- When turned on, any modifications made to the ship's design will be mirrored to the other side of its vertical centerline.
- Mirror Mode works for both "Build" and "Paint".
- New built-in ship: Skywing
- Updated most built-in ships to utilize the new ship parts.
- Halved the rate at which the Cannon Ammo Factory produces ammunition.
- Every layer of armor now blocks 75% of area-of-effect damage from weapons and exploding parts.
- Crew manning weapons are now less likely to abandon their posts to pick up more ammo or power.
- When ships have equal firepower both in front and behind, they will now default to attacking from their front instead of from behind.
- Weapons will now stop shooting at enemy ships in Bounty Hunter once the enemy has been defeated.
- Ion Beams can no longer be given targets. (Doing so didn't really do anything anyway.)
- The "picture-in-picture" view no longer replaces the minimap. It is now displayed in the top-right corner underneath the credits and fuel displays. The picture-in-picture is now customized within the Interface tab in the game settings. The minimap can no longer be resized, but the picture-in-picture still can be.
- When set to "Auto", the picture-in-picture will now be displayed when the main view is zoomed sufficiently far out, even if the displayed ship is still on-screen.
- When a part can't be added to the ship, the reason why is now displayed underneath the mouse cursor.
- Ship part category tabs now have icons instead of textual names. (The name can still be seen in the tooltip.)
- Munitions-related parts (Ammo Factory, Ammo Storage, Missile Factory, Missile Storage) are now contained in a new "Munitions" tab.
- Blueprints mode is now toggled on and off using a button to the left of the Grab tool.
- Added an option (blueprint mode only) to recenter the ship's blueprints on the construction grid.
- New icon for the select/copy/paste tool.
- Buttons that can be toggled on and off now have a small green/red "switch" to indicate their state.
- Part names and costs in the built toolbox have been reduced in size, but now also have a drop-shadow to make them easier to read.
- Updated tooltips and "icon names" for some ship parts to be more descriptive.
- It is now possible to adjust the game speed while paused. (The new speed will take effect once the game is unpaused.)
- Alt-clicking or middle-clicking on a ship will now focus on the specific part that was clicked on if the center of the screen is already inside the ship's circle.
- The view will no longer stay focused on ships that are no longer within player's sight range.
- Added an "Enforce Crew Access" setting that, when turned on (the default), will prevent the player from adding parts in locations that can't be connected to the rest of the ship using doors. This setting has no effect if "Automatically Add Doors" is disabled or when editing a ship's blueprints.
- The High D.P.I. Mode setting is no longer available and will be automatically turned off if the window size or screen resolution is below 1920x1080.
- The "Blueprints" tutorial is now the "Advanced Ship Design" tutorial and has been updated to describe the select/copy/paste tool and mirror mode, in addition to blueprint mode.
- Added a "Fires" tutorial to explain the new fire mechanics.
- The "Load Ship Design" and "Load Shape From PNG" options are now shown even when blueprints mode is off. Using those options will automatically enable blueprints mode.
- The user's "Saved Games" folder will now be automatically created if for some reason it doesn't exist.
- Log file names now use 24-hour time.
- The installer program will now automatically detect whether .NET Framework installation requires the computer to be rebooted and, if so, prompts the user to reboot the computer.
- Bugfix: In some circumstances when a ship splits into 3 or more separate pieces, some pieces may have invalid "destroyed parts" that make them impossible to repair.
- Bugfix: Saving a game didn't record how much ammo/power crew were carrying, causing them to lose any carried ammo/power when loading the saved game.
- Bugfix: It was impossible to make an FTL jump with when the player didn't have enough FTL fuel to jump their entire fleet, even if they did have enough fuel to jump some of their ships.
- Bugfix: Sound effect speed/pitch was not being varied as intended.
- Bugfix: Dragging a ship in the Ship Library from one folder to another would sometimes not refresh the list of ships in the old folder.
- Bugfix: Press ctrl-F to focus on the targeted ship no longer plays the focus beep sound constantly while ctrl-F is held.
- Bugfix: A scrollbar in the list of ship parts would be shown sometimes when not needed due to unused space to the right of the parts.
- Bugfix: Renaming a ship would sometimes not update the name displayed in the lower-left box when multiple ships are selected.
- Bugfix: If multiple parts were selected with different on/off or fire/hold-fire settings, multiple on/off fire/hold-fire buttons would be displayed.
- Bugfix: It wasn't possible to deselect a part in the build list when the player couldm't afford that part.
- Bugfix: Crash when there is an error loading a mod.
- Modding: Bullets are now component-based using a similar system to parts.
- Modding: Better error message when a ] bracket is left off the end of a .txt [] section.
- Modding: Different weapons can now use the same type of bullet.
- Modding: Layer UniqueBucket values have been multiplied by 100 to make adding new layers easier.
- Modding: Can now specify MirrorU=true and/or MirrorV=true to flip sprites.
- Modding: It is now possible to remove and replace values that refer to files.
- Modding: Added a UsePartWhenFlipped setting to parts that, if specified, will cause the part to be replaced with another part when flipped.
- Translating: The "Buy" button for fuel will now automatically resize to fit its text.
Cosmoteer 0.11.11 (May. 24, 2017)
- Improved weapon target position prediction to take into account the target's acceleration.
- Tweaked thruster flight algorithm to better handle ships that need to turn to face their destination.
- Bugfix: Major memory leak when quitting (or loading a new) game.
- Bugfix: Minor memory leak when a ship is destroyed or removed from the game.
- Bugfix: Crash when right-click-dragging to attack a ship as it is destroyed and removed from the game.
- Bugfix: Crash in rare circumstances when a weapon was targeting a part that for whatever reason was just removed from the game.
- Bugfix: Crash if a Shield Generator is deleted on the same frame in which it was powered on.
- Bugfix: Various crashes when closing dialogs as hotkeys are being held.
- Bugfix: Crash when failing to uninstall a mod. (An error message will be shown, but the game will not crash.)
- Bugfix: When build mode was open, a ship would "disappear" if it had no crew, except when playing at "All Players" in Creative mode.
- Bugfix: Attempting to save a ship design over an existing file would cause an error if Cosmoteer or another program was briefly using that file. The game will now try repeatedly for up to 4 seconds to open the file before showing an error.
- Bugfix: Some text referred to "Decals 1" and "Decals 2" instead of "Decals Low" and "Decals High".
- Bugfix: The tooltips that explain how to hire/fire 5 crew at-a-time did not properly update when the hotkey was cusomitzed.
Cosmoteer 0.11.10 (May. 19, 2017)
- New program icon. (A C-shaped ship floating over a planet.)
- Part control groups can now be created and selected even when no ships are selected.
- The official Cosmoteer chat has moved from Slack to Discord. Updated the link in the main menu to reflect this.
- Cosmoteer will now keep your 10 most recent log files, which are named according to the date and time when the game was launched. These log files are now stored in `Saved Games\Cosmoteer\Logs`.
- Bugfix: Occasional crash if an enemy ship is destroyed while right-click-dragging on it.
- Bugfix: Freeze if the selected ship is targeting another ship and the allegiance of the selected ship is changed to either Neutral or the same allagiance as the targeted ship.
- Bugfix: Trying to load a corrupted ship design file would crash the game.
- Bugfix: Rare crash when making an FTL jump.
- Bugfix: Occasionally when warping large fleets, some ships would be stuck together after the warp.
- Bugfix: Ship thumbnail icon didn't update when overwriting existing ship designs.
- Modding (BREAKING CHANGE): Mods can now combine their own roof decals and textures with the existing decals and textures or those from other mods. The example_mod has been updated to demonstrate how to do this.
- Modding (BREAKING CHANGES): New, more flexible "hit effects" framework used by weapons and part explosions to inflict damage, area damage, and to exert force.
- Weapons cause damage and physics forces using "hit effects", which are a more flexible way to descibe what should happen when a weapon hits an enemy.
- Removed the ExplosiveDeath component and the DestroyedEffects field. They have been replaced with a combined DeathEffects component that can cause both media and hit effects.
- Most of the existing effects fields have been renamed to include "Media" in their names, to better differentiate them from hit effects.
- Modding: Crash in some circumstances if a mod contains a string file that doesn't have a __Name field.
- Modding: Mods that don't contain core game translations but do contain strings for other languages should deliberately omit the __Name field, which will prevent that language from showing up in the list of languages that the player can select.
- Modding: The V-Sync tooltip is no longer hardcoded into the game and can be translated like most other strings.
Cosmoteer 0.11.9 (May. 14, 2017)
- Added several pre-installed mods:
- "Huge Ships" increases the maximum ship size to 1000x1000.
- "Bounty Hunter: 1,000,000,000â‚¡" increases the starting funds to 1 billion credits.
- "Huge Galaxy" makes the galaxy 10 times as large.
- Bugfix: Crash when holding ctrl and double-clicking on a part while a ship is not selected.
- Bugfix: Crash if the Paint toolbox is closed for any reason (such as by pressing Esc or the ship being destroyed) while the player is adjusting a color.
- Bugfix: Rare crashes during gameplay due to corrupted physics state.
- Bugfix: Possible crash if there are any errors while installing a mod.
- Bugfix: Crash if there is an error loading a ship after selecting it in the Creative Mode ship library.
- Bugfix: Rare crash when the display settings are automatically reverted.
- Bugfix: Possible crash while the attack command handles are displayed and the targeted ship is destroyed or otherwise removed from the game.
- Bugfix: Language selection would revert back to English when restarting the game.
- Modding: Part category tabs will now increase in size to accommodate long (*cough*german*cough*) category names.
Cosmoteer 0.11.8 (May. 13, 2017)
- Bugfix: Crash when starting the game with the Example Mod turned on.
- Bugfix: Freeze in some circumstances when buying ships, especially when you already have several ships. This may also fix a rare freeze when warping to another sector.
- Bugfix: Crash if the Mods directory doesn't exist.
- Bugfix: Ship prices and crew counts weren't being displayed in the Ship Library for built-in ships.
- Modding: The Mods Manager can now automatically create .zip mod packages. Right-click on the mod and select "Create Mod Package".
- Modding: Mods can now add their own "libraries" of ships to the game which show appear as categories on the left of the Ship Library. Added an "Example Ship Library" mod that demonstrates how to do this.
- Modding: Some error messages that can occur when modding are now more descriptive of the actual error that occurred.
- Modding: Made file references in part data easier to work with.
Cosmoteer 0.11.7 (May. 12, 2017)
- Support for mod packages.
- Added a "Mods" button on the main menu that displays the Mods Manager.
- The Mods Manager will display information about each mod installed.
- From the Mods Manager, individual mods can be installed, uninstalled, turned on, and turned off.
- Mods can be automatically installed from .zip files. After installing, a mod must be "turned on" before it has any effect.
- Cosmoteer comes with two mods, "Example Mod" and "Example Translation". These mods can be used as starting points for creating additional gameplay mods and language translations.
- Mods are stored in "C:\Program Files\Cosmoteer\Mods". Each mod has its own folder.
- Added a Start Menu command to launch the game with mods disabled. Use this option if, after installing a mod, the game does not start. After running the game with mods disabled, you can open the Mods Manager and turn off the problematic mod(s).
- Saved ships, games, screenshots, and settings are now saved in your "C:\Users\[username]\Saved Games\Cosmoteer" directory. Existing save files will be moved to this location when launching the game.
- Reinstalling or upgrading the game will no longer overwrite or recreate the four "Model" ships that are initially in the "My Ships" folder.
- Eliminated the static in Ion Beam's sound effect.
