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	<title>Introversion</title>
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	<updated>2026-10-23T18:25:03+01:00</updated>

	<author><name><![CDATA[Introversion]]></name></author>
	<id>https://forums.introversion.co.uk/app.php/feed/news</id>

		<entry>
		<author><name><![CDATA[John]]></name></author>
		<updated>2026-10-23T18:25:03+01:00</updated>

		<published>2026-10-23T18:25:03+01:00</published>
		<id>https://forums.introversion.co.uk/viewtopic.php?p=633319#p633319</id>
		<link href="https://forums.introversion.co.uk/viewtopic.php?p=633319#p633319"/>
		<title type="html"><![CDATA[Update 27 is Released]]></title>

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		<content type="html" xml:base="https://forums.introversion.co.uk/viewtopic.php?p=633319#p633319"><![CDATA[
It's time for some major changes. <br><br>We took a long hard look at the Tactical view with its retro wireframe aesthetic, and decided as much as we love it, it was time to replace it. We now have a new hybrid tactical mode, for all ship flight and combat, which mixes the exterior of the ships with tactical information, and makes individual ships much clearer, whilst also permitting piloting and combat manoeuvres without leaving the core view. <br><br>Ships are now highlighted with context sensitive markers and can be clicked to select, and the camera no longer tracks and spins as you pilot your ships. (For fans of the previous Tactical view - don't worry - it can be toggled back on).   <br><br>We also completely redesigned the Weapons panel, to give a clearer at-a-glance readout on your defenses and to better support ships with many hundreds of turrets.   <br><br>Update 27 also brings the first official Corporation - MINING CORP - an NPC faction with their own style of ships and their own specialised routines. We also introduced and tweaked a wide range of NPC behaviours to make the sector feel more alive.   <br><br>We also have a new mission type, some major multithreaded performance enhancements, and some further challenge in Survival Mode as combat difficulty now scales based on the Sector number, regardless of how prepared you may or may not be.   <br><br>Thanks to everyone who's enjoying the game after all these updates. This update took quite a lot longer than expected, but we hope you'll agree it was worth it.<p>Statistics: Posted by <a href="https://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Fri Oct 23, 2026 6:25 pm — Replies 0 — Views 1486</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[John]]></name></author>
		<updated>2026-10-14T15:02:54+01:00</updated>

		<published>2026-10-14T15:02:54+01:00</published>
		<id>https://forums.introversion.co.uk/viewtopic.php?p=633315#p633315</id>
		<link href="https://forums.introversion.co.uk/viewtopic.php?p=633315#p633315"/>
		<title type="html"><![CDATA[The Last Starship - Update 26e (Hotfix)]]></title>

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		<content type="html" xml:base="https://forums.introversion.co.uk/viewtopic.php?p=633315#p633315"><![CDATA[
An interim update ahead of Update 27 to fix the following issues:<br><ul><li> #752 Achievement glitch with 1k rescue, when having over 10k</li><li> #813 Dead bodies not being collected by ports that accept both outgoing cargo and crew</li><li> #818 Interstellar Logistics permanently stalls after loading a save</li><li> #817 Fix interstellar logistics docking not working between larger ships</li></ul><p>Statistics: Posted by <a href="https://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Wed Oct 14, 2026 3:02 pm — Replies 0 — Views 1709</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[John]]></name></author>
		<updated>2026-10-14T15:02:04+01:00</updated>

		<published>2026-10-14T15:02:04+01:00</published>
		<id>https://forums.introversion.co.uk/viewtopic.php?p=633314#p633314</id>
		<link href="https://forums.introversion.co.uk/viewtopic.php?p=633314#p633314"/>
		<title type="html"><![CDATA[The Last Starship - Update 26]]></title>

