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	<title>Introversion</title>
	<subtitle>The Introversion Forums</subtitle>
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	<updated>2026-03-18T16:56:52+01:00</updated>

	<author><name><![CDATA[Introversion]]></name></author>
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		<entry>
		<author><name><![CDATA[John]]></name></author>
		<updated>2026-03-18T16:56:52+01:00</updated>

		<published>2026-03-18T16:56:52+01:00</published>
		<id>http://forums.introversion.co.uk/viewtopic.php?p=633217#p633217</id>
		<link href="http://forums.introversion.co.uk/viewtopic.php?p=633217#p633217"/>
		<title type="html"><![CDATA[The Last Starship Update 23]]></title>

					<category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
		
		<content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?p=633217#p633217"><![CDATA[
<img src="https://clan.fastly.steamstatic.com/images/42450473/a35decd1a0b8d2e7d83dd8a8bd9ed8c31e63287d.png" class="postimage" alt="Image"><br>After a phenomenal launch bringing <strong class="text-strong">50,000 new players</strong> into the game, we've not taken our foot off the Metreon gas pedal!<br><br>As well as the usual round of fixes and smaller improvements, enjoy <strong class="text-strong">mass-configuration of fabricators and other equipment </strong>in seconds with marquee and double tap smart select.<br><br><strong class="text-strong">New crew animations </strong>breathe life into your ship, deepening that 'contraption satisfaction' as your facility whirrs into action.<br><br><strong class="text-strong">Fighter bays </strong>introduce a brand new combat dynamic and logistical tail. Build and deploy a massive wing of screaming unmanned hell cats to open a whole can of whoop-ass on any ships that dare defy you!<br><br>Here's the Mark &amp; Chris video showing all of the new features:<br><a href="https://www.youtube.com/watch?v=08ZTYIXs9Ag" class="postlink">https://www.youtube.com/watch?v=08ZTYIXs9Ag</a><br><br><span style="font-size: 150%; line-height: normal"><strong class="text-strong">Full Change List</strong></span><br><br><strong class="text-strong">Fighters</strong><ul><li> Fighters have been completely reworked and are now available to all ships without needing to edit saves.</li><li> New Equipment: Fighter Bays<ul><li> Can be bought from the trade screen or produced at an assembly table</li><li> Can be placed inside your ship, occupying a 3x3 area.</li><li> 7x7 landing bay doors can be seen on the exterior of the ship, above where the equipment is placed.</li><li> Supply fighter bays with frames, motors, and a processor to produce a fighter.</li><li> If the fighter is destroyed in battle, a new one can be produced mid-battle.</li><li> Activate battle stations when a hostile is present in the system to launch the fighters from the bay.</li></ul></li><li> Reworked Fighters:<ul><li> Fighters need to be supplied with bullets and fuel at their fighter bay before they can launch.</li><li> Fighters will return to their bay when they run out of fuel or ammo or all hostiles have been eliminated.</li><li> Fighter toughness and damage has been increased.</li><li> Fighter turrets can penetrate armour, unlike gatling guns.</li><li> New tech tree branches to upgrade survivability and agility of fighters.</li><li> If a fighter is stranded from a bay it will explode some time after running out of fuel.</li><li> Any old designs will keep their fighters (if they have any) and will behave the same as previous versions.</li><li> New artwork</li></ul></li></ul><strong class="text-strong">Drones</strong>:<ul><li> In rare cases drones would pick themselves up, which, of course, cannot be allowed.</li></ul><strong class="text-strong">Shuttles</strong>:<ul><li> Production Missions : shuttles will not collect from ships with no conscious crew.</li><li> Dead body, trade collection : shuttles will leave if there are no conscious crew.</li></ul><strong class="text-strong">Crew Animation</strong>:<ul><li> New walk animations for all crew and civilians</li><li> Small bobbing animation added to any item being carried</li><li> Smoothed item drop-off and pickup to and from equipment (so you can see the item being loaded/unloaded)</li><li> Entities now slow down when close to their destination</li></ul><strong class="text-strong">Translations</strong>:<ul><li> Some hardcoded strings added to language files</li><li> Copy To Clipboard button in Translation Editor copies English to clipboard.</li><li> Japanese font updated to support new characters, and to be more readable in general.</li><li> Translations separated into manual and fallback files so that manual corrections will not be lost.</li><li> The Translation Editor improved to show fallback translation as well as previous versions of language strings.</li><li> Add vector font glyphs Italian, Polish, Portuguese, Swedish, Norwegian, Turkish.</li><li> New fonts for simplified and traditional Chinese, Japanese and Korean</li><li> New Danish translation (PCMS_DK)</li><li> Many updates, thanks to:<ul><li> Chinese (timercrack, Qionglu735),</li><li> Dutch (Loosecannon1983),</li><li> French (Resziak, Laurent SCOTTÉ, Bastien URBAIN, Vinoz),</li><li> German (Flauschküken),</li><li> Japanese (sakuyan#5658, raidhin, Kensuke Ichinohasama),</li><li> Russian (skoniks),</li><li> Spanish (astaroth198-gif, Snargleplax),</li><li> Swedish (Malkolmi, Svish),</li><li> Turkish (drokian, The Suxe)</li></ul></li></ul>If you contributed a change and we didn't credit you, please write us so that we credit you in the next release.<br><br><strong class="text-strong">Equipment Multiselect</strong>:<ul><li> Allow to multiselect factory equipment and setting the recipe for the entier selection (cannot have different types of equipment in selection)</li><li> LMB/RMB: select a single equipment</li><li> SHIFT + LMB/RMB: to add or an equipment to selection</li><li> LMB x2: select all nearby equipment</li><li> LMB Drag: select all equipment in drag (type is decided by majority)</li><li> Shift + LMB Drag: select all equipment in drag matching existing selection type</li></ul><strong class="text-strong">SMALL CHANGES</strong><ul><li> Added option to adjust camera pan speed</li><li> Added option to adjust character text speed during missions</li><li> Small warning will appear in tactical mode when trying to dock without thrusters</li><li> Ships rescued in distress calls can be seen inside before deciding to add them to the fleet or take cash reward</li><li> When selecting item type in the equipment UI panel, focus the search box to allow keyboard input.</li><li> Better layout for Equipment panel type selection.</li><li> Improvements to ship editor layout</li><li> Moved "Orders" window to be above the button and made a little wider</li><li> When drawing walls in the editor, move objects under the wall to a free space. Prevent drawing walls over equipment.</li><li> Software Mouse option to allow mouse cursor to be rendered by the game, useful in case of issues with disappearing hardware cursor.</li><li> Render atmosphere level of rooms with a hull breach and auto close vents of connected doors. Remove open/close vents orders.</li><li> Add "Open game folder" button to "Other" section in settings. The opened folder contains your saves, ships, etc. (but not cloud saves)</li><li> Remove unsold stock from being included in stargate progress bar</li><li> Crackable asteroids have their remaining health shown underneath them</li><li> Reorganised settings menu for improved layout and readability</li><li> Add tooltip for auto trade options triangle toggle</li><li> The "Drone Assembly" technology is no longer needed to fabricate processors</li></ul><strong class="text-strong">BUG FIXES:</strong><ul><li> Fix "BeginCall" appearing in mission summary when destroying all hostiles in a distress call mission</li><li> Fix "Any Equipment" and "Any Cargo" text not fitting in their buttons in the storage window</li><li> Fix Interstellar Logistics Buy/Sell orders interfering with shopping basket in the trade window.</li><li> Fix cost overlap in editor</li><li> Fix [PASSED] and [FAILED] overlap in contract requirements</li><li> Fix jumpgate information sometimes not saving</li><li> Fix meteor storms spawning in fortress systems</li><li> Fix many drone related issues, particularly when leaving them behind in an FTL jump</li><li> #520: You can get stuck at a jump gate that's damaged and not be able to repair it.</li><li> #643: It is possible to lose ships when sector jumping in FreeRoam mode.</li><li> #681: Ships getting stuck docked together during interstellar logistics</li><li> #668: Keybindings sometimes display incorrectly in the settings menu</li><li> #687: Trouble with Tiddlets Part 1 - Artemis ship crew can run out of fuel and no longer dock with player</li><li> #717: Survival fleet can still get separated</li><li> #710: Robot arm is picking from a spot it should not be able to reach</li></ul><p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Wed Mar 18, 2026 4:56 pm — Replies 0 — Views 2409</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[John]]></name></author>
		<updated>2026-01-15T13:08:41+01:00</updated>

		<published>2026-01-15T13:08:41+01:00</published>
		<id>http://forums.introversion.co.uk/viewtopic.php?p=633151#p633151</id>
		<link href="http://forums.introversion.co.uk/viewtopic.php?p=633151#p633151"/>
		<title type="html"><![CDATA[Update 21]]></title>