- Bugfix: Error if game tries to auto-save while a ship is self-destructing.
- Bugfix: Error dialog wasn't shown after a crash.
- Bugfix: Can no longer save over, delete, rename, or move built-in ships. (This would usually result in an error anyway, but the game will no longer even let you try.)
- Modding: The format used for the .txt data files no longer requires semicolons (;) or commas (,) at the end of lines. These have been removed from the existing .txt data files where possible.
- Modding: Language string files are now stored in 'Data\Strings' instead of 'Strings', and as such any changes or additions to those files will be lost when reinstalling or upgrading Cosmoteer. Translations should now be authored and installed as mods.
Cosmoteer 0.11.6 (May. 5, 2017)
- Can now press Ctrl-F to focus on the targeted enemy ship(s).
- Reactors now exert force on any remaining ship parts after being destroyed.
- Minor tutorial updates.
- Bugfix: Frequent error when saving a ship and overwriting an existing ship file.
Cosmoteer 0.11.5 (May. 3, 2017)
- Bugfix: Graphical glitch shown instead of red wrench icon when repair view is open.
- Bugfix: White box shown instead of blueprints when a part is selected.
Cosmoteer 0.11.4 (May. 3, 2017)
- Saved games and ships are now stored in "Documents\My Games\Cosmoteer". Cosmoteer's installation program should automatically move saved games and ships from the old location to the new location.
- Completely revamped weapon graphics and visual effects.
- Greatly improved performance of particle effects.
- Many more particle effects for weapons, explosions, and thrusters.
- Added a "Fancy Particles" option that can be turned off, if necessary, to reduce the number of particles and improve performance.
- Dead crew floating in space are now rendered using the new particle code and thus should now have much less of an impact on performance.
- Reactors now cause collateral damage when destroyed, often destroying other parts around them. (Be careful of chain reactions!)
- Cannons and Ammo Factories now also cause collateral damage when destroyed. The amount of damage depends on how much ammunition they contain at the time.
- New sound effect when a reactor is destroyed.
- You can now hold Ctrl while right-click-dragging an attack command to pick an angle relative to the game world instead of relative to the forward direction of the enemy ship. You can make this behavior the default by turning on "Prefer Grid-Relative Attack Angles" in the interface settings.
- The outer red attack circle is now only displayed if an explicit attack angle has been given. It shows whether the angle is relative to the ship or to the world.
- The A.I. will now always attack the biggest ship within sight.
- The A.I. will no longer attempt to flee once all of its weapons are destroyed.
- Defeating an enemy starship in Bounty Hunter mode (by destroying all of its reactors) will no longer cause every last piece of the ship to explode.
- When purchasing a new ship in Bounty Hunter mode, you can no longer choose the location where the ship spawns. Instead, the newly-purchased ship warps in as close to your existing ships as possible.
- Revamped bullet and laser penetration logic to produce more consistent penetration behavior.
- Crew now try much harder to not walk through each other in opposite directions, and will be much better at utilizing double-wide corridors.
- Improved performance of animated backgrounds and reduced hitches when zooming in-and-out when using animated backgrounds.
- Opening the Ship Library from the main menu will now give an option to "Playtest" any ship, which will start a new Creative Mode game with that ship already present.
- Greatly improved the speed at which the Ship Library displays ship designs.
- The Ship Library now shows built-in ships in addition to the player's own designs.
- Pressing the Community button on the main menu now displays links for the Official Forum, Official Chat, Facebook game page, Twitter account, and Indie DB page.
- The list of resolutions and refresh rates now displays the highest resolution and refresh rate first.
- Added a button after saving a screenshot that allows the user to open the screenshots folder.
- The game can no longer be saved while a ship is self-destructing. (Loading such a saved game would cause the ship to stop self-destructing.
- Bugfix: Crew would sometimes walk on invalid areas of a part (such as a cannon) which would cause a crash if that part was destroyed while the crew was standing on the invalid area.
- Bugfix: Rare crash when launching the game.
- Bugfix: When loading a game in the middle of combat, projectiles would often have the incorrect velocity.
- Bugfix: "Barbarian" ships could damage themselves and their shots with their own shields.
- Bugfix: Repairing a ship didn't reduce the number of "M.I.A." crew.
- Bugfix: Laser shots will no longer "over-penetrate" and be able to hit parts inside of enemy ships when the first thing they hit is structure.
- Bugfix: Weirdness with bullets changing directions after hitting ships.
- Bugfix: Pathfinding bug would cause crew to sometimes take very sub-optimal paths.
- Modding: The "Spinning up FTL Drives..." text will now wrap as necessary. (Some translations didn't fit in the box.)
- Modding: Added a --gen-bounties command-line parameter that will cause the list of bounty ships to be regenerated from the ships in the 'Built-In Ships' folder. When using this option, Cosmoteer must have write permissions for its Data folder, which is not usually the case when Cosmoteer is installed in Program Files.
- Modding: There is no longer a limit on the number of part types that can be added due to running out of space in the atlas textures.
Cosmoteer 0.11.3 (Apr. 15, 2017)
- Upgraded to Microsoft .Net 4.6.2. The setup program will automatically install this on your computer if you do not already have it installed.
- The little '...' buttons now have more traditional "hamburger" icons.
- The background and planet on the main menu will now stay at approximately the same scale relative to the logo ship regardless of screen size or the High D.P.I. Mode setting.
- Errors will no longer be reported when players don't have the latest version of the game installed.
- Bugfix: "Object reference not set to an instance of an object" error when loading some saved games.
- Bugfix: Sometimes after a ship splits into multiple pieces and one of the pieces takes further damage, unrepairable red doors will be shown in the repair view.
- Bugfix: Ambient space audio would stop playing when the center of space was not in the player's sight range.
- Bugfix: The shortcut keys for changing the "Play As" player in Creative Mode weren't working.
Cosmoteer 0.11.2 (Apr. 5, 2017)
- Bugfix: Crash in some circumstances when opening the settings dialog.
- Bugfix: Crash when a ship is removed in Creative Mode while another ship is targeting any of its parts.
- Bugfix: Crash when the hand tool is selected and the mouse cursor is moved over an asteroid tile.
Cosmoteer 0.11.1 (Apr. 3, 2017)
- When playing in Exclusive Full Screen mode, you can now choose any refresh rate supported by your monitor.
- The game will now automatically create the Saved Ships directory if it doesn't already exist.
- Bugfix: Launching the game would cause it to always revert to Borderless Full Screen mode.
- Bugfix: Very rare crash due to playing audio.
Cosmoteer 0.11.0 (Mar. 29, 2017)
- Major feature: Fog of War
- Ships now have limited sight range. The edge of your ships' sight range is now shown on the minimap and when zooming sufficiently far out.
- Areas that are too far away to see are in the "Fog of War" and are darker.
- A pulsing red dot indicates the location of enemy contacts, but no other information about them is available.
- Enemy ships will attack you once you come within their sight range, which is usually once your own ships can see them.
- The off-screen ship indicators around the edges of the screen are now only shown for ships that are within your sight.
- Any targeted parts on enemy ships will become untargeted if they go out of sight.
- When buying a new ship in Bounty Hunter mode, you must now place the new ship with sight of your existing ships.
- Major feature: Sensor Arrays
- The Sensor Array is a new part you can add to your ship that greatly increases its sight range.
- The sensor array is 3x3, costs 20,000 credits, and takes 4 crew and a fair amount of power to operate.
- When zooming far out, small ships will now be shown shown as a colored dot to make their position more apparent.
- The starting sector now has only tier-0 bounty ships to make it easier for new players. The additional "Amateur" sectors are unchanged.
- Improved graphics for the viewing rectangle on the minimap.
- The minimap will now automatically adjust to fit the viewing rectangle.
- When the miniview is set to "Auto" in combat, it will now default to showing the player's ship, even if both ships are in view.
- The movement lines for move and attack commands don't shrink as much when zooming out.
- The most common "Starry" background is now a bit bluer to help make the Fog of War contrast better.
- The New Ship, Ship Library, and '...' buttons in Creative Mode are now hidden when opening the galaxy map.
- The Shield Generator and Armor pieces are now in a separate "Defenses" tab.
- "Full Screen" is now called "Exclusive Full Screen" and "Borderless Window" is now called "Borderless Full Screen". The default is now Borderless Full Screen, and players upgrading from a previous version of the game will find that the game has reverted to Borderless Full Screen.
- The ship library can now be filtered by ship name.
- Can now drag-and-drop ships from your filesystem or a web browser directly into the ship library to copy them there.
- Some of the larger bounty ships now have Sensor Arrays.
- The Sumo ship will no longer spawn as a Tier-1 bounty (it's now always Tier-0).
- Added a tutorial that explains the minimap.
- Updated the "Attacking the Enemy" tutorial to help explain the new sight-range mechanic.
- Moved the "Controlling Time" tutorial earlier in the tutorial sequence.
- The operating sound effects for the Ion Beam no longer combine their volumes, which should reduce unintentional audio clicks.
- The animations for Ion Beams are now synchronized.
- Bugfix: Crash in the Buy Ship dialog when switching folders while a ship is selected.
- Bugfix: Using the hand tool to pick up a corridor, armor, or structure piece could cause the ship to become disconnected and break into multiple pieces.
- Bugfix: Memory leak related to the miniview.
- Bugfix: The color picker in the ship paint user interface would let the player pick illegal colors for the base paint and decal layers.
- Bugfix: Health bars when hovering the cursor over parts in the miniview were being drawn at the wrong scale.
- Bugfix: Target lines in the miniview were being drawn at the wrong scale.
- Bugfix: Crew would supply power to Big Thrusters before it was necessary.
- Bugfix: The "Attacking the Enemy" tutorial was displayed too early.
- Bugfix: Using the mouse wheel to scroll the credits was very slow.
- Bugfix: Scrollbars would be displayed in some single-line text entry boxes when the text overflowed the typing area.
Cosmoteer 0.10.7 (Mar. 21, 2017)
- Added a "minimap" in the lower-right corner that shows the locations of friendly and enemy ships.
- Left-click in the minimap to center your view there.
- Right-click in the minimap to order your ships to move or attack.
- The minimap can be resized by dragging the little arrow icon that appears when hovering the mouse cursor over the minimap.
- Added a picture-in-picture "miniview" that lets you keep an eye on two ships at once.
- By default, the miniview appears during combat and displays either your selected ship or the ship your ship is targeting, depending on which one you are not looking at in the main view. This behavior can be customized by clicking the '...' button that appears when hovering the mouse cursor over the minimap or miniview.
- When shown, the miniview replaces the minimap. (You can't see both at the same time.)
- Like the minimap, the miniview can be resized.
- When the miniview is displayed, hold V to show the minimap.
- When the miniview is showing an enemy ship, right-click on its parts to target them.
- Left-click on the miniview to focus the main view on that ship.
- Use the middle mouse button and mouse wheel to pan and zoom the miniview.
- Revamped "Ship Library" allows improved organization of ship designs.
- Ships can now be organized into sub-folders.
- Right-click on a folder to rename it, delete it, or to create a sub-folder inside it.
- Right-click on a ship to rename or delete it.
- Click-and-drag a folder to move it into another folder.
- Click-and-drag a ship to move it into another folder.
- Click the '...' button in the upper-right to switch between small and large ship icons.
- The ship library is now accessible via the main menu.
- Focusing the camera on a ship now causes the view to "stick" to the ship and continue tracking even when the view is moved, so long as the center of the screen stays within the ship's circle. This behavior can be disabled by turning off the "Sticky Ship Focus" setting.
