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	<title>The Last Starwiki - User contributions [en]</title>
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	<updated>2026-06-04T09:03:28Z</updated>
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	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2426</id>
		<title>Stargate Project</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2426"/>
		<updated>2025-12-14T18:11:56Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Stargate Project&#039;&#039;&#039; is the aim of the [[Boldly Go]] [[Gamemodes|gamemode]]. It is completed in 10 phases which all require different quantities of items or other requirements.&lt;br /&gt;
&lt;br /&gt;
These items are usually [[Stargate Components]] though occasionally other items are required such as [[Tilium Crystals]] and [[Stable Isotopes]].&lt;br /&gt;
&lt;br /&gt;
The construction of the [[Stargate]] is loacted in the central [[Star System]] of the starting [[Sector]]. The final goal is to have a fully operational [[Stargate]].&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Certification ===&lt;br /&gt;
* This phase is completed during the [[Deep Space Industrialists]] contract, where the player partners with [[Alexander James Elistar]].&lt;br /&gt;
* Manufacture and deliver 10 [[Stargate Frame]]s for certification.&lt;br /&gt;
* Unlocks the [[Stargate Window]] and provides &#039;&#039;&#039;$600,000&#039;&#039;&#039; in seed capital for scaling production.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Bulk Manufacturing &amp;amp; Partnership ===&lt;br /&gt;
* This phase concludes the [[Deep Space Industrialists]] contract.&lt;br /&gt;
* Manufacture and deliver 200 Stargate Frames.&lt;br /&gt;
* Upon delivery, the player must choose between honoring the 50/50 profit split with Elistar or canceling the partnership, which results in the immediate loss of the &#039;&#039;A.J.E. Foundry&#039;&#039; station.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Advanced Components ===&lt;br /&gt;
* Deliver 250 [[Stargate Actuator]], 250 [[Stargate Resin]], and 100 Stable Isotopes.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Crystal Refinement ===&lt;br /&gt;
* Deliver 200 [[Stargate Receiver]], 150 Stargate Actuator, and 250 Tilium Crystals.&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Power-Up ===&lt;br /&gt;
{{Main|Stargate Project, Phase 5}}&lt;br /&gt;
* Build 5 [[Energy Transmitter]]s and install them on a ship.&lt;br /&gt;
* Use a ship capable of delivering 1,000 MW to activate the stargate.&lt;br /&gt;
* Maintain 100 MW continuous power to keep the gate online.&lt;br /&gt;
&lt;br /&gt;
=== Phase 6: Exploration ===&lt;br /&gt;
{{Main|Stargate Project, Phase 6}}&lt;br /&gt;
* Jump through the stargate to a new, unexplored sector.&lt;br /&gt;
* Explore 3 new star systems: a calm arrival zone, a [[Zeleon Gas]] cloud with a [[Star System#Meteor Shower|Meteor Shower]], and an [[Star System#Asteroid Belt|Asteroid Belt]] with [[Neubidium Ore]].&lt;br /&gt;
* Research [[Zeleon Gas (Research)|Zeleon Gas]] and [[Neubidium Processing]] to unlock required refining technologies.&lt;br /&gt;
* Deliver 75 [[Neubidium Ingot]] and 30 [[Stable Zeleon]] to complete the phase.&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 7: Confrontation ===&lt;br /&gt;
{{Main|Stargate Project, Phase 7}}&lt;br /&gt;
* [[Commander Harken]] reports the discovery of new star systems, now occupied by [[Pirates]].&lt;br /&gt;
* Explore 2 &amp;quot;FORTRESS&amp;quot;-marked asteroid systems guarded by [[Weapons Platform]]s and pirate ships.&lt;br /&gt;
* Research [[Zeleon Energy Containment]] and [[Neubidium Fabrication]] to unlock required components.&lt;br /&gt;
* Deliver 140 [[Zeleon Energy Cell]] and 160 [[Neubidium Capacitor]].&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 8: Crystal Synthesis ===&lt;br /&gt;
{{Main|Stargate Project, Phase 8}}&lt;br /&gt;
* Contacted by the &#039;&#039;&#039;Andromeda Project Representative&#039;&#039;&#039;, who assigns a new research task related to synthetic crystal production.&lt;br /&gt;
* Meet [[Prof. Artemis Toppingbury]] (from [[The Trouble With Tiddlets]]) to deliver 1 × [[Shielded Zeleon]] and 1 × [[Neubidium Ingot]].&lt;br /&gt;
* Toppingbury discovers that a zeleon laser can charge synthetic neubidium crystals, replicating the properties of natural [[Tiddlet#Crystal|Tiddlet Crystals]].&lt;br /&gt;
* The laser emits lethal [[Radiation]] and must be carefully contained. The player receives:&lt;br /&gt;
** 1 [[Laser Infuser]]&lt;br /&gt;
** 5 [[Radiation Blocker]]&lt;br /&gt;
** 1 [[Empty Crystal]]&lt;br /&gt;
** 1 [[Zeleon Energy Cell]]&lt;br /&gt;
* A short tutorial introduces radiation safety and containment.&lt;br /&gt;
* Deliver 10 [[Charged Crystal]] to the Stargate to advance the project.&lt;br /&gt;
&lt;br /&gt;
=== Phase 9: Final Assembly Components ===&lt;br /&gt;
{{Main|Stargate Project, Phase 9}}&lt;br /&gt;
* Phase 9 starts automatically after completing Phase 8, with no incoming communication.&lt;br /&gt;
* Deliver 100 [[Charged Crystal]] and 100 [[Warp Alignment Computer]]s.&lt;br /&gt;
* New research [[Quantum Processing]] becomes available (requires 2 RP, 3 CP, Scientist, Science Station, and Supercomputer).&lt;br /&gt;
&lt;br /&gt;
=== Phase 10: Final Activation ===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Deep Space Industrialists]]&lt;br /&gt;
* [[Contract#Story Contracts|Story Contracts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Stargate Project Series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2425</id>
		<title>Stargate Project</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2425"/>
		<updated>2025-12-14T18:11:21Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Stargate Project&#039;&#039;&#039; is the aim of the [[Boldly Go]] [[Gamemodes|gamemode]]. It is completed in 10 phases which all require different quantities of items or other requirements.&lt;br /&gt;
&lt;br /&gt;
These items are usually [[Stargate Components]] though occasionally other items are required such as [[Tilium Crystals]] and [[Stable Isotopes]].&lt;br /&gt;
&lt;br /&gt;
The construction of the [[Stargate]] is loacted in the central [[Star System]] of the starting [[Sector]]. The final goal is to have a fully operational [[Stargate]].&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Certification ===&lt;br /&gt;
* This phase is completed during the [[Deep Space Industrialists]] contract, where the player partners with [[Alexander James Elistar]].&lt;br /&gt;
* Manufacture and deliver 10 [[Stargate Frame]]s for certification.&lt;br /&gt;
* Unlocks the [[Stargate Window]] and provides &#039;&#039;&#039;$600,000&#039;&#039;&#039; in seed capital for scaling production.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Bulk Manufacturing &amp;amp; Partnership ===&lt;br /&gt;
* This phase concludes the [[Deep Space Industrialists]] contract.&lt;br /&gt;
* Manufacture and deliver 200 Stargate Frames.&lt;br /&gt;
* Upon delivery, the player must choose between honoring the 50/50 profit split with Elistar or canceling the partnership, which results in the immediate loss of the &#039;&#039;A.J.E. Foundry&#039;&#039; station.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Advanced Components ===&lt;br /&gt;
* Deliver 250 [[Stargate Actuator]], 250 [[Stargate Resin]], and 100 Stable Isotopes.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Crystal Refinement ===&lt;br /&gt;
* Deliver 200 [[Stargate Receiver]], 150 Stargate Actuator, and 250 Tilium Crystals.&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Power-Up ===&lt;br /&gt;
{{Main|Stargate Project, Phase 5}}&lt;br /&gt;
* Build 5 [[Energy Transmitter]]s and install them on a ship.&lt;br /&gt;
* Use a ship capable of delivering 1,000 MW to activate the stargate.&lt;br /&gt;
* Maintain 100 MW continuous power to keep the gate online.&lt;br /&gt;
&lt;br /&gt;
=== Phase 6: Exploration ===&lt;br /&gt;
{{Main|Stargate Project, Phase 6}}&lt;br /&gt;
* Jump through the stargate to a new, unexplored sector.&lt;br /&gt;
* Explore 3 new star systems: a calm arrival zone, a [[Zeleon Gas]] cloud with a [[Star System#Meteor Shower|Meteor Shower]], and an [[Star System#Asteroid Belt|Asteroid Belt]] with [[Neubidium Ore]].&lt;br /&gt;
* Research [[Zeleon Gas (Research)|Zeleon Gas]] and [[Neubidium Processing]] to unlock required refining technologies.&lt;br /&gt;
* Deliver 75 [[Neubidium Ingot]] and 30 [[Stable Zeleon]] to complete the phase.&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 7: Confrontation ===&lt;br /&gt;
{{Main|Stargate Project, Phase 7}}&lt;br /&gt;
* [[Commander Harken]] reports the discovery of new star systems, now occupied by [[Pirates]].&lt;br /&gt;
* Explore 2 &amp;quot;FORTRESS&amp;quot;-marked asteroid systems guarded by [[Weapons Platform]]s and pirate ships.&lt;br /&gt;
* Research [[Zeleon Energy Containment]] and [[Neubidium Fabrication]] to unlock required components.&lt;br /&gt;
* Deliver 140 [[Zeleon Energy Cell]] and 160 [[Neubidium Capacitor]].&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 8: Crystal Synthesis ===&lt;br /&gt;
{{Main|Stargate Project, Phase 8}}&lt;br /&gt;
* Contacted by the &#039;&#039;&#039;Andromeda Project Representative&#039;&#039;&#039;, who assigns a new research task related to synthetic crystal production.&lt;br /&gt;
* Meet [[Prof. Artemis Toppingbury]] (from [[The Trouble With Tiddlets]]) to deliver 1 × [[Shielded Zeleon]] and 1 × [[Neubidium Ingot]].&lt;br /&gt;
* Toppingbury discovers that a zeleon laser can charge synthetic neubidium crystals, replicating the properties of natural [[Tiddlet#Crystal|Tiddlet Crystals]].&lt;br /&gt;
* The laser emits lethal [[Radiation]] and must be carefully contained. The player receives:&lt;br /&gt;
** 1 [[Laser Infuser]]&lt;br /&gt;
** 5 [[Radiation Blocker]]&lt;br /&gt;
** 1 [[Empty Crystal]]&lt;br /&gt;
** 1 [[Zeleon Energy Cell]]&lt;br /&gt;
* A short tutorial introduces radiation safety and containment.&lt;br /&gt;
* Deliver 10 [[Charged Crystal]] to the Stargate to advance the project.&lt;br /&gt;
&lt;br /&gt;
=== Phase 9: Final Assembly Components ===&lt;br /&gt;
{{Main|Stargate Project, Phase 9}}&lt;br /&gt;
* Phase 9 starts automatically after completing Phase 8, with no incoming communication.&lt;br /&gt;
* Deliver 100 [[Charged Crystal]] and 100 [[Warp Alignment Computer]]s.&lt;br /&gt;
* New research [[Quantum Processing]] becomes available (requires 2 RP, 3 CP, Scientist, Science Station, and Supercomputer).&lt;br /&gt;
&lt;br /&gt;
=== Phase 10: Final Activation ===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|Alpha 4|Introduced with phases 1 and 2.}}&lt;br /&gt;
{{History|Alpha 5|Phases 3 and 4 implemented, hostile factions oppose Stargate creation after Phase 2, the Stargate System restocks.}}&lt;br /&gt;
{{History|Alpha 15|Phase 5 overhauled, phases 6 and 7 implemented.}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Deep Space Industrialists]]&lt;br /&gt;
* [[Contract#Story Contracts|Story Contracts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Stargate Project Series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2424</id>
		<title>Stargate Project</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2424"/>
		<updated>2025-12-14T18:11:14Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stargate Project&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stargate Project&#039;&#039;&#039; is the aim of the [[Boldly Go]] [[Gamemodes|gamemode]]. It is completed in 10 phases which all require different quantities of items or other requirements.&lt;br /&gt;
&lt;br /&gt;
These items are usually [[Stargate Components]] though occasionally other items are required such as [[Tilium Crystals]] and [[Stable Isotopes]].&lt;br /&gt;
&lt;br /&gt;
The construction of the [[Stargate]] is loacted in the central [[Star System]] of the starting [[Sector]]. The final goal is to have a fully operational [[Stargate]].&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Certification ===&lt;br /&gt;
* This phase is completed during the [[Deep Space Industrialists]] contract, where the player partners with [[Alexander James Elistar]].&lt;br /&gt;
* Manufacture and deliver 10 [[Stargate Frame]]s for certification.&lt;br /&gt;
* Unlocks the [[Stargate Window]] and provides &#039;&#039;&#039;$600,000&#039;&#039;&#039; in seed capital for scaling production.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Bulk Manufacturing &amp;amp; Partnership ===&lt;br /&gt;
* This phase concludes the [[Deep Space Industrialists]] contract.&lt;br /&gt;
* Manufacture and deliver 200 Stargate Frames.&lt;br /&gt;
* Upon delivery, the player must choose between honoring the 50/50 profit split with Elistar or canceling the partnership, which results in the immediate loss of the &#039;&#039;A.J.E. Foundry&#039;&#039; station.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Advanced Components ===&lt;br /&gt;
* Deliver 250 [[Stargate Actuator]], 250 [[Stargate Resin]], and 100 Stable Isotopes.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Crystal Refinement ===&lt;br /&gt;
* Deliver 200 [[Stargate Receiver]], 150 Stargate Actuator, and 250 Tilium Crystals.&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Power-Up ===&lt;br /&gt;
{{Main|Stargate Project, Phase 5}}&lt;br /&gt;
* Build 5 [[Energy Transmitter]]s and install them on a ship.&lt;br /&gt;
* Use a ship capable of delivering 1,000 MW to activate the stargate.&lt;br /&gt;
* Maintain 100 MW continuous power to keep the gate online.&lt;br /&gt;
&lt;br /&gt;
=== Phase 6: Exploration ===&lt;br /&gt;
{{Main|Stargate Project, Phase 6}}&lt;br /&gt;
* Jump through the stargate to a new, unexplored sector.&lt;br /&gt;
* Explore 3 new star systems: a calm arrival zone, a [[Zeleon Gas]] cloud with a [[Star System#Meteor Shower|Meteor Shower]], and an [[Star System#Asteroid Belt|Asteroid Belt]] with [[Neubidium Ore]].&lt;br /&gt;
* Research [[Zeleon Gas (Research)|Zeleon Gas]] and [[Neubidium Processing]] to unlock required refining technologies.&lt;br /&gt;
* Deliver 75 [[Neubidium Ingot]] and 30 [[Stable Zeleon]] to complete the phase.&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 7: Confrontation ===&lt;br /&gt;
{{Main|Stargate Project, Phase 7}}&lt;br /&gt;
* [[Commander Harken]] reports the discovery of new star systems, now occupied by [[Pirates]].&lt;br /&gt;
* Explore 2 &amp;quot;FORTRESS&amp;quot;-marked asteroid systems guarded by [[Weapons Platform]]s and pirate ships.&lt;br /&gt;
* Research [[Zeleon Energy Containment]] and [[Neubidium Fabrication]] to unlock required components.&lt;br /&gt;
* Deliver 140 [[Zeleon Energy Cell]] and 160 [[Neubidium Capacitor]].&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 8: Crystal Synthesis ===&lt;br /&gt;
{{Main|Stargate Project, Phase 8}}&lt;br /&gt;
