Windows 7 SP1, 8.1, & 10 only.
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.)
(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: 1,000,000,000₡" 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.
(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.
(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.
(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.
(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 exitting 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.
(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.
(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.
(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.)
(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.
(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.
(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.
(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.
(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.
(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.
(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.
(May. 14, 2017)
- Added several pre-installed mods:
- "Huge Ships" increases the maximum ship size to 1000x1000.
- "Bounty Hunter: 1,000,000,000₡" 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.
(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.
(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.
(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.
(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.
(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.
(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.
(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.
(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.
(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.
(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.
(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.
(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 exitting 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.)
(Feb. 7, 2017)
- Bugfix: "Save Ship Design" was broken resulting in corrupted ship save files.
(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.
(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.
(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.
(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).
(Dec. 8, 2016)
- Bugfix: A ship whose center of mass is far from the center of its build grid would have difficulty rotating properly.
(Dec. 5, 2016)
- Bugfix: Crash when creating a new ship design in Creative Mode.
(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.
(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.
(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.
(Sep. 19, 2016)
- Bugfix: Crash when launching the game on computers with old (DirectX 9.1 and 9.2 era) graphics cards.
(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.
(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.
(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.
(Aug. 20, 2016)
- Bugfix: Crash on startup if your computer's language isn't set to English.
(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.
(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.
(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.)
(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.
(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.
(Jun. 26, 2016)
- Bugfix: Crash when placing an asteroid in Creative Mode.
- Bugfix: Occasional crash during gameplay.
(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.
(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.
(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 exitting full-screen.
- Bugfix: Thruster particle trails shooting in odd directions.
- Bugfix: Incorrect error messages sometimes being shown when the game crashes.
(May 28, 2016)
- Bugfix: Crash when when minimizing the window.
- Bugfix: Rare crash when saving the game.
(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.
(May 10, 2016)
- Bugfix: Crash when attempting to save a ship's blueprints.
(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.
(May 4, 2016)
- Bugfix: Asteroids were invisible.
- Bugfix: Occasional crash during gameplay.
(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.
(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.
(Apr. 27, 2016)
- Bugfix: Occasional crash during gameplay.
- Bugfix: Crash after defeating a bounty if you are very far in debt.
(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.
(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.
(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.
(Apr. 3, 2016)
- Bugfix: Occasional crash due to ion beams "hitting" ships that were just destroyed or removed from the game.
(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.
(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.
(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.
(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.
(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.
(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.
(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.
(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.
(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.
(Feb. 27, 2016)
- Bugfix: Occasional, seemingly-random crashes during gameplay.
- Bugfix: Crash when attempting to view the credits on some non-English-language computers.
(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.
(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.
(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.
(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.
(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.
(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.
(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.
(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.
(Jan. 12, 2016)
- Bugfix: Crash when exitting the program if your Windows username contains non-English characters.
(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.
(Jan. 6, 2016)
- Bugfix: Possible crashes on non-English language computers, such as Russian.
(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.
(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.
(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.
(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.
(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.
(Dec. 11, 2015)
- Bugfix: Crash when rotating a ship's blueprints clockwise or counter-clockwise.
(Dec. 11, 2015)
- Bugfix: On 32-bit operating systems, crew would often get stuck and appear to vibrate.
(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.
(Dec. 7, 2015)
- Bugfix: Crash when saving game.
(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.
(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.
(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 exitting 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.
(Dec. 1, 2015)
- Bugfix: An occasional crash related to calculating thruster activation levels.
(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.
(Nov. 26, 2015)
- Bugfix: Crash when saving a ship's blueprints to a new filename.
(Nov. 25, 2015)
- The installer program will now automatically install Microsoft .Net Framework 4.6 and Microsoft DirectX if they are not already installed.
(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.
(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.
(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.
(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.
(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
- 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.