- Improved tracking of moving ships when the build or paint panels are open.
- To make room for the minimap, the game speed controls have been moved to the upper-left next to the menu button.
- More intuitive layout for the game pause menu.
- Added a "Quit to Desktop" option when selecting Quit from the game pause menu.
- Removed the list of bounties to reduce screen clutter. Added the fuel reward to bounty ships' mouse-over text.
- Holding shift and right-clicking on a targeted part will now untarget that part.
- Can now access a ship's blueprints even while it needs repairs by holding the Shift key.
- The game will now remember between play sessions whether ship interiors are shown.
- Planet names displayed when clicking on a green sector icon will now be shrunk if they are too long.
- Added a "Show Command Handles" setting that when turned on will display command adjustment "handles" at all times.
- Decreased Ion Beam damage by 25% but increased their damage vs structure by 100%, making them especially effective at slicing ships into pieces.
- Newly-constructed reactors now come with full power and don't require a few seconds to power up.
- Added a little visual variety to the backgrounds.
- Mouse buttons 4 and 5 can now be assigned in the "Edit Controls" dialog. (They aren't used for anything by default.)
- Newly-spawned ships are now given a default command to "hold position".
- New sound effects when adjusting volume sliders.
- Minor performance improvements that may reduce hitches.
- Bugfix: Sometimes adjusting a volume slider would play the wrong sound.
- Bugfix: Health bars drawn in slightly the wrong location when the view is rotated.
Cosmoteer 0.10.6 (Feb. 26, 2017)
- Updated the part micromanagement tutorial to tell the player to hold the Ctrl key while clicking parts.
- Bugfix: Game would crash when trying to launch on computers with DirectX 9.1-era graphics cards.
Cosmoteer 0.10.5 (Feb. 25, 2017)
- WARNING: This release will break any saved "paint schemes" causing them to be black. (This does not effect the paint designs or colors of any saved ships.)
- WARNING: This release will reset any customized hotkeys back to their defaults.
- New user interface artwork, font, sounds, and animation.
- New application icon. (You may need to restart Windows to see the new icon.)
- The build and repair buttons are no longer shown at the same time. If the ship needs to be repaired, the repair button will be shown in place of the build button and the build button will be hidden (unless the player holds the shift key, in which case the build button will be shown in place of the repair button).
- By default, you must now hold the Ctrl key to select parts. If you would prefer to be able to select parts without holding Ctrl then turn on the "Easy Part Selection" option in the interface settings.
- The Ctrl key will by default no longer emulate right-click, although "Emulate Right Click" can still be bound to any key in the "Edit Controls" dialog.
- Pressing B while your ship needs repairs will now open repair mode. (Pressing R still works too.)
- Blueprint mode is now accessed via an "Edit Blueprints" checkbox in the "..." menu while build mode is open. This choice is now remembered the next time you open Build mode.
- Using the Grab Hand tool to "pick up" any walkable part will now, by default, leave behind corridor tiles so that pathways through your ship aren't broken. This behavior can be disabled in the interface settings.
- Doors will no longer be automatically added for structure tiles, although it is still legal to manually add doors to structure tiles.
- Clicking the "MAKE IT SO" button now closes Build mode entirely instead of reverting to "live" mode.
- Redesigned the game speed controls in the lower-right corner.
- Reworked the math behind FTL efficiency so that nearby drives can "combine" their effects if they overlap, thus making it easier to get higher FTL efficiencies.
- While adding an FTL drive, the green/yellow/red efficiency overlay now takes into consideration any existing FTL drives would be removed.
- When you plot an FTL course with only some of your fleet selected, you are now given an option to jump only the selected ships instead of your entire fleet.
- You can now shift-click on individual ships and parts to deselect them.
- Added a ding sound once all ships are ready to make an FTL jump.
- Players who are colorblind and/or have difficulty distingishing between the default green/red colors used for friendly/enemy ships can now change those colors in the interface settings.
- Improved performance of background generation and reduced hitches when rotation the camera.
- Some text is now rendered with a drop shadow to make it more legible.
- The font used for the letter, number, and symbol ship decals now uses the same font as the user interface.
- The zoom "click" sound now plays when transitioning between the main view and the galaxy map.
- Trying to grab a part that would make the ship discontiguous will now flash the parts that would become disconnected.
- Ships in the "Saved Ships" or "Built-In Ships" boxes can now be deselected by clicking their buttons.
- If you save a ship design whose blueprints changes haven't been committed yet, the PNG thumbnail will be of the blueprints instead of the actual ship.
- The names of ships are now saved in their PNG data in addition to their filename. When loading a ship file whose extension does not end in .ship.png (such as a ship file downloaded from the forum or image-sharing site), the name will be read from the PNG data. When the filename ends with .ship.png, the ship's name will still be inferred from the base name of the file, meaning it is still possible to rename ship designs by simply renaming their file.
- Updated tutorials to reflect the user interface changes in this version.
- The Cosmoteer ship that spawns as an enemy in Bounty Hunter mode no longer has the "Starship Architect & Commander" subtitle on it that blocks some of its weapons.
- Game settings will no longer be saved if the program crashes without exiting cleanly.
- Limited the volume of multiple Ion Beams to reduce audio glitches.
- Bugfix: Multiple auto-saves were created when "Auto-Save Before FTL Jump" and "Automatically Engage FTL" settings were both enabled.
- Bugfix: Crash when a drop-down list is opened and scrolled off the screen.
- Bugfix: Potential crash when spinning up FTLs during combat.
- Bugfix: Some buttons were shown in build mode when they were not usable.
- Bugfix: Eliminated a frame of lag when selecting ships and parts which could cause miss-clicks when the camera was tracking a fast-moving ship.
- Bugfix: Eliminated a frame of lag when adding parts and decals to ships which could cause miss-clicks when the camera was tracking a fast-moving ship.
- Bugfix: Tooltips when hovering over a ship part were shaky when the camera was tracking a moving ship.
- Bugfix: Removing structure tiles that were left behind when their part was destroyed granted a discount when adding future structure tiles in the same location.
- Bugfix: Completing multiplie bounties in very rapid succession would only give reward money/fuel for the first bounty.
- Bugfix: In some cases, pressing a hotkey with a modifier assigned (such as ctrl, shift, or alt) would also trigger any other hokeys without that modifier.
- Bugfix: Any destroyed doors would become "forgotten" and no longer repairable after loading a saved game.
- Bugfix: The scroll bar covers up FTL percentage numbers when enough ships are jumping to require a scroll bar.
- Bugfix: Crashing while loading would turn on the "Limit Framerate" setting at 30 FPS the next time the program runs.
- Bugfix: Error reports are no longer sent for players who have metrics turned off. (This was always my intent, but there was a bug causing the reports to get sent anyway.)
Cosmoteer 0.10.4 (Feb. 7, 2017)
- Bugfix: "Save Ship Design" was broken resulting in corrupted ship save files.
Cosmoteer 0.10.3 (Feb. 6, 2017)
- When a ship's Control Room loses power while spinning up its FTL Drives, the FTL Drives will no longer lose all their stored energy and spin down.
- Increased priority of refueling the Control Room's power.
- Bounties will no longer spawn within 500m of each other. This makes them less likely to double-team you.
- Any errors while saving the game will no longer crash the entire program.
- Bugfix: Occasional crash during gameplay.
- Bugfix: FTL Drive graphics not rendering properly on some low-end GPUs.
- Bugfix: Bounty ships can no longer spawn on top of each other.
Cosmoteer 0.10.2 (Jan. 29, 2017)
- Bugfix: Crash if an FTL Drive is destroyed while it is spinning.
- Bugfix: Crash when the only ship in the game is destroyed while also being selected by the player.
- Bugfix: Trying to design a new ship from scratch in Creative Mode didn't bring up the build UI.
- Bugfix: The zoom sound kept playing if the game was ended, a menu opened, or an FTL jump made while zooming.
Cosmoteer 0.10.1 (Jan. 28, 2017)
- Bugfix: Crash when clicking the "Customize Controls" button in settings.
- Bugfix: Crash when a ship that is selected by the player is destroyed.
- Bugfix: Crash when a part that is selected by the player is destroyed.
- Bugfix: Flood-fill mode now works properly even when the "Overwrite Existing Parts" setting is disabled.
Cosmoteer 0.10.0 (Jan. 27, 2017)
- WARNING: Saved games from earlier versions of Cosmoteer will no longer function in 0.10.0 and newer. Saved ship designs will still work fine.
- MAJOR FEATURE: Revamped "Bounty Hunter" game mode.
- "Bounty Hunter" is now played across multiple sectors in a small galaxy map.
- Each sector on the map has a limited number of bounties. Once all bounties have been defeated in a sector, the player must FTL Jump (see below) to another sector.
- Different sectors have different difficulties of bounties indicated by an icon and "rank" name (Amateur, Profressional, Veteran, Elite, and Vanguard).
- Sectors with no remaining bounties will be shown faded and without a rank icon.
- MAJOR FEATURE: FTL Drives
- Faster-Than-Light (FTL) Drives can now be added to ships.
- A ship with an FTL Drive can "jump" to another sector.
- Jumping uses "fuel". Fuel is earned from defeating bounties or bought with credits.
- The amount of fuel you can have is limited to 100 + 100 for each FTL Drive in your fleet.
- The amount of fuel needed to jump depends on the mass of the ship, the distance jumped, and the "efficiency" of the ship's FTL Drives.
- Parts of the ship that are farther from an FTL Drive will cost more fuel. Spread FTL Drives across the ship to increase its efficiency.
- When adding an FTL Drive to a ship, a green/yellow/red overlay will be displayed indicating which parts are near a drive and which are far.
- Added a bar in build mode that displays the average jump efficiency for your whole ship.
- To jump to another sector, view the galaxy map, select a sector, and click the "PLOT FTL COURSE" button.
- Crew will deliver power to all of the ship's FTL Drives until your ship is ready to jump.
- Once your ship is ready to jump, click the "ENGAGE" button. If not all ships are ready to jump, a warning message will be displayed.
- Added a setting that will auto-jump once all ships are ready instead of waiting for the ENGAGE button to be clicked.
- Added an option to auto-save the game before every FTL jump.
- Added 28 new ships that will spawn as bounties (almost double the previous number), including 6 ships that are much larger than the previous largest. (Up to about 2,000,000 credits in value.)
- Clicking on a green sector icon in the galaxy map will now open a "fly-out" panel that shows additional information about the sector.
- Selling parts of your ship now only gives a 75% refund, except that newly-constructed parts still give a 100% refund. Once a ship enters combat or performs an FTL jump, the refund for all parts will be reduced to 75%.
- Selling an entire ship in Bounty Hunter mode now gives a refund equivalent to if you individually sold every part.
- Large ships will now do a better job of picking an appropriate attack distance.
- Added tutorials that explain the new Bounty Hunter and FTL features.
- Reorganized the designer categories for the various parts.
- After jumping to another sector (or viewing another sector in Creative Mode) the name of the sector will be briefly displayed.
- Some changes to the way sound effects are played that may produce an experience that sounds slightly different.
- The cost/refund text shown near the mouse cursor in blueprint mode now reflects the actual physical state of the ship.
- Attack commands will now automatically cancel once their target is self-destructed (such as when the bounty is completed).
- You can now hold the ~ key (by default) to prevent doors from being automatically added when adding parts to a ship.
- Changed the default part "fill mode" hotkey from Shift to Tab.
- Holding Tab to use "fill mode" when placing parts will now fill any contiguous region of same-typed parts, not just empty regions.