* Contacted by the &#039;&#039;&#039;Andromeda Project Representative&#039;&#039;&#039;, who assigns a new research task related to synthetic crystal production.&lt;br /&gt;
* Meet [[Prof. Artemis Toppingbury]] (from [[The Trouble With Tiddlets]]) to deliver 1 × [[Shielded Zeleon]] and 1 × [[Neubidium Ingot]].&lt;br /&gt;
* Toppingbury discovers that a zeleon laser can charge synthetic neubidium crystals, replicating the properties of natural [[Tiddlet#Crystal|Tiddlet Crystals]].&lt;br /&gt;
* The laser emits lethal [[Radiation]] and must be carefully contained. The player receives:&lt;br /&gt;
** 1 [[Laser Infuser]]&lt;br /&gt;
** 5 [[Radiation Blocker]]&lt;br /&gt;
** 1 [[Empty Crystal]]&lt;br /&gt;
** 1 [[Zeleon Energy Cell]]&lt;br /&gt;
* A short tutorial introduces radiation safety and containment.&lt;br /&gt;
* Deliver 10 [[Charged Crystal]] to the Stargate to advance the project.&lt;br /&gt;
&lt;br /&gt;
=== Phase 9: Final Assembly Components ===&lt;br /&gt;
{{Main|Stargate Project, Phase 9}}&lt;br /&gt;
* Phase 9 starts automatically after completing Phase 8, with no incoming communication.&lt;br /&gt;
* Deliver 100 [[Charged Crystal]] and 100 [[Warp Alignment Computer]]s.&lt;br /&gt;
* New research [[Quantum Processing]] becomes available (requires 2 RP, 3 CP, Scientist, Science Station, and Supercomputer).&lt;br /&gt;
&lt;br /&gt;
=== Phase 10: Final Activation ===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|Alpha 4|Introduced with phases 1 and 2.}}&lt;br /&gt;
{{History|Alpha 5|Phases 3 and 4 implemented, hostile factions oppose Stargate creation after Phase 2, the Stargate System restocks.}}&lt;br /&gt;
{{History|Alpha 15|Phase 5 overhauled, phases 6 and 7 implemented.}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Deep Space Industrialists]]&lt;br /&gt;
* [[Contract#Story Contracts|Story Contracts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Stargate Project Series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2423</id>
		<title>Stargate Project</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2423"/>
		<updated>2025-12-14T18:10:50Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Verstanden. Ich werde die Präfixe (wie &#039;&#039;&#039;Contract:&#039;&#039;&#039;, &#039;&#039;&#039;Requirement:&#039;&#039;&#039;, etc.) auch in den Phasen 1 bis 4 entfernen, um eine einheitliche, einfache Listenstruktur im gesamten Artikel zu gewährleisten.&lt;br /&gt;
&lt;br /&gt;
Hier ist der vollständig überarbeitete Artikel Stargate Project:&lt;br /&gt;
Stargate Project&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stargate Project&#039;&#039;&#039; is the aim of the [[Boldly Go]] [[Gamemodes|gamemode]]. It is completed in 10 phases which all require different quantities of items or other requirements.&lt;br /&gt;
&lt;br /&gt;
These items are usually [[Stargate Components]] though occasionally other items are required such as [[Tilium Crystals]] and [[Stable Isotopes]].&lt;br /&gt;
&lt;br /&gt;
The construction of the [[Stargate]] is loacted in the central [[Star System]] of the starting [[Sector]]. The final goal is to have a fully operational [[Stargate]].&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Certification ===&lt;br /&gt;
* This phase is completed during the [[Deep Space Industrialists]] contract, where the player partners with [[Alexander James Elistar]].&lt;br /&gt;
* Manufacture and deliver 10 [[Stargate Frame]]s for certification.&lt;br /&gt;
* Unlocks the [[Stargate Window]] and provides &#039;&#039;&#039;$600,000&#039;&#039;&#039; in seed capital for scaling production.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Bulk Manufacturing &amp;amp; Partnership ===&lt;br /&gt;
* This phase concludes the [[Deep Space Industrialists]] contract.&lt;br /&gt;
* Manufacture and deliver 200 Stargate Frames.&lt;br /&gt;
* Upon delivery, the player must choose between honoring the 50/50 profit split with Elistar or canceling the partnership, which results in the immediate loss of the &#039;&#039;A.J.E. Foundry&#039;&#039; station.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Advanced Components ===&lt;br /&gt;
* Deliver 250 [[Stargate Actuator]], 250 [[Stargate Resin]], and 100 Stable Isotopes.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Crystal Refinement ===&lt;br /&gt;
* Deliver 200 [[Stargate Receiver]], 150 Stargate Actuator, and 250 Tilium Crystals.&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Power-Up ===&lt;br /&gt;
{{Main|Stargate Project, Phase 5}}&lt;br /&gt;
* Build 5 [[Energy Transmitter]]s and install them on a ship.&lt;br /&gt;
* Use a ship capable of delivering 1,000 MW to activate the stargate.&lt;br /&gt;
* Maintain 100 MW continuous power to keep the gate online.&lt;br /&gt;
&lt;br /&gt;
=== Phase 6: Exploration ===&lt;br /&gt;
{{Main|Stargate Project, Phase 6}}&lt;br /&gt;
* Jump through the stargate to a new, unexplored sector.&lt;br /&gt;
* Explore 3 new star systems: a calm arrival zone, a [[Zeleon Gas]] cloud with a [[Star System#Meteor Shower|Meteor Shower]], and an [[Star System#Asteroid Belt|Asteroid Belt]] with [[Neubidium Ore]].&lt;br /&gt;
* Research [[Zeleon Gas (Research)|Zeleon Gas]] and [[Neubidium Processing]] to unlock required refining technologies.&lt;br /&gt;
* Deliver 75 [[Neubidium Ingot]] and 30 [[Stable Zeleon]] to complete the phase.&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 7: Confrontation ===&lt;br /&gt;
{{Main|Stargate Project, Phase 7}}&lt;br /&gt;
* [[Commander Harken]] reports the discovery of new star systems, now occupied by [[Pirates]].&lt;br /&gt;
* Explore 2 &amp;quot;FORTRESS&amp;quot;-marked asteroid systems guarded by [[Weapons Platform]]s and pirate ships.&lt;br /&gt;
* Research [[Zeleon Energy Containment]] and [[Neubidium Fabrication]] to unlock required components.&lt;br /&gt;
* Deliver 140 [[Zeleon Energy Cell]] and 160 [[Neubidium Capacitor]].&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 8: Crystal Synthesis ===&lt;br /&gt;
{{Main|Stargate Project, Phase 8}}&lt;br /&gt;
* Contacted by the &#039;&#039;&#039;Andromeda Project Representative&#039;&#039;&#039;, who assigns a new research task related to synthetic crystal production.&lt;br /&gt;
* Meet [[Prof. Artemis Toppingbury]] (from [[The Trouble With Tiddlets]]) to deliver 1 × [[Shielded Zeleon]] and 1 × [[Neubidium Ingot]].&lt;br /&gt;
* Toppingbury discovers that a zeleon laser can charge synthetic neubidium crystals, replicating the properties of natural [[Tiddlet#Crystal|Tiddlet Crystals]].&lt;br /&gt;
* The laser emits lethal [[Radiation]] and must be carefully contained. The player receives:&lt;br /&gt;
** 1 [[Laser Infuser]]&lt;br /&gt;
** 5 [[Radiation Blocker]]&lt;br /&gt;
** 1 [[Empty Crystal]]&lt;br /&gt;
** 1 [[Zeleon Energy Cell]]&lt;br /&gt;
* A short tutorial introduces radiation safety and containment.&lt;br /&gt;
* Deliver 10 [[Charged Crystal]] to the Stargate to advance the project.&lt;br /&gt;
&lt;br /&gt;
=== Phase 9: Final Assembly Components ===&lt;br /&gt;
{{Main|Stargate Project, Phase 9}}&lt;br /&gt;
* Phase 9 starts automatically after completing Phase 8, with no incoming communication.&lt;br /&gt;
* Deliver 100 [[Charged Crystal]] and 100 [[Warp Alignment Computer]]s.&lt;br /&gt;
* New research [[Quantum Processing]] becomes available (requires 2 RP, 3 CP, Scientist, Science Station, and Supercomputer).&lt;br /&gt;
&lt;br /&gt;
=== Phase 10: Final Activation ===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|Alpha 4|Introduced with phases 1 and 2.}}&lt;br /&gt;
{{History|Alpha 5|Phases 3 and 4 implemented, hostile factions oppose Stargate creation after Phase 2, the Stargate System restocks.}}&lt;br /&gt;
{{History|Alpha 15|Phase 5 overhauled, phases 6 and 7 implemented.}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Deep Space Industrialists]]&lt;br /&gt;
* [[Contract#Story Contracts|Story Contracts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Stargate Project Series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2422</id>
		<title>Stargate Project</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2422"/>
		<updated>2025-12-14T18:08:48Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Stargate Project&#039;&#039;&#039; is the aim of the [[Boldly Go]] [[Gamemodes|gamemode]]. It is completed in 10 phases which all require different quantities of items or other requirements.&lt;br /&gt;
&lt;br /&gt;
These items are usually [[Stargate Components]] though occasionally other items are required such as [[Tilium Crystals]] and [[Stable Isotopes]].&lt;br /&gt;
&lt;br /&gt;
The construction of the [[Stargate]] is loacted in the central [[Star System]] of the starting [[Sector]]. The final goal is to have a fully operational [[Stargate]].&lt;br /&gt;
== Phases ==&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Certification ===&lt;br /&gt;
* &#039;&#039;&#039;Contract:&#039;&#039;&#039; This phase is completed during the [[Deep Space Industrialists]] contract, where the player partners with [[Alexander James Elistar]].&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; Manufacture and deliver 10 [[Stargate Frame]]s for certification.&lt;br /&gt;
* &#039;&#039;&#039;Outcome:&#039;&#039;&#039; Unlocks the [[Stargate Window]] and provides &#039;&#039;&#039;$600,000&#039;&#039;&#039; in seed capital for scaling production.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Bulk Manufacturing &amp;amp; Partnership ===&lt;br /&gt;
* &#039;&#039;&#039;Contract:&#039;&#039;&#039; This phase concludes the [[Deep Space Industrialists]] contract.&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; Manufacture and deliver 200 Stargate Frames.&lt;br /&gt;
* &#039;&#039;&#039;Decision Point:&#039;&#039;&#039; Upon delivery, the player must choose between honoring the 50/50 profit split with Elistar or canceling the partnership, which results in the immediate loss of the &#039;&#039;A.J.E. Foundry&#039;&#039; station.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Advanced Components ===&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; Deliver 250 [[Stargate Actuator]], 250 [[Stargate Resin]], and 100 Stable Isotopes.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Crystal Refinement ===&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; Deliver 200 [[Stargate Receiver]], 150 Stargate Actuator, and 250 Tilium Crystals.&lt;br /&gt;
&lt;br /&gt;
=== Phase 5: Power-Up ===&lt;br /&gt;
{{Main|Stargate Project, Phase 5}}&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; Build 5 [[Energy Transmitter]]s and install them on a ship.&lt;br /&gt;
* &#039;&#039;&#039;Activation:&#039;&#039;&#039; Use a ship capable of delivering 1,000 MW to activate the stargate.&lt;br /&gt;
* &#039;&#039;&#039;Maintenance:&#039;&#039;&#039; Maintain 100 MW continuous power to keep the gate online.&lt;br /&gt;
&lt;br /&gt;
=== Phase 6: Exploration ===&lt;br /&gt;
{{Main|Stargate Project, Phase 6}}&lt;br /&gt;
* &#039;&#039;&#039;Action:&#039;&#039;&#039; Jump through the stargate to a new, unexplored sector.&lt;br /&gt;
* &#039;&#039;&#039;Exploration:&#039;&#039;&#039; Explore 3 new star systems (arrival zone, [[Zeleon Gas]] cloud, and an [[Star System#Asteroid Belt|Asteroid Belt]] with [[Neubidium Ore]]).&lt;br /&gt;
* &#039;&#039;&#039;Research:&#039;&#039;&#039; Research [[Zeleon Gas (Research)|Zeleon Gas]] and [[Neubidium Processing]].&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; Deliver 75 [[Neubidium Ingot]] and 30 [[Stable Zeleon]].&lt;br /&gt;
* &#039;&#039;&#039;Maintenance:&#039;&#039;&#039; Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 7: Confrontation ===&lt;br /&gt;
{{Main|Stargate Project, Phase 7}}&lt;br /&gt;
* &#039;&#039;&#039;Narrative:&#039;&#039;&#039; [[Commander Harken]] reports new star systems are occupied by [[Pirates]].&lt;br /&gt;
* &#039;&#039;&#039;Action:&#039;&#039;&#039; Explore 2 &amp;quot;FORTRESS&amp;quot;-marked asteroid systems guarded by [[Weapons Platform]]s.&lt;br /&gt;
* &#039;&#039;&#039;Research:&#039;&#039;&#039; Research [[Zeleon Energy Containment]] and [[Neubidium Fabrication]].&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; Deliver 140 [[Zeleon Energy Cell]] and 160 [[Neubidium Capacitor]].&lt;br /&gt;
* &#039;&#039;&#039;Maintenance:&#039;&#039;&#039; Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 8: Crystal Synthesis ===&lt;br /&gt;
{{Main|Stargate Project, Phase 8}}&lt;br /&gt;
* &#039;&#039;&#039;Action:&#039;&#039;&#039; Contacted by the &#039;&#039;&#039;Andromeda Project Representative&#039;&#039;&#039;, assigning a research task.&lt;br /&gt;
* &#039;&#039;&#039;Action:&#039;&#039;&#039; Meet [[Prof. Artemis Toppingbury]] to deliver 1 × [[Shielded Zeleon]] and 1 × [[Neubidium Ingot]].&lt;br /&gt;
* &#039;&#039;&#039;Action:&#039;&#039;&#039; Complete a short tutorial on radiation safety and containment using the new [[Laser Infuser]].&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; Deliver 10 [[Charged Crystal]] to the Stargate.&lt;br /&gt;
&lt;br /&gt;
=== Phase 9: Final Assembly Components ===&lt;br /&gt;
{{Main|Stargate Project, Phase 9}}&lt;br /&gt;
* &#039;&#039;&#039;Action:&#039;&#039;&#039; Phase starts automatically.&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; Deliver 100 [[Charged Crystal]] and 100 [[Warp Alignment Computer]]s.&lt;br /&gt;
* &#039;&#039;&#039;Research:&#039;&#039;&#039; New research [[Quantum Processing]] becomes available.&lt;br /&gt;
&lt;br /&gt;
=== Phase 10: Final Activation ===&lt;br /&gt;
* &#039;&#039;&#039;Requirement:&#039;&#039;&#039; (Details to be filled in later).&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{History|Alpha 4|Introduced with phases 1 and 2.}}&lt;br /&gt;
{{History|Alpha 5|Phases 3 and 4 implemented, hostile factions oppose Stargate creation after Phase 2, the Stargate System restocks.}}&lt;br /&gt;
{{History|Alpha 15|Phase 5 overhauled, phases 6 and 7 implemented.}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Deep Space Industrialists]]&lt;br /&gt;
* [[Contract#Story Contracts|Story Contracts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Stargate Project Series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Deep_Space_Industrialists&amp;diff=2421</id>
		<title>Deep Space Industrialists</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Deep_Space_Industrialists&amp;diff=2421"/>
		<updated>2025-12-14T18:05:34Z</updated>

		<summary type="html">&lt;p&gt;Eichi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Deep Space Industrialists&amp;#039;&amp;#039;&amp;#039; is the first story contract in the Stargate Project questline. It is initiated when the player enters the NG0 system for the first time, signaling the start of the massive interstellar construction effort. Completing this single contract fulfills both &amp;#039;&amp;#039;&amp;#039;Phase 1&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Phase 2&amp;#039;&amp;#039;&amp;#039; of the overall Stargate Project.  == Initiation ==  The contract begins when the player jumps into the [...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Deep Space Industrialists&#039;&#039;&#039; is the first [[Contract#Story Contracts|story contract]] in the [[Stargate Project]] questline. It is initiated when the player enters the [[NG0 (Star System)|NG0]] system for the first time, signaling the start of the massive interstellar construction effort. Completing this single contract fulfills both &#039;&#039;&#039;Phase 1&#039;&#039;&#039; and &#039;&#039;&#039;Phase 2&#039;&#039;&#039; of the overall Stargate Project.&lt;br /&gt;