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<span style="font-size: 150%; line-height: normal"><strong class="text-strong">Update 21 has been released!</strong></span><br><img src="https://clan.akamai.steamstatic.com/images/42450473/a5571fdec364a48fd1bf011b2634233741bfbdcf.png" class="postimage" alt="Image"><br><br>We are rapidly approaching our v1.0 launch, but we've still had time to put together a new update for you to play.  Our ship editor has come a long way since we started, as seen with DrX's incredible ship design above.  We've now taken away the limits to the ship editor size so you can design and build much larger ships.  We've also taken some steps to address the problem with motion sickness that some players have reported experiencing.  And a ton of small changes and fixes as well.  We hope you're enjoying the game, and we will be announcing the v1.0 release date soon.<br><br><span style="font-size: 120%; line-height: normal"><strong class="text-strong">Ship Editor - grid limit removed</strong></span><br>No more limited size grid, preventing you from designing larger ships<br>You can now expand your ships in any direction as you wish, up to a (ridiculous) limit of 960x480<br>The ship editor quietly expands and contracts the buildable area as required, without you having to think about it<br>The ship is automatically re-centered as you build<br><br><span style="font-size: 120%; line-height: normal"><strong class="text-strong">Steam Achievements</strong></span><br>37 achievements have been added to the game, across all game modes.<br>Some are harder to achieve than others...<br><br><span style="font-size: 120%; line-height: normal"><strong class="text-strong">Motion Sickness Mode</strong></span><br>A new Motion Sickness Mode has been added, for those who suffer from motion sickness when playing.<br>This mode removes all background graphics rotation - ie the starfield behind the ships.<br>It can be enabled from the Appearance menu.<br><br>In addition, these options may help further:<br>   - Added option to disable rotation + position transition when switching between layers.<br>   - Allow to "unfocus" layer in tactical mode, so camera doesn't track layer's position and rotation.<br><br><span style="font-size: 120%; line-height: normal"><strong class="text-strong">Small Changes</strong></span><br>    - New quantity for interstellar logistics: "until storage", allowing to transfer/mine/collect until certain amount on board is reached.<br>    - Beginning episodes show in the contracts screen after the tutorial is complete.<br>    - Repeatable research increases in cost each time it is researched.<br>    - Allow to choose whether to use "any cargo" storage zones in interstellar logistics orders.<br>    - Allow interstellar logsitics in Free Roam mode<br>    - Improvements to trade screen layout.<br>    - Added power consumption to recipes window.<br>    - In Creative mode, also erase objects when erasing hull<br>    - Add icon in layer list for interstellar logistics controlled ships. Clicking opens ship's interstellar logistics window.<br>    - Improved text layout of contracts screen - mission titles now wrap properly.<br>    - VSync option added to Appearance settings menu.<br>    - Scratch pipe network when a port resource changes.<br><br><span style="font-size: 120%; line-height: normal"><strong class="text-strong">Bug Fixes</strong></span><br>    - Fix Andromeda Journey not showing when no layer is selected<br>    - Fix ships from DSI not being sellable after completing DSI<br>    - Fix ships from DSI remaining invincible after completing DSI<br>    - Fix neutral ships not being able to leave system and piling up<br>    - Fix units for stored energy showing as MW instead of MJ<br>    - Fix hostile ships targetting neutral ships outside of fortress systems<br>    - Fix issue with validation of drones on layer (but not supported by hull) causing FTL drone warning.<br>    - Allow a crewman to navigate off a radiation blocker<br><br>    - Issue #593: Prevent logistics between ships in different systems<br>    - Issue #599: Empty FTL charges spawning as loot<br>    - Issue #600: Tutorial stuck for FTL part<br>    - Issue #607: Make layer list scrollable<br>    - Issue #608: Tiddlets Part 3 optional objective fails without jumping the farm<br>    - Issue #610: Crew pathfinding stuck on corner<br>    - Issue #611: Crew not performing tasks if "Suits On" ordered and no spacesuits available<br>    - Issue #612: Some equipment cannot be dismantled when powered down<br>    - Issue #617: Enemy ships run away if you jump out and back in<br>    - Issue #618: Episode ships dying in systems that are not generated yet<p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Thu Jan 15, 2026 1:08 pm — Replies 0 — Views 3123</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[John]]></name></author>
		<updated>2025-12-17T12:43:17+01:00</updated>

		<published>2025-12-17T12:43:17+01:00</published>
		<id>http://forums.introversion.co.uk/viewtopic.php?p=633107#p633107</id>
		<link href="http://forums.introversion.co.uk/viewtopic.php?p=633107#p633107"/>
		<title type="html"><![CDATA[The Last Starship Update 20]]></title>

					<category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
		
		<content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?p=633107#p633107"><![CDATA[
Less than three weeks after Update 19, we decided to release one final update to close out the year!  <br>This update brings some much requested small changes and balance adjustments, as well as a raft of bug fixes.  <br>Thanks to everyone who has played our game, and we'll see you in 2026 with more updates and the v1.0 launch of The Last Starship!<br><br><img src="https://clan.fastly.steamstatic.com/images/42450473/74e7abe0d515e49e29eeba9219b6b78ad8d21258.png" class="postimage" alt="Image"><br><br><span style="font-size: 150%; line-height: normal"><strong class="text-strong">Full Change List</strong></span><br><br><strong class="text-strong">Research can be queued</strong> - Any unresearched requirements of a research node are added to the front of the queue.Shift-clicking a research node adds the research node to the back of the current queue, along with its requirements.<br><strong class="text-strong">Improvements to research window</strong>- Better scaling at lower resolutions.Research tree follows the mouse accurately when dragging the view.<br><strong class="text-strong">Rating System revamped</strong> - The points required for each rank is now $pow(Rank / 10, 4) * 100,000$.This makes the later ranks much more achievable.The highest rank is 10, requiring 100,000 points. (Previously: 787,320)New rating: Trade. 1 point for every $1,000 of goods bought or sold. Taking on a Civilian in Survival mode will now award 1 Humanitarian point.<br><br><span style="font-size: 150%; line-height: normal"><strong class="text-strong">SMALL CHANGES</strong></span><ul><li>All drones from destroyed ships are now salvageable[]Don't autosave when completing interstellar logistics jump</li><li>Stargate Window <strong class="text-strong">- </strong>Progress bar for each component now shows stock on ship and stock due to be sold</li><li>Added confirmation and extra dialogue when cancelling deal with X during the DSI story</li><li>Tweaks and improvements to The Final Stand and Boldly Go endscreen</li><li>All equipment dropdowns can be searched by text</li></ul><span style="font-size: 150%; line-height: normal"><strong class="text-strong">BUG FIXES</strong></span><ul><li>Fixed: Air reprocessor recipe in assembly table not working.</li><li>Fixed: Tiddlets part 4 crashing when generating the mission.</li><li>Fixed: Scrap metal and processors from destroyed drones not being salvageable.</li><li>Issue #365: Cancelling deal with X in DSI has no warning</li><li>Issue #578: Tiddlets part 3 crashing when completing a local jump.</li><li>Issue #580: Save Game silently fails when the entered name contains an invalid character</li><li>Issue #581: Crashes when loading some saves with Interstellar Logistics orders.</li><li>Issue #583: Starboard and aft weapon labels were mixed up.</li><li>Issue #587: Crew can't run out of oxygen when in spacesuit until first FTL jump</li><li>Issue #589: Drones get stuck trying to salvage stranded drones</li><li>Issue #590: Items in a ship design affect fabrication price</li><li>Issue #595: Sometimes UMC Astral Temptress doesn't turn friendly after call completes</li><li>Issue #594: Sector map displaying wrong location, ship failing to FTL</li></ul><p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Wed Dec 17, 2025 12:43 pm — Replies 0 — Views 4535</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[John]]></name></author>
		<updated>2025-12-01T13:28:40+01:00</updated>

		<published>2025-12-01T13:28:40+01:00</published>
		<id>http://forums.introversion.co.uk/viewtopic.php?p=633100#p633100</id>
		<link href="http://forums.introversion.co.uk/viewtopic.php?p=633100#p633100"/>
		<title type="html"><![CDATA[The Last Starship Update 19]]></title>