- Added an option in blueprint mode to load a basic ship shape from a custom PNG image file. Every non-transparent pixel (alpha > 0) will be interpreted as a Corridor tile.
- When closing Build, Paint, or Repair modes, the camera will now remain focused on the ship.
- Changed the order of the tabs in Paint mode to reflect the actual order of the paint layers. Also changed the names of "DECALS 1" and "DECALS 2" to "DECALS LOW" and "DECALS HIGH" respectively.
- Bugfix: Possible crash when deleting or cutting a group of selected parts.
- Bugfix: Rare crash when opening the build, paint, or repair modes right as a ship is removed from the game.
- Bugfix: Crash when trying to delete (via hotkey) selected parts/doors but no parts are selected.
- Bugfix: Creating a new ship in Creative Mode would focus the camera on the wrong location.
- Bugfix: Alt-tab not working properly on some computers.
- Bugfix: Cost text displayed near mouse cursor would in some circumstances not immediately update.
- Bugfix: "Blueprints" were not being displayed when placing asteroids in Creative Mode.
- Bugfix: A single frame of input lag that could cause missed clicks when the camera is tracking fast-moving objects.
- Bugfix: Some user interface elements were unintentionally resizable by the player.
- Bugfix: Analog edge pan now works when the mouse cursor is within 4 pixels of the edge of the screen (8 in high-DPI mode).
Cosmoteer 0.9.17 (Dec. 8, 2016)
- Bugfix: A ship whose center of mass is far from the center of its build grid would have difficulty rotating properly.
Cosmoteer 0.9.16 (Dec. 5, 2016)
- Bugfix: Crash when creating a new ship design in Creative Mode.
Cosmoteer 0.9.15 (Dec. 5, 2016)
- The "diagonal" flight introduced in 0.9.14 is now off by default but can be turned on in the ship's "..." menu. This option is per-ship and will be saved with ship designs.
- Bugfix: Occasional crash introduced in 0.9.14.
- Bugfix: Sometimes the view would remain tracking a ship after the build or paint modes automatically close.
- Bugfix: Using the middle mouse button to drag the view while build or paint mode is open and tracking a moving ship didn't work properly.
Cosmoteer 0.9.14 (Dec. 4, 2016)
- Added triangular Armor and Structure "Wedge" pieces.
- Updated most of the built-in ships to use the new Armor Wedge pieces.
- Added the "Omega" ship to Bounty Hunter mode.
- Minor graphical update to the corners of ship exterior walls.
- The algorithm that chooses what direction a ship should fly in will now choose to fly ships "diagonally" when that's the best option.
- Attempting to delete a part in live edit mode that would split the ship will now flash the parts that would be separated and are preventing the part from being deleted.
- Holding shift while adding a corridor, armor, or structure piece to an empty space while in blueprint mode will now fill the entire empty region, similar to the fill tool in many paint programs.
- Improved camera focus behavior when opening build, paint, and repair modes. The view can now be panned around without losing tracking of a moving ship.
- Updated the icon for the button that cancels part selection and returns to ship selection to look like a "back" button.
- Right-clicking in empty space while parts are selected will now flash the "back" button and play an error sound.
- Added a confirmation dialog after changing the display settings. If not confirmed within 15 seconds, the display settings will be automatically reverted.
- Added an option to the Misc tab to turn on an F.P.S. display.
- Added an option to limit the maximum framerate at which the game can run. This can save battery life on laptops and reduce fan noise.
- The X close buttons on windows are now red.
- You can now delete a saved ship design from the "Saved Ships" box in Creative Mode by right-clicking on the ship's icon.
- Moved the "Trap Mouse Cursor" setting into the "Other" interface category.
- The "Strings" folder is no longer inside the "Data" folder and thus will not be deleted when upgrading or re-installing the game.
- The game will no longer report crashes and errors when the Data folder has been modded.
- Bugfix: Crash when starting the game on DirectX 9.1 graphics hardware.
- Bugfix: Planet "dark side" shadows not rendering properly.
- Bugfix: Memory leak and performance reduction when repeatedly opening the ship design load/save dialog.
- Bugfix: Occasional error when saving a ship and overwriting an existing save file.
- Bugfix: Using the "hand" tool to grab a decal now properly records the decal removal for undo/redo.
- Bugfix: Hotkey tooltips shown for parts that don't have hotkeys.
- Bugfix: The part rotation buttons are no longer shown for parts that can't be rotated.
- Bugfix: Sound glitches when pressing Ctrl-A (to select all ships) or Ctrl-Shift-A (to select all parts).
- Bugfix: Tooltip typo in Settings dialog.
- Bugfix: Minor graphical glitches with external walls for some weapons.
Cosmoteer 0.9.13 (Oct. 23, 2016)
- Added an option to turn off the background animations, which can greatly improve performance on computers with low-end graphics hardware.
- If there is an error when saving a ship, the game should no longer crash. (An error popup will be shown instead.)
- A planet is now shown behind the ship on the main menu.
- Minor user interface changes to Creative Mode.
- Asteroids now spawn as "junk".
- Ships can now be commanded to attack "junk", although they will still not automatically fire upon junk.
- Asteroids can now be "designed" just like regular ships.
- Attempting to drag a part or decal button out of the build or paint panels will now select that part or decal.
- Bugfix: Memory leak where memory allocated for ships would never get deallocated.
- Bugfix: The decal flip and rotate buttons are no longer displayed when the Paint or Crew tabs are selected.
Cosmoteer 0.9.12 (Sep. 19, 2016)
- Bugfix: Crash when launching the game on computers with old (DirectX 9.1 and 9.2 era) graphics cards.
Cosmoteer 0.9.11 (Sep. 18, 2016)
- Galaxy Map Preview: In Creative Mode, you can now press a new "map" button in the lower-right corner to view the galaxy map:
- You can zoom and pan around the galaxy map just like you can the area map.
- Click on one of the green "sector" indicators to switch your view to that sector.
- There is currently no way for ships to travel between sectors.
- The galaxy map is not yet available in Bounty Hunter mode.
- Planets are now visible in the background of both Creative Mode and Bounty Hunter.
- Added 1/2 and 1/4 game speeds.
- In Creative Mode, the player now has truly unlimited money, instead of "merely" 1,000,000,000 credits. The player's money is no longer displayed on the screen.
- It is now possible to right-click on an enemy ship to switch to attacking it when that enemy ship is already in the attack queue.
- Bugfix: A.I. ships remain targeting ships that have become "junk" and would never switch to another target or to wandering behavior.
- Bugfix: Crash when saving a ship whose data is too large to fit in a 512x512 PNG. In this case, the ship will be saved as a larger PNG file.
- Bugfix: Unintended $ symbol in recommended crew/power tooltips.
Cosmoteer 0.9.10 (Aug. 21, 2016)
- Bugfix: Crash when deleting a ship from the Buy Ship dialog.
- Bugfix: Sometimes a damaged bounty ship that still had a reactor would get switched to "junk" and thus could no longer be targeted or destroyed.
Cosmoteer 0.9.9 (Aug. 20, 2016)
- Bugfix: Crash when attempting to buy a ship in Bounty Hunter mode.
- Bugfix: Crash when hovering the mouse cursor over a selected asteroid.
- Bugfix: Rare crash on exit.
Cosmoteer 0.9.8 (Aug. 20, 2016)
- Bugfix: Crash on startup if your computer's language isn't set to English.
Cosmoteer 0.9.7 (Aug. 19, 2016)
- WARNING: Saved games from earlier versions of Cosmoteer will no longer function in version 0.9.7 and newer. I apologize for the annoyance. Saved ship designs should still work fine.
- A new file format for saved games and ships that should greatly improve game save speeds and moderately improve game load speeds. This new file format is also necessary to support big changes coming in the future.
- Almost all mouse and keyboard controls are now customizable. (Open Settings, select the Interface tab, and then select Customize Controls.)
- WASD can now be used by default to pan the view in addition to the arrow keys (but this can be customized). The default hotkeys for some other tools have been changed to accomodate.
- New layout for the main menu which puts the Cosmoteer logo in the center, the New Game, Load Game, and Exit buttons on the top of the screen, and the other less-commonly-used options on the bottom.
- The in-game pause menu also has a new layout, putting lesser-used options on the bottom of the screen.
- Added a button on the main menu that will take you to the online discussion forum.
- The "Standard Mode" is now called "Bounty Hunter".
- The game no longer keeps all player-designed and Bounty Mode ships loaded in memory at all times, which should help reduce memory usage. You may occasionally see a spinning loading icon when loading a ship, and you may have to sometimes wait a few seconds for a list of ships to be fully loaded.
- When targeting a ship that splits in two, your ship will now do a better job of remaining targeted on the more important of the two pieces.
- Pieces of ships that are so far damaged that they have no crew or no control room, reactor, and weapons are now considered "junk" and will not be fired upon by your weapons.
- Asteroids can now be selected (and thus deleted) and Creative Mode.
- Ships can now be assigned to "Neutral", "Barbarian", and "Junk" allegiances in Creative Mode.
- The game now has technology support for multiple languages, but currently only English is available.
- Bugfix: Exploit where an invalid ship could be designed in blueprint mode and then copy-and-pasted into live edit mode, thus allowing illegal ships to be created.
- Bugfix: Off-screen ship indicators would sometimes be shown briefly at the center of the screen.
- Bugfix: Gray selection sprites for uncontrollable parts were shown at the incorrect size.
- Bugfix: Reduced graphical artifacts on super-large (greater than 100x100) ships.
- Bugfix: Bounty ships would stop spawning once player's fleet value and/or money became too high.
- Bugfix: Occasional crash when switching to borderless window mode.
Cosmoteer 0.9.6 (Jul. 21, 2016)
- Added the ability to micromanage individual weapons & other parts:
- Select a ship (if it's not already selected) and then left-click again to select an individual part. Or, left-click-drag a box around multiple parts to select all of them.
- Double-click on a part to select all parts of the same type and (in the case of weapons, thrusters, and shields) orientation.
- Triple-click on a part to select all parts of the same type without regard to orientation.
- Weapons can be given individual targets by first selecting them and then right-clicking on the desired target.
- Most systems that require crew or power can be turned off. Select the parts to turn off and then press the power button.
- Weapons can be put into "hold fire" mode where they won't shoot unless given a specific target.
- To deselect any currently-selected parts and return to the previously-selected ship, press the cancel button or the Esc key.
- Hovering the mouse cursor over a part will now display its health bar.
- Press Ctrl-Shift-A to select all parts of the selected ship(s).
- Press F to focus the camera on the selected part(s).
- If the camera is already focused on a ship, middle-click or alt-click to focus again on a specific part of that ship.
- Press Ctrl-F1 through Ctrl-F8 to put the selected ship(s) into a control group. Press F1 through F8 to select the ship(s) in that control group.
- Press Ctrl-1 through Ctrl-0 to put the selected part(s) into a control group. Press 1 through 0 to select the part(s) in that control group. (Only parts of the currently-selected ship(s) will be selected.)
- Tweaked the visual appearance of the buttons above the ship card.
- Changed the hotkeys for quick-save to Ctrl-S and quick-load to Ctrl-L.
- Press Ctrl-A to select all ships.
- Attacking an enemy ship and specifying a bearing to attack from will now lock that bearing to the target ship's rotation. If the target ship rotates, then the attacking ship will now try to rotate around it.
- Reduced the frequency at which tutorials are given to new players.
- Added a tutorial about how to micromanage individual parts.
- Bugfix: Rare crash when spawning randomly-generated ships.
- Bugfix: Weapons would sometimes not target enemy ships when their own ship was moving at high speed.