&lt;br /&gt;
== Initiation ==&lt;br /&gt;
&lt;br /&gt;
The contract begins when the player jumps into the [[NG0 (Star System)|NG0]] system. The player immediately receives a communication from [[Alexander James Elistar]], the Chairman and founder of A.J.E. Industries, outlining his proposal for a 50/50 partnership to manufacture parts for the &amp;quot;Andromeda Project&amp;quot; (the Stargate Project).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mission Objective:&#039;&#039;&#039; Accept Alexander&#039;s proposal.&lt;br /&gt;
* &#039;&#039;&#039;Acceptance:&#039;&#039;&#039; The contract is formally accepted via the &#039;&#039;&#039;Quick Contracts Info&#039;&#039;&#039; interface.&lt;br /&gt;
&lt;br /&gt;
== Phase 1: Recommissioning the A.J.E. Foundry (Stargate Project Phase 1) ==&lt;br /&gt;
&lt;br /&gt;
Upon accepting the contract, Elistar transfers ownership of the &#039;&#039;A.J.E. Foundry&#039;&#039; (a Factory Station) to the player and provides initial seed capital ($600,000 is released after this initial delivery). Elistar explains that the facility has fallen into disrepair and must be restored to basic functionality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objectives (Phase 1/3):&#039;&#039;&#039;&lt;br /&gt;
* Add Crew to the station.&lt;br /&gt;
* &#039;&#039;&#039;Dismantle&#039;&#039;&#039; all destroyed components on the station.&lt;br /&gt;
* Install [[Reactor]] (from storage)&lt;br /&gt;
* Install [[Airduct]] (from storage)&lt;br /&gt;
* Pressurise Facility&lt;br /&gt;
&lt;br /&gt;
== Phase 2: Recycling and Certification ==&lt;br /&gt;
&lt;br /&gt;
Once the station is pressurized, Elistar emphasizes resource management and tasks the player with setting up recycling capabilities and manufacturing the first small batch for certification.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objectives (Phase 2/3):&#039;&#039;&#039;&lt;br /&gt;
* Install [[Smelter]].&lt;br /&gt;
* Set Smelter to [[Scrap Metal]] recycling (to produce [[Metal Ingot]]s).&lt;br /&gt;
* Store 10 [[Scrap Metal]] near Smelter.&lt;br /&gt;
* Store 10 [[Metal Ingot]]s near Smelter.&lt;br /&gt;
* Manufacture and deliver 10 [[Stargate Frame]]s for certification. (Completion of this objective fulfills Stargate Project Phase 1, unlocking the [[Stargate Window]] interface.)&lt;br /&gt;
&lt;br /&gt;
== Phase 3: Bulk Manufacturing (Stargate Project Phase 2) ==&lt;br /&gt;
&lt;br /&gt;
Upon successful certification, an [[Andromeda Project Representative]] congratulates the player, and Elistar releases the promised $600,000 seed money, urging the player to scale up production for a massive bulk order. This phase concludes Stargate Project Phase 2.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Investment Capital:&#039;&#039;&#039; &#039;&#039;&#039;$600,000&#039;&#039;&#039; (Released at the start of Phase 3).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Objectives (Phase 3/3):&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Scale up production&#039;&#039;&#039; (Requires investment in more Smelters, Fabricators, Reactors, and Crew).&lt;br /&gt;
* Smelt 200 [[Ore#Metallic Minerals|Metallic Minerals]] (Requires purchasing minerals via the [[Trade Window]] or [[Mining]] it).&lt;br /&gt;
* Produce 200 Stargate Frames.&lt;br /&gt;
* Sell Stargate Frames.&lt;br /&gt;
&lt;br /&gt;
=== Profit Note ===&lt;br /&gt;
* &#039;&#039;&#039;Exploiting Price Difference:&#039;&#039;&#039; During this phase, Stargate Frames sell for &#039;&#039;&#039;$5,000&#039;&#039;&#039; each. After completion of the contract, the price drops to &#039;&#039;&#039;$1,000&#039;&#039;&#039;. Players are highly advised to maximize production before the 200-unit requirement is met.&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
Once all 200 Stargate Frames are sold, Elistar contacts the player to settle the 50/50 profit split, leading to the final decision of the contract:&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;I knew this would be a very profitable endeavour for us... Every time you sell a batch of parts to the Andromeda Project, you&#039;ll owe me half the revenue... I&#039;d appreciate it if you&#039;d pay promptly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The player must now choose to settle the debt (e.g., $500,000) or cancel the partnership.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Option 1: PAY X ($500,000 OWED)&#039;&#039;&#039;&lt;br /&gt;
: Elistar confirms: &amp;quot;I&#039;ve received my share. Excellent work, Captain... We can take a short break, and I&#039;ll give you a call when I&#039;m ready to start work on the next phase of the stargate project.&amp;quot;&lt;br /&gt;
: &#039;&#039;Consequences:&#039;&#039; The contract is fulfilled. The partnership with Elistar continues, leading to the next contract (Phase 3).&lt;br /&gt;
* &#039;&#039;&#039;Option 2: CANCEL THE DEAL WITH X&#039;&#039;&#039;&lt;br /&gt;
: Elistar warns the player.&lt;br /&gt;
: &#039;&#039;Consequences:&#039;&#039; The player &#039;&#039;&#039;immediately loses control of the A.J.E. Foundry&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overall Completion:&#039;&#039;&#039; Completion of all objectives fulfills both Stargate Project Phase 1 and Phase 2.&lt;br /&gt;
* &#039;&#039;&#039;Reward:&#039;&#039;&#039; $600,000 initial capital, plus total sales revenue minus operating costs and the chosen profit split.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Further gameplay consequences from canceling the deal with Alexander James Elistar are unknown.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Contract#Story Contracts|Story Contracts]]&lt;br /&gt;
* [[Stargate Project]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Story Contracts]]&lt;br /&gt;
[[Category:Stargate Project Series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Contract&amp;diff=2420</id>
		<title>Contract</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Contract&amp;diff=2420"/>
		<updated>2025-12-14T15:22:48Z</updated>

		<summary type="html">&lt;p&gt;Eichi: /* The Trouble with Tiddlets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ContractScreen.png|500px|thumb|right|alt=The Contract screen as seen in the game|The Contract screen as seen in the game]]&lt;br /&gt;
[[Contract]]s are jobs that players can accept to earn money. Aside from a few story missions, contracts are procedurally generated from a collection of mission types. Two contracts are automatically accepted at the start of the game - &#039;Make your new ship ready for flight&#039; and a sector objective to destroy enemy forces somewhere in the first sector.&lt;br /&gt;
== Story Contracts ==&lt;br /&gt;
=== Make your new ship ready for flight ===&lt;br /&gt;
&#039;&#039;This contract is automatically accepted at the start of every game.&#039;&#039;&lt;br /&gt;
* A [[Reactor]], generating power.&lt;br /&gt;
* [[Engines]] capable of propulsion.&lt;br /&gt;
* Test the engines from the [[Tactical Screen]]&lt;br /&gt;
* [[Life support]] to make the interior habitable&lt;br /&gt;
* An [[FTL Drive]] capable of Hyperspace jumps&lt;br /&gt;
* Jump to the marked destination&lt;br /&gt;
=== The Trouble with Tiddlets ===&lt;br /&gt;
{{Main|The Trouble with Tiddlets}}&lt;br /&gt;
The Trouble with Tiddlets is a four-part story contract arc centered around the discovery and ethical controversy of the mysterious Tiddlets. In Parts 1 and 2, the player assists with initial research and containment. In Part 3, the focus shifts as Tiddlets are found to produce valuable crystals when exposed to Hyperspace Shock, leading to the establishment of a farm ship and a crucial moral choice for the player: support their exploitation for profit or assist in freeing the creatures. Part 4 features a catastrophic farm ship disaster, forcing the player to rescue scientists before the vessel is destroyed. The consequences of the player&#039;s choices and the unresolved ethical questions persist, as two Tiddlets remain permanently aboard the player&#039;s ship.&lt;br /&gt;
&lt;br /&gt;
=== A Wolf in Sheep&#039;s Clothing ===&lt;br /&gt;
{{Main|A Wolf in Sheep’s Clothing}}&lt;br /&gt;
A Wolf in Sheep&#039;s Clothing is a three-part story contract arc focused on neutralizing a highly organized pirate vessel attacking UMC supply lines. The player initially investigates multiple wreck sites in Part 1, performs an urgent crew rescue during a live attack in Part 2, and finally pilots a decoy freighter (UMC Astral Temptress) in Part 3 to execute a complex EMP trap and destroy the pirate vessel. The series concludes with the successful elimination of the threat and the player being rewarded with the new freighter.&lt;br /&gt;
&lt;br /&gt;
=== Black Hole Sun ===&lt;br /&gt;
{{Main|Black Hole Sun}}&lt;br /&gt;
An accident in high orbit around a black hole has left the crew of a research station in need of rescue. The research, connected to the [[Stargate Project]], has pushed the station closer and closer to the event horizon.&lt;br /&gt;
&lt;br /&gt;
== Special Missions ==&lt;br /&gt;
=== Analyse Anomaly ===&lt;br /&gt;
[[File:ContractAnalyseMissionProgress.png|300px|thumb|right|alt=Analyse mission progress|Analyse mission progress]]&lt;br /&gt;
Collect data on the expanding [[void]]. You will be provided with [[Hyperspace Sensor]]s that must be installed on the ship&#039;s hull. During FTL jumps, these sensors collect data. You will receive $1000 per data at each magnitude of collection: 10, 100, 1000, etc.&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
Create a ship capable of holding planetary citizens looking to escape the void. Pick up as many evacuees as possible and bring them to new worlds in other sectors. You will receive money for each magnitude of evacuees picked up.&lt;br /&gt;
=== Nomad ===&lt;br /&gt;
Design a self-sufficient ship that will allow you to continue to run from the void forever. Bring as many people with you as possible and have them live permanently in your [[fleet]]. You will receive money for each magnitude of permanent residents in your fleet.&lt;br /&gt;
== Procedural Contracts ==&lt;br /&gt;
=== Courier mission ===&lt;br /&gt;
Cargo must be delivered to a specific system in a particular sector. This contract may or may not come with a time limit. The cargo is delivered via a cargo shuttle to the player&#039;s ship upon accepting the contract. The cargo is then retrieved via cargo shuttle when the contract is turned in.&lt;br /&gt;
&lt;br /&gt;
Cargo lost, delivered late, or delivered to the wrong location will be deducted from the payment. The supply boxes from failed &#039;&#039;Delivery&#039;&#039; contracts will remain on your ship until the next cargo shuttle brings contract supplies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To abort a courier mission&#039;&#039;: this can currently only be done by editing the [[Save file|save]] file. As always, make a backup copy first! Look for any mission where Type = Delivery and Accepted = true; cross-ref AssignedLayerId to figure out which layer (ship) it&#039;s assigned to. Use the Items list on the mission to find them in the Objects list on the assigned ship and delete them before deleting the Accepted, AssignedLayerId, and Items lines on the mission.&lt;br /&gt;
=== Urgent passenger transport request ===&lt;br /&gt;
Passengers must be transported to a specific system in a particular sector. This contract may or may not come with a time limit. The [[civilian]]s are delivered via a cargo shuttle to the player&#039;s ship upon accepting the contract. The passengers are then retrieved via cargo shuttle when the contract is turned in.&lt;br /&gt;
&lt;br /&gt;
Passengers lost, delivered late, or delivered to the wrong location will be deducted from the payment. The passengers from failed &#039;&#039;Transport passengers&#039;&#039; contracts will remain on your ship until the next cargo shuttle brings contract supplies.&lt;br /&gt;
[[File:ContractDockingStrandedShip.png|300px|thumb|right|alt=A player docking with a Stranded Ship|A player docking with a Stranded Ship]]&lt;br /&gt;
=== Rescue civilians from wrecked ship ===&lt;br /&gt;
[[File:DockingDiagram.png|250px|thumb|right|The docking view]]&lt;br /&gt;
A ship has become stranded or damaged, and its crew must be rescued by docking with the ship. This contract may or may not come with a time limit. If it does, the engines on the damaged ship explode when the timer ends, killing the remaining crew onboard.&lt;br /&gt;
&lt;br /&gt;
To dock with a ship, the player must be in [[Tactical]] view and must line up their [[Docking Port|docking port]] with the docking port of the stranded ship. A ship&#039;s docking port appears as two diamond-shaped indicators that must overlap the target ship&#039;s diamond-shaped indicators. When done correctly, the docking port extends and connects to the target ship.&lt;br /&gt;
&lt;br /&gt;
Once the civilians are onboard, they must be delivered to a starbase or colony, where they will depart the ship via cargo shuttle. Any civilians not reaching the cargo shuttle safely will be deducted from the payment.&lt;br /&gt;
=== Eradicate armoured thugs ===&lt;br /&gt;
:&#039;&#039;Also called &amp;quot;Neutralise pirate gang&amp;quot;&#039;&#039;&lt;br /&gt;
Hostile ships are harassing civilian ships in a system and must be taken care of. The threat can be a small group of [[fighter]]s, a fleet of ships with fighters, or a large weapons platform.&lt;br /&gt;
&lt;br /&gt;
Fighters are small and agile, dealing small amounts of damage very quickly. Ships have similar capabilities to average player ships. Weapons platforms are large and slow, with armor and heavy weaponry.&lt;br /&gt;
&lt;br /&gt;
If overwhelmed, hostile forces may attempt to retreat. Ships that successfully retreat will be deducted from the payment.&lt;br /&gt;
=== Mining contract ===&lt;br /&gt;
Tilium is used to create the [[FTL Charge]]s for evacuation ships to travel away from the void. The [[Ore#Tilium Ore|Tilium Ore]] must be mined from an asteroid belt and, in some cases, smelted into [[Tilium Crystals]]. The Tilium Ore or Tilium Crystals must then be taken to a trading post for delivery via cargo shuttle.&lt;br /&gt;
&lt;br /&gt;
Asteroid belts may contain hostiles or be in the path of a meteor shower, requiring ship defenses to perform the mining successfully. It is a good idea to review the available &#039;&#039;Combat&#039;&#039; contracts to see if any are in the same system, as that may indicate the level of hostile activity to expect.&lt;br /&gt;