					<category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
		
		<content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?p=633100#p633100"><![CDATA[
<span style="font-size: 150%; line-height: normal"><img src="https://clan.akamai.steamstatic.com/images/42450473/7e2bf095b9564ed4623a1e13060db6cd150f8a47.png" class="postimage" alt="Image"></span><br><br>The Last Starship is now in BETA! Updates will be coming more frequently, roughly once a month, and will focus on quality of life, reliability, and performance. Update 19 is a massive update and continues our run toward our planned v1.0 launch, early next year.<br><br><span style="font-size: 120%; line-height: normal"><strong class="text-strong">Full Change List<br><br>Tactical Fleet Control</strong></span><br><br>There are new options for controlling a fleet of ships, available from the TACTICAL screen.<br><br>These can be toggled on and off in the top right of the screen.<br><br><br><strong class="text-strong">Fleet Formation Flying</strong><br><br>When enabled, all of your ships will fly together in close formation.<br><br>They will follow the lead of the ship you are directly controlling, matching speed and heading as best they can.<br><br>They will use thrusters to maintain close formation, and also to avoid other ships in the fleet.<br><br>All ships will come to a stop when the player disables Fleet Formation.<br><br><img src="https://clan.akamai.steamstatic.com/images/42450473/b14ab06b7db6943269f1c5e07a1e798abf5b995e.png" class="postimage" alt="Image"><br><br><strong class="text-strong">Fleet Combat AI</strong><br><br>When enabled, your other fleet ships will take care of themselves during combat.<br><br>They will moving to optimal range and engage as best they can.<br><br>Ship AI will disengage as soon as you take direct control of a ship.<br><br><br><strong class="text-strong">Docking Assistant</strong><br><br>Assists with the final maneuvers to dock your current ship with another.<br><br>The Docking Assistant button will flash when the the system is active and engaged in docking.<br><br>You can now enable/disable this feature using the toggle button.<br><br>Docking Assistant can be manually overriden by thrusting away or using the main engines.<br><br>Nb. It is recommended to disable Fleet Formation Flying when attempting to dock - as ships will push away when you get close.<br><br><br><span style="font-size: 120%; line-height: normal">INTERSTELLAR LOGISTICS</span><br><br>A new system and UI panel designed to automate industry across a fleet of ships.<br><br>Unlock Logistics in the tech tree, or finish the story mission DSI part 1 to activate.<br><br>You can create a set of instructions for the ship that will be executed sequentially, in a loop.<br><br>This makes it very easy to automate the mining and gathering of a raw material at one location.<br><br>It also makes it very easy to then travel to another ship in your fleet, or a specific location, and sell that material to the trading post, or transfer the items to another ship using Logistics Drones.<br><br>The ship will continue to execute its instructions in an endless loop.<br><br><img src="https://clan.akamai.steamstatic.com/images/42450473/8e5e0527c09d1bb02b1c3cec2bc3b5996a5aae7a.png" class="postimage" alt="Image"><br><br>6 instructions are supported:<br><br>        Mine &lt;mineral&gt;<br>        Collect &lt;gas&gt;<br>        Transfer &lt;item&gt; to &lt;ship&gt;<br>        Transfer &lt;item&gt; from &lt;ship&gt;<br>        Buy &lt;item&gt;<br>        Sell &lt;item&gt;<br><br>You can set rules on how long to perform each instruction:<br><br>        Until Full<br>        &lt;x&gt; Stacks<br>        &lt;x&gt; Quantity<br>        &lt;x&gt; Minutes<br><br><br><span style="font-size: 120%; line-height: normal">STARGATE PROJECT</span><br><br>The Stargate Project can now be completed, with all ten phases now available.<br><br><strong class="text-strong">New Episode: Brave New Sector, Part 4</strong><br><br>Runs through the final system test of the finished Stargate, sending the first probe ship to another galaxy<br><br><strong class="text-strong">New Episode: The Final Stand</strong><br><br>Battle for control over the Stargate in the final showdown with Andromeda Corporation.<br><br>Completing this episode brings the Stargate Project storyline to a conclusion, and presents your final score - the time taken to complete the project.<br><br><strong class="text-strong">New Stargate look</strong><br><br>Rendering of the stargate has been updated and improved in the later phases<br><br><strong class="text-strong">New and improved Stargate Window UI</strong><br><br>The Stargate UI has been revised and improved.<br><br>Players can now sell stargate parts directly from this screen.<br><br>All components can now be highlighted to reveal their ingredients, or clicked to open them up in the Recipes window.<br><br><img src="https://clan.akamai.steamstatic.com/images/42450473/093fedc4ee5e55d8ce152ca67bd1a802b8f2e139.png" class="postimage" alt="Image"><br><br><br><span style="font-size: 120%; line-height: normal">SMALL CHANGES</span><br><ul><li>Added some tooltips to Tactical screen</li><li>Selecting one of your ships in tactical view now snaps the view to align with that ship (just as it does outside of tactical view)</li><li>The Food and Water demand system has been changed: The crew now eat and drink at ten different times, consuming the same amount as before, but only 1/10th the population at a time. The overall demand is the same, but the demand is more spread out, making it easier to balance the systems (especially with very large populations)</li><li>New Research items added to allow construction of habitation equipment:</li></ul>        - Atmospheric Processing - awards blueprints for Airduct, Scrubber<br>        - Atmospheric Processing 2 - awards blueprints for Air Reprocessor, Oxygen Maker<br>        - Waste Processing - awards blueprints for Sewage Pipe, Waste Processing Machine, Water Purifier, Ice Grinder<br><br><br><span style="font-size: 120%; line-height: normal">BUG FIXES</span><br><ul><li>Fixed: autosave timer alert getting stuck when disabling autosave with it on-screen</li><li>Fixed: system locations sometimes overlapping</li><li>Fixed: Crew will no longer accidentally unload docking ports and drone bays onto Tracks</li><li>Fixed: Radiation not being calculated correctly on grated floors</li><li>Fixed: Hydroponics get blocked when a full container of food is in its slot</li><li>Fixed: Space-walking crew no longer drop their box when install job is cancelled.</li><li>Fixed: Tiddlets Part 1: Ensure tiddlets are salvageable after conversation with Prof. Toppingbury</li><li>Fixed: Saves in the middle of FTL alignment will now resume the alignment process.</li><li>Fixed: Powergrid screen displaying wrong categories when modifying power settings while paused or when removing objects while category turned off.</li><li>Fixed: Sometimes crew get stuck in Spacesuit Pods.</li><li>Fixed: You cannot override the docking assistant using the on-screen maneuvering controls in the Tactical view</li><li>Issue #147: Move objects that are unsupported by the ship hull into freespace.</li><li>Issue #545: Rotate orders are not saved</li><li>Issue #554: Spacesuits dropped on space side of docking port</li><li>Issue #556: Robot arms stop interacting with storage crate</li><li>Issue #558: Analyse anomaly mission will pay again if the ship assigned to it is destroyed</li><li>Issue #559: Ship selection in Arena Mode not possible (Scaling issue)</li><li>Issue #566: Assembly Tables require more input components than advertised</li><li>Issue #570: Groups of ships with move orders set, one will suddenly change course for no reason</li><li>Issue #571: Radiation tutorial gets stuck if you move the equipment to another ship</li><li>Issue #572: Crew Do Not Remove Full Containers From Loaders at Speeds Greater Than 5X</li><li>Issue #573: Partial Food Boxes. Allow partial containers to combine leaving a smaller partial container behind.</li><li>Issue #574: Battle Stations persists when no armed ships are in the system</li><li>Issue #575: Brave New Sector part 3 won't work if you've not started Trouble with Tiddlets part 1</li><li>Issue #576: Storage crates getting stuck in dumping state after cancelling dismantle job</li></ul><p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Mon Dec 01, 2025 1:28 pm — Replies 0 — Views 5110</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[John]]></name></author>
		<updated>2025-10-24T17:35:48+01:00</updated>

		<published>2025-10-24T17:35:48+01:00</published>
		<id>http://forums.introversion.co.uk/viewtopic.php?p=633082#p633082</id>
		<link href="http://forums.introversion.co.uk/viewtopic.php?p=633082#p633082"/>
		<title type="html"><![CDATA[Last Starship Update 18]]></title>

					<category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
		
		<content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?p=633082#p633082"><![CDATA[
<img src="https://clan.fastly.steamstatic.com/images/42450473/a64c413ece021ad6968970926182b95a6f34f8f9.png" class="postimage" alt="Image"><br><br>The Last Starship is now in **BETA**! Updates will be coming more frequently, roughly once a month, and will focus on quality of life, reliability, and performance. We will be tying up loose ends and generally working toward a planned **v1.0 launch in early 2026**.<br><br><span style="font-size: 200%; line-height: normal"><strong class="text-strong">Full Change list</strong></span><br><br><span style="font-size: 150%; line-height: normal"><strong class="text-strong">Drone Bays and Docking Port unloading</strong></span><br>Docking ports and Drone Bays frequently block up, with the crew unable to unload them fast enough, and drones waiting endlessly outside to drop off their loot.<br><br>This has been fixed with some new rules:<br>If a **Docking Port** delivery zone becomes blocked up with cargo, the crew will now shuffle the blocking items into **ANY nearby empty squares**, to make space for more delivery items.<br>This also means new players don't actually need to create cargo storage areas for a while - the crew will just keep moving things further from the blocked docking port.<br>**Drone Bays** now have internal storage for up to 9 incoming items, meaning Drones don't have to wait before dropping off their items.<br>If a Drone Bay is still blocked due to slow unloading, the crew will quickly unload the internal items into **ANY nearby empty squares** first.<br>These changes make docking ports and drone bays much faster to operate, and prevents them blocking up so easily.<br><br><img src="https://clan.fastly.steamstatic.com/images/42450473/513702c560a906a53a1ab0b3682fa0605f78bbd2.png" class="postimage" alt="Image"><br><br><span style="font-size: 150%; line-height: normal"><strong class="text-strong">New Docking Assistant</strong></span><br>Docking has been made much easier, with a new **docking assistant** that automatically takes care of the final manoeuvres when close enough.<br>You can override the docking assistant at any time by using your thrusters or engines manually.<br><br><img src="https://clan.fastly.steamstatic.com/images/42450473/04a99795ae6fd1adf3c9d3c49096d500aa473f27.png" class="postimage" alt="Image"><br><br><span style="font-size: 150%; line-height: normal"><strong class="text-strong">Small Changes</strong></span><br>Add low deuterium alert<br>Factories will dump their inventory contents before being dismantled<br>The camera will now detach if you are focussed on an NPC ship that performs an FTL jump<br>**Removed 'Generator' and 'Energy Cell' from the game entirely** Grated floors are available in the ship editor<br>Trade screen resets category when closed<br>Partially filled containers and incomplete components can now be sold in the trade menu<br>Mac OS X : Don't map ctrl-click to right-click (allows ctrl to be used with left-click to select all items for sale/purchase)<br>Toggle splitters with CTRL + RMB instead of only RMB<br>Drone changes:<br>Split drone state abandoned into 3 states: home layer ftld out, home drone bay destroyed, home layer destroyed. This allows for better handling of the different cases<br>Drones carry on doing what they were doing instead of returning home when FTL jump cancelled<br>Drones carry on doing what they were doing if they can when left behind in an ftl jump (gathering, logistics...)<br>Drones finish logistics transfers if their home layer is destroyed<br>Add **Cancel Trade And Refund** button to Trade Screen, to cancel all pending trades and refund the money due/owed<br>Added search box to equipment panel<br><br><span style="font-size: 150%; line-height: normal"><strong class="text-strong">BUG FIXES</strong></span><br>- Fixed: starting Phase 5 test before phase 4 is completed<br>- Fixed: not being able to use the equipment panel when rendered over an award<br>- Fixed: Asteroid mineral composition was not showing up, once an asteroid had been mined out<br>- Fixed: Sector-Destroy-Hostiles mission not being generated, early in a survival game<br>- Fixed: If you export a ship with a shuttle attached, then load that exported ship, the shuttle shows up in the Logistics transfer list<br>- Fixed: Cannon shells have bubbles (other ammunition looks fine)<br>- Fixed: Meteor Showers are no longer possible at Jumpgates<br>- Fixed: When loading a game with a ship in hyperspace, resume the hyperspace jump correctly.   <br>- Fixed: When selling items in the trade screen, don't allow selling items being carried by tracks.<br>- Fixed: Shuttle tooltip showing incorrect number of containers expected when partial containers are expected.<br>- Fixed: Splitter track doesn't switch outputs when the output is full<br>- Issue #538: Drones heading in one direction forever<br>- Issue #548: Triangular paint rotated on reload<br><br><span style="font-size: 150%; line-height: normal"><strong class="text-strong">LOCALISATION</strong></span><br>Russian Translation Updated (Thanks to skoniks and Ennorion) <br>French Translation Updated (Thanks to Flooter)<br>Now Translated (Thanks to Flooter for pointing these out) <br>- HUD Overlay buttons <br>- Idle Crew in Crew Tooltip<br>- Resource tooltips (Hunger Per Person, Consuming Per Hour, Dehydration Per Person)<br>- HUD / Editor "Ship By Author"<br>- Engine THRUST in Schematic mode<br>- Derelict / For Sale ordering of words<br>- NEW OBJECTIVE in communicator / mission log<br>- (X) (BUY X) (SELL X) (SACK X) in Trade Window<br>- Reactor Efficiency / Activating %<br>- Research Window Complete<br>- STARGATE system in Galaxy Map<br>- Ship status: HULL, O2, BATTERY, POWER SHORTAGE<p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Fri Oct 24, 2025 5:35 pm — Replies 0 — Views 5808</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[John]]></name></author>
		<updated>2025-06-24T15:18:56+01:00</updated>