Cosmoteer 0.9.5 (Jul. 12, 2016)
- Bugfix: Potential crash when creating a new ship in Creative Mode.
- Bugfix: Crash when attempting to start the game on computers with DirectX 9.1 or 9.2 video cards. (Performance may still be poor, though.)
Cosmoteer 0.9.4 (Jul. 10, 2016)
- Added a "Part Selection" tool to the build panel.
- Drag a box around parts to select them. (Or hold shift and click on each one.)
- Press the appropriate button to copy, cut, or delete the selected parts.
- Once parts have been copied, press the paste button to go into paste mode.
- Once in paste mode, click to paste the copied parts onto your ship at the desired location.
- When in paste mode, the copied parts can be rotated and flipped.
- This tool can be used to copy large portions of ship designs between ships.
- Press Ctrl-A to select all parts.
- With parts selected, press Ctrl-D to delete their doors without deleting the parts themselves.
- The move and rotate buttons that were shown next to the under/redo buttons in blueprint mode have now been removed since this copy/paste feature can accomplish the same tasks.
- You can choose between using the Grab or Select tools as the default in the settings.
- Added a "Decal Selection" tool to the 'Decals 1' and 'Decals 2' tabs of the paint panel.
- This tool works just like the "Part Selection" tool.
- It can be used to copy large portions of decal designs between ships or between the two decal layers.
- Press Ctrl-A to select all decals in the layer.
- The move and rotate buttons that were shown next to the under/redo buttons have now been removed since this copy/paste feature can accomplish the same tasks.
- You can choose between using the Grab or Select tools as the default in the settings.
- The view can now be rotated using the [ and ] keys.
- Press Alt-F to lock the view rotation on your ship.
- Hold alt and middle-click on a ship to lock the view rotation on it.
- Opening the build panel or paint panel will now (by default) rotate the view to match the ship. This can be disabled in the settings.
- Decals can now be flipped in addition to rotated.
- Added a 2x1 armor part.
- Reorganized part categories (yet again).
- The ship grid is now shown in paint mode.
- The game background now has a bit more color when in build, paint, or repair modes.
- The settings in the Interface tab have been grouped into sub-categories.
- Bugfix: Players could type invalid characters when renaming a ship, which would cause a crash after pressing the Okay button.
- Bugfix: Pressing some key combinations could cause keyboard and mouse input to become stuck.
- Bugfix: Rare crash when taking a screenshot of a ship.
Cosmoteer 0.9.3 (Jun. 28, 2016)
- Can no longer inadvertently pan the view when adjusting a paint color.
- When editing a ship's blueprints, the crew meter now reflects the number of crew that will be hired.
- Bugfix: Crash when a ship is destroyed and paint mode is open.
- Bugfix: Occasional crash during combat when a ship splits into two or more pieces.
Cosmoteer 0.9.2 (Jun. 26, 2016)
- Bugfix: Crash when placing an asteroid in Creative Mode.
- Bugfix: Occasional crash during gameplay.
Cosmoteer 0.9.1 (Jun. 25, 2016)
- Bugfix: Crash when deleting a saved ship from the Buy Ship dialog.
- Bugfix: Crash when removing a ship in creative mode while the ship is self-destructing.
Cosmoteer 0.9.0 (Jun. 24, 2016)
- New Name: Changed the name from "StarWright" to "Cosmoteer: Starship Architect & Commander".
- The default installation folder has changed from 'Program Files\StarWright' to 'Program Files\Cosmoteer'. You may wish to uninstall StarWright first to remove the old files. (Your saved games and ships will not be deleted.)
- Changed the location of saved games and ships from '[user]\AppData\Roaming\StarWright' to '[user]\AppData\Roaming\Cosmoteer'. The installer should automatically copy your saved games and ships from the old location to the new location.
- Any shortcuts to the game will no longer work. (Or they will run the old version if you still have StarWright installed.)
- Major Feature: Ships now have exterior graphics which can be customized by the player.
- Press the Interior Toggle button to toggle between viewing the inside and outside of your ship.
- Some ship sound effects now only play in interior view.
- Press the Paint button to modify the appearance of your ship's exterior.
- The player can choose a base paint color and pattern for their ship's exterior.
- On top of the base layer of paint are two layers of decals, such as letters, numbers, symbols, icons, and basic tile pieces. Each layer can be given its own color, but all decals in a layer share that color.
- Painting your ship is free.
- If parts of your ship are destroyed and then repaired, your paint design will be remembered and restored.
- The player can also choose a crew uniform color.
- Saved ship designs include exterior paint customization, and thumbnails for ships saved as of this version show the painted exterior instead of the blueprints.
- "Paint Schemes" can be saved and applied to any ship. These record the various paint colors and base pattern, but do not store decal layouts.
- Loading a saved ship design from blueprints mode will replace the current blueprints but *not* the current paint design.
- Loading a saved ship design from paint mode will replace the current paint design but *not* the current blueprints.
- Painting uses a separate undo/redo memory from ship construction.
- New main menu layout with a new, animated logo. (There are a couple secret easter eggs. Can you find them?)
- Minor rebalancing to bounty values.
- Added 8 additional ships that will spawn as enemies in Bounty Mode: Ion Frigate, Double Ion Frigate, Barbarossa, Fortitude, Marauder, Salem, Spitzer, and the Cosmoteer logo ship. (The old StarWright logo ship has been removed.)
- All built-in ships have been updated with a variety of exterior paint designs.
- Ships that come built-in with the game (the ones that spawn as bounties in Bounty Mode) can now be added in Creative Mode.
- Increased the time it takes for a ship to explode (once its Reactor is destroyed) from 1.5 seconds to 5 seconds.
- You can now assign A.I. behaviors to ships in Creative Mode. Select the ship, press the '...' button on its info panel, select A.I., and then click on the desired type of A.I. to assign to the ship. (Currently the only option is BountyBrain.)
- Starting a new Creative Mode game will now default the player to controlling "All Players" instead of "Player 1".
- Can now right-click on a saved ship or saved game to delete it.
- Added '...' menus (next to the X buttons) on the saved ship and saved game dialog windows. These menus allow you to open a Windows File Explorer window showing the folder containing the saved ships or saved games.
- Added an option to save your ship's design directly to the '...' menu on its info panel.
- Updated the tutorials to include information on how to paint ship exteriors and switch between interior and exterior views.
- Can no longer click the off-screen ship indicators while Build, Blueprints, Paint, or Repair modes are open.
- The boring black stars background will no longer be used when starting a new game.
- New application icon.
- Bugfix: Weapons that were given explicit targets would often fire before they were in range.
- Bugfix: Crash when adding a ship that has no blueprints to Creative Mode.
- Bugfix: The power meter now correctly displays 8 power per reactor instead of 12.
StarWright 0.8.11 (Jun. 1, 2016)
- Removed the 32-thruster limit. There is no longer a limit on the number of thrusters that can be added to a ship.
- Added an option to enable triple-buffering when VSync is on.
- Bugfix: Mouse pointer was trapped when in full-screen on a non-default monitor.
- Bugfix: Alt-tab in full-screen mode not properly exiting full-screen.
- Bugfix: Thruster particle trails shooting in odd directions.
- Bugfix: Incorrect error messages sometimes being shown when the game crashes.
StarWright 0.8.10 (May 28, 2016)
- Bugfix: Crash when when minimizing the window.
- Bugfix: Rare crash when saving the game.
StarWright 0.8.9 (May 27, 2016)
- Upgraded to Direct3D 11. (Used to be Direct3D 9.)
- You may see a framerate increase of up to 50%.
- Hopefully this should fix some crashes that some players were seeing.
- You can now switch between Full Screen or Borderless Window monitors without restarting the game.
- The game should still be compatible with Direct3D 9 era video cards.
- Hotkeys should now match your keyboard layout regardless of language.
- Health bars are now segmented to indicate the approximate health of a part.
- The cost displayed on the REPAIR ALL button or underneath the mouse cursor while in repair mode will never be shown in red.
- Added a "Got It!" button to tutorials that will hide the tutorial.
- The starting ship now has a bit more room to initially expand.
- "Bounty Mode" is now called "Standard Mode".
- Bugfix: Thruster particles were being emitted for thrusters that were out of power.
- Bugfix: Ships would sometimes appear to spin off-center.
StarWright 0.8.8 (May 10, 2016)
- Bugfix: Crash when attempting to save a ship's blueprints.
StarWright 0.8.7 (May 8, 2016)
- Can now purchase additional ships in Bounty Mode. Click on the button in the lower-right corner above the game speed controls.
- Ships will now try to not crash into each other while flying.
- Added a tutorial that describes how to purchase additional ships and how to select and control multiple ships.
- Hovering the mouse cursor over a part of an enemy ship (while attacking it) will display a health bar.
- Bugfix: Hang when pressig F8 (quick-load).
- Bugfix: Build mode would exit when adding a part to a ship that had damaged parts but no destroyed parts.
- Bugfix: Crash when loading a saved game with a period in its name.
StarWright 0.8.6 (May 4, 2016)
- Bugfix: Asteroids were invisible.
- Bugfix: Occasional crash during gameplay.
StarWright 0.8.5 (May 3, 2016)
- Replaced the old static background image with four new background styles: Blue Nebula, Red Nebula, Gold Nebula, and Stars.
- These backgrounds are procedurally-generated and will change every time you start a new game.
- These backgrounds are more dynamic, with twinkling stars and parallax.
- When starting a new game or loading a game saved prior to 0.8.5, one of the four backgrounds will be picked at random.
- The main menu uses the Blue Nebula background.
- The credits screen uses the Stars background.
- Modding: The graphics for parts are now stored in individual .png files instead of large .png atlases.
StarWright 0.8.4 (May 1, 2016)
- Added tutorial instructions that will be shown the first time you play the game. These can be turned off in the settings menu.
- Added crew and power meters that are displayed when the build panel is opened. These meters tell you what the game thinks are the minimum and recommended crew and power for your ship.
- You can no longer press the build button during combat, while in debt, or if your ship needs major repairs. If you still want to access blueprint mode, hold the shift key.
- You can no longer press the repair button during combat.
- Minor reorganization to part categories.
- Bugfix: Middle-click-and-drag will no longer stop working when dragging over the HUD.
StarWright 0.8.3 (Apr. 27, 2016)
- Bugfix: Occasional crash during gameplay.
- Bugfix: Crash after defeating a bounty if you are very far in debt.
StarWright 0.8.2 (Apr. 25, 2016)
- Bugfix: Crash when removing a ship in Creative Mode.
- Bugfix: Unable to load most games saved prior to 0.8.1. These games should now load fine.
- Bugfix: Crash in some cases when a saved game failed to load, instead of displaying a simple error message.
StarWright 0.8.1 (Apr. 24, 2016)
- Massive performance improvements. You are likely to see a 2-3x improvement in overall framerate (unless you have a particularly weak GPU) as well as improved smoothness with fewer "hiccups".
- Reduced the power usage of the Ion Beam by 1/3.
- Reduced the continuous standby power usage of the Shield Generator by 1/2.
- Very large ships are now much better at assigning all of their crew jobs; there should be very few crew idling in their quarters unless there are literally no jobs to be performed.
- Changed the hotkey for opening the Crew panel from C to W so that it doesn't conflict with the hotkey for Corridor.
- Reduced the delay that very large ships could experience in auto-targeting their weapons.
- Bugfix: Destroyed parts would often leave behind doors in illegal locations, which could cause problems later on when modifying ships.
- Bugfix: Occasional crash on computers where audio cannot be played.