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		<content type="html" xml:base="https://forums.introversion.co.uk/viewtopic.php?p=633314#p633314"><![CDATA[
<img src="https://clan.steamstatic.com/images/42450473/200ddc36ee01531b00f55b46feadc58c783448ce.png" class="postimage" alt="Image"><br><br>We've been working across the entire width of the game for this update, with numerous updates all over the game. Take a look at the full list below to see everything we've done. There's no video this month - we've been working toward quite a large and game breaking change to TACTICAL mode that isn't ready just yet, and Mark &amp; Chris will create a video once that's ready.<br><br>For experienced players, we invite you to try the new enhanced difficulty modes in Survival - you will find equipment availability in trade stations dropping off as you progress through the sectors, and in HARD mode you'll find virtually nothing for sale anywhere, beyond the starting sector. This requires careful planning and extensive resource gathering as you travel, along with full production of all required parts and equipment onboard your ships, as you will be unable to buy what you need. And you'll still need to earn your way, as equipment blueprints aren't cheap. Good luck!<br><br>We hope you enjoy this month's update, and we will see you in September for Update 27.<br><br><strong class="text-strong">Changes</strong><br><br><strong class="text-strong">SURVIVAL MODE</strong><br>Equipment now becomes more and more scarce as you progress through the sectors, as with resources.<br>By sector 5, there will be very little equipment or life support resource for sale anywhere.<br>You will need to master your own production and fabrication to make the parts you need.<br>Blueprints and crew are always available in all sectors.<br><br>Three new difficulty options can be selected at the start of a new survival game:<ul><li> <strong class="text-strong">Normal:</strong> As before, but with the equipment becoming less available as you progress.</li><li> <strong class="text-strong">Difficult:</strong> Equipment and resources become much less available after the first couple of sectors.</li><li> <strong class="text-strong">Hard:</strong> Availability is virtually zero for all equipment and resources, beyond the first sector. You will have to gather all of your own resources and fabricate almost all of your equipment as you play. A major challenge for experienced players.</li></ul><strong class="text-strong">PRODUCTION QUEUE</strong><ul><li> The auto-production system will now automatically buy and process required ores, using whatever Smelters are available.</li><li> Smelters must be set to STOPPED to be used by the Production Queue.</li><li> Smelters can also be set to ANY, which will cause the crew to smelt any ores that are available onboard.</li><li> The production queue interface has been improved, with a new dropdown showing production progress for each item. Any blockages in production (eg missing materials) are shown in red.</li></ul><strong class="text-strong">DOCKING PORT FILTERS</strong><br>Docking ports now have a controllable filter for what is permitted:<ul><li> <strong class="text-strong">Incoming Cargo:</strong> Allow shuttles to drop off cargo at this port</li><li> <strong class="text-strong">Outgoing Cargo:</strong> Allow shuttles to collect cargo from this port</li><li> <strong class="text-strong">Crew &amp; Civilians:</strong> Allow crew and civilians to use this docking port</li><li> Multiple shuttles (up to three) are spawned if required.</li><li> Interstellar Logistics has been updated to obey these filters</li></ul><strong class="text-strong">CREATIVE MODE</strong><ul><li> You are now automatically granted some useful techs (Logistics1, AdvancedTracks)</li><li> You can now complete any research item instantly with the click of a button</li><li> There is also a new button to unlock ALL research immediately</li></ul><strong class="text-strong">KEYBOARD SHORTCUTS</strong><ul><li> Added keyboard shortcuts for all windows, construction modes, and battle stations</li><li> All shortcuts can be set from Main Menu -&gt; Settings -&gt; Keyboard</li><li> Modifiers (SHIFT, ALT, CTRL) can be added to keyboard shortcuts</li><li> Clear keybindings in the settings screen with right-click or set back to default with middle-click</li></ul><strong class="text-strong">COMBAT / TACTICAL CHANGES</strong><br><br><strong class="text-strong">UI CHANGES</strong><ul><li> Tactical weapons panel has been refreshed to be more minimal and concise.