		<published>2025-06-24T15:18:56+01:00</published>
		<id>http://forums.introversion.co.uk/viewtopic.php?p=633019#p633019</id>
		<link href="http://forums.introversion.co.uk/viewtopic.php?p=633019#p633019"/>
		<title type="html"><![CDATA[The Last Starship Alpha 16]]></title>

					<category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
		
		<content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?p=633019#p633019"><![CDATA[
<img src="https://clan.akamai.steamstatic.com/images/42450473/090f8d2e3fc3030fdd1e9ab6a105994d5b001bb4.png" class="postimage" alt="Image"><br><br>Alpha 16 is here! It doesn't seem like long since Alpha 15 was released, but the pace of updates continues.  We have a brand new exterior painting tool that we think you'll absolutely love, along with new crew furniture, asteroid cracking, and lots of small changes and fixes.<br><br><strong class="text-strong">Here is the video demonstrating the new features.</strong><br><div class="embed-container"> <strong>iframe</strong> </div>[h2]New Ship Painting Mode[/h2]<br>A new painting mode has been added to the shipeditor.<br>The painting mode allows you to colour the exterior of your ships.<br><br><strong class="text-strong">What can be painted?</strong><br>    - Hull / Habitation / Scaffolding<br>Paint can be applied diagonally, allowing up to 2 colours per gridcell.  Scaffolding can only have 1 colour applied to it per cell.<br><br><strong class="text-strong">Eyedropper tool:</strong><br>While using the painting tool, if you press the shift key, you will switch to the eyedropper tool.  Using the eyedropper tool, you can select any point on your ship, and the paint tool will select the paint applied at that spot.<br><br><strong class="text-strong">Paint Palettes:</strong><ul><li>Paints are stored in a palette, and can be dynamically altered after they have been applied to your ship</li><li>Palettes can be exported or uploaded, for easy reuse</li><li>Palettes can be imported from palette or ship files</li><li>Arena mode will also apply a simple paint palette to each team, ensuring they have matching colours.  This overwrites the standard paints, as well as the base unpainted hull colour</li></ul><img src="https://clan.akamai.steamstatic.com/images/42450473/e85db382ea97d393c7988410b9589e4a23b2e19d.png" class="postimage" alt="Image"><br><br><img src="https://clan.akamai.steamstatic.com/images/42450473/a323f90827ec77c4e213d17b0d4958ff380d500a.png" class="postimage" alt="Image"><br><img src="https://clan.akamai.steamstatic.com/images/42450473/b2adb12c50eadd85f1bf4395dfae593d3258fb2d.png" class="postimage" alt="Image"><br><span style="font-size: 150%; line-height: normal">Asteroid cracking</span><br>You can now crack any asteroid into smaller parts by targetting it with Cannons.<br>This will generate new mineral patches on the new smaller asteroids.<br>Nb. This only works on asteroids that once contained mineral patches.<br>Cannons will fire on manually targetted asteroids even when 'Battle Stations' is not enabled.<br><span style="font-size: 150%; line-height: normal">Furniture</span><br>New cosmetic furniture is available to buy from any good trading post.  Crew will use this furniture to relax when they are not needed for work.<br>There is also a Pot Plant which takes some time to grow.  It will slowly die if there are water or oxygen shortages on the ship.<br>  Nb. The pot plant does not actually consume water or oxygen.    <br>  Added Table, Chair, Sofa, Small Table, Pot Plant<br>   <br><img src="https://clan.akamai.steamstatic.com/images/42450473/9f13707896cf640ca04cf1a10fcf7f528621dda1.png" class="postimage" alt="Image"><br><br><span style="font-size: 150%; line-height: normal"><strong class="text-strong">Translation Work</strong></span><br>- Updates to German (Thanks to Michael Wäsch)<br>- New translations:<br>    - Turkish<br>    - Norwegian<br>- Exposed 'Accent Insensitive Search' and 'Translator Search' in the Other settings.<br><span style="font-size: 150%; line-height: normal"><strong class="text-strong">Small Changes</strong></span><ul><li>Research for Stargate Phase 6 and 7 components are slightly cheaper</li></ul><ul><li>Research for Stargate Phase 7 is now hidden until Phase 6 is unlocked</li><li>Empty tanks reset their held resource when empty</li><li>Tiddlets will hop towards the port in Tiddlets 1</li><li>Removed the confusing weapon FIRE/HOLD button in the tactical screen.</li><li>Gatling guns will now target drones repairing hostile ships</li><li>Gatling guns will now automatically fire during meteor storms, without requiring 'Battle Stations'</li><li>Destroyed drones now leave behind a processor and some scrap metal</li><li>Auto-trades can now be disabled per ship from the ORDERS menu</li><li>The settings menu has been redesigned and categorised into Visuals / Audio / Gameplay / Other</li><li>A new micro tutorial helps players to activate Battle Stations mode for the first time when required<br>    </li><li>Exit saves - The game will now automatically create "exitsave.space" when you quit a game for any reason<br>    </li><li>UI Highlight bounce effect - All UI buttons now bounce slightly when highlighted.<br>Nb. You can disable this effect from the settings menu<br>    </li><li>There is now a Command line tool to calculate ship stats, as requested by Zenrath.<br>Run the game with the command line "--calculate-ship-stats {path to ship/folder of ships}"<br>Stores results in appdata save folder.</li></ul><span style="font-size: 150%; line-height: normal">Bug Fixes</span><br>    - Fix Andromeda Project Part 3 unlock text including Phase 6<br>    - Fix install jobs not being assigned on newly created ships until a reload<br>    - Fix DSI Part 1 not taking stargate frames from storage crates<br>    - Fix incorrect station name in DSI Part 2 objective<br>    - Fix multi-system simulation sometimes being enabled on modes other than Boldly Go<br>    - Fix storage crates getting stuck in dumping mode<br>    - Fix some mission objectives not being shown in the mission summary<br>    - Fix ships rescued in survival mode sometimes not having any crew<br>    - Fix resolution and language scrollbars not scrolling in game settings<br>    - Fix auto-sold items sometimes not cancelling when an auto-trade is cancelled<br>    - Return ability for players to decide if a ship thumbnail is exterior or interior<br><br>    - Issue #242 - Key bindings can now be edited in UI and also in keybindings.txt.<br>    - Issue #487 - Unable to complete distress mission<br>    - Issue #496 - Crash Loading a Save Game in OS X with Rescue Mission in progress.<br>    - Issue #518 - Disable manoeuvring thruster keyboard shortcuts when in the editor / install menu.<br>    - Issue #519 - Stargate vanishes after Phase 7<br>    - Crash when creating a storage crate if its contents no longer exist<p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Tue Jun 24, 2025 3:18 pm — Replies 1 — Views 16871</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[John]]></name></author>
		<updated>2025-05-28T17:24:30+01:00</updated>

		<published>2025-05-28T17:24:30+01:00</published>
		<id>http://forums.introversion.co.uk/viewtopic.php?p=633001#p633001</id>
		<link href="http://forums.introversion.co.uk/viewtopic.php?p=633001#p633001"/>
		<title type="html"><![CDATA[The Last Starship Alpha 15 released]]></title>