- Bugfix: After selecting "Forget Destroyed Parts", selecting "Discard Modifications" wouldn't add blueprints for the structure tiles that were spawned when parts were destroyed.
- Bugfix: In Creative Mode, pressing the delete key while a part is in hand would try to delete the whole ship instead.
- Bugfix: Occasional crash when exiting the game.
StarWright 0.8.0 (Apr. 11, 2016)
- Major Feature: Revamped user interface for designing and building ships:
- Clicking on the "Build" button in the lower-left no longer displays the ship's blueprints. Instead, you can directly add and remove parts to and from your ship (without having to first update its blueprints and then click the "MAKE IT SO" button). In this way, you can make a change to your ship and immediately see your crew respond to that change. This is called "Direct Edit" mode.
- The old-style "Blueprint" mode is still available; simply click the blue blueprints icon that expands out from the Build button after opening build mode. (If you'd prefer the Blueprint mode to be the default, this can be re-enabled in the settings.)
- Any change that would make your ship's design illegal (such as removing a part that would split the ship in two) is prohibited in Direct Edit mode.
- In Blueprint mode, it is now possible to place a part in an illegal location (such as not touching the ship or within another part's "no-build" zone), though of course an illegal ship design must still be fixed before clicking "MAKE IT SO".
- When the Door is selected (or has been grabbed by the hand tool), all of the locations in which a door can be added will pulse green.
- Greatly improved the algorithm that determines where doors will be automatically placed when adding a part. (And it no longer unnecessarily removes any existing doors when overwriting an existing part.)
- When adding a Crew's Quarters or Crew's Bunk in Direct Edit mode, the corresponding number of crew will also be hired as long as you can afford it. (This can be turned off in the settings.)
- In some circumstances (such as while in combat, when the ship has destroyed parts, or while in debt), the Direct Edit mode will not be available and the Blueprint mode will be used instead.
- While in either Direct Edit or Blueprint modes, the background is dimmed and a construction grid is displayed under the ship being modified.
- Some editing options (such as shifting and rotating the blueprints and loading new blueprints) that are available in Blueprint mode are not available in Direct Edit mode.
- The "Match Blueprints to Ship" option is no longer available, and the "Reset Blueprints" option has been renamed to"Discard Modifications".
- If you make changes in Blueprint mode and don't click "MAKE IT SO", you'll need to discard those changes before switching back to Direct Edit mode.
- The undo/redo options work in both Direct Edit and Blueprint modes. Undoing (or redoing) any changes made in Direct Edit mode will refund or expense your money as appropriate. (If you don't have enough money to undo a change, then the undo option will be disabled.)
- You will no longer be warned when making a change to your ship will fire crew since such an action can be reversed by clicking "undo".
- If you can't afford a part while in Direct Edit mode, the button for that part will be disabled and its cost will be shown in red.
- The total cost of adding or removing a part is shown underneath the mouse cursor.
- Added sound effects when adding and removing parts in both Direct Edit and Blueprint modes.
- New, clearer icons for the "grab" and "delete" tools. The delete tool now has its own mouse cursor.
- Selecting a Crew's Quarters or Bunk now displays the current and maximum number of crew in the lower-right corner.
- Reorganized the parts into four groups: "Ops" (Control Room, Reactor, and Power Storage), "Crew" (Crew's Quarters and Bunk), "Combat" (weapons and shields), and "Flight" (thrusters).
- The "Ship Editor" in the Creative Mode is no longer available. Instead, press the "New Ship" button to display a construction grid and the standard ship editor U.I.
- The names of some settings have been updated to reflect this U.I. revamp.
- The "Overwrite Existing Parts" setting now defaults to on.
- While in repair mode, the background is dimmed to indicate that you cannot control your ship(s).
- In repair mode, hovering the mouse over a damaged part will now show its health bar even if it can't be repaired because the ship is in combat.
- Bugfix: Rare crash if a thruster starts firing immediately before it is destroyed.
- Bugfix: Rare crash after a ship splits into multiple pieces.
- Bugfix: Ships traveling at high speed would sometimes choose to attack at a non-optimal rotation.
- Bugfix: Under some circumstances, it was impossible to sell/delete parts while in debt.
- Bugfix: If "Lock Mouse Cursor" was enabled and the window was resied, the area in which the mouse cursor was locked wouldn't be updated to match the new window size.
- Bugfix: The "Edge Pan Speed" setting was sometimes being displayed even if edge pan was disabled.
- Bugfix: In High-DPI mode, selecting a lot of ships would cause the list of ship thumbnails to extend past the right edge of the screen.
- Bugfix: Very minor graphical glitch with the Small Thruster's blueprints.
StarWright 0.7.4 (Apr. 3, 2016)
- Bugfix: Occasional crash due to ion beams "hitting" ships that were just destroyed or removed from the game.
StarWright 0.7.3 (Apr. 2, 2016)
- The game will no longer crash when there is an error loading a saved game. An error dialog will be displayed instead.
- Possible bugfix: Crash when loading some saved games. (Unfortunately, this fix will only work for newly-saved games; it won't fix any old saved games.)
- Bugfix: Crash if a ship is removed while one of its parts is flashing red.
- Bugfix: Crash when loading a game tghat was saved while a beam weapon was firing and hitting another ship.
StarWright 0.7.2 (Apr. 1, 2016)
- Repairing ships is now done via a user interface separate from the blueprints mode. Click on the green repair button next to the blueprints button to access repair mode:
- All of the destroyed parts will be shown in red, and all of the damaged parts will have a red repair icon.
- Click on a destroyed or damaged part to repair it.
- Click on the "REPAIR ALL" button to repair all damaged and destroyed parts.
- By default, repairing an individual part will also repair any of its doors. This can be disabled in the settings.
- Next to the repair button is another new button that accesses the crew manager. From here, you can hire and fire crew.
- In creative mode, it is now legal to repair a ship during combat.
- The player will now receive a 100% refund (minus any necessary repairs) when removing parts and doors and when firing crew.
- The player will no longer receive a refund for removing structure tiles that were created as a result of another part being destroyed.
- Using repair mode to hire crew will only hire as many crew as were killed since the last repair or construction.
- Added sound effects for when the player repairs a ship or presses the "MAKE IT SO" button in blueprints mode.
- The ship "logo" image(s) in the bottom-left corner of the screen now show the destroyed portions of the ship in red.
- The red no-power/ammo/crew indicators now stand out a bit better thanks to a dark background.
- A couple minor fixes to bounty ships.
- Bugfix: Sometimes after loading a saved game, repairing a ship wouldn't remove some of the "wall holes" that were created before the game was saved.
- Bugfix: Sometimes the incorrect parts would flash red when failing to add a new part.
- Bugfix: When the overwrite blueprints setting was enabled, sometimes existing parts would be removed that didn't have to be removed.
- Bugfix: The "center of mass" of ships was being incorrectly calculated.
StarWright 0.7.1 (Mar. 24, 2016)
- When a single ship is selected, a small information card is displayed in the lower-left corner that displays its name, shape, crew count, value, and mass.
- When multiple ships are selected, they are displayed in a list in the lower-left corner.
- The menu that used to be accessed by holding alt and right-clicking on a ship is now accessed via a "..." button on the lower-left information card.
- The "Sandbox Editor" is now called "Creative Mode" and is accessed by selecting "New Game" from the main menu and then "Creative Mode".
- Likewise, the game mode that used to be accessed simply by selecting "New Game" is now called "Bounty Mode", and is accessed by selecting "New Game" and then "Bounty Mode".
- Added a "New Game" option to the in-game pause menu.
- Modest changes to the Creative Mode user interface.
- Shots from friendly ships can now shoot through the shields of friendly ships regardless of which direction the shot is coming from.
- Bugfix: Occasional crash related to Ion Beams.
- Bugfix: In some situations failing to add a part to a ship's blueprints would flash other parts even though those other parts weren't actually blocking the part being added.
- Bugfix: The computer-generated bounty ships ("Scavenger" and "Haven") were often being generated with critical missing parts.
- Bugfix: Weapons would sometimes hit multiple overlapping shields before being destroyed.
- Bugfix: Some minor graphical glitches.
StarWright 0.7.0 (Mar. 20, 2016)
- Major Feature: The Ion Beam Emitter, a fixed-direction energy weapon that deals massive damage to anything in its path.
- Added Ion Beam Emitters to some of the existing bounty ships.
- Increased the rate at which the Reactor generates power by 50%.
- Shield coverage arcs are now shown while adjusting the position of an attack command.
- When adjusting the position of an attack command, coverage areas of all weapons will now be shown, not just the weapons that are currently active.
- Ships are now better at not ramming into other ships they are attacking.
- Updated the appearance of the walls on the edge of ships to be a bit cleaner and mesh better with the internal walls.
- The setting for enabling High-D.P.I. mode has been moved from the Interface tab to the Display tab.
- Bugfix: Some sounds would no longer play after closing a dialog window if that dialog window was opened while the game was paused.
- Bugfix: Shots would sometimes go through enemy shields if the enemy ship was traveling fast enough.
- Bugfix: In some situations failing to add a part to a ship's blueprints wouldn't flash the other part(s) preventing it from being added.
- Bugfix: If the app window was maximized, it wouldn't remember which monitor it was on after closing and relaunching the app.
- Bugfix: Weapon and shield impact effects would appear in slightly incorrect locations when the ship hit was traveling at high speed.
StarWright 0.6.3 (Mar. 15, 2016)
- When failing to add a part to a ship's blueprints, an error sound will be played and any other parts preventing the new part from being added will flash.
- Briefly hovering the mouse cursor over a part while in build mode or while targeting an enemy ship will show a tool-tip for that part. This can be disabled in the settings.
- Minor update to the Model-1 (the ship that the player starts with in the Bounties mode) that has a bit more room for the player to add additional parts.
- Minor design fixes to a handful of bounty ships.
- Reduced the time it takes to pause the game from 0.5 seconds to 0.25 seconds.
- A small sound is now played when the Ammo Factor creates a bullet.
- Right-clicking while a part is selected in the blueprint mode will now rotate that part 90-degrees clockwise (unless the "Right Click Deselects Tool" option is enabled, in which case right-clicking will deselect the tool like normal).
- Greatly improved the performance of the algorithm that weapons use to search for targets. This should result in a small framerate improvement during combat.
- Bugfix: Some interface sounds weren't obeying the interface volume setting.
- Bugfix: Middle-clicking on empty space would prevent the mouse wheel from zooming at the cursor.
- Bugfix: If a cannon was out of ammo and had no crew (because it had no ammo) it would show the no-crew indicator instead of the no-ammo indicator.
- Bugfix: Crash when an attack command is issued, the targeted ship changes allegiance to the attacking ship, and then the previously-targeted ship is removed from the game.
- Bugfix: Occasionally saving a ship's blueprints would prevent that ship in the "Saved Ships" list in the sandbox editor from updating until the application was restarted.
- Bugfix: Occasional crashes during gameplay.
StarWright 0.6.2 (Mar. 8, 2016)
- If the player does not have enough money to repair their ship, they can now choose to go into debt. While in debt, the player may not spend any money on their ship other than for additional repairs.
- A warning will now be shown to the player if they are about to fire some of their crew due to insufficient crew capacity.
- The rule disallowing the player from building/repairing their ship while enemies are nearby has been somewhat loosened: It is now legal to repair a ship with enemies nearby so long as none of those enemies have fired any shots within the past 5 seconds. This effectively means that, if you have destroyed all of the weapons on an enemy ship, you can build/repair your own ship even if the enemy ship is still nearby.