===Clear dangerous minefield===&lt;br /&gt;
A dangerous minefield is present in a sector. You must travel to the system and destroy the minefield before pirate forces arrive.&lt;br /&gt;
&lt;br /&gt;
Weapons are required to accept this contract.&lt;br /&gt;
&lt;br /&gt;
== History==&lt;br /&gt;
{{Prehistory|Update 1.rc2|Introduced.}}&lt;br /&gt;
{{Prehistory|Update 2.rc1|Certain Contracts require a minimum [[Ratings|Rating]] in a particular category.}}&lt;br /&gt;
{{Prehistory|Update 2.rc1|Contracts in systems where you already have existing contracts are highlighted with a light blue diamond.}}&lt;br /&gt;
{{Prehistory|DEMO1|Removed &amp;quot;Provision the science vessel&amp;quot; and &amp;quot;OPEN CONTRACT: JUSTICE&amp;quot; contracts. Added &amp;quot;The trouble with Tiddlets&amp;quot; contract.}}&lt;br /&gt;
{{Prehistory|DEMO2B|Many changes. See [[Version History#DEMO2B|Version History]].}}&lt;br /&gt;
{{Prehistory|DEMO3A|Added &amp;quot;Clear dangerous minefield&amp;quot; contract.}}&lt;br /&gt;
{{Prehistory|Alpha1A|Added &amp;quot;Take permanent refugees into your care&amp;quot; and 2 &amp;quot;Sector Objective&amp;quot; contracts (&amp;quot;Destroy all hostile forces&amp;quot; and &amp;quot;Evacuate stranded civilians&amp;quot;). Renamed &amp;quot;Open Contracts&amp;quot; to &amp;quot;Special Missions.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Contract&amp;diff=2419</id>
		<title>Contract</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Contract&amp;diff=2419"/>
		<updated>2025-12-14T15:21:51Z</updated>

		<summary type="html">&lt;p&gt;Eichi: /* A Wolf in Sheep&amp;#039;s Clothing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ContractScreen.png|500px|thumb|right|alt=The Contract screen as seen in the game|The Contract screen as seen in the game]]&lt;br /&gt;
[[Contract]]s are jobs that players can accept to earn money. Aside from a few story missions, contracts are procedurally generated from a collection of mission types. Two contracts are automatically accepted at the start of the game - &#039;Make your new ship ready for flight&#039; and a sector objective to destroy enemy forces somewhere in the first sector.&lt;br /&gt;
== Story Contracts ==&lt;br /&gt;
=== Make your new ship ready for flight ===&lt;br /&gt;
&#039;&#039;This contract is automatically accepted at the start of every game.&#039;&#039;&lt;br /&gt;
* A [[Reactor]], generating power.&lt;br /&gt;
* [[Engines]] capable of propulsion.&lt;br /&gt;
* Test the engines from the [[Tactical Screen]]&lt;br /&gt;
* [[Life support]] to make the interior habitable&lt;br /&gt;
* An [[FTL Drive]] capable of Hyperspace jumps&lt;br /&gt;
* Jump to the marked destination&lt;br /&gt;
=== The Trouble with Tiddlets ===&lt;br /&gt;
{{Main|The Trouble with Tiddlets}}&lt;br /&gt;
The Trouble with Tiddlets is a four-part story contract arc centered around the discovery, research, and ethical controversy of a mysterious lifeform known as the [[Tiddlet]]s. In Parts 1 and 2, the player assists with initial tests and containment efforts. In Part 3, it is revealed that Tiddlets produce valuable crystals when exposed to [[Hyperspace Shock]], prompting the [[Institute for Interstellar Lifeforms]] to establish a farm ship and request the player’s help acquiring a [[Short Hopper]] — a vessel equipped with a [[Hop Drive]]. The player’s choices directly influence the ship’s price and the outcome. After collecting hundreds of Tiddlets, the player must make a crucial moral decision: support Dr. Swanson’s exploitation plan or assist Professor Toppingbury in freeing the creatures. In Part 4, the Tiddlet farm suffers a catastrophic failure, and the player rescues surviving scientists before the ship is destroyed. Regardless of prior decisions, two Tiddlets remain aboard the player’s ship — a permanent reminder of the choices made and the unresolved ethical questions surrounding their treatment.&lt;br /&gt;
&lt;br /&gt;
=== A Wolf in Sheep&#039;s Clothing ===&lt;br /&gt;
{{Main|A Wolf in Sheep’s Clothing}}&lt;br /&gt;
A Wolf in Sheep&#039;s Clothing is a three-part story contract arc focused on neutralizing a highly organized pirate vessel attacking UMC supply lines. The player initially investigates multiple wreck sites in Part 1, performs an urgent crew rescue during a live attack in Part 2, and finally pilots a decoy freighter (UMC Astral Temptress) in Part 3 to execute a complex EMP trap and destroy the pirate vessel. The series concludes with the successful elimination of the threat and the player being rewarded with the new freighter.&lt;br /&gt;
&lt;br /&gt;
=== Black Hole Sun ===&lt;br /&gt;
{{Main|Black Hole Sun}}&lt;br /&gt;
An accident in high orbit around a black hole has left the crew of a research station in need of rescue. The research, connected to the [[Stargate Project]], has pushed the station closer and closer to the event horizon.&lt;br /&gt;
&lt;br /&gt;
== Special Missions ==&lt;br /&gt;
=== Analyse Anomaly ===&lt;br /&gt;
[[File:ContractAnalyseMissionProgress.png|300px|thumb|right|alt=Analyse mission progress|Analyse mission progress]]&lt;br /&gt;
Collect data on the expanding [[void]]. You will be provided with [[Hyperspace Sensor]]s that must be installed on the ship&#039;s hull. During FTL jumps, these sensors collect data. You will receive $1000 per data at each magnitude of collection: 10, 100, 1000, etc.&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
Create a ship capable of holding planetary citizens looking to escape the void. Pick up as many evacuees as possible and bring them to new worlds in other sectors. You will receive money for each magnitude of evacuees picked up.&lt;br /&gt;
=== Nomad ===&lt;br /&gt;
Design a self-sufficient ship that will allow you to continue to run from the void forever. Bring as many people with you as possible and have them live permanently in your [[fleet]]. You will receive money for each magnitude of permanent residents in your fleet.&lt;br /&gt;
== Procedural Contracts ==&lt;br /&gt;
=== Courier mission ===&lt;br /&gt;
Cargo must be delivered to a specific system in a particular sector. This contract may or may not come with a time limit. The cargo is delivered via a cargo shuttle to the player&#039;s ship upon accepting the contract. The cargo is then retrieved via cargo shuttle when the contract is turned in.&lt;br /&gt;
&lt;br /&gt;
Cargo lost, delivered late, or delivered to the wrong location will be deducted from the payment. The supply boxes from failed &#039;&#039;Delivery&#039;&#039; contracts will remain on your ship until the next cargo shuttle brings contract supplies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To abort a courier mission&#039;&#039;: this can currently only be done by editing the [[Save file|save]] file. As always, make a backup copy first! Look for any mission where Type = Delivery and Accepted = true; cross-ref AssignedLayerId to figure out which layer (ship) it&#039;s assigned to. Use the Items list on the mission to find them in the Objects list on the assigned ship and delete them before deleting the Accepted, AssignedLayerId, and Items lines on the mission.&lt;br /&gt;
=== Urgent passenger transport request ===&lt;br /&gt;
Passengers must be transported to a specific system in a particular sector. This contract may or may not come with a time limit. The [[civilian]]s are delivered via a cargo shuttle to the player&#039;s ship upon accepting the contract. The passengers are then retrieved via cargo shuttle when the contract is turned in.&lt;br /&gt;
&lt;br /&gt;
Passengers lost, delivered late, or delivered to the wrong location will be deducted from the payment. The passengers from failed &#039;&#039;Transport passengers&#039;&#039; contracts will remain on your ship until the next cargo shuttle brings contract supplies.&lt;br /&gt;
[[File:ContractDockingStrandedShip.png|300px|thumb|right|alt=A player docking with a Stranded Ship|A player docking with a Stranded Ship]]&lt;br /&gt;
=== Rescue civilians from wrecked ship ===&lt;br /&gt;
[[File:DockingDiagram.png|250px|thumb|right|The docking view]]&lt;br /&gt;
A ship has become stranded or damaged, and its crew must be rescued by docking with the ship. This contract may or may not come with a time limit. If it does, the engines on the damaged ship explode when the timer ends, killing the remaining crew onboard.&lt;br /&gt;
&lt;br /&gt;
To dock with a ship, the player must be in [[Tactical]] view and must line up their [[Docking Port|docking port]] with the docking port of the stranded ship. A ship&#039;s docking port appears as two diamond-shaped indicators that must overlap the target ship&#039;s diamond-shaped indicators. When done correctly, the docking port extends and connects to the target ship.&lt;br /&gt;
&lt;br /&gt;
Once the civilians are onboard, they must be delivered to a starbase or colony, where they will depart the ship via cargo shuttle. Any civilians not reaching the cargo shuttle safely will be deducted from the payment.&lt;br /&gt;
=== Eradicate armoured thugs ===&lt;br /&gt;
:&#039;&#039;Also called &amp;quot;Neutralise pirate gang&amp;quot;&#039;&#039;&lt;br /&gt;
Hostile ships are harassing civilian ships in a system and must be taken care of. The threat can be a small group of [[fighter]]s, a fleet of ships with fighters, or a large weapons platform.&lt;br /&gt;
&lt;br /&gt;
Fighters are small and agile, dealing small amounts of damage very quickly. Ships have similar capabilities to average player ships. Weapons platforms are large and slow, with armor and heavy weaponry.&lt;br /&gt;
&lt;br /&gt;
If overwhelmed, hostile forces may attempt to retreat. Ships that successfully retreat will be deducted from the payment.&lt;br /&gt;
=== Mining contract ===&lt;br /&gt;
Tilium is used to create the [[FTL Charge]]s for evacuation ships to travel away from the void. The [[Ore#Tilium Ore|Tilium Ore]] must be mined from an asteroid belt and, in some cases, smelted into [[Tilium Crystals]]. The Tilium Ore or Tilium Crystals must then be taken to a trading post for delivery via cargo shuttle.&lt;br /&gt;
&lt;br /&gt;
Asteroid belts may contain hostiles or be in the path of a meteor shower, requiring ship defenses to perform the mining successfully. It is a good idea to review the available &#039;&#039;Combat&#039;&#039; contracts to see if any are in the same system, as that may indicate the level of hostile activity to expect.&lt;br /&gt;
===Clear dangerous minefield===&lt;br /&gt;
A dangerous minefield is present in a sector. You must travel to the system and destroy the minefield before pirate forces arrive.&lt;br /&gt;
&lt;br /&gt;
Weapons are required to accept this contract.&lt;br /&gt;
&lt;br /&gt;
== History==&lt;br /&gt;
{{Prehistory|Update 1.rc2|Introduced.}}&lt;br /&gt;
{{Prehistory|Update 2.rc1|Certain Contracts require a minimum [[Ratings|Rating]] in a particular category.}}&lt;br /&gt;
{{Prehistory|Update 2.rc1|Contracts in systems where you already have existing contracts are highlighted with a light blue diamond.}}&lt;br /&gt;
{{Prehistory|DEMO1|Removed &amp;quot;Provision the science vessel&amp;quot; and &amp;quot;OPEN CONTRACT: JUSTICE&amp;quot; contracts. Added &amp;quot;The trouble with Tiddlets&amp;quot; contract.}}&lt;br /&gt;
{{Prehistory|DEMO2B|Many changes. See [[Version History#DEMO2B|Version History]].}}&lt;br /&gt;
{{Prehistory|DEMO3A|Added &amp;quot;Clear dangerous minefield&amp;quot; contract.}}&lt;br /&gt;
{{Prehistory|Alpha1A|Added &amp;quot;Take permanent refugees into your care&amp;quot; and 2 &amp;quot;Sector Objective&amp;quot; contracts (&amp;quot;Destroy all hostile forces&amp;quot; and &amp;quot;Evacuate stranded civilians&amp;quot;). Renamed &amp;quot;Open Contracts&amp;quot; to &amp;quot;Special Missions.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Contract&amp;diff=2418</id>
		<title>Contract</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Contract&amp;diff=2418"/>
		<updated>2025-12-14T15:19:58Z</updated>

		<summary type="html">&lt;p&gt;Eichi: /* A Wolf in Sheep&amp;#039;s Clothing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ContractScreen.png|500px|thumb|right|alt=The Contract screen as seen in the game|The Contract screen as seen in the game]]&lt;br /&gt;
[[Contract]]s are jobs that players can accept to earn money. Aside from a few story missions, contracts are procedurally generated from a collection of mission types. Two contracts are automatically accepted at the start of the game - &#039;Make your new ship ready for flight&#039; and a sector objective to destroy enemy forces somewhere in the first sector.&lt;br /&gt;
== Story Contracts ==&lt;br /&gt;
=== Make your new ship ready for flight ===&lt;br /&gt;
&#039;&#039;This contract is automatically accepted at the start of every game.&#039;&#039;&lt;br /&gt;
* A [[Reactor]], generating power.&lt;br /&gt;
* [[Engines]] capable of propulsion.&lt;br /&gt;
* Test the engines from the [[Tactical Screen]]&lt;br /&gt;
* [[Life support]] to make the interior habitable&lt;br /&gt;
* An [[FTL Drive]] capable of Hyperspace jumps&lt;br /&gt;
* Jump to the marked destination&lt;br /&gt;
=== The Trouble with Tiddlets ===&lt;br /&gt;
{{Main|The Trouble with Tiddlets}}&lt;br /&gt;
The Trouble with Tiddlets is a four-part story contract arc centered around the discovery, research, and ethical controversy of a mysterious lifeform known as the [[Tiddlet]]s. In Parts 1 and 2, the player assists with initial tests and containment efforts. In Part 3, it is revealed that Tiddlets produce valuable crystals when exposed to [[Hyperspace Shock]], prompting the [[Institute for Interstellar Lifeforms]] to establish a farm ship and request the player’s help acquiring a [[Short Hopper]] — a vessel equipped with a [[Hop Drive]]. The player’s choices directly influence the ship’s price and the outcome. After collecting hundreds of Tiddlets, the player must make a crucial moral decision: support Dr. Swanson’s exploitation plan or assist Professor Toppingbury in freeing the creatures. In Part 4, the Tiddlet farm suffers a catastrophic failure, and the player rescues surviving scientists before the ship is destroyed. Regardless of prior decisions, two Tiddlets remain aboard the player’s ship — a permanent reminder of the choices made and the unresolved ethical questions surrounding their treatment.&lt;br /&gt;
&lt;br /&gt;
=== A Wolf in Sheep&#039;s Clothing ===&lt;br /&gt;
{{Main|A Wolf in Sheep’s Clothing}}&lt;br /&gt;
Merchant ships with valuable cargo are being targeted and destroyed while under the protection of the sector&#039;s private security forces. The commander of these forces requests help in investigating and returning the [[Black Box Flight Recorder]]s of three of these vessels.&lt;br /&gt;
&lt;br /&gt;
=== Black Hole Sun ===&lt;br /&gt;