					<category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
		
		<content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?p=633001#p633001"><![CDATA[
<img src="https://clan.fastly.steamstatic.com/images/42450473/d3667d77fc3eb08056f64e017a8dc1d7e864c78e.png" class="postimage" alt="Image"><br><br>Alpha 15 is released! We've continued work on all three of our major game modes - Survival Mode now has entirely new jumpgates with their own missions at the end of each sector, Arena mode has been expanded to support different types of ships within each fleet, and the Industry mode has been expanded to Stargate phase 7 with the introduction of an entirely new and unexplored sector, filled with valuable new minerals and all new dangers.<br><br><em class="text-italics"><strong class="text-strong">There is no video for this alpha, but we plan to release Alpha 16 AND a video in about a month.</strong></em><br><br>We hope you enjoy playing our game!<br><br><br><strong class="text-strong">Survival mode, Continued</strong><br>Each sector now has a massive Jumpgate in the final system. This Jumpgate is how you make the longer distance jump to the next sector. <br>You must bring all of the ships in your fleet into the Jumpgate and then align together, before you can activate it. <br>However, the Jumpgate is not always immediately available.<br>As you progress further and further in Survival Mode, more and more problems will occur with the Jumpgates. In these cases a special mission will be created for the sector, listing the steps that must be completed before the Jumpgate can be used.<br><br>Common problems that prevent the jumpgate from being activated:<ul><li>You must Pay a transit fee</li><li>Damaged. You must repair the gate using Drones.</li><li>They require a set of specific components to repair the gate. You must acquire or fabricate them.</li><li>Pirates running a blockade on the Jumpgate. You must eliminate them and prevent further damage.</li></ul><em class="text-italics">Nb. Thanks to Johnny Struggles for the Jump Gate ship design.</em><br><br><strong class="text-strong">Arena mode, Continued</strong><br>You can now create battles between multiple different types of ships on each side of the fight.<br>Each type of ship will spawn in its own column at the start of the battle.<br><img src="https://clan.fastly.steamstatic.com/images/42450473/3c529b48da93faf3b1d1b1e186bb4c2783814b17.png" class="postimage" alt="Image"><ul><li>New display at the bottom of the screen compares the relative strengths of the two fleets.<br>Ships are compared on their trade price AND on their combat rating.</li><li>There is a new GENERATE button that will automatically create a roughly balanced opponent</li><li>The following research is unlocked for all ships in arena mode:<ul><li>Drone Speed 2             (drones fly twice as fast)</li><li>Drone Intelligence        (drones collect resources in batches)</li><li>Track Speed 2             (tracks are three times as fast)</li><li>Robot Arm Speed           (robot arms twice as fast)</li></ul></li></ul><strong class="text-strong">Stargate Project, Continued</strong><br>Work continues on the epic Stargate Project.<br>The project can now be completed up to and including phase 7.<br><img src="https://clan.fastly.steamstatic.com/images/42450473/bcb0a71af1b6cf61b3280bbbbda4137909223234.png" class="postimage" alt="Image"><ul><li>Phase 5 (The power-on test) now unlocks access to an entirely new and Uncharted sector!<ul><li>Once the power-on test is complete, the stargate must be continuously supplied with 100MW of power to remain open</li><li>From this point onward you can jump ships to the Uncharted sector to explore and gather materials</li><li>There are new minerals and gases that are only found in this Uncharted Sector.</li><li>Collecting them will unlock further research projects to refine them.</li></ul></li><li>Phase 6 requires you to refine a small quantity of those new minerals and gases.<br>You will first have to complete a couple of research projects<br>You will need to bring the refined resources back to the home sector to supply them to the Stargate Project.<ul><li>Neubidium Ore -&gt; Neubidium Ingot</li><li>Zeleon Gas -&gt; Stable Zeleon</li></ul></li><li>Phase 7 is a much more complex and involved production cycle, requiring a large quantity of advanced materials.<br>These materials are fast to produce and come in large quantities, so automation (rather than crew labour) is the way to go.<ul><li>Zeleon Energy Cell</li><li>Neubidium Capacitor</li><li>Lots of the new resources will be required</li><li>By phase 7, hostile elements will have moved in to claim the valuable new resources</li></ul></li></ul><strong class="text-strong">New Exterior Rendering</strong><br>We are developing a new method for rendering the exterior of all ships<ul><li>Exterior of ships are now lit from a common direction, and have simple normal maps for surface details</li><li>Texture filtering on exterior textures much improved</li><li>Added a pencil outline to all ships</li><li>Improved rendering of scaffolding to be sharper when zoomed out</li></ul><strong class="text-strong">Steam Cloud Saves</strong><br>Steam Cloud Saves are now enabled on all platforms.<br>When making a new save game you will now see a tickbox to enable saving to the cloud<br><br><strong class="text-strong">Localisation</strong><ul><li><strong class="text-strong">New translations have been added</strong><ul><li>Dutch</li><li>Italian</li><li>Polish</li><li>Brazilian Portuguese</li><li>Russian</li><li>Swedish</li><li>toki pona</li></ul></li><li>- Lots of improvements to Spanish translation.</li><li>- Issue #418 - Missing apostrophe in English for tutorial_stargatescreen1</li><li>- Issue #419 - Inconsistent nomenclature for scrap (metal) in tutorial_smelterssalvage</li><li>- Issue #420 - Inconsistent capitalization of "TRADE SCREEN" in tutorial_fleettrade</li><li>- Issue #422 - Inconsistent term for refined Tilium (English) - tutorial_miningsuccess</li><li>- Issue #423 - Inconsistent capitalization of "Tilium Crystals" in blackhole_part2_return1 and blackhole_part2_return2</li><li>- Issue #424 - Inconsistent space (or lack) in "Qz 247"</li><li>- Issue #425 - Incorrect capitalization of "brother" in English blackhole_part3_setup4</li><li>- Issue #428 - Incorrect spacing in ellipsis in Tiddlet strings</li><li>- Issue #430 - Awkward use of "Dr." title in tiddlets_part2_return2</li><li>- Issue #431 - Missing space after ellipsis in tiddlets_part4_random_swanson</li><li>- Issue #432 - Inconsistent capitalization of "marketplace" in dsi_part1_phase2_xcall4</li><li>- Issue #434 - Missing space after ellipsis in dsi_part2_thirdpartcomplete3</li><li>- Issue #444 - Missing possessive apostrophe in English text for object_engine_description</li><li>- Issue #463 - Logistics jam, things just stop sometimes until you turn it off and on</li></ul><strong class="text-strong">SMALL CHANGES</strong><ul><li>Scaffold now adds a small mass to the ship</li><li>Survival mode is now unlocked by completing ANY story episode in Boldly Go mode</li><li>External equipment will no longer block incoming shots once it has been destroyed. (Prevents an impenetrable shield of destroyed solar panels)</li><li>Drones can now patch holes in severely damaged ships</li><li>Add a placeholder thumbnail to save files and ship files without thumbnails</li><li>Game save thumbnails images are created on load if they are not found</li><li>Ship thumbnails images are created on load/import if they are not found</li><li>When docked ships are exported together, they are all included in the thumbnail</li><li>Track install preview now matches selected orientation</li><li>Robot arm install preview now matches appropriate length and rotation of installed robot arm</li><li>Low power warning bolts are no longer shown when power has been turned off from the powergrid</li><li>Automically deactivate tactical mode when clicking prepare jump</li><li>Auto-trades can be cancelled while the delivery shuttle is on its way</li></ul><strong class="text-strong">COMMUNITY AND OFFICIAL SHIPS</strong><br>Lots of fixes for the following common problems:<ul><li>Fix Equipment embedded in walls</li><li>Fix Ladders exiting into walls</li><li>Fix Doors not filling gap</li><li>Fix Interior cells outside of ship</li><li>Fix Armour not attached to ship</li></ul><strong class="text-strong">BUG FIXES</strong><ul><li>Fix being able to separate ships in FTL on Survival mode</li><li>Fixed: Sometimes loot would be spawned at completely the wrong place when a ship explodes (bug with storage crates)</li><li>Fix for rendering objects at the wrong position in Tactical View, when they were stored in a Container (would appear floating in space)</li><li>Fix gas collector in DSI Part 2 not being present in system</li><li>Fixed an issue with Oxygen being lost rapidly on large ships with lots of airducts. Each airduct was over-providing, resulting in lost oxygen.</li><li>Fixed an issue where selling items would not decrease the value of a ship until the items were delivered.</li><li>Fixed an issue where selling a ship with active logistics transfers gave you the value of the items and still continued the transfers.</li><li>Fix where auto-orders would not calculate ship stock correctly for non-containers (e.g. drones and spacesuits)</li><li>Fix drones being counted twice in logistics menu if they are stored in a storage crate</li><li>Fix for light space dust around asteroid belts becoming thick, heavy space dust after saving and reloading</li><li>Issue #339 - Shuttle doesn't leave under specific circumstances</li><li>Issue #397 - Assembly Tables on ships built at Shipyard retain their loaded components and build histories, should be empty/ zero</li><li>issue #421 - TranslatorAssist setting doesn't affect tutorial dialogs</li><li>Issue #445 - References to systems don't use S*X</li><li>Issue #447 - Robot Arm and Storage Crate stuck in a loop</li><li>Issue #451 - Drones dropping logistics transfer items when they shouldn't</li><li>Issue #458 - Robot arms not unloading</li><li>Issue #449 - Other ships can obscure the editor when loading Creative Mode</li><li>Issue #465 - Fix Ship over 100% damage not destroyed</li><li>Issue #470 - Hydroponics Gardens still draw water when powered down</li><li>Issue #474 - Engine deleted by Ship Editor: Delete hull function</li><li>Issue #488.1 - Nothing ships can now only be created in a Ship Yard and cannot be FTL jumped.</li><li>Issue #493 - Zoom limits not working when using Q and E</li><li>Issue #495 - Infinite Money Glitch - can buy new ship for free and then sell for millions</li><li>Crash in when Fighter about to be launched and there is no free space.</li><li>Crash in calculating the value of a ship that has a boxed storage crate.</li><li>Crash when guns look for cell to attack on zero width or height ships.</li><li>Crash when an object is unloaded from another object that is not equipment. Validate save game for correctness.  before loading.</li><li>Crash when a drone carries out logistics orders after completing another mission.</li></ul><p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Wed May 28, 2025 5:24 pm — Replies 0 — Views 12806</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[John]]></name></author>
		<updated>2025-05-13T10:26:05+01:00</updated>

		<published>2025-05-13T10:26:05+01:00</published>
		<id>http://forums.introversion.co.uk/viewtopic.php?p=632986#p632986</id>
		<link href="http://forums.introversion.co.uk/viewtopic.php?p=632986#p632986"/>
		<title type="html"><![CDATA[The Last Starship Alpha 14 released]]></title>