</li><li> The old AUTOTARGET button on each weapon has been removed. All weapons AUTOTARGET, unless you manually target them.</li><li> You can clear a manual override target (and return to AUTOTARGET) by right clicking on a weapon.</li><li> Ammo counts in the resource display on the left now flash red when low</li></ul><strong class="text-strong">BALANCE CHANGES</strong><ul><li> Cannon range increased 500 -&gt; 600</li><li> Cannon shells now less accurate at long ranges</li><li> Railgun impacts now cause some hull damage</li><li> Ordnance can now impact and be blocked by derelict ships, and asteroids (small chance)</li></ul><strong class="text-strong">VISUAL CHANGES</strong><ul><li> NPC ships now lose hull squares when hit with explosions, appearing more and more blown to bits</li><li> Weapons in Tactical mode now show larger, with longer barrels</li><li> Cannon and PDC muzzle flash made stronger</li><li> Explosion fx improved - now more of a flash</li><li> Most combat particle effects improved and tweaked</li><li> Derelicts are always rendered under all other layers</li><li> Tanks venting after ship destruction leave larger clouds in space</li></ul><strong class="text-strong">ARENA MODE</strong><ul><li> Arena mode ship start positions changed to be more vertically staggered</li><li> Arena mode ship deployment improved (Fixed some layout bugs for green side)</li></ul><strong class="text-strong">SMALL CHANGES</strong><ul><li> Items can now be loaded by robot arms into drone bays for transfers.</li><li> Lightning is guaranteed to hit a lightning rod if enough lightning rods are installed proportionally to power generation.</li><li> Interstellar logistics collect order now goes towards the cloud with the most gas, so collectors gather faster.</li><li> Blueprints have their recipe shown in the description of the trade menu</li><li> Added recipes and adjusted trade price for furniture and spacesuits.</li><li> Seeds can be found as loot from derelict ships.</li><li> Scavenger ships arrive in derelict systems after a delay instead of immediately. This gives some extra time to grab loot before they arrive.</li><li> Tanks can be drained. This will prevent the tank from being used for storage and drain its contents to the surrounding network.</li><li> Dead crew in space eventually despawn.</li><li> Interstellar logistics sell and transfer orders now show all types in the item dropdown, with types on board at the top.</li><li> Logistics drones now listed in resource list on left of screen</li><li> Engines burn a bit more brightly</li></ul><strong class="text-strong">BUG FIXES</strong><ul><li> Fix game speed slowing down for shooting meteors and asteroid when "Slow during combat" is enabled</li><li> Fix clicking location link in missions list clicking through to the galaxy map and closing it instantly</li><li> Fix powergrid settings affecting equipment of wrong categories</li><li> Fix reactor cores not being available to buy or sell in trade screen</li><li> Fix docked ships in arena mode not being assigned a strategy</li><li> Fix asteroid belts not spawning in first sector in all modes other than industry</li><li> Fix mining lasers showing holes in the walls behind them</li><li> Fix repairing ship at shipyard not removing drone repair plates</li><li> Fix mining interstellar logistics order not restarting when asteroid is broken</li><li> #723 - Sitting north-south doesn't use the right sprite variation</li><li> #725, #762 - Diagonal walls causing hull issues</li><li> #741 - Crew loading crates through walls</li><li> #789 - Drones not delivering boxes</li><li> #794 - Infinite power when reactors off</li><li> #795 - Drones locked out when carrying disallowed resource</li><li> #798 - Can't complete deep space industrialists part 2</li><li> #796 - Wrong type for docked ships on import in arena mode</li><li> #802 - Spacesuits in a crate are not being picked for o2 recharging</li></ul><p>Statistics: Posted by <a href="https://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Wed Oct 14, 2026 3:02 pm — Replies 0 — Views 1159</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[John]]></name></author>
		<updated>2026-10-14T14:50:10+01:00</updated>