{{Main|Black Hole Sun}}&lt;br /&gt;
An accident in high orbit around a black hole has left the crew of a research station in need of rescue. The research, connected to the [[Stargate Project]], has pushed the station closer and closer to the event horizon.&lt;br /&gt;
&lt;br /&gt;
== Special Missions ==&lt;br /&gt;
=== Analyse Anomaly ===&lt;br /&gt;
[[File:ContractAnalyseMissionProgress.png|300px|thumb|right|alt=Analyse mission progress|Analyse mission progress]]&lt;br /&gt;
Collect data on the expanding [[void]]. You will be provided with [[Hyperspace Sensor]]s that must be installed on the ship&#039;s hull. During FTL jumps, these sensors collect data. You will receive $1000 per data at each magnitude of collection: 10, 100, 1000, etc.&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
Create a ship capable of holding planetary citizens looking to escape the void. Pick up as many evacuees as possible and bring them to new worlds in other sectors. You will receive money for each magnitude of evacuees picked up.&lt;br /&gt;
=== Nomad ===&lt;br /&gt;
Design a self-sufficient ship that will allow you to continue to run from the void forever. Bring as many people with you as possible and have them live permanently in your [[fleet]]. You will receive money for each magnitude of permanent residents in your fleet.&lt;br /&gt;
== Procedural Contracts ==&lt;br /&gt;
=== Courier mission ===&lt;br /&gt;
Cargo must be delivered to a specific system in a particular sector. This contract may or may not come with a time limit. The cargo is delivered via a cargo shuttle to the player&#039;s ship upon accepting the contract. The cargo is then retrieved via cargo shuttle when the contract is turned in.&lt;br /&gt;
&lt;br /&gt;
Cargo lost, delivered late, or delivered to the wrong location will be deducted from the payment. The supply boxes from failed &#039;&#039;Delivery&#039;&#039; contracts will remain on your ship until the next cargo shuttle brings contract supplies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To abort a courier mission&#039;&#039;: this can currently only be done by editing the [[Save file|save]] file. As always, make a backup copy first! Look for any mission where Type = Delivery and Accepted = true; cross-ref AssignedLayerId to figure out which layer (ship) it&#039;s assigned to. Use the Items list on the mission to find them in the Objects list on the assigned ship and delete them before deleting the Accepted, AssignedLayerId, and Items lines on the mission.&lt;br /&gt;
=== Urgent passenger transport request ===&lt;br /&gt;
Passengers must be transported to a specific system in a particular sector. This contract may or may not come with a time limit. The [[civilian]]s are delivered via a cargo shuttle to the player&#039;s ship upon accepting the contract. The passengers are then retrieved via cargo shuttle when the contract is turned in.&lt;br /&gt;
&lt;br /&gt;
Passengers lost, delivered late, or delivered to the wrong location will be deducted from the payment. The passengers from failed &#039;&#039;Transport passengers&#039;&#039; contracts will remain on your ship until the next cargo shuttle brings contract supplies.&lt;br /&gt;
[[File:ContractDockingStrandedShip.png|300px|thumb|right|alt=A player docking with a Stranded Ship|A player docking with a Stranded Ship]]&lt;br /&gt;
=== Rescue civilians from wrecked ship ===&lt;br /&gt;
[[File:DockingDiagram.png|250px|thumb|right|The docking view]]&lt;br /&gt;
A ship has become stranded or damaged, and its crew must be rescued by docking with the ship. This contract may or may not come with a time limit. If it does, the engines on the damaged ship explode when the timer ends, killing the remaining crew onboard.&lt;br /&gt;
&lt;br /&gt;
To dock with a ship, the player must be in [[Tactical]] view and must line up their [[Docking Port|docking port]] with the docking port of the stranded ship. A ship&#039;s docking port appears as two diamond-shaped indicators that must overlap the target ship&#039;s diamond-shaped indicators. When done correctly, the docking port extends and connects to the target ship.&lt;br /&gt;
&lt;br /&gt;
Once the civilians are onboard, they must be delivered to a starbase or colony, where they will depart the ship via cargo shuttle. Any civilians not reaching the cargo shuttle safely will be deducted from the payment.&lt;br /&gt;
=== Eradicate armoured thugs ===&lt;br /&gt;
:&#039;&#039;Also called &amp;quot;Neutralise pirate gang&amp;quot;&#039;&#039;&lt;br /&gt;
Hostile ships are harassing civilian ships in a system and must be taken care of. The threat can be a small group of [[fighter]]s, a fleet of ships with fighters, or a large weapons platform.&lt;br /&gt;
&lt;br /&gt;
Fighters are small and agile, dealing small amounts of damage very quickly. Ships have similar capabilities to average player ships. Weapons platforms are large and slow, with armor and heavy weaponry.&lt;br /&gt;
&lt;br /&gt;
If overwhelmed, hostile forces may attempt to retreat. Ships that successfully retreat will be deducted from the payment.&lt;br /&gt;
=== Mining contract ===&lt;br /&gt;
Tilium is used to create the [[FTL Charge]]s for evacuation ships to travel away from the void. The [[Ore#Tilium Ore|Tilium Ore]] must be mined from an asteroid belt and, in some cases, smelted into [[Tilium Crystals]]. The Tilium Ore or Tilium Crystals must then be taken to a trading post for delivery via cargo shuttle.&lt;br /&gt;
&lt;br /&gt;
Asteroid belts may contain hostiles or be in the path of a meteor shower, requiring ship defenses to perform the mining successfully. It is a good idea to review the available &#039;&#039;Combat&#039;&#039; contracts to see if any are in the same system, as that may indicate the level of hostile activity to expect.&lt;br /&gt;
===Clear dangerous minefield===&lt;br /&gt;
A dangerous minefield is present in a sector. You must travel to the system and destroy the minefield before pirate forces arrive.&lt;br /&gt;
&lt;br /&gt;
Weapons are required to accept this contract.&lt;br /&gt;
&lt;br /&gt;
== History==&lt;br /&gt;
{{Prehistory|Update 1.rc2|Introduced.}}&lt;br /&gt;
{{Prehistory|Update 2.rc1|Certain Contracts require a minimum [[Ratings|Rating]] in a particular category.}}&lt;br /&gt;
{{Prehistory|Update 2.rc1|Contracts in systems where you already have existing contracts are highlighted with a light blue diamond.}}&lt;br /&gt;
{{Prehistory|DEMO1|Removed &amp;quot;Provision the science vessel&amp;quot; and &amp;quot;OPEN CONTRACT: JUSTICE&amp;quot; contracts. Added &amp;quot;The trouble with Tiddlets&amp;quot; contract.}}&lt;br /&gt;
{{Prehistory|DEMO2B|Many changes. See [[Version History#DEMO2B|Version History]].}}&lt;br /&gt;
{{Prehistory|DEMO3A|Added &amp;quot;Clear dangerous minefield&amp;quot; contract.}}&lt;br /&gt;
{{Prehistory|Alpha1A|Added &amp;quot;Take permanent refugees into your care&amp;quot; and 2 &amp;quot;Sector Objective&amp;quot; contracts (&amp;quot;Destroy all hostile forces&amp;quot; and &amp;quot;Evacuate stranded civilians&amp;quot;). Renamed &amp;quot;Open Contracts&amp;quot; to &amp;quot;Special Missions.&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%E2%80%99s_Clothing&amp;diff=2417</id>
		<title>A Wolf in Sheep’s Clothing</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%E2%80%99s_Clothing&amp;diff=2417"/>
		<updated>2025-12-14T15:19:29Z</updated>

		<summary type="html">&lt;p&gt;Eichi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;A Wolf in Sheep’s Clothing&amp;#039;&amp;#039;&amp;#039; is a multi-part Story Contract arc focused on locating and neutralizing the elusive pirate vessel responsible for numerous attacks on UMC infrastructure, culminating in the destruction of the &amp;#039;&amp;#039;UMC Orion Sentinel&amp;#039;&amp;#039;. The storyline revolves around a strategic counter-operation planned by Commander Harken to lure the powerful pirate into a controlled trap.  The quest begins with surveillance and evidence gat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A Wolf in Sheep’s Clothing&#039;&#039;&#039; is a multi-part [[Contract#Story Contract|Story Contract]] arc focused on locating and neutralizing the elusive pirate vessel responsible for numerous attacks on UMC infrastructure, culminating in the destruction of the &#039;&#039;UMC Orion Sentinel&#039;&#039;. The storyline revolves around a strategic counter-operation planned by [[Commander Harken]] to lure the powerful pirate into a controlled trap.&lt;br /&gt;
&lt;br /&gt;
The quest begins with surveillance and evidence gathering, escalating through a humanitarian rescue and culminating in a complex, decisive combat operation designed to neutralize the threat.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The storyline is divided into three distinct parts, transitioning from covert investigation to a direct military engagement. The series introduces advanced ship operations, including crew logistics, specialized equipment handling (Thrusters), and new combat mechanics (the EMP trap).&lt;br /&gt;
&lt;br /&gt;
== Part 1: Initial Investigation ==&lt;br /&gt;
{{Main|A Wolf in Sheep&#039;s Clothing, Part 1}}&lt;br /&gt;
* The player is tasked with recovering the **Flight Recorders** from three separate destroyed commercial vessels, including the **UMC Interstellar Prospector**, the **UMC Infinite Horizon**, and the **UMC Celestial Hauler**.&lt;br /&gt;
* The mission introduces environmental hazards (Meteor Shower in INFINITE HORIZON) and player choices (paying a scavenger for the Flight Recorder, or fighting them).&lt;br /&gt;
* A final piece of evidence (the wreckage of the **UMC Stellar Horizon**) must be collected via [[Shuttle]] operation.&lt;br /&gt;
* &#039;&#039;&#039;Reward:&#039;&#039;&#039; $200,000 Credits.&lt;br /&gt;
&lt;br /&gt;
== Part 2: Rescue and Tracking ==&lt;br /&gt;
{{Main|A Wolf in Sheep’s Clothing, Part 2}}&lt;br /&gt;
* The mission begins with an urgent humanitarian rescue operation to save the 40 crew members of the &#039;&#039;UMC Orion Sentinel&#039;&#039;, which is actively under attack by the target pirate vessel.&lt;br /&gt;
* The player must install **four Thrusters** to successfully [[Docking ships|dock]] with the distressed ship.&lt;br /&gt;
* The mission features the sacrifice of Captain Amelia Ryker, who ensures the crew&#039;s escape before the &#039;&#039;UMC Orion Sentinel&#039;&#039; explodes.&lt;br /&gt;
* &#039;&#039;&#039;Reward:&#039;&#039;&#039; $250,000 Credits.&lt;br /&gt;
&lt;br /&gt;
== Part 3: The Decoy Operation ==&lt;br /&gt;
{{Main|A Wolf in Sheep’s Clothing, Part 3}}&lt;br /&gt;
* The player must crew and pilot the decoy freighter &#039;&#039;UMC Astral Temptress&#039;&#039; into remote systems to lure the pirates.&lt;br /&gt;
* The core of the operation involves executing a critical sequence: installing weapons onto the &#039;&#039;UMC Astral Temptress&#039;&#039;, charging and detonating a massive &#039;&#039;&#039;EMP burst&#039;&#039;&#039; to trap the enemy.&lt;br /&gt;
* The player must survive a &#039;&#039;&#039;two-minute holdout&#039;&#039;&#039; against the disabled pirate ship until Harken&#039;s strike force arrives for the annihilation and salvage operation.&lt;br /&gt;
* &#039;&#039;&#039;Reward:&#039;&#039;&#039; $300,000 Credits and ownership of the &#039;&#039;UMC Astral Temptress&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Legacy ==&lt;br /&gt;
The successful completion of this contract arc secures the safety of the UMC&#039;s supply lines in the sector and provides the player with a valuable new freighter, the &#039;&#039;UMC Astral Temptress&#039;&#039;, suitable for immediate commercial use or refitting.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Contract#Story Contract|Story Contract]]&lt;br /&gt;
* [[A Wolf in Sheep&#039;s Clothing, Part 1]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing, Part 2]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing, Part 3]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Story Contracts]]&lt;br /&gt;
[[Category:A Wolf in Sheep’s Clothing series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_1&amp;diff=2416</id>
		<title>A Wolf in Sheep&#039;s Clothing, Part 1</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_1&amp;diff=2416"/>
		<updated>2025-12-14T15:17:48Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A Wolf in Sheep’s Clothing, Part 1&#039;&#039;&#039; is a [[Contract#Story Contracts|story contract]] initiating the investigation into a series of commercial vessel disappearances. This contract becomes available shortly after completing the tutorial phase, when [[Commander Harken]] hails the player to introduce the mission.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Commander Harken, the Chief of Private Security for the sector, contacts the player to investigate foul play regarding missing commercial vessels. The mission involves a multi-stage evidence retrieval operation, culminating in the analysis of the collected data.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Initial Investigation (UMC Interstellar Prospector) ===&lt;br /&gt;
&lt;br /&gt;
The initial task requires the player to travel to the &#039;&#039;&#039;[[Interstellar Prospector (Star System)|INTERSTELLAR PROSPECTOR]]&#039;&#039;&#039; system to locate the reported shipwreck of the &#039;&#039;&#039;UMC Interstellar Prospector&#039;&#039;&#039; and recover its [[Flight Recorder]] (Black Box).&lt;br /&gt;
&lt;br /&gt;
The collection requires installing a [[Drone Bay]] and at least one [[Logistics Drone]], both of which must be purchased from a [[Shipyard]] or [[Colony]] if not already owned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completion Requirements:&#039;&#039;&#039; Recover the Flight Recorder using a Logistics Drone, and deliver it to Commander Harken aboard the &#039;&#039;Vanguard&#039;&#039; in the [[CMDR HARKEN (Star System)|CMDR HARKEN]] system.&lt;br /&gt;
&lt;br /&gt;
==== Salvage Manifest (UMC Interstellar Prospector) ====&lt;br /&gt;
&lt;br /&gt;
The wreck site yields salvageable debris and cargo:&lt;br /&gt;
&lt;br /&gt;
* 122 × [[Bullets]]&lt;br /&gt;
* 1 × [[Cannon Shells]]&lt;br /&gt;
* 2 × [[Frame]]&lt;br /&gt;
* 1 × [[Copper Ingot]]&lt;br /&gt;
* 2 × [[Motor]]&lt;br /&gt;
* 49 × [[Explosives]]&lt;br /&gt;
* 2 × [[Metal Ingot]]&lt;br /&gt;
* 1 × [[Lens]]&lt;br /&gt;
* 1 × [[Railgun Slugs]]&lt;br /&gt;
* 120 × [[Scrap Metal]]&lt;br /&gt;
* 1 × [[Gas Collector]]&lt;br /&gt;
* 1 × [[Chair]]&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Follow-up Investigations ===&lt;br /&gt;
&lt;br /&gt;
After the initial Flight Recorder is delivered, Commander Harken assigns follow-up investigation objectives across three separate systems to gather more evidence.&lt;br /&gt;
&lt;br /&gt;
The follow-up objectives are:&lt;br /&gt;