- Added an optional field to the bug report dialog in which the user can enter their email address. We will use this email to contact you if we need any additional information about the bug you reported.
- Bugfix: Crew would sometimes not do anything on large ships when the game framerate was low and/or the game speed set to 2x or 4x.
StarWright 0.6.1 (Mar. 7, 2016)
- Bugfix: Occasional crash related to the new Shield Generator.
- Bugfix: Crash during saving after loading some saved games from before version 0.4.3.
- Bugfix: If edge pan was enabled, the view would pan even when alt-tabbed away from the game.
StarWright 0.6.0 (Mar. 6, 2016)
- Major Feature: The Shield Generator, a new ship part that generates a force field in a small arc, protecting a portion of your ship from incoming fire.
- Many of the ships that spawn as bounties now have shield generators, and the larger ships have more reactors.
- You can now middle-click on a ship to focus your view on that ship, or middle-click in empty space to focus your view on that point in space.
- Reduced cost of Power Storage from 5000 to 2000 credits.
- The costs of parts in blueprint mode are now displayed directly on the buttons.
- The Reactor now shows a low-power indicator when it is almost out of power.
- If "Allow Overwrite Blueprints" is turned on, then any parts in the red/yellow striped area extending from the part being added will now be erased instead of preventing the new part from being added.
- Bugfix: The game wouldn't pause when some dialog boxes were displayed.
StarWright 0.5.3 (Mar. 4, 2016)
- Bugfix: Occasional crash if a part is destroyed the same frame in which it becomes operational.
- Bugfix: Some sounds not playing after loading a saved game.
StarWright 0.5.2 (Feb. 27, 2016)
- Bugfix: Occasional, seemingly-random crashes during gameplay.
- Bugfix: Crash when attempting to view the credits on some non-English-language computers.
StarWright 0.5.1 (Feb. 24, 2016)
- Added the ability to submit a bug report from within the application. Look for the red "Report a Bug" button in the top-right corner of the main menu or game menu.
- Added a credits screen.
- Game audio can now be disabled by specifying the --no-audio command-line option.
- Bugfix: Crash when clicking the blueprints button and the game window is too small.
- Bugfix: Crash when, while dragging an attack command with the shift key held, the shift key is released and pressed agin while the mouse button remains held.
StarWright 0.5.0 (Feb. 23, 2016)
- Major Feature: Sound Effects!
- Sounds for firing the Small Laser Blaster, Regular Cannon, and Large Cannon.
- Impact sounds when a ship is hit by a Small Laser Blaster, Regular Cannon, and Large Cannon.
- Sounds when parts of ships are destroyed.
- Operating sounds for the thrusters, Reactor, and Control Room.
- Sounds for selecting, focusing, and commanding ships.
- Sounds when parts power on and off.
- A sound when a bounty is completed.
- Sounds when zooming in and out the view.
- Sounds when the player's money ticks up or down.
- A general atmospheric space sound track.
- Added a screen shake to accompany many of the added sounds, such as weapons firing, weapon impacts, and parts destroyed.
- Added an Audio tab to the settings menu that allows you to adjust the master, effects, and interface volumes.
- When you adjust the game speed, it will now transition over half a second instead of instantly snapping to the new speed.
- Added a new "analog" camera panning mode that will pan in the exact direction drawn from the center of the screen to the mouse cursor. If you prefer the old style of panning, you can revert to it in the settings.
- The default mouse and keyboard pan speeds have been reduced by half. (If you've already played a previous version of StarWright, this will not change your current setting.)
- The Small Laser Blaster's turret and the thrusters' nozzles can now be clicked to target that part or select it within the blueprints editor.
- Added an option to invert the mouse's scroll wheel direction when zooming.
- The out-of-power, out-of-ammo, and no-crew flashing-red indicators have been cleaned up to be a bit clearer.
- When a part is selected in the blueprint editor, the sprites representing where doors can and cannot be placed should now be more intuitive.
- The gray circle should no longer be shown around the ship while in the blueprint editor.
- Added an option to the blueprint editor to clear (erase all of) the blueprints.
- When right-clicking to issue a move or attack command, it is now much harder to accidentally adjust the move command's orientation or the attack command's radius when either the target or the view are moving.
- Randomly-generated ships can no longer be placed in the Sandbox Editor because that feature is only for development.
- The installer will now install XAudio onto your computer if it is not already installed.
- Bugfix: Tapping the alt key would pause the application.
StarWright 0.4.4 (Feb. 14, 2016)
- Added a "Borderless Window" option that can be selected from the Settings menu.
- Added a separate option for locking the mouse cursor to the game window instead of tieing it to the edge pan option.
- Bugfix: Crash when running the application and the window can't be created in Full Screen mode. In this case, Windowed mode will be used instead.
- Bugfix: Holes in walls wouldn't get repaired after clicking "MAKE IT SO" when the "Repair" option is checked.
StarWright 0.4.3 (Feb. 2, 2016)
- Holes will now appear in the walls between a just-destroyed corridor and a still-existing corridor. These holes will allow crew to travel between those tiles as they could when both corridors existed.
- The maximum size of ships has been increased from 100x100 to 102x102 because a previous version made weapon turrets and thruster nozzles count torwards the maximum size.
- Bugfix: The alt-right-click ship menu wouldn't open if clicking near the right or bottom edges of the screen.
- Bugfix: Ships would sometimes spin out of control after loading a saved game.
- Potential Bugfix: Crash that some players were experiencing when the game lost access to the display, such as during screensaver or alt-tab.
StarWright 0.4.2 (Jan. 25, 2016)
- Bugfix: Crash when saving a game in which there is a ship whose control room was destroyed and had been targeting another ship that now no longer exists.
StarWright 0.4.1 (Jan. 18, 2016)
- Crew will now more fairly prioritize getting power for the Ammo Factory versus the Small Laser Blaster.
- Crew will no longer immediately give up on getting power when the Reactor momentarily runs out of power.
- Added an option to the blueprints toolbox to make the blueprints match the current physical state of the ship, even if some of the ship's parts have been destroyed.
- Bugfix: A potential crash when resetting blueprints if there are destroyed parts with remaining structure underneath.
StarWright 0.4.0 (Jan. 16, 2016)
- Major Feature: The Small Laser Blaster, a new, light weapon that fires non-penetrating shots of energy and uses power batteries instead of ammunition.
- When starting a new game, the player will now start with a new class of ship, the Model-1, which is a bit smaller and has two Small Laser Blasters instead of two Regular Cannons.
- Most of the enemy bounty ships now have Small Laser Blasters.
- Rebalanced the damage dealt by all weapons to be at least twice as much, thus greatly increasing the pace of combat.
- Decreased the speed of the Regular Cannon and Large Cannon bullets to give the Small Laser Blaster an edge in accuracy.
- Thrusters now use much more power per second of operation.
- The Ammo Factory now uses twice as much power per ammunition it creates.
- Structure no longer impedes the penetration depth of cannon bullets.
- Some minor user interface improvements to the Sandbox Editor's Ship Editor.
- Bugfix: A graphics/physics glitch that cause bullets to appear in the wrong position for a few frames after being fired.
- Bugfix: Crew using a battery to "top off" a thruster or Ammo Factory would sometimes remain carrying a semi-depleted battery after delivery.
- Bugfix: Undo/Redo in the Sandbox Editor's Ship Editor wasn't working properly with doors.
StarWright 0.3.2 (Jan. 13, 2016)
- Bugfix: The out-of-ammunition indicator for the Regular and Large Cannons would briefly display in between shots.
- Bugfix: Crash when saving a ship's blueprints that happen to be illegal. This is now allowed and works fine.
- Bugfix: Ship blueprints that were saved in a previous version of StarWright and are now illegal will now load, but with some missing parts.
StarWright 0.3.1 (Jan. 12, 2016)
- Bugfix: Crash when exiting the program if your Windows username contains non-English characters.
StarWright 0.3.0 (Jan. 11, 2016)
- Warning: This version of StarWright may not be able to load saved games from previous versions. If you are having trouble loading a saved game, load it in a previous version of StarWright and then re-save it while making sure the following are true:
- There are no ships (including your ship and bounty ships) that have thrusters with overlapping nozzles.
- There is no combat taking place. (Specifically, there are no cannon bullets on the screen.)
- Major Feature: New starship artwork! All of the starship artwork and graphics have been re-done to be much more detailed and animated and to show three distinct levels of damage.
- Rebalanced the health (hit points) of all ship parts. As a result, when loading a saved game from a previous version of StarWright, any damaged parts will revert to full health.
- Rebalanced the three sizes of thrusters so that the smaller thrusters can exert more lateral force than the larger ones.
- The reactor now produces one plasma battery per second and stores up to 8. Some of the higher-value bounty ships have been updated with extra power storage rooms to compensate.
- The large cannon now uses only four ammo per shot instead of 6, but only does half the damage (which is still 3 times the standard cannon). The maximum rate of fire of both cannons has been reduced.
- The power storage room now shows a red out-of-power indicator when it is out of batteries.
- The nozzles of thrusters may no longer overlap on the same tile(s). This may break some previously-saved games.
- Updated the names and descriptions of some ship parts.
- The player's ship, all bounty ships, and all ships placed in the sandbox editor now spawn with full power and ammo, ready to operate.
- Minor update to the application icon based on the new artwork.
- When launching the game in windowed mode, if the window isn't fully on-screen, then it will be moved onto the screen.
- Some unnecessary PNG files have been removed from the installed program, making the installer smaller and taking up a bit less HD space once installed.
StarWright 0.2.12 (Jan. 6, 2016)
- Bugfix: Possible crashes on non-English language computers, such as Russian.
StarWright 0.2.11 (Jan. 3, 2016)
- Bugfix: When an enemy ship split in two, sometimes the player's ship wouldn't stay targeted on the half of the enemy ship that must be destroyed to complete a bounty.
- Bugfix: Sometimes it could be hard to target a specific part of an enemy ship while the enemy ship was moving and the player's camera was focused on the enemy ship.
- Bugfix: The game was rendered one frame behind its actual state, resulting in a single frame of latency.
- Added some additional logging information to help debug a couple of crashes.
StarWright 0.2.10 (Dec. 26, 2015)
- Bugfix: A crash when starting the game that was occurring for some players.
- Errors that occur while playing the game should now more consistently give a useful error message.
- Errors that occur while playing in full-screen should now less often freeze the game forcing you to ctrl-alt-delete.
StarWright 0.2.9 (Dec. 24, 2015)
- Bugfix: Potential crash when resetting a ship's blueprints after a cannon has been destroyed and the cannon was also removed.
- Bugfix: Crash when pressing the "Visit Download Page" button (in the new-version dialog) and you have no default browser set.
StarWright 0.2.8 (Dec. 21, 2015)
- Bugfix: When the game window was minimized to the task bar, it would not restore correctly.
- The installer now includes all of (and only the) DirectX components that are actually required. They will not and do not need to be downloaded separately.
StarWright 0.2.7 (Dec. 14, 2015)
- Bullets from the cannons now penetrate enemy ships more consistently. Rebalanced their damage and penetration as a result.
- Bugfix: A crash when destroying asteroids in the Sandbox Editor.
- Bugfix: An 'Unable to find node at path "ShipRulesID"' error when loading some saved games.
- Bugfix: The "Hire Crew" slider wouldn't be visible (and thus couldn't be set to 0) if there was capacity for only one additional crew.
StarWright 0.2.6 (Dec. 11, 2015)
- Bugfix: Crash when rotating a ship's blueprints clockwise or counter-clockwise.