					<category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
		
		<content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?p=632986#p632986"><![CDATA[
<img src="https://clan.fastly.steamstatic.com/images/42450473/74459a0964f280039767133462ac7c81ae3228d5.png" class="postimage" alt="Image"><br><br>Alpha 14 is ready to go and is a massive new update!  <br><br>Who has the best ship design when it comes to combat?  We've created an entirely new ARENA mode in which you can battle fleets of ships against each other, and answer that question once and for all.  <br><br>We've finally solved the problem of pipes crossing over each other, and we've introduced a new AUTOTRADE system that lets you automate the process of buying and selling common items whenever you visit a trading post.  <br><br>On top of all of that, we've turned our attention back to the original SURVIVAL mode, and embarked on a major reworking.  Survival mode is now more of a challenge intended for experienced players, but is also more balanced.  Your ultimate objective is the safe evacuation of as many civilians as possible - and to that end, there is now a new DISTRESS CALL mission in which a ship under attack needs urgent assistance.  Destroy the pirates and you have a choice - take the reward money, or welcome the rescued ship into your fleet.  More mouths to feed, more of a burden on your fleet's vital resources, but also more capabilities, and more cabin space for your survivors.<br><br>Here is our video demonstrating all the new features:<br><div class="embed-container"> <strong>iframe</strong> </div><br><strong class="text-strong">= NEW FEATURES</strong><ul><li><strong class="text-strong">Arena mode</strong><ul><li>A new game mode available from the main menu.</li><li>You can choose any two ship designs, and watch them fight it out to the death.</li><li>You can choose 1v1 or set how many of each ship design to include in the battle.</li><li>You can choose to control the Green team if you wish, or watch an entirely AI v AI battle.</li></ul></li><li><strong class="text-strong">Pipe Crossing</strong><ul><li>Pipes can now optionally cross over each other without touching.</li><li>You can click on any pipe crossing to toggle between two pipes connected, or two pipes crossing over.</li><li>Pipes can be removed without disturbing cross pipes.</li></ul></li><li><strong class="text-strong">Auto-Trade</strong><ul><li>You can now create automatic rules for buying and selling of all resources and equipment.</li><li>Click on the triangle at the end of each trade item row to set this up.</li><li>You can set values to buy when below, or to sell when above a specific quantity. You can also ctrl-click to set 'Buy All' or 'Sell All'.</li><li>A new entry in the Trade window shows all currently active autotrade rules.</li></ul></li></ul><strong class="text-strong">= Language support</strong><ul><li>The game now supports translation to other languages. You can change the current language from the Settings screen.</li><li>If you'd like to help us with translation, click the new 'Help us Translate' button from the main menu.</li><li>New translations:<ul><li>German</li><li>Spanish   (Thanks to EMAP0707 for this translation)</li><li>French    (Thanks to FABISIMS for this translation)</li></ul></li><li>Text input has been much improved, you should be able to input characters from any language provided that the game font supports it.</li><li>The Vector Text font has been updated to support French, Spanish and German directly.</li><li>Fallback to the default font for other languages.</li><li>Different keyboard layouts, such as French (AZERTY) are now supported.</li><li>The tutorial and interface will show the new key bindings for your keyboard layout.</li><li>You can now type accents in the game.</li></ul><strong class="text-strong">= SURVIVAL MODE UPDATED</strong><ul><li>Survival Mode has been revisited and has undergone some major changes, with more still to come in future alphas.</li><li>The intention is to make this a more complete game mode, with a clear objective and slowly escalating challenge.</li><li>It is designed for experienced players, and should feel quite different to 'Boldly Go' mode.</li><li>The ultimate aim is to evacuate as many civilians as possible through the STARGATE, before it too is destroyed by the expanding anomaly.<br><br><strong class="text-strong">= Starting conditions made more generous:</strong><ul><li>You can start with any hull up to a value of $1.5M (increased from $1M).</li><li>The starting budget remains at $150k.</li><li>Hulls need at least one Docking Port and at least one Cabin space.</li><li>You can also start with the "BUILD NEW SHIP" option, which places you at a shipyard with $1.5M in cash to build your own vessel.</li><li>Your first delivery will contain a 'starter kit' containing any critical equipment/resources you don't already have (engines, reactor, ftl, airduct, loaders, supplies, crew).</li></ul><strong class="text-strong">= Critical resource shortages</strong><ul><li>Critical resources (Fuel, Food, Water, Oxygen, FTL charges &amp; Ammo) become much more scarce (and expensive) as you progress through the sectors.</li><li>In addition, critical resources will become much more scarce and expensive when close to the rim of the Anomaly.</li><li>Beyond sector 5 there will be virtually zero critical resources available for sale, anywhere.</li><li>Recycling and Production within your fleet are your only hope of long-term survival.</li></ul><strong class="text-strong">= Civilians</strong><ul><li>You can now collect civilians from any colony or shipyard, and they will pay for a place within your fleet.</li><li>The number of civilians available will increase as the Anomaly expands, and the money offered will also increase.</li><li>The count of rescued civilians will be your final 'score' in survival mode (eventually).</li></ul><strong class="text-strong">= New 'Protect' mission</strong><ul><li>A new mission type that occurs up to once per sector. It will be visible in the Sector Map as a DISTRESS CALL marker.</li><li>A ship is under attack, and they won't survive long without your assistance.</li><li>Your task is to intercept and destroy the pirates, before the stricken ship is destroyed.</li><li>If you succeed, you are given a choice: You can take the reward money, or the ship can join your fleet as a permanent member.</li></ul><strong class="text-strong">= Other survival mode changes</strong><ul><li>The old (obsolete) Tiddlets storyline has been removed.</li><li>The Stargate project and all associated research is no longer available in Survival Mode.</li><li>Introduced some new starting ships in the 'New Game' screen.</li><li>The New Game screen now shows useful ship stats: Total Mass, Total Cabins, Hull Value, Armour coverage.</li><li>Ice Comets are now more common (one in MOST sectors), and now release 5x as much water ice per shot when mined.</li><li>Rebalanced food &amp; water consumption, waste recycling, water purifying, hydroponics, and ice grinding.</li><li>All have been made more efficient, consuming less and producing more.</li><li>All recycling starts at 66% efficient, and can be upgraded in the research screen, up to a maximum of 100% efficient.</li><li>New research to increase crop yield from Hydroponics and unlock schematics to manufacture Hydroponics Gardens on an Assembly Table.</li><li>Made fuel production via Metreon Gas more forgiving. Gas refining takes less time and is more efficient, producing more output.</li><li>Hostile ships will no longer respawn in systems marked "HOSTILE" on the map. Once they're gone, they're gone.</li><li>The sector jump screen now shows you a count of the total number of survivors within your fleet. This will eventually be your final score.</li><li>The sector-wide 'Destroy All Hostiles' mission has returned.</li><li>You will receive a cash bonus after clearing out each hostile system in the sector.</li><li>This is a very dangerous but lucrative mission.</li></ul></li></ul><strong class="text-strong">= COMBAT CHANGES</strong><ul><li>Deflectors will now count toward the Combat Rating of a ship.</li><li>Gun Turrets will no longer autotarget exterior scaffold.</li><li>Gun Turrets set to AUTOTARGET will now pick targets in advance even when out of range or out of their field-of-fire, lining up their shot in anticipation. They will fire earlier and more reliably.  This applies to Player and AI controlled ships.</li><li>This should fix AUTOTARGET turrets being far less effective than manually targetted turrets.</li><li>Evasion has been rebalanced. The benefit tails off at higher speeds, approaching a maximum of 90% for the fastest and most nimble vessels.</li><li>You can now disable the auto-slowdown effect during combat, from an option in the Settings menu.</li><li>Fixed a bug that prevented cannon shells &amp; railgun slugs from impacting exterior equipment.</li><li>Fixed issue with Weapons Consoles not being manned on AI driven ships</li></ul><strong class="text-strong">= BUG FIXES</strong><ul><li>Parallax rendering of Boxes fixed.</li><li>Industry (Mining) missions item collection fixed when ship has more than one docking port.</li><li>Option to cancel the deal with X in DSI not present in pre-Alpha 13 saves</li><li>Fix tiddlet jump ranges displaying when not in a system with a ship containing tiddlets.</li><li>Fix storage crates not having contents wiped when fabricating a ship.</li><li>Fix negative quantities sometimes appearing in containers taken from crates.</li><li>Fix "Drones Deployed" warning in FTL tooltip showing *X instead of the number of drones.</li><li>Fix formatting of prices and balances over one billion.</li><li>Fix ship value inconsistencies between fabricating and selling a ship (there may still be a small difference as the sell price is rounded.)</li><li>Fix Tiddlet Farm being sellable in The Trouble With Tiddlets Part 3.</li><li>Increased metallic mineral trade availability during construction of Stargate phase 2.</li><li>Fixed the player sometimes receiving free ships if an NPC ship with docked ships arrives in a system.</li><li>Fixed certain episode ships (Tiddlet Farm, Short Hopper) not restocking on critical resources, leading to crew dying. Seen in #353.</li><li>Issue #344 - Can't turn in trouble with tiddlets part 3.</li><li>Issue #350 - Storage crates do not work with mission cargo (storage crates no longer store mission cargo to avoid cargo getting mixed up between different delivery missions).</li><li>Issue #351 - Items in Storage Crates not counted towards mission achievements.</li><li>Issue #352 - When the game is paused, the stargate still rotates.</li><li>Issue #353 - Trouble with Tiddlets Part 3: Tiddlet Farm has mostly dead crew.</li><li>Issue #359 - Logistics drones can't be moved via logistics menu if one docked ship doesn't have a logistics drone bay.</li><li>Issue #361 - Can't pay X, no option given.</li><li>Issue #366 - Can't progress past Stargate Phase 4 if Andromeda Project Part 3 is unlocked before starting DSI part 2.</li><li>Issue #372 - Crash when trying to load a storage crate but no slots are available</li><li>Issue #375 - Resin/Isotope objectives in DSI part 2 sometimes don't update.</li><li>Issue #377 - Storage crate shows wrong spacesuit sprite.</li><li>Issue #382 - Memory Leak in Vertex Arrays</li><li>Issue #383 - Missions require ranks greater than the maximum rank</li><li>Issue #385 - Deep Space Industrialists - typo in character text.</li><li>Issue #390 - Can't turn on battle stations when you only have deflectors installed</li><li>Issue #402 - Tiddlets 2 can be assigned to ship that is not player-controlled</li><li>Crash in Tiddlets Part 3 if Short Hopper runs out of charges or the FTL Drive is dismantled.</li><li>Fixed components salvaged from derelict ships having a quantity of 0, which made them impossible to sell</li></ul><strong class="text-strong">= NEW COMMUNITY SHIPS - thank you!</strong><ul><li>JOHNNY STRUGGLES - Defense Platform Mk4, Grumpy Sardine + Lots of updates.</li><li>RAKRENT - DRX Anvil, DRX Torana, DRX Monaro + Lots of updates.</li></ul><p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Tue May 13, 2025 10:26 am — Replies 0 — Views 12124</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[John]]></name></author>
		<updated>2024-12-18T15:05:36+01:00</updated>