* Recover the Flight Recorder from &#039;&#039;&#039;UMC Infinite Horizon&#039;&#039;&#039; in the [[Infinite Horizon (Star System)|INFINITE HORIZON]] system.&lt;br /&gt;
* Recover the Flight Recorder from &#039;&#039;&#039;UMC Celestial Hauler&#039;&#039;&#039; in the [[Celestial Hauler (Star System)|CELESTIAL HAULER]] system.&lt;br /&gt;
* Collect the wreckage of the &#039;&#039;&#039;UMC Stellar Horizon&#039;&#039;&#039; from the [[System NG5|NG5]] system.&lt;br /&gt;
&lt;br /&gt;
The final contract completion requires returning all three pieces of evidence to Commander Harken at the CMDR HARKEN system.&lt;br /&gt;
&lt;br /&gt;
==== Investigation Hazards and Choices ====&lt;br /&gt;
&lt;br /&gt;
The subsequent investigations present distinct challenges:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;UMC Infinite Horizon:&#039;&#039;&#039; The INFINITE HORIZON system features an intense [[Star System#Meteor Shower|Meteor Shower]]&#039;&#039;. The wreck contains a significant amount of [[Scrap Metal]] for salvage, but due to the high risk of hull damage from meteorite strikes, players must weigh the resource benefit against repair costs. Players are advised to equip robust [[Armour]] and defensive weapons (e.g., [[Gatling Gun]]s). Retrieval requires a [[Logistics Drone]].&lt;br /&gt;
* &#039;&#039;&#039;UMC Celestial Hauler:&#039;&#039;&#039; This wreck contains salvageable [[Scrap Metal]]. Upon arrival in the CELESTIAL HAULER system, the player is confronted by a &#039;&#039;&#039;Scavenger Wraith&#039;&#039;&#039; which possesses the Flight Recorder. The Scavenger Wraith demands $20,000 credits for the device. &#039;&#039;&#039;&#039;&#039;Player Choice:&#039;&#039;&#039; The player may either pay the $20,000 ransom or destroy the &#039;&#039;&#039;Scavenger Wraith&#039;&#039;&#039; to obtain the Flight Recorder. Destruction has no known negative faction consequences and yields additional Scrap Metal.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;UMC Stellar Horizon Wreckage:&#039;&#039;&#039; Located in NG5. The collection requires a [[Shuttle]] operation (not Logistics Drones) and the debris consists of &#039;&#039;&#039;80 units&#039;&#039;&#039; of wreckage, requiring sufficient [[Storage]] capacity.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;A Wolf in Sheep’s Clothing, Part 1&#039;&#039;&#039; contract is fully completed upon returning all collected evidence to the CMDR HARKEN system. Upon final delivery, the &#039;&#039;Vanguard&#039;&#039; docks again, and the items are transferred.&lt;br /&gt;
&lt;br /&gt;
The player receives a reward of &#039;&#039;&#039;$200,000&#039;&#039;&#039; credits.&lt;br /&gt;
&lt;br /&gt;
Following the analysis, Commander Harken informs the player that the evidence points to a highly organized pirate vessel which must be tracked down and destroyed. She reveals a new sensor image of the attacker, confirms that they must be tracked down and destroyed, and advises the player to use the received funds to repair the ship hull at any [[Shipyard]] and upgrade defenses in preparation for the next mission.&lt;br /&gt;
&lt;br /&gt;
The subsequent investigation to track down the pirate vessel forms the basis of the next main story contract, [[A Wolf in Sheep’s Clothing, Part 2]], which is initiated shortly thereafter when Commander Harken calls the player again.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Contract#Story Contracts|Story Contracts]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing, Part 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Story Contracts]]&lt;br /&gt;
[[Category:A Wolf in Sheep’s Clothing Series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_3&amp;diff=2415</id>
		<title>A Wolf in Sheep&#039;s Clothing, Part 3</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_3&amp;diff=2415"/>
		<updated>2025-12-14T15:13:07Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A Wolf in Sheep’s Clothing, Part 3&#039;&#039;&#039; is a [[Contract#Story Contracts|story contract]] that immediately follows the conclusion of [[A Wolf in Sheep’s Clothing, Part 2]]. Commander Harken contacts the player shortly after the final report to initiate the next phase of the operation.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
The contract begins when [[Commander Harken]] hails the player and requests they return to the [[CMDR HARKEN (Star System)|CMDR HARKEN]] system for a debriefing. Harken reveals that her team has developed a plan to finally track down the elusive pirate vessel responsible for the recent attacks and the destruction of the &#039;&#039;UMC Orion Sentinel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mission Objective:&#039;&#039;&#039; Meet Commander Harken at the &#039;&#039;Vanguard&#039;&#039; in the CMDR HARKEN system.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: The Trap is Set ===&lt;br /&gt;
&lt;br /&gt;
Upon arriving, Commander Harken presents the details of her counter-operation, which involves using a decoy ship to lure the pirate vessel into a controlled engagement zone.&lt;br /&gt;
&lt;br /&gt;
The core elements of the plan are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Bait:&#039;&#039;&#039; The UMC commercial freighter &#039;&#039;UMC Astral Temptress&#039;&#039; will be used as the bait. This ship was scheduled for scrap, making it a seemingly easy and irresistible target for the pirates.&lt;br /&gt;
* &#039;&#039;&#039;The Mission:&#039;&#039;&#039; The player must pilot the &#039;&#039;UMC Astral Temptress&#039;&#039; through remote, unprotected systems to bait the pirates out of hiding.&lt;br /&gt;
* &#039;&#039;&#039;The Hidden Payload:&#039;&#039;&#039; The &#039;&#039;UMC Astral Temptress&#039;&#039; secretly carries tons of &#039;&#039;&#039;advanced military-grade weapon systems&#039;&#039;&#039; that the player must install and activate once the pirates engage.&lt;br /&gt;
* &#039;&#039;&#039;The EMP Trick:&#039;&#039;&#039; To prevent the pirate vessel from escaping, the &#039;&#039;UMC Astral Temptress&#039;s&#039;&#039; FTL drive can be reversed to trigger a massive &#039;&#039;&#039;EMP burst&#039;&#039;&#039;. This will temporarily disable both the pirate ship&#039;s and the player&#039;s FTL drives and power systems.&lt;br /&gt;
* &#039;&#039;&#039;The Rescue:&#039;&#039;&#039; The player must hold off the pirates for &amp;quot;a couple of minutes&amp;quot; after the EMP burst. Commander Harken&#039;s strike force will perform a combat drop to turn the tide of the battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
UMC Astral Temptress Bait.png|The Bait: Harken explains the plan to use the UMC Astral Temptress as an unarmed decoy to lure out the pirates.&lt;br /&gt;
The Pirate Ambush.png|The Ambush: Visualizing the UMC Astral Temptress facing the target pirate vessel in the empty sector, moments before the EMP is triggered.&lt;br /&gt;
EMP Reversed FTL Trick.png|The EMP Trick: Visualizing the FTL drive being reversed to generate a massive electromagnetic pulse (EMP) to prevent escape.&lt;br /&gt;
Harken Strike Force Rescue.png|The Rescue: Showing Harken&#039;s strike force that will jump in &amp;quot;a couple of minutes&amp;quot; after the EMP to engage the trapped pirate vessel.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harken stresses that the pirate vessel will only appear if the &#039;&#039;UMC Astral Temptress&#039;&#039; is alone and appears unarmed.&lt;br /&gt;
&lt;br /&gt;
==== Crewing the UMC Astral Temptress ====&lt;br /&gt;
The player&#039;s first action is to take control of the &#039;&#039;UMC Astral Temptress&#039;&#039;. The ship requires a crew of 5 to operate effectively.&lt;br /&gt;
&lt;br /&gt;
* A short tutorial on &#039;&#039;&#039;Crew Logistics&#039;&#039;&#039; is initiated upon docking.&lt;br /&gt;
* The player must transfer at least one crew member from their primary vessel to the &#039;&#039;UMC Astral Temptress&#039;&#039; to begin operating its basic systems.&lt;br /&gt;
* The remaining crew members can be acquired either by transferring them from the player&#039;s existing vessel or by hiring new crew at a nearby [[Shipyard]] or [[Colony]] to staff the ship fully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1 Objectives:&#039;&#039;&#039;&lt;br /&gt;
* Dock with the &#039;&#039;UMC Astral Temptress&#039;&#039; and crew the ship&lt;br /&gt;
* Jump the &#039;&#039;UMC Astral Temptress&#039;&#039; to empty systems until attacked&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: The Ambush and EMP Activation ===&lt;br /&gt;
&lt;br /&gt;
The player must pilot the &#039;&#039;UMC Astral Temptress&#039;&#039; through unprotected sectors. The pirates will strike after &#039;&#039;&#039;about two jumps&#039;&#039;&#039; into an empty system.&lt;br /&gt;
&lt;br /&gt;
==== Traveling Restrictions ====&lt;br /&gt;
* &#039;&#039;&#039;Decoy Rule:&#039;&#039;&#039; During this phase, &#039;&#039;&#039;only&#039;&#039;&#039; the &#039;&#039;UMC Astral Temptress&#039;&#039; is permitted in the system. The player&#039;s other ships must be left behind in an adjacent system.&lt;br /&gt;
* &#039;&#039;&#039;Location Rule:&#039;&#039;&#039; The player must jump exclusively to &#039;&#039;&#039;empty systems&#039;&#039;&#039;. &#039;&#039;Unlabeled star systems&#039;&#039; are particularly well-suited for this purpose. Important, populated systems like [[NG0 (Star System)|NG0]] (with the [[Stargate Project|Stargate]]) or systems with [[Shipyard]]s/[[Colony]]s must be avoided. If the player jumps into such a &amp;quot;safe&amp;quot; or busy system, Commander Harken will hail them and point out that the plan only works in remote areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2 Objective:&#039;&#039;&#039;&lt;br /&gt;
* Travel through remote systems until the pirate vessel attacks.&lt;br /&gt;
&lt;br /&gt;
==== Executing the Trap ====&lt;br /&gt;
As soon as the pirate jumps into the sector, the mission is paused. The player must now control the EMP activation via the Contract Quick-View:&lt;br /&gt;
# &#039;&#039;&#039;EMP Charging:&#039;&#039;&#039; The player presses the first button to charge the EMP while the pirate approaches.&lt;br /&gt;
# &#039;&#039;&#039;EMP Detonation:&#039;&#039;&#039; Commander Harken notifies the player as soon as the pirate is close enough. The player must then press the second button to detonate the EMP.&lt;br /&gt;
: &#039;&#039;Effect:&#039;&#039; The &#039;&#039;&#039;EMP Burst&#039;&#039;&#039; is triggered, trapping the pirate, and the &#039;&#039;UMC Astral Temptress&#039;&#039; loses all power. &#039;&#039;&#039;The player&#039;s other ships are now allowed to jump into the system.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2 Completion:&#039;&#039;&#039;&lt;br /&gt;
* EMP Detonation is successful.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Crisis and Counterattack ===&lt;br /&gt;
&lt;br /&gt;
Immediately following the successful EMP detonation, both the pirate ship and the &#039;&#039;UMC Astral Temptress&#039;&#039; lose power and are immobile.&lt;br /&gt;
&lt;br /&gt;
The time the &#039;&#039;UMC Astral Temptress&#039;&#039; is powered down is used by the player to install the hidden, advanced military weapon systems aboard the ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3 Objectives:&#039;&#039;&#039;&lt;br /&gt;
* Install the three cannons onto the &#039;&#039;UMC Astral Temptress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Holdout Begins ====&lt;br /&gt;
Once the cannons are installed, the &#039;&#039;UMC Astral Temptress&#039;&#039; powers its systems back up, and the battle begins.&lt;br /&gt;
&lt;br /&gt;
A brief &#039;&#039;&#039;Combat Tutorial&#039;&#039;&#039; is initiated to familiarize the player with the operation of the newly installed weapon systems.&lt;br /&gt;
&lt;br /&gt;
Commander Harken immediately contacts the player and instructs them to hold out until the &amp;quot;cavalry&amp;quot; arrives. The player must fend off the pirate for &#039;&#039;two minutes&#039;&#039; until Commander Harken&#039;s strike force arrives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3 Objective:&#039;&#039;&#039;&lt;br /&gt;
* Survive the two-minute engagement.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Enemy Annihilation and Salvage ===&lt;br /&gt;
&lt;br /&gt;
As soon as the two minutes are over, Commander Harken&#039;s Strike Force jumps into the sector. The pirate ship is swiftly neutralized.&lt;br /&gt;
&lt;br /&gt;
The destroyed pirate ships leave [[Scrap Metal]] and [[Ammo]] that the player can salvage using [[Logistics Drone]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4 Objective:&#039;&#039;&#039;&lt;br /&gt;
* Collect the valuable debris left by the destroyed pirate vessels.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
&lt;br /&gt;
After salvaging the wreckage, the player returns to the CMDR HARKEN system to complete the mission. Commander Harken thanks the player, congratulates them on the successful operation, and officially transfers ownership of the &#039;&#039;UMC Astral Temptress&#039;&#039; to the player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Completion Requirements:&#039;&#039;&#039; Report back to CMDR HARKEN.&lt;br /&gt;
* &#039;&#039;&#039;Reward:&#039;&#039;&#039; The player receives a reward of &#039;&#039;&#039;$300,000&#039;&#039;&#039; Credits and the &#039;&#039;UMC Astral Temptress&#039;&#039; as a new ship.&lt;br /&gt;
&lt;br /&gt;
This contract marks the &#039;&#039;&#039;successful neutralization of the major pirate threat&#039;&#039;&#039; in the sector.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Contract#Story Contracts|Story Contracts]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing]]&lt;br /&gt;
* [[A Wolf in Sheep&#039;s Clothing, Part 1]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing, Part 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Story Contracts]]&lt;br /&gt;
[[Category:A Wolf in Sheep’s Clothing Series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_3&amp;diff=2414</id>
		<title>A Wolf in Sheep&#039;s Clothing, Part 3</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_3&amp;diff=2414"/>
		<updated>2025-12-14T15:12:54Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A Wolf in Sheep’s Clothing, Part 3&#039;&#039;&#039; is a [[Contract#Story Contracts|story contract]] that immediately follows the conclusion of &#039;&#039;&#039;[[A Wolf in Sheep’s Clothing, Part 2]]&#039;&#039;&#039;. Commander Harken contacts the player shortly after the final report to initiate the next phase of the operation.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
The contract begins when [[Commander Harken]] hails the player and requests they return to the [[CMDR HARKEN (Star System)|CMDR HARKEN]] system for a debriefing. Harken reveals that her team has developed a plan to finally track down the elusive pirate vessel responsible for the recent attacks and the destruction of the &#039;&#039;UMC Orion Sentinel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mission Objective:&#039;&#039;&#039; Meet Commander Harken at the &#039;&#039;Vanguard&#039;&#039; in the CMDR HARKEN system.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: The Trap is Set ===&lt;br /&gt;