		<published>2026-10-14T14:50:10+01:00</published>
		<id>https://forums.introversion.co.uk/viewtopic.php?p=633313#p633313</id>
		<link href="https://forums.introversion.co.uk/viewtopic.php?p=633313#p633313"/>
		<title type="html"><![CDATA[The Last Starship - Update 25]]></title>

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		<content type="html" xml:base="https://forums.introversion.co.uk/viewtopic.php?p=633313#p633313"><![CDATA[
Attention Captains! Update 25 is now out, bringing practical new features to your shipboard industry, logistics, and automation systems:<br><ul><li> <strong class="text-strong">Docking Port Fluid Pipes:</strong> Streamline your resource management by running fluid transfer pipes directly to your docking ports, allowing for automated liquid and gas distribution across docked vessels.</li><li> <strong class="text-strong">Advanced Drone Controls:</strong> A ship-wide gather filter allows fine control of which types of object your drones will collect. Drone bays can now be configured to received specific cargo types, as well as launch and return behaviours.</li><li> <strong class="text-strong">Equipment Fabrication Updates:</strong> Further developing the production queue in the editor, all equipment can now be fabricated on-board. Acquire blueprints directly from trading posts for a one-off cost, offering an alternative pathway to unlocking recipes outside of the standard research tree.</li></ul>As always, Mark and Chris have recorded a video demonstrating some of the new features:<div class="embed-container"> <strong>iframe</strong> </div><a href="https://www.youtube.com/watch?v=a7IuQcGNqNQ" class="postlink">https://www.youtube.com/watch?v=a7IuQcGNqNQ</a><br><br><strong class="text-strong">Full changes</strong><br><br><strong class="text-strong">FLUID PUMPS</strong><ul><li> Docking Ports now have four pipe connections that can be used to pump resources between ships.</li><li> Once ships are docked, any matching resource pumps are automatically connected.</li><li> You can then use the logistics screen to order transfer of resources, and the pumps will be used wherever possible.</li><li> This is much faster and more convenient than extracting liquids and gases into barrels and physically moving them around.</li><li> The Interstellar Logistics system has also been updated to use fluid pumps on docking ports, wherever possible.</li></ul><strong class="text-strong">DRONE FILTERING</strong><ul><li> The Orders panel now contains a Drone Gathering Filter, to set which items your drones should collect or ignore.</li><li> You can request just one or two items, or tell them to gather everything except.</li><li> This setting is per-ship, meaning each ship has its own filter.</li><li> If multiple drone bays allow a salvage type, drones will choose the most "specific" bay, meaning the bay that accepts the fewest types.</li><li> Drones always prioritise logistics transfers over other tasks.</li></ul><strong class="text-strong">DRONE BAY FILTERING</strong><ul><li> You can also configure which item types each Drone Bay will accept.</li><li> If no drone bay accepts an item type, that type will not be picked up or transfered to that ship.</li><li> You can also enable/disable Drone Launching, and Drone Landing, per drone bay.<br>    (Useful if you want to prevent drones landing at a drone bay that is using automation)</li><li> These options are locked behind Logistics 1 research.</li></ul><strong class="text-strong">EQUIPMENT FABRICATION &amp; BLUEPRINTS</strong><ul><li> All equipment can now be fabricated, so long as you have the Blueprint. (excluding equipment specific to industry mode)</li><li> You can now buy blueprints from any trading post.</li><li> Blueprints are available at a one-off cost, higher than the cost of the equipment itself.</li><li> This provides an alternative to researching blueprints.</li><li> 4 new fabrication components have been added:<br>    - Superconductor<br>    - Heat Exchanger<br>    - Compute Grid<br>    - Reactor Core</li><li> All equipment recipes have been overhauled to use these new components</li><li> Sale prices of equipment and resources have been rebalanced</li><li> Stargate component recipes have been kept the same</li></ul><strong class="text-strong">SMALL CHANGES</strong><ul><li> The install tooltip now shows why equipment cannot be installed if its placement is invalid</li><li> Sewage pipes and ladders must be placed under habitation</li><li> Previously, sewage pipes could be placed anywhere but wouldnt collect anything if they werent under habitation</li><li> Allow to select multiple types for smart robot arms</li><li> Awards can be clicked to be dismissed:<br>    - Awards with payment or rank points will be fast-forwarded instead<br>    - Otherwise, the award will be dismissed immediately when clicked</li><li> Asteroids have less HP, making them easier to crack</li><li> Made lightning rods more effective at attracting lightning strikes</li><li> Optimisations to audio system to reduce stuttering on large ships</li><li> Crew will reload guns to their maximum capacity between battles</li></ul><strong class="text-strong">TRANSLATIONS</strong><ul><li> New Czech translation thanks to Andrewek_CZ (Herní překlady) and Patrik Fišer</li><li> Updated Danish translation thanks to PCMS_DK</li><li> Updated Russian thanks to Tzigan</li><li> Updated Dutch thanks to Maarten12313</li></ul><strong class="text-strong">BUG FIXES</strong><ul><li> Fix not being able to sell telepathic sensors after completing The Trouble With Tiddlets part 2</li><li> Fix heavily damaged ships in distress call missions leaving the system after hostiles have been destroyed</li><li> #597 - Mute certain sound effects when pausing the game (Engine Burn, Guns).</li><li> #776 - Fix docking port visual bug after modifying ship while docked.</li><li> #782 - Solar Panels disappearing when placing scaffold</li></ul><img src="https://clan.steamstatic.com/images/42450473/627a86ed34354f61d034b968d31b7420224a83b6.png" class="postimage" alt="Image"><p>Statistics: Posted by <a href="https://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Wed Oct 14, 2026 2:50 pm — Replies 0 — Views 514</p><hr />
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	</entry>
		<entry>
		<author><name><![CDATA[John]]></name></author>
		<updated>2026-04-30T13:24:14+01:00</updated>