		<published>2024-12-18T15:05:36+01:00</published>
		<id>http://forums.introversion.co.uk/viewtopic.php?p=631905#p631905</id>
		<link href="http://forums.introversion.co.uk/viewtopic.php?p=631905#p631905"/>
		<title type="html"><![CDATA[Last Starship Alpha 13]]></title>

					<category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
		
		<content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?p=631905#p631905"><![CDATA[
<div class="embed-container"> <strong>iframe</strong> </div><strong class="text-strong">NEW STORY EPISODES</strong><br>    Work continues on a series of hand-crafted story episodes, designed to pull new players into the game and provide some excellent adventures for existing players.    <ul>    <li> <strong class="text-strong">The trouble with Tiddlets, Part 4</strong><br>        The final part of the Tiddlets saga is ready to play.</li>    <li> <strong class="text-strong">Deep Space Industrialists (continued)</strong>        <ul>        <li> Stations in DSI are no longer taken away from the player when the episode is completed successfully.</li>        <li> The contract with Alexander Elistar can now be terminated by the player, ending the episode. (The button is in the contracts screen.)</li>        <li> The Stargate Project can now be independently unlocked in the Research screen, bypassing the DSI episodes entirely.</li>        </ul></li>    <li> <strong class="text-strong">Black Hole Sun - Part 3</strong><br>        New sound and music added for the climactic rescue in BHS Part 3.</li>    </ul><strong class="text-strong">Storage Crates</strong><br>    Two new pieces of equipment to facilitate better organization of products in your ships.<br>    The Storage Crate is 4x3 and has a storage capacity of 70 items or stacks.<br>    The Small Storage Crate is 3x2 and has a storage capacity of 36 items or stacks.<br>    Storage Crates can be accessed by crew or by robot arms.<br>    Right-click on a Storage Crate to set its properties:    <ul>    <li> Choose the product to store inside. Note: Storage Crates can only store one type of item.</li>    <li> You can use the plus and minus controls to set a limit on items to be stored inside.</li>    <li> There is a tickbox for 'Crew Loading', which permits crew members to load items in. (Otherwise only robot arms can.)</li>    <li> There is a tickbox for 'Crew Unloading,' which permits crew to take items from the crate. (Otherwise only robot arms can.)</li>    <li> There is a toggle for controlling priority:        <ul>        <li> <strong class="text-strong">Prioritize Zones:</strong> Your crew will store items in storage zones until they are full before using this crate.</li>        <li> <strong class="text-strong">Prioritize Crate:</strong> Your crew will store items in this crate in priority to storage zones.</li>        </ul></li>    <li> The recipe for storage crates can be unlocked from the Research Tree, meaning you can fabricate your own.</li> </ul><strong class="text-strong">Deflector Beams</strong><br>    A new defensive technology that deflects incoming cannon shells using an energy beam.<br>    They have a maximum range and angle as with any turret. The nearest incoming cannon shell within that cone will be diverted.<br>    Deflector beams use a great deal of power when they are deflecting and can be easily overloaded with too many incoming rockets.<br>    Deflector beams cannot be purchased. They must first be unlocked in the Research Tree, then fabricated on an assembly table.<br><strong class="text-strong">NEW RESEARCH</strong><br>    The research tech tree has been heavily overhauled, with many new research items added.    <ul>    <li> Drone batch gathering - drones will gather up entire stacks of a resource before returning to a drone bay.</li>    <li> Drone top speed (1.5x/2x).</li>    <li> Drone Assembly recipe (build your own drones!).</li>    <li> Track Speed (2x/3x).</li>    <li> Robot Arm Speed (2x).</li>    <li> Mining Laser Accuracy - each blast releases twice as many minerals.</li>    <li> Increased Metallurgy bonus to +50% and +100% (Smelters produce more output from the same input).</li>    <li> Reactor Efficiency (1.1x) - increases the power output of all reactors.</li>    <li> Fixed bug with researched performance boosts not reloading properly.</li>    <li> New component: Processor (Copper + Precious Metals).</li>    <li> You can now fabricate your own Logistics Drones! Requires Frame, Motor, Coil, Lens, Processor.</li>    <li> Fabricating batteries now requires precious metals.</li>    <li> Stargate phases are now locked behind three tiers of research (or can be auto-unlocked by completing the DSI episodes).</li>    <li> Older saves will automatically have all 3 tiers of the Stargate research unlocked.</li>    <li> Storage Crate assembly is now found under Logistics.</li>    <li> Deflector assembly.</li>    </ul><strong class="text-strong">SMALL CHANGES:</strong>    <ul>    <li> When losing control of a ship (e.g., selling a ship, getting it destroyed), all non-episode missions assigned to it are failed.</li>    <li> Episodes can no longer be assigned to ships from other episodes (e.g., A.J.E Foundry).</li>    <li> FTL toolbar icon now shows alignment progress for jump.</li>    <li> Jumps that are ready can be performed by right-clicking the FTL icon.</li>    <li> Research toolbar icon now shows progress towards current research.</li>    <li> After completing the tutorial and making your first FTL Jump, Cmdr Harken will call you with a request for help.</li>    <li> All mineral patches now contain 100x as many minerals as before.<br>        (Note: 'Boldly Go' mode already had this setting, so this only affects Creative/Survival/Free Roam modes.)</li>    <li> The recipe for Deuterium now produces twice as much Deuterium as before.</li>    <li> Stable Isotopes are now faster to produce (4 secs instead of 6).</li>    <li> Some additional items will now be found at derelicts: Ingots, Deuterium, Components.</li>    <li> In the Trade Window, if you search, the list shows ALL items that match that search filter, ignoring any category you have selected.</li>    <li> You can now right-click on any item moving on a Track to remove it from that track. The crew will then store it appropriately.</li>    <li> The Fuel Loader can now be rotated.</li>    <li> Track now takes 3 seconds to assemble, down from 10 seconds previously.</li>    <li> The range of weapons is now shown as a light circle when highlighting that weapon.</li>    <li> You can no longer use the REPAIR option at a shipyard if there is active combat underway in that system.</li>    <li> Hostile ships will now launch fighters quicker.</li>    </ul><strong class="text-strong">BUG FIXES:</strong>    <ul>    <li> Fix wrong mission being accepted when more than one can be accepted in the mission summary window.</li>    <li> Fix inability to enable battle-stations when a non-friendly ship is selected.</li>    <li> Fix incorrect tutorial highlights during FTL stage of the introduction tutorial.</li>    <li> Fix passengers getting stuck before being collected by shuttle on passenger missions.</li>    <li> Fixed issue with Flight Recorders sometimes being completely unsalvageable, blocking the Wolf mission chain.</li>    <li> Fixed issue with hostile ships unable to fire their weapons (ship exported with auto-target disabled on those weapons).</li>    <li> Improved performance for AMD GPUs.</li>    <li> Fix issue where an abandoned drone would drop unsalvageable cargo in free space.</li>    </ul><strong class="text-strong">New community ships added to the base game - thank you!</strong><br>    <em class="text-italics">JOHNNY STRUGGLES - Mini Beast</em><p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Wed Dec 18, 2024 3:05 pm — Replies 0 — Views 15454</p><hr />
]]></content>
	</entry>
		<entry>
		<author><name><![CDATA[John]]></name></author>
		<updated>2024-11-19T10:52:59+01:00</updated>

		<published>2024-11-19T10:52:59+01:00</published>
		<id>http://forums.introversion.co.uk/viewtopic.php?p=630662#p630662</id>
		<link href="http://forums.introversion.co.uk/viewtopic.php?p=630662#p630662"/>
		<title type="html"><![CDATA[Last Starship Alpha 12]]></title>

					<category term="Introversion Blog" scheme="http://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
		