&lt;br /&gt;
Upon arriving, Commander Harken presents the details of her counter-operation, which involves using a decoy ship to lure the pirate vessel into a controlled engagement zone.&lt;br /&gt;
&lt;br /&gt;
The core elements of the plan are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Bait:&#039;&#039;&#039; The UMC commercial freighter &#039;&#039;UMC Astral Temptress&#039;&#039; will be used as the bait. This ship was scheduled for scrap, making it a seemingly easy and irresistible target for the pirates.&lt;br /&gt;
* &#039;&#039;&#039;The Mission:&#039;&#039;&#039; The player must pilot the &#039;&#039;UMC Astral Temptress&#039;&#039; through remote, unprotected systems to bait the pirates out of hiding.&lt;br /&gt;
* &#039;&#039;&#039;The Hidden Payload:&#039;&#039;&#039; The &#039;&#039;UMC Astral Temptress&#039;&#039; secretly carries tons of &#039;&#039;&#039;advanced military-grade weapon systems&#039;&#039;&#039; that the player must install and activate once the pirates engage.&lt;br /&gt;
* &#039;&#039;&#039;The EMP Trick:&#039;&#039;&#039; To prevent the pirate vessel from escaping, the &#039;&#039;UMC Astral Temptress&#039;s&#039;&#039; FTL drive can be reversed to trigger a massive &#039;&#039;&#039;EMP burst&#039;&#039;&#039;. This will temporarily disable both the pirate ship&#039;s and the player&#039;s FTL drives and power systems.&lt;br /&gt;
* &#039;&#039;&#039;The Rescue:&#039;&#039;&#039; The player must hold off the pirates for &amp;quot;a couple of minutes&amp;quot; after the EMP burst. Commander Harken&#039;s strike force will perform a combat drop to turn the tide of the battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
UMC Astral Temptress Bait.png|The Bait: Harken explains the plan to use the UMC Astral Temptress as an unarmed decoy to lure out the pirates.&lt;br /&gt;
The Pirate Ambush.png|The Ambush: Visualizing the UMC Astral Temptress facing the target pirate vessel in the empty sector, moments before the EMP is triggered.&lt;br /&gt;
EMP Reversed FTL Trick.png|The EMP Trick: Visualizing the FTL drive being reversed to generate a massive electromagnetic pulse (EMP) to prevent escape.&lt;br /&gt;
Harken Strike Force Rescue.png|The Rescue: Showing Harken&#039;s strike force that will jump in &amp;quot;a couple of minutes&amp;quot; after the EMP to engage the trapped pirate vessel.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harken stresses that the pirate vessel will only appear if the &#039;&#039;UMC Astral Temptress&#039;&#039; is alone and appears unarmed.&lt;br /&gt;
&lt;br /&gt;
==== Crewing the UMC Astral Temptress ====&lt;br /&gt;
The player&#039;s first action is to take control of the &#039;&#039;UMC Astral Temptress&#039;&#039;. The ship requires a crew of 5 to operate effectively.&lt;br /&gt;
&lt;br /&gt;
* A short tutorial on &#039;&#039;&#039;Crew Logistics&#039;&#039;&#039; is initiated upon docking.&lt;br /&gt;
* The player must transfer at least one crew member from their primary vessel to the &#039;&#039;UMC Astral Temptress&#039;&#039; to begin operating its basic systems.&lt;br /&gt;
* The remaining crew members can be acquired either by transferring them from the player&#039;s existing vessel or by hiring new crew at a nearby [[Shipyard]] or [[Colony]] to staff the ship fully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1 Objectives:&#039;&#039;&#039;&lt;br /&gt;
* Dock with the &#039;&#039;UMC Astral Temptress&#039;&#039; and crew the ship&lt;br /&gt;
* Jump the &#039;&#039;UMC Astral Temptress&#039;&#039; to empty systems until attacked&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: The Ambush and EMP Activation ===&lt;br /&gt;
&lt;br /&gt;
The player must pilot the &#039;&#039;UMC Astral Temptress&#039;&#039; through unprotected sectors. The pirates will strike after &#039;&#039;&#039;about two jumps&#039;&#039;&#039; into an empty system.&lt;br /&gt;
&lt;br /&gt;
==== Traveling Restrictions ====&lt;br /&gt;
* &#039;&#039;&#039;Decoy Rule:&#039;&#039;&#039; During this phase, &#039;&#039;&#039;only&#039;&#039;&#039; the &#039;&#039;UMC Astral Temptress&#039;&#039; is permitted in the system. The player&#039;s other ships must be left behind in an adjacent system.&lt;br /&gt;
* &#039;&#039;&#039;Location Rule:&#039;&#039;&#039; The player must jump exclusively to &#039;&#039;&#039;empty systems&#039;&#039;&#039;. &#039;&#039;Unlabeled star systems&#039;&#039; are particularly well-suited for this purpose. Important, populated systems like [[NG0 (Star System)|NG0]] (with the [[Stargate Project|Stargate]]) or systems with [[Shipyard]]s/[[Colony]]s must be avoided. If the player jumps into such a &amp;quot;safe&amp;quot; or busy system, Commander Harken will hail them and point out that the plan only works in remote areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2 Objective:&#039;&#039;&#039;&lt;br /&gt;
* Travel through remote systems until the pirate vessel attacks.&lt;br /&gt;
&lt;br /&gt;
==== Executing the Trap ====&lt;br /&gt;
As soon as the pirate jumps into the sector, the mission is paused. The player must now control the EMP activation via the Contract Quick-View:&lt;br /&gt;
# &#039;&#039;&#039;EMP Charging:&#039;&#039;&#039; The player presses the first button to charge the EMP while the pirate approaches.&lt;br /&gt;
# &#039;&#039;&#039;EMP Detonation:&#039;&#039;&#039; Commander Harken notifies the player as soon as the pirate is close enough. The player must then press the second button to detonate the EMP.&lt;br /&gt;
: &#039;&#039;Effect:&#039;&#039; The &#039;&#039;&#039;EMP Burst&#039;&#039;&#039; is triggered, trapping the pirate, and the &#039;&#039;UMC Astral Temptress&#039;&#039; loses all power. &#039;&#039;&#039;The player&#039;s other ships are now allowed to jump into the system.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2 Completion:&#039;&#039;&#039;&lt;br /&gt;
* EMP Detonation is successful.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Crisis and Counterattack ===&lt;br /&gt;
&lt;br /&gt;
Immediately following the successful EMP detonation, both the pirate ship and the &#039;&#039;UMC Astral Temptress&#039;&#039; lose power and are immobile.&lt;br /&gt;
&lt;br /&gt;
The time the &#039;&#039;UMC Astral Temptress&#039;&#039; is powered down is used by the player to install the hidden, advanced military weapon systems aboard the ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3 Objectives:&#039;&#039;&#039;&lt;br /&gt;
* Install the three cannons onto the &#039;&#039;UMC Astral Temptress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Holdout Begins ====&lt;br /&gt;
Once the cannons are installed, the &#039;&#039;UMC Astral Temptress&#039;&#039; powers its systems back up, and the battle begins.&lt;br /&gt;
&lt;br /&gt;
A brief &#039;&#039;&#039;Combat Tutorial&#039;&#039;&#039; is initiated to familiarize the player with the operation of the newly installed weapon systems.&lt;br /&gt;
&lt;br /&gt;
Commander Harken immediately contacts the player and instructs them to hold out until the &amp;quot;cavalry&amp;quot; arrives. The player must fend off the pirate for &#039;&#039;two minutes&#039;&#039; until Commander Harken&#039;s strike force arrives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3 Objective:&#039;&#039;&#039;&lt;br /&gt;
* Survive the two-minute engagement.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Enemy Annihilation and Salvage ===&lt;br /&gt;
&lt;br /&gt;
As soon as the two minutes are over, Commander Harken&#039;s Strike Force jumps into the sector. The pirate ship is swiftly neutralized.&lt;br /&gt;
&lt;br /&gt;
The destroyed pirate ships leave [[Scrap Metal]] and [[Ammo]] that the player can salvage using [[Logistics Drone]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4 Objective:&#039;&#039;&#039;&lt;br /&gt;
* Collect the valuable debris left by the destroyed pirate vessels.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
&lt;br /&gt;
After salvaging the wreckage, the player returns to the CMDR HARKEN system to complete the mission. Commander Harken thanks the player, congratulates them on the successful operation, and officially transfers ownership of the &#039;&#039;UMC Astral Temptress&#039;&#039; to the player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Completion Requirements:&#039;&#039;&#039; Report back to CMDR HARKEN.&lt;br /&gt;
* &#039;&#039;&#039;Reward:&#039;&#039;&#039; The player receives a reward of &#039;&#039;&#039;$300,000&#039;&#039;&#039; Credits and the &#039;&#039;UMC Astral Temptress&#039;&#039; as a new ship.&lt;br /&gt;
&lt;br /&gt;
This contract marks the &#039;&#039;&#039;successful neutralization of the major pirate threat&#039;&#039;&#039; in the sector.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Contract#Story Contracts|Story Contracts]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing]]&lt;br /&gt;
* [[A Wolf in Sheep&#039;s Clothing, Part 1]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing, Part 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Story Contracts]]&lt;br /&gt;
[[Category:A Wolf in Sheep’s Clothing Series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_3&amp;diff=2413</id>
		<title>A Wolf in Sheep&#039;s Clothing, Part 3</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_3&amp;diff=2413"/>
		<updated>2025-12-14T15:12:09Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A Wolf in Sheep’s Clothing, Part 3&#039;&#039;&#039; is a [[Contract#Story Contracts|story contract]] that immediately follows the conclusion of &#039;&#039;&#039;[[A Wolf in Sheep’s Clothing, Part 2]]&#039;&#039;&#039;. Commander Harken contacts the player shortly after the final report to initiate the next phase of the operation.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
The contract begins when [[Commander Harken]] hails the player and requests they return to the [[CMDR HARKEN (Star System)|CMDR HARKEN]] system for a debriefing. Harken reveals that her team has developed a plan to finally track down the elusive pirate vessel responsible for the recent attacks and the destruction of the &#039;&#039;UMC Orion Sentinel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mission Objective:&#039;&#039;&#039; Meet Commander Harken at the &#039;&#039;Vanguard&#039;&#039; in the [[CMDR HARKEN (Star System)|CMDR HARKEN]] system.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: The Trap is Set ===&lt;br /&gt;
&lt;br /&gt;
Upon arriving, Commander Harken presents the details of her counter-operation, which involves using a decoy ship to lure the pirate vessel into a controlled engagement zone.&lt;br /&gt;
&lt;br /&gt;
The core elements of the plan are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Bait:&#039;&#039;&#039; The UMC commercial freighter &#039;&#039;UMC Astral Temptress&#039;&#039; will be used as the bait. This ship was scheduled for scrap, making it a seemingly easy and irresistible target for the pirates.&lt;br /&gt;
* &#039;&#039;&#039;The Mission:&#039;&#039;&#039; The player must pilot the &#039;&#039;UMC Astral Temptress&#039;&#039; through remote, unprotected systems to bait the pirates out of hiding.&lt;br /&gt;
* &#039;&#039;&#039;The Hidden Payload:&#039;&#039;&#039; The &#039;&#039;UMC Astral Temptress&#039;&#039; secretly carries tons of &#039;&#039;&#039;advanced military-grade weapon systems&#039;&#039;&#039; that the player must install and activate once the pirates engage.&lt;br /&gt;
* &#039;&#039;&#039;The EMP Trick:&#039;&#039;&#039; To prevent the pirate vessel from escaping, the &#039;&#039;UMC Astral Temptress&#039;s&#039;&#039; FTL drive can be reversed to trigger a massive &#039;&#039;&#039;EMP burst&#039;&#039;&#039;. This will temporarily disable both the pirate ship&#039;s and the player&#039;s FTL drives and power systems.&lt;br /&gt;
* &#039;&#039;&#039;The Rescue:&#039;&#039;&#039; The player must hold off the pirates for &amp;quot;a couple of minutes&amp;quot; after the EMP burst. Commander Harken&#039;s strike force will perform a combat drop to turn the tide of the battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
UMC Astral Temptress Bait.png|The Bait: Harken explains the plan to use the UMC Astral Temptress as an unarmed decoy to lure out the pirates.&lt;br /&gt;
The Pirate Ambush.png|The Ambush: Visualizing the UMC Astral Temptress facing the target pirate vessel in the empty sector, moments before the EMP is triggered.&lt;br /&gt;
EMP Reversed FTL Trick.png|The EMP Trick: Visualizing the FTL drive being reversed to generate a massive electromagnetic pulse (EMP) to prevent escape.&lt;br /&gt;
Harken Strike Force Rescue.png|The Rescue: Showing Harken&#039;s strike force that will jump in &amp;quot;a couple of minutes&amp;quot; after the EMP to engage the trapped pirate vessel.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harken stresses that the pirate vessel will only appear if the &#039;&#039;UMC Astral Temptress&#039;&#039; is alone and appears unarmed.&lt;br /&gt;
&lt;br /&gt;
==== Crewing the UMC Astral Temptress ====&lt;br /&gt;
The player&#039;s first action is to take control of the &#039;&#039;UMC Astral Temptress&#039;&#039;. The ship requires a crew of 5 to operate effectively.&lt;br /&gt;
&lt;br /&gt;
* A short tutorial on &#039;&#039;&#039;Crew Logistics&#039;&#039;&#039; is initiated upon docking.&lt;br /&gt;
* The player must transfer at least one crew member from their primary vessel to the &#039;&#039;UMC Astral Temptress&#039;&#039; to begin operating its basic systems.&lt;br /&gt;
* The remaining crew members can be acquired either by transferring them from the player&#039;s existing vessel or by hiring new crew at a nearby [[Shipyard]] or [[Colony]] to staff the ship fully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 1 Objectives:&#039;&#039;&#039;&lt;br /&gt;
* Dock with the &#039;&#039;UMC Astral Temptress&#039;&#039; and crew the ship&lt;br /&gt;
* Jump the &#039;&#039;UMC Astral Temptress&#039;&#039; to empty systems until attacked&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: The Ambush and EMP Activation ===&lt;br /&gt;
&lt;br /&gt;
The player must pilot the &#039;&#039;UMC Astral Temptress&#039;&#039; through unprotected sectors. The pirates will strike after &#039;&#039;&#039;about two jumps&#039;&#039;&#039; into an empty system.&lt;br /&gt;
&lt;br /&gt;
==== Traveling Restrictions ====&lt;br /&gt;
* &#039;&#039;&#039;Decoy Rule:&#039;&#039;&#039; During this phase, &#039;&#039;&#039;only&#039;&#039;&#039; the &#039;&#039;UMC Astral Temptress&#039;&#039; is permitted in the system. The player&#039;s other ships must be left behind in an adjacent system.&lt;br /&gt;