		<published>2026-04-30T13:24:14+01:00</published>
		<id>https://forums.introversion.co.uk/viewtopic.php?p=633261#p633261</id>
		<link href="https://forums.introversion.co.uk/viewtopic.php?p=633261#p633261"/>
		<title type="html"><![CDATA[The Last Starship - Update 24]]></title>

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		<content type="html" xml:base="https://forums.introversion.co.uk/viewtopic.php?p=633261#p633261"><![CDATA[
Update 24 has been released! <br><br>We've added new ways to control power on your ship, including a new Power Switch which can disable entire sections at a time. We've introduced a new way to fabricate ship equipment on the fly, made some massive performance gains, and given you more control over your fighter wings.<br><br>Here is the latest Update video from Mark &amp; Chris:<div class="embed-container"> <strong>iframe</strong> </div><a href="https://www.youtube.com/watch?v=YOhAaS46_X8" class="postlink">https://www.youtube.com/watch?v=YOhAaS46_X8</a><br><br>With update 24 done, here is our updated Roadmap:<br><img src="https://clan.cloudflare.steamstatic.com/images/42450473/60ff13a220148dba64197b540bf9f638240b2478.png" class="postimage" alt="Image"><br><br><strong class="text-strong">Full change list</strong><br><br><strong class="text-strong">Fighters</strong><br>Fighters have two modes of operation, toggled in the Tactical screen:<ul><li> <strong class="text-strong">ALERT:</strong> fighters will launch when a hostile target is acquired, and return to the bay for resupplying or when all hostiles are eliminated.<br>This is the default mode and they will behave the same as they did in Update 23.</li><li> <strong class="text-strong">STOW:</strong> fighters will remain in their bay or return to the bay if they are currently deployed.</li><li> These modes can be toggled in the tactical screen, using a new button above the "WEAPONS" button in the bottom-left.</li><li> The fighter mode is set on a per-ship basis.</li><li> Improved fighter flight path back to bay, making it less likely they will miss it and have to circle around.</li><li> Indication in tactical mode when a fighter is returning to its bay because of running out of ammo or fuel.</li><li> Fighters will wait in the bay to be at least 50% before returning to battle.</li></ul><strong class="text-strong">New Power Controls</strong><ul><li> You can now toggle any piece of equipment ON and OFF from its control panel.</li><li> You can multi-select lots of equipment and turn it all ON/OFF with one click.</li><li> <strong class="text-strong">New Equipment: Power Switch</strong> - To be installed over a cable and toggled ON/OFF to control power flow, making it easy to activate and deactivate whole parts of the ship with a single switch.</li><li> Power Switches can be named from their equipment panel, and will then show in the Power Grid window, helping you to manage larger ships from a single screen.</li></ul><strong class="text-strong">Lightning and lightning rods:</strong><ul><li> Fix damaged lightning rods not being repaired and shaking forever</li><li> Fix bug where on larger ships lightning would not strike towards the bottom of the ship</li><li> Lightning rods leak stored energy when damaged, similar to batteries</li></ul><strong class="text-strong">Equipment Multiselect:</strong><ul><li> Expanded multiselection to loaders and storage crates</li><li> You can now toggle all selected equipment on and off with one click</li></ul><strong class="text-strong">Production Queue</strong><br>Equipment that is pre-placed using the "EQUIPMENT" button in the ship editor can now be produced on-board, according to demand. Assembly tables and fabricators that are set to "STOP" will be automatically assigned recipes in order to produce the required equipment. They will be set back to "STOP" after finishing.<br><ul><li> Intermediate components will be automatically produced if they are not already available on the ship.</li><li> An option to automatically buy missing components is available.</li><li> More improvements to the "EQUIPMENT" menu in the ship editor.</li></ul><strong class="text-strong">Translation Updates</strong><ul><li> New translation Bahasa Indonesia (thanks to Agis&amp;Soul)</li><li> Japanese (thanks to sakuyan#5658, raidhin, Kensuke Ichinohasama)</li><li> Russian (thanks to skoniks)</li><li> Simplified Chinese (thanks to Qionglu735)</li><li> Polish (thanks to Azu)</li><li> German (thanks to Flauschküken)</li></ul><strong class="text-strong">Performance work</strong><ul><li> Several performance improvements for entities - especially noticable for large numbers of civilians</li><li> Fixed massive performance drop immediately after loading a large save game</li><li> Plus more general performance improvements</li></ul><strong class="text-strong">SMALL CHANGES</strong><ul><li> Habitation cannot be drawn over equipment on top of the ship to prevent the equipment getting blocked</li><li> Equipment on the top of the ship renders under the habitation instead of above, so it's clearer when they are blocked by the habitation</li><li> Fix "DOCKING IMPOSSIBLE" alert overlapping battlestations button</li><li> Meteors drop small amounts of minerals when destroyed</li><li> Can now install, dismantle and spawn (in creative mode) in an area by dragging out a box while holding down shift</li><li> Added in animated sprite variants for Gunners, Scientists and Civilians</li><li> Text in tactical mode for crackable asteroids scales with asteroid size</li><li> Add tooltips for categories in powergrid showing how much energy each equipment produces/consumes</li></ul><strong class="text-strong">FIXES</strong><ul><li> Containers moving on a track will no longer have a random small rotation (this is for when carried by a human)</li><li> Fix airducts sometimes showing the missing oxygen icon when oxygen available</li><li> Fix fighter not being destroyed if their bay is dismantled while they are stowed on it</li><li> Fix a problem with manufacturing fighters where coils and motors would compete for the same slot on the fighter bay.</li><li> Fix fighters and hull breaches being available to transfer in the logistics screen</li><li> Fixed issue with Gunners and Scientists changing sprite when sitting down</li><li> #734: Schematic placement of equipment removed when associated item gets on a robot arm/track</li><li> #747: Harken call to arms call triggering twice</li><li> #756: Items are overlapping when clicking and dragging to place them</li><li> #758: BNS3 mission is stuck</li><li> #759: Accelerated Local Survey during Tutorial Exploit</li><li> #760: Editor cannot place hull on equipment in free space.</li><li> #767: Arena Mode - Drones from AI ships no longer gather materials or salvage by default</li></ul><p>Statistics: Posted by <a href="https://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Thu Apr 30, 2026 1:24 pm — Replies 0 — Views 23951</p><hr />
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	</entry>
		<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>https://forums.introversion.co.uk/viewtopic.php?p=633217#p633217</id>
		<link href="https://forums.introversion.co.uk/viewtopic.php?p=633217#p633217"/>
		<title type="html"><![CDATA[The Last Starship Update 23]]></title>