		<content type="html" xml:base="http://forums.introversion.co.uk/viewtopic.php?p=630662#p630662"><![CDATA[
<div class="embed-container"> <strong>iframe</strong> </div><strong class="text-strong">= NEW STORY EPISODES</strong><br>Work continues on a series of hand-crafted story episodes, designed to pull new players into the game and provide some excellent adventures for existing players.<ul><li>The trouble with Tiddlets, Part 2</li><li>The trouble with Tiddlets, Part 3<br>   Professor Toppingbury continues his experiments on the newly discovered and adorable lifeform.</li><li>Deep Space Industrialists, Part 1</li><li>Deep Space Industrialists, Part 2<br>   This is the return of the Stargate Project, now driven by its own story episodes.<br>   Along with this new story episode, several Stargate changes have occurred:   <ul>   <li>Stargate phases heavily rebalanced</li>   <li>Existing progress in the Stargate Project has been reset</li>   <li>The episode will ensure there is a 'safe' nebula and asteroid belt - i.e., free from Hostiles and Meteors</li>   <li>The Stargate project is now unlocked by completing part 1.</li>   <li>Survival mode is now unlocked after completing Stargate Phase 2</li>   <li>NB Stargate phases 4 onward are likely to be changed and reset in future alphas.</li>   </ul></li></ul><strong class="text-strong">= SHIP EDITOR IMPROVEMENTS</strong><ul><li>You can now switch the ship editor into ERASE mode, allowing you to easily remove habitation, armor, scaffold, and hull.</li><li>When you erase the hull, the editor will now rebuild the walls around the erased area so that your ship is never open to space.</li><li>Editing the Habitation deck now shows the correct exterior preview of your work (rather than showing the interior of the Habitation deck).</li><li>Other ships are now silent when in the ship editor. No more being disturbed by a massive behemoth of a ship slowly flying past at full engine burn.</li><li>Placing docking ports (in game mode) and spawning equipment (in creative mode) now obeys the rules of equipment placement and will show a red placement box when the position is invalid.</li><li>Placing a docking port in the editor now shows a preview of the docking port sprite.</li><li>Added sounds to the editor (mouse moving on the grid, selection, cancel).</li></ul><strong class="text-strong">= PARALLAX DEPTH</strong><ul><li>There is now a subtle depth/parallax effect on all objects floating in space.</li><li>Ships are in the middle depth. Asteroids and derelict ships sit under, while minerals/containers/loot, etc., sit above.</li><li>Drones sit slightly above ships in the middle depth.</li><li>This effect can be toggled on and off from the Options menu.</li><li>Improved the parallax effect on background planets (they move in the right direction now, lol).</li><li>Added slight parallax effect to the Stargate.</li></ul><strong class="text-strong">= COMBAT AND HOSTILE FORCES</strong><br>There have been lots of improvements to combat in the game.<ul><li><strong class="text-strong">SHIP COMBAT RATING</strong>   <ul>   <li>Ships are now assessed by a new 'Combat Rating,' rather than their Trade Value, when spawning enemy ships or fleets of combat vessels.</li>   <li>The Combat Rating of a vessel is almost entirely down to the number and type of weapon systems installed.</li>   <li>Armor affects the combat rating as a multiplier, based on the percentage of armor coverage. 100% armor coverage will double a combat rating.</li>   <li>Hostile ships will show their combat rating under their name in Tactical mode. (Written as 'CLASS 3').</li>   <li>You will now be awarded points based on the combat rating of the ships destroyed, rather than their trade value.</li>   </ul></li><li>Existing 'HOSTILE' systems have been extended to provide a more permanent combat zone.   <ul>   <li>The player is free to visit a HOSTILE zone at any time if they wish and will come under immediate attack.</li>   <li>Destroying all enemy ships will grant an award of combat points at the end of battle.</li>   <li>The zone will no longer clear its HOSTILE status. It will remain permanently hostile.</li>   <li>After a short break, new hostile ships will warp into the hostile zone.</li>   <li>You will receive an alert when hostile forces are about a minute away from arrival.</li>   <li>Hostile forces will arrive together via an FTL jump, in formation.</li>   <li>Civilian/neutral ships will no longer jump into a hostile zone.</li>   <li>New hostile ships will have their difficulty scaled based on two factors:      <ol style="list-style-type:decimal">      <li>The combined Combat Rating of all the player ships in the system.</li>      <li>The player's Rank in Combat. This rank slowly increases as you are victorious in more and more battles.</li>      </ol></li>   </ul></li><li>Hostile ship AI (flight model) has been much improved:   <ul>   <li>AI-driven ships now constantly assess their weapon systems, taking into account damage, ammo shortages, etc., and pick a flight plan accordingly.</li>   <li>Hostile ships will always try to bring the most firepower to bear on their target, turning the ship as required, and picking a range that is most effective.</li>   <li>(E.g., strafing runs if their best weapons face forward, or presenting the most dangerous side of the ship to the target, and picking the ideal range to circle the target).</li>   <li>Hostile ships will sometimes switch targets to the most threatening and damaging of your ships as the battle progresses.</li>   </ul></li><li>All active weapons are now shown much more clearly in Tactical mode, as a solid-colored box with the turret clearly visible. This should make it much easier to determine which parts of an enemy ship are dangerous and to target your own weapons on theirs more effectively.</li><li>Fixed issues with cannons and railguns not firing when set to AUTO, even though the enemy is within their field of fire.</li><li>Enemy ships will now sometimes drop valuable loot in the form of Precious Metals.</li><li>Drones have been upgraded. They now fly 33% faster, repair 33% faster, and repair hull damage more completely.</li><li>Drones will now prioritize repair work so long as BATTLE STATIONS is enabled. Otherwise, they will prioritize gathering and logistics.</li><li>In the Tactical overlay, there is now an overall ammo counter for all three ammo types in the bottom left of the screen.</li><li>Railguns will no longer target fighters.</li><li>The Gatling Gun no longer has any 'Penetration,' meaning it will not cause hull breaches nor damage any internal equipment protected by the hull.</li><li>Gatling Guns are virtually useless against armored hulls.</li><li>The 'Destroy all hostiles' sector mission is no longer created, as hostile zones can no longer be cleared.</li><li>Increased the general availability of cannon shells at trading posts.</li><li>Mining Lasers will no longer acquire new targets when "Battle Stations" is ordered.</li><li>Hostile NPC ships will no longer bother mining asteroids during battle.</li></ul><strong class="text-strong">= HUMAN RESOURCES</strong><ul><li>You can now sack crew from the trade screen, under the "sell" tab</li><li>Sacked crew will leave on the next available shuttle</li><li>You don't receive any "sale price" for sacking crew</li></ul><strong class="text-strong">= FLEET ORDERS</strong><ul><li>The Orders popup has been rebuilt</li><li>Most orders are now ship-specific, meaning different ships can set different orders</li><li>'Fleet Logistics' and 'Battle Stations' are system-wide orders affecting all your ships in the system.</li></ul><strong class="text-strong">= SMALL CHANGES</strong><ul><li>The sounds of other ships will now fall silent in a few select places:  <ul>  <li>The ship editor</li>  <li>The sector map</li>  <li>Schematic mode</li>  </ul></li><li>Added DARK MODE for the galaxy map due to popular request, enabled from the Settings menu</li><li>Doubled the amount of food harvested from Hydroponics per cycle</li><li>The battery/power indicator bar at the top left of the screen now blinks with the message "POWER SHORTAGE" when your ship cannot power its equipment to 100% and has run out of battery charge</li><li>We now un-pause the game when you change the game speed with keyboard shortcuts</li><li>You can now double-click to select all text in a text input field</li><li>Removed ability to rotate camera with ',' and '.' (useless)</li><li>Changed the colour of mission summary text to stand apart from the objectives</li><li>Fabricating a new Ship at a shipyard will no longer spawn resources or crew on the ship. You will have to provide those after fabrication is complete.</li><li>Added a toggle to hide ships the player cannot afford in the fabricate window</li><li>Drones will now collect Precious Metals found in space even if 'gather reagents' is disabled</li><li>There is now sometimes some light space dust and fog around asteroid belts and combat zones</li><li>Entities will now use their 'dead' sprite when unconscious</li><li>When placing equipment that requires a human operator (e.g., gun turrets, science stations, weapons consoles, etc.), the operator location is now shown as a green square and must remain clear of obstructions</li><li>Cancelling installation/dismantle jobs with RMB when paused will now work correctly</li><li>NPC ships will now order drones at a trading post if they are short (aiming for at least 2 drones per drone bay)</li><li>Mineral patch labels are now correctly rotated in tactical view</li><li>Ship labels in tactical view are now rendered more clearly</li></ul><strong class="text-strong">= BUG FIXES:</strong><ul><li><strong class="text-strong">Issue #204:</strong> Game doesn't launch when Steam is offline</li><li><strong class="text-strong">Issue #244:</strong> Fusion Reactor consumes fuel when off</li><li><strong class="text-strong">Issue #278:</strong> FTL not found, even though I have an FTL</li><li><strong class="text-strong">Issue #318:</strong> Drones flying off on big detours before delivering cargo.</li><li><strong class="text-strong">Issue #326:</strong> If trying to install an object and then turning your view into Schematic mode, you will need to re-select the object</li><li><strong class="text-strong">Issue #328:</strong> With the "Stargate" System now being renamed to NG0, there are inconsistencies in the contracts menu</li><li><strong class="text-strong">Issue #329:</strong> Tutorial - Opening scene</li><li><strong class="text-strong">Issue #331:</strong> NPC ships still dying off</li><li>Fix saving and loading whilst in the opening shuttle flight cutscene turns the UI back on</li><li>Fix A Wolf In Sheep's Clothing Part 1 Objective 'Recover the Flight Recorder from Scavenger Vessel' by adding the missing location link</li><li>Fix typo in Mining Tutorial: Travel to [an] asteroid belt with Tilium deposits.</li><li>Fix typo in play mode: 'BOLDY GO' -&gt; 'BOLDLY GO'</li><li>Fix performance issues with tactical mode affecting AMD GPUs</li><li>Fix full containers displaying the incorrect quantity in the hover tooltip</li><li>Fix game not recognising caps lock</li><li>Stop keyboard input being detected during the new game intro cutscene</li><li>Fix keyboard input falling through to the game world when the map is open</li><li>Fix being able to interact with the toolbar when you cannot see it because you have no layer selected</li><li>Fix Black Hole Sun 1 Hyperspace Isotope count being incorrect</li><li>Fix reward points earned for gameplay (e.g., logistics, combat, logistics...) being lost on save/load</li><li>Fix awards given from missions being lost if you save/load before you have finished receiving them</li><li>Fix "Upload To Steam" being available if we don't have a friendly ship selected</li><li>Fix industry score increasing from industry performed on unfriendly ships</li><li>Fix Exterior Jobs being attempted even if there are no available spacesuits</li><li>Fix spurious No Storage warnings after unloading an item</li><li>The bong sound from a Flight Recorder will no longer be audible if you are not focused on that system</li><li>Introduction Tutorial: If you install the reactor before the tutorial instructs you to, the tutorial will recognise this and catch up</li><li>Stargate Window: Show correct recipe for Stable Isotopes</li><li>Fixed abandoned drones from enemy ships showing up as green in tactical view if the enemy ship was gone</li><li>Mouse and Keyboard can now be used when the HUD is hidden</li></ul><strong class="text-strong">= New community ships added to the base game - thank you!</strong><ul><li><strong class="text-strong">JOHNNY STRUGGLES:</strong> Acadia, Aberration of Light, Hesperia, Apophis</li><li><strong class="text-strong">RADKNITHAT:</strong> RnD Casus</li></ul><p>Statistics: Posted by <a href="http://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Tue Nov 19, 2024 10:52 am — Replies 1 — Views 8988</p><hr />
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