StarWright 0.2.5 (Dec. 11, 2015)
- Bugfix: On 32-bit operating systems, crew would often get stuck and appear to vibrate.
StarWright 0.2.4 (Dec. 10, 2015)
- Decreased the maximum hit points of the Reactor by 40%.
- Changed the way the "Repair" and "Build" options behave. "Repair" restores your ship to how it was the last time you pressed the "Make It So" button. "Build" modifies your ship to match its blueprints. You can either Build or Repair, but not both at once.
- The "Reset Blueprints" option in the toolbox menu now resets the blueprints to how they were when you last pressed the "Make It So" button.
- The "Build" and "Repair" options now always show their costs even when they aren't selected.
- Changed the hotkey for taking a screenshot to ctrl-alt-c.
- Miscellaneous other user interface improvements.
StarWright 0.2.3 (Dec. 7, 2015)
- Bugfix: Crash when saving game.
StarWright 0.2.2 (Dec. 6, 2015)
- StarWright will now send anonymous gameplay statistics to us so that we can use them to improve the game and fix bugs. This can be disabled in the settings screen.
- Fixed three of the enemy bounty ships being in illegal configurations that the player themself would not be able to build.
- A couple minor performance improvements.
StarWright 0.2.1 (Dec. 5, 2015)
- The StarWright setup program will no longer attempt to install Microsoft .Net 4.6.1 if it is already installed.
- The StarWright setup program will no longer cause your computer to be restarted without your permission.
- The StarWright setup program will now attempt to close (with your permission, of course) any programs that, if they aren't closed, would require your to restart your computer.
StarWright 0.2.0 (Dec. 4, 2015)
- Warning: This version of StarWright is no longer compatible with saved games from previous versions. Sorry for any frustration this causes. Old saved ship designs will still load fine.
- When a part is destroyed, it no longer spawns one structure piece occupying the entire area of the destroyed part. It now spawns one structure piece per tile, each of which can be destroyed individually.
- You no longer have to hold the 'alt' key to target a specific part. Simply right-click to target an enemy ship, and then right-click again on a specific part to target that part.
- In order to destroy an enemy ship in the regular Bounty mode, you now only have to destroy its Reactor instead of both the Reactor and Control Room.
- The walls on a ship are now updated immediately as parts of the ship are destroyed. This looks less realistic, but it makes it clearer where crew can and cannot travel when a ship has been partially destroyed.
- You can now press the 'enter' key as a shortcut to clicking the "MAKE IT SO" button.
- The game will now check on startup to see if a new version has been released. If so, you will be prompted to visit the download page. This behavior can be turned off from the Settings screen.
- You can now choose from the settings screen which display the game will run on when running in full-screen. Changing this requires a restart.
- Fresh installs of the game will now default to running in full-screen at your desktop resolution.
- The mouse cursor will no longer leave the monitor when running in full-screen, even if the "Edge Pan" option is disabled.
- Eliminated the framerate hitch when opening the blueprints toolbox for the first time and completing a bounty for the first time.
- The StarWright setup program will now optimize the game specifically for your computer. This should reduce or eliminate a handful of stutters you may experience.
- The game now requires Microsoft .Net 4.6.1, which the StarWright setup program will automatically install.
- The game will now automatically pause when the window loses focus. This behavior can be turned off from the Settings screen.
- Some minor improvements to weapons' target lead prediction.
- Ships are now much less likely to miss a movement waypoint.
- The configuration options next to the "MAKE IT SO" button should now be a bit clearer.
- Added an obvious "PAUSED" message to the top of the screen while the game is paused.
- Added a more obvious "INSUFFICIENT FUNDS" message when you don't have enough credits to implement your design.
- Removed the pulsing-red overlays that would appear over the Control Room and Reactor of enemy ships because it was ugly and confusing.
- New icon for the ship-rotator handles that are shown when holding the 'shift' key.
- Using the ship-mover handle (the one with the 4 arrows) on an attack commond will now adjust either the radius or the angle depending on which direction you drag it, but not both at once.
- The parts in the blueprints toolbox now display their names over their icons.
- Selecting a thruster in the blueprints toolbox will now show a display indicating how many thrusters you currently have out of the maximum of 32.
- You can now customize the edge pan, keyboard pan, mouse wheel zoom, and keyboard zoom speeds in the settings screen.
- Added an option to rename a ship from the blueprints toolbox. Click the "..." button and click "Rename Ship".
- Moving the mouse cursor over your own ship will now show its monetary value and number of crew beneath its name.
- You can now right-click on a weapon's turret (in addition to its square body) to target it.
- You can no longer place weapons such that two turrets occupy the same tile.
- Bugfix: Focusing the camera on a ship would make the ship appear to shake as it moved.
- Bugfix: A crash related to calculating how much thrusters should activate.
- Bugfix: A potential crash when switching to full-screen to windowed.
- Bugfix: A crash that would sometimes occur when exiting the game immediately after starting it.
- Bugfix: Starting the "Sandbox Editor", saving the game, and then loading the game will now properly re-enable sandbox mode. This fix only works for newly-saved games.
- Bugfix: Loading previously-saved blueprints over top of the existing blueprints would often put doors in the wrong locations or delete them entirely.
- Miscellaneous bug fixes, performance improvements, and UI enhancements.
StarWright 0.1.6 (Dec. 1, 2015)
- Bugfix: An occasional crash related to calculating thruster activation levels.
StarWright 0.1.5 (Nov. 27, 2015)
- Added a setting to turn off zooming in-and-out of the mouse cursor location.
- Bugfix: Hang when quick-saving or auto-saving and the "Saved Games" directory does not exist.
- Bugfix: When edge-pan was enabled and the player alt-tabbed out of the game and back, the mouse cursor would no longer be confined to the game window.
- Bugfix: Switching from full-screen to windowed wouldn't work when the game was launched in full-screen mode.
StarWright 0.1.4 (Nov. 26, 2015)
- Bugfix: Crash when saving a ship's blueprints to a new filename.
StarWright 0.1.3 (Nov. 25, 2015)
- The installer program will now automatically install Microsoft .Net Framework 4.6 and Microsoft DirectX if they are not already installed.
StarWright 0.1.2 (Nov. 25, 2015)
- Bugfix: Crew would sometimes not respawn if you remove a part with crew in it and also move a Crew's Quarters or Bunk to another location.
StarWright 0.1.1 (Nov. 24, 2015)
- Bugfix: Couldn't place previously-designed ships in the Sandbox Editor.
- Bugfix: Removing a ship from the Sandbox Editor would cause the game to crash.
- The hotkey for taking a screenshot has been changed from ctrl-tilde-c to shift-tilde-c.
StarWright 0.1.0 (Nov. 23, 2015)
- First Official Non-Prototype Version!
- Major Feature: "Bounty" game mode in which you start with one small ship and must destroy enemy ships to earn money and upgrade your ship. As your ship becomes more powerful, you'll become eligible for harder and more-rewarding bounties.
- Major Feature: Ships now have "blueprints" which can be freely edited until you are satisfied with them. Once satisfied, simply press the "MAKE IT SO" button to spend the required credits and make your ship match the blueprints. Using this same feature, you can easily pay to restore a ship to how it was when you designed it. The blueprints designer has a completely new and much easier-to-use user interface.
- Major Feature: Enemy ships in the bounty mode now have an "A.I." which will attack you when you get close, maneuver to attack you from the best angle, and flee when you've disarmed them.
- Indicators will appear on the edge of the screen showing the location and distance to any off-screen ships. You can left-click on an indicator to focus the camera on that ship, or right-click on an indicator to attack it.
- Game will now auto-save (by default) every 10 minutes. This is customizable.
- Can quick-save by pressing F5 and quick-load the last-saved game by pressing F8.
- Systems on ships that can't operate because they have no crew, ammo, or power now display a graphic icon indicating as such.
- The user interface can now be put in "High D.P.I." mode, which will double its size. This is useful when playing on very high-resolution monitors.
- Microsoft Windows will no longer up-scale the game based on Windows' display scaling setting. (This can be turned off by removing the --ignore-dpi argument from the game's shortcuts.)
- Cursor edge pan can now be toggled on & off. If on, the mouse cursor will be locked inside of the game window.
- Automatic adding of doors when placing other parts can now be turned off in the settings.
- Can now hold the alt key and left-click on any ship to focus on that ship, or hold alt and left-click-drag a box around any ships to focus on those ships.
- You can now turn on "Vertical Sync" in the settings which will lock the game's frame rate to your monitor's refresh rate.
- New game logo on the main menu.
- Weapons are now better at leading the positions of their targets to take into account the target's speed and rotation.
- The behaviour of your ship when targeting and attacking another ship is now much smarter.
- Improved the algorithm that determines which thrusters to fire so that it takes into account a ship's natural deceleration due to "space drag".
- Most dialog popups can now be confirmed or canceled using the enter and escape keys.
- Bullets fired from weapons now inherit the velocity of the ship that fired it. This keeps weapon ranges consistent for when two ships are fighting and both are moving but are still relative to each other.
- Ships can no longer (by default) be deselected without selecting a different ship. This can be disabled.
- Idle crew will now wait in their quarters instead of aimlessly wander around the ship. This was done to make it clearer when you have idle crew.
- Adjusted the power of thrusters to better reflect their costs.
- Decreased the cost of the reactor and door.
- Doors can now be placed anywhere adjacent to a Crew's Quarters or Crew's Bunk.
- Ships will no longer spin out of control indefintely after their control room has been destroyed. (The thrusters now turn off after a couple seconds.)
- When a ship has multiple move commands queued up, it will no longer slow to stop at each one; it will slow and stop at only the last.
- Minor improvements to the random starship generator.
- Revamped the Sandbox Editor user interface so that it uses floating pallette windows.
- Right-clicking on a ship no longer opens its context menu, which is now done by holding alt and right-clicking on it.
- The game name is now capitalized slightly differently: StarWright instead of Starwright.
- Removed all support for multiplayer. :( This was done so that I can focus on the main singleplayer game mode. Multiplayer may return some time in the future.
- The game is now distributed via an installer program.
- Bugfix: Glitch where sometimes (especially on large ships) crew would stop doing anything and just stand still.
- Various other bug fixes, performance improvements, and usability enhancements.
- The game will now save a log.txt file to your 'username\AppData\Roaming\StarWright' folder.
Prototype Versions
starwright-2014.03.18 (Mar. 18, 2014)
- Various bug fixes.
- Balance changes to weapons to increase the pace of combat.
- Randomly-generated starships can be placed in the Sandbox mode.
- Balance adjustments to thrusters to make them behave somewhat more realistically.
- The game area is now effectively infinite.
- Crew are now assigned to jobs in a much more timely manner.
- Mouse cursor is now trapped inside of the game window.
- Reorganized the ship designer U.I.
- Added a settings dialog that allows you to toggle full-screen mode and adjust the screen resolution.
- Can now take screenshots by pressing ctrl-tilde-c.
- Can now toggle between windowed and full-screen display modes by pressing alt-enter.
starwright-2013.09.01 (Sep. 1, 2013)
- First prototype release of the new codebase.
- Feature: Starship Designer
- Feature: "Sandbox" mode where you can design new ships and add previously-designed ships.
- Feature: Basic ship-vs-ship combat working in the Sandbox mode.
- Feature: Multiplayer in the Sandbox mode.
Original Unity Prototype (2011) - Download for
Windows or
Mac.
- Original prototype using the Unity3D game engine.
- Feature: "Builder" mode that allows you to design and test a ship.
- Feature: Player-vs-player multiplayer using previously-designed ships.