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		<content type="html" xml:base="https://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="https://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Wed Mar 18, 2026 4:56 pm — Replies 0 — Views 12865</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>https://forums.introversion.co.uk/viewtopic.php?p=633151#p633151</id>
		<link href="https://forums.introversion.co.uk/viewtopic.php?p=633151#p633151"/>
		<title type="html"><![CDATA[Update 21]]></title>

					<category term="Introversion Blog" scheme="https://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
		
		<content type="html" xml:base="https://forums.introversion.co.uk/viewtopic.php?p=633151#p633151"><![CDATA[
<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="https://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Thu Jan 15, 2026 1:08 pm — Replies 0 — Views 10169</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>https://forums.introversion.co.uk/viewtopic.php?p=633107#p633107</id>
		<link href="https://forums.introversion.co.uk/viewtopic.php?p=633107#p633107"/>
		<title type="html"><![CDATA[The Last Starship Update 20]]></title>

					<category term="Introversion Blog" scheme="https://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
		
		<content type="html" xml:base="https://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="https://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Wed Dec 17, 2025 12:43 pm — Replies 0 — Views 12272</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>https://forums.introversion.co.uk/viewtopic.php?p=633100#p633100</id>
		<link href="https://forums.introversion.co.uk/viewtopic.php?p=633100#p633100"/>
		<title type="html"><![CDATA[The Last Starship Update 19]]></title>

					<category term="Introversion Blog" scheme="https://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
		
		<content type="html" xml:base="https://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="https://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Mon Dec 01, 2025 1:28 pm — Replies 0 — Views 13135</p><hr />
]]></content>
	</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>https://forums.introversion.co.uk/viewtopic.php?p=633082#p633082</id>
		<link href="https://forums.introversion.co.uk/viewtopic.php?p=633082#p633082"/>
		<title type="html"><![CDATA[Last Starship Update 18]]></title>

					<category term="Introversion Blog" scheme="https://forums.introversion.co.uk/viewforum.php?f=17" label="Introversion Blog"/>
		
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<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="https://forums.introversion.co.uk/memberlist.php?mode=viewprofile&amp;u=4">John</a> — Fri Oct 24, 2025 5:35 pm — Replies 0 — Views 13503</p><hr />
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