* &#039;&#039;&#039;Location Rule:&#039;&#039;&#039; The player must jump exclusively to &#039;&#039;&#039;empty systems&#039;&#039;&#039;. &#039;&#039;Unlabeled star systems&#039;&#039; are particularly well-suited for this purpose. Important, populated systems like [[NG0 (Star System)|NG0]] (with the [[Stargate Project|Stargate]]) or systems with [[Shipyard]]s/[[Colony]]s must be avoided. If the player jumps into such a &amp;quot;safe&amp;quot; or busy system, Commander Harken will hail them and point out that the plan only works in remote areas.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2 Objective:&#039;&#039;&#039;&lt;br /&gt;
* Travel through remote systems until the pirate vessel attacks.&lt;br /&gt;
&lt;br /&gt;
==== Executing the Trap ====&lt;br /&gt;
As soon as the pirate jumps into the sector, the mission is paused. The player must now control the EMP activation via the Contract Quick-View:&lt;br /&gt;
# &#039;&#039;&#039;EMP Charging:&#039;&#039;&#039; The player presses the first button to charge the EMP while the pirate approaches.&lt;br /&gt;
# &#039;&#039;&#039;EMP Detonation:&#039;&#039;&#039; Commander Harken notifies the player as soon as the pirate is close enough. The player must then press the second button to detonate the EMP.&lt;br /&gt;
: &#039;&#039;Effect:&#039;&#039; The &#039;&#039;&#039;EMP Burst&#039;&#039;&#039; is triggered, trapping the pirate, and the &#039;&#039;UMC Astral Temptress&#039;&#039; loses all power. &#039;&#039;&#039;The player&#039;s other ships are now allowed to jump into the system.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 2 Completion:&#039;&#039;&#039;&lt;br /&gt;
* EMP Detonation is successful.&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Crisis and Counterattack ===&lt;br /&gt;
&lt;br /&gt;
Immediately following the successful EMP detonation, both the pirate ship and the &#039;&#039;UMC Astral Temptress&#039;&#039; lose power and are immobile.&lt;br /&gt;
&lt;br /&gt;
The time the &#039;&#039;UMC Astral Temptress&#039;&#039; is powered down is used by the player to install the hidden, advanced military weapon systems aboard the ship.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3 Objectives:&#039;&#039;&#039;&lt;br /&gt;
* Install the three cannons onto the &#039;&#039;UMC Astral Temptress&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Holdout Begins ====&lt;br /&gt;
Once the cannons are installed, the &#039;&#039;UMC Astral Temptress&#039;&#039; powers its systems back up, and the battle begins.&lt;br /&gt;
&lt;br /&gt;
A brief &#039;&#039;&#039;Combat Tutorial&#039;&#039;&#039; is initiated to familiarize the player with the operation of the newly installed weapon systems.&lt;br /&gt;
&lt;br /&gt;
Commander Harken immediately contacts the player and instructs them to hold out until the &amp;quot;cavalry&amp;quot; arrives. The player must fend off the pirate for &#039;&#039;two minutes&#039;&#039; until Commander Harken&#039;s strike force arrives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 3 Objective:&#039;&#039;&#039;&lt;br /&gt;
* Survive the two-minute engagement.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Enemy Annihilation and Salvage ===&lt;br /&gt;
&lt;br /&gt;
As soon as the two minutes are over, Commander Harken&#039;s Strike Force jumps into the sector. The pirate ship is swiftly neutralized.&lt;br /&gt;
&lt;br /&gt;
The destroyed pirate ships leave [[Scrap Metal]] and [[Ammo]] that the player can salvage using [[Logistics Drone]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 4 Objective:&#039;&#039;&#039;&lt;br /&gt;
* Collect the valuable debris left by the destroyed pirate vessels.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
&lt;br /&gt;
After salvaging the wreckage, the player returns to the [[CMDR HARKEN (Star System)|CMDR HARKEN]] system to complete the mission. Commander Harken thanks the player, congratulates them on the successful operation, and officially transfers ownership of the &#039;&#039;UMC Astral Temptress&#039;&#039; to the player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Completion Requirements:&#039;&#039;&#039; Report back to [[CMDR HARKEN (Star System)|CMDR HARKEN]].&lt;br /&gt;
* &#039;&#039;&#039;Reward:&#039;&#039;&#039; The player receives a reward of &#039;&#039;&#039;$300,000&#039;&#039;&#039; Credits and the &#039;&#039;UMC Astral Temptress&#039;&#039; as a new ship.&lt;br /&gt;
&lt;br /&gt;
This contract marks the &#039;&#039;&#039;successful neutralization of the major pirate threat&#039;&#039;&#039; in the sector.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Contract#Story Contracts|Story Contracts]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing]]&lt;br /&gt;
* [[A Wolf in Sheep&#039;s Clothing, Part 1]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing, Part 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Story Contracts]]&lt;br /&gt;
[[Category:A Wolf in Sheep’s Clothing Series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_3&amp;diff=2412</id>
		<title>A Wolf in Sheep&#039;s Clothing, Part 3</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_3&amp;diff=2412"/>
		<updated>2025-12-14T15:11:32Z</updated>

		<summary type="html">&lt;p&gt;Eichi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;A Wolf in Sheep’s Clothing, Part 3&amp;#039;&amp;#039;&amp;#039; is a story contract that immediately follows the conclusion of A Wolf in Sheep’s Clothing, Part 2. Commander Harken contacts the player shortly after the final report to initiate the next phase of the operation.  == Story ==  The contract begins when Commander Harken hails the player and requests they return to the CMDR HARKEN system for a debriefing. Harken re...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A Wolf in Sheep’s Clothing, Part 3&#039;&#039;&#039; is a [[Contract#Story Contracts|story contract]] that immediately follows the conclusion of [[A Wolf in Sheep’s Clothing, Part 2]]. Commander Harken contacts the player shortly after the final report to initiate the next phase of the operation.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
The contract begins when [[Commander Harken]] hails the player and requests they return to the [[CMDR HARKEN (Star System)|CMDR HARKEN]] system for a debriefing. Harken reveals that her team has developed a plan to finally track down the elusive pirate vessel responsible for the recent attacks and the destruction of the &#039;&#039;UMC Orion Sentinel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mission Objective:&#039;&#039;&#039; Meet Commander Harken at the &#039;&#039;Vanguard&#039;&#039; in the CMDR HARKEN system.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: The Trap is Set ===&lt;br /&gt;
&lt;br /&gt;
Upon arriving, Commander Harken presents the details of her counter-operation, which involves using a decoy ship to lure the pirate vessel into a controlled engagement zone.&lt;br /&gt;
&lt;br /&gt;
The core elements of the plan are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Bait:&#039;&#039;&#039; The UMC commercial freighter &#039;&#039;UMC Astral Temptress&#039;&#039; will be used as the bait. This ship was scheduled for scrap, making it a seemingly easy and irresistible target for the pirates.&lt;br /&gt;
* &#039;&#039;&#039;The Mission:&#039;&#039;&#039; The player must pilot the &#039;&#039;UMC Astral Temptress&#039;&#039; through remote, unprotected systems to bait the pirates out of hiding.&lt;br /&gt;
* &#039;&#039;&#039;The Hidden Payload:&#039;&#039;&#039; The &#039;&#039;UMC Astral Temptress&#039;&#039; secretly carries tons of &#039;&#039;&#039;advanced military-grade weapon systems&#039;&#039;&#039; that the player must install and activate once the pirates engage.&lt;br /&gt;
* &#039;&#039;&#039;The EMP Trick:&#039;&#039;&#039; To prevent the pirate vessel from escaping, the &#039;&#039;UMC Astral Temptress&#039;s&#039;&#039; FTL drive can be reversed to trigger a massive &#039;&#039;&#039;EMP burst&#039;&#039;&#039;. This will temporarily disable both the pirate ship&#039;s and the player&#039;s FTL drives and power systems.&lt;br /&gt;
* &#039;&#039;&#039;The Rescue:&#039;&#039;&#039; The player must hold off the pirates for &amp;quot;a couple of minutes&amp;quot; after the EMP burst. Commander Harken&#039;s strike force will perform a combat drop to turn the tide of the battle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
UMC Astral Temptress Bait.png|The Bait: Harken explains the plan to use the UMC Astral Temptress as an unarmed decoy to lure out the pirates.&lt;br /&gt;
The Pirate Ambush.png|The Ambush: Visualizing the UMC Astral Temptress facing the target pirate vessel in the empty sector, moments before the EMP is triggered.&lt;br /&gt;
EMP Reversed FTL Trick.png|The EMP Trick: Visualizing the FTL drive being reversed to generate a massive electromagnetic pulse (EMP) to prevent escape.&lt;br /&gt;
Harken Strike Force Rescue.png|The Rescue: Showing Harken&#039;s strike force that will jump in &amp;quot;a couple of minutes&amp;quot; after the EMP to engage the trapped pirate vessel.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Harken stresses that the pirate vessel will only appear if the &#039;&#039;UMC Astral Temptress&#039;&#039; is alone and appears unarmed.&lt;br /&gt;
&lt;br /&gt;
==== Crewing the UMC Astral Temptress ====&lt;br /&gt;
The player&#039;s first action is to take control of the &#039;&#039;UMC Astral Temptress&#039;&#039;. The ship requires a crew of 5 to operate effectively.&lt;br /&gt;
&lt;br /&gt;
* A short tutorial on &#039;&#039;&#039;Crew Logistics&#039;&#039;&#039; is initiated upon docking.&lt;br /&gt;
* The player must transfer at least one crew member from their primary vessel to the &#039;&#039;UMC Astral Temptress&#039;&#039; to begin operating its basic systems.&lt;br /&gt;
* The remaining crew members can be acquired either by transferring them from the player&#039;s existing vessel or by hiring new crew at a nearby [[Shipyard]] or [[Colony]] to staff the ship fully.&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: The Ambush and EMP Activation ===&lt;br /&gt;
&lt;br /&gt;
The player must pilot the &#039;&#039;UMC Astral Temptress&#039;&#039; through unprotected sectors. The pirates will strike after &#039;&#039;&#039;about two jumps&#039;&#039;&#039; into an empty system.&lt;br /&gt;
&lt;br /&gt;
==== Traveling Restrictions ====&lt;br /&gt;
* &#039;&#039;&#039;Decoy Rule:&#039;&#039;&#039; During this phase, &#039;&#039;&#039;only&#039;&#039;&#039; the &#039;&#039;UMC Astral Temptress&#039;&#039; is permitted in the system. The player&#039;s other ships must be left behind in an adjacent system.&lt;br /&gt;
* &#039;&#039;&#039;Location Rule:&#039;&#039;&#039; The player must jump exclusively to &#039;&#039;&#039;empty systems&#039;&#039;&#039;. &#039;&#039;Unlabeled star systems&#039;&#039; are particularly well-suited for this purpose. Important, populated systems like [[NG0 (Star System)|NG0]] (with the [[Stargate Project]]) or systems with Shipyards/Colonys must be avoided. If the player jump into such a &amp;quot;safe&amp;quot; or busy system, Commander Harken will hail them and point out that the plan only works in remote areas.&lt;br /&gt;
&lt;br /&gt;
==== Executing the Trap ====&lt;br /&gt;
As soon as the pirate jumps into the sector, the mission is paused. The player must now control the EMP activation via the Contract Quick-View:&lt;br /&gt;
# &#039;&#039;&#039;EMP Charging:&#039;&#039;&#039; The player presses the first button to charge the EMP while the pirate approaches.&lt;br /&gt;
# &#039;&#039;&#039;EMP Detonation:&#039;&#039;&#039; Commander Harken notifies the player as soon as the pirate is close enough. The player must then press the second button to detonate the EMP.&lt;br /&gt;
: &#039;&#039;Effect:&#039;&#039; The &#039;&#039;&#039;EMP Burst&#039;&#039;&#039; is triggered, trapping the pirate, and the &#039;&#039;UMC Astral Temptress&#039;&#039; loses all power. &#039;&#039;&#039;The player&#039;s other ships are now allowed to jump into the system.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Phase 3: Crisis and Counterattack ===&lt;br /&gt;
&lt;br /&gt;
Immediately following the successful EMP detonation, both the pirate ship and the &#039;&#039;UMC Astral Temptress&#039;&#039; lose power and are immobile.&lt;br /&gt;
&lt;br /&gt;
The time the &#039;&#039;UMC Astral Temptress&#039;&#039; is powered down is used by the player to install the hidden, advanced military weapon systems aboard the ship.&lt;br /&gt;
&lt;br /&gt;
==== The Holdout Begins ====&lt;br /&gt;
Once the cannons are installed, the &#039;&#039;UMC Astral Temptress&#039;&#039; powers its systems back up, and the battle begins.&lt;br /&gt;
&lt;br /&gt;
A brief &#039;&#039;&#039;Combat Tutorial&#039;&#039;&#039; is initiated to familiarize the player with the operation of the newly installed weapon systems.&lt;br /&gt;
&lt;br /&gt;
Commander Harken immediately contacts the player and instructs them to hold out until the &amp;quot;cavalry&amp;quot; arrives. The player must fend off the pirate for &#039;&#039;two minutes&#039;&#039; until Commander Harken&#039;s strike force arrives.&lt;br /&gt;
&lt;br /&gt;
=== Phase 4: Enemy Annihilation and Salvage ===&lt;br /&gt;
&lt;br /&gt;
As soon as the two minutes are over, Commander Harken&#039;s Strike Force jumps into the sector. The pirate ship is swiftly neutralized.&lt;br /&gt;
&lt;br /&gt;
The destroyed pirate ships leave [[Scrap Metal]] and [[Ammo]] that the player can salvage using [[Logistics Drone]]s.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
&lt;br /&gt;
After salvaging the wreckage, the player returns to the CMDR HARKEN system to complete the mission. Commander Harken thanks the player, congratulates them on the successful operation, and officially transfers ownership of the &#039;&#039;UMC Astral Temptress&#039;&#039; to the player.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Completion Requirements:&#039;&#039;&#039; Report back to CMDR HARKEN.&lt;br /&gt;
* &#039;&#039;&#039;Reward:&#039;&#039;&#039; The player receives a reward of &#039;&#039;&#039;$300,000&#039;&#039;&#039; Credits and the &#039;&#039;UMC Astral Temptress&#039;&#039; as a new ship.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Contract#Story Contracts|Story Contracts]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing]]&lt;br /&gt;
* [[A Wolf in Sheep&#039;s Clothing, Part 1]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing, Part 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Story Contracts]]&lt;br /&gt;
[[Category:A Wolf in Sheep’s Clothing Series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Harken_Strike_Force_Rescue.png&amp;diff=2411</id>
		<title>File:Harken Strike Force Rescue.png</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Harken_Strike_Force_Rescue.png&amp;diff=2411"/>
		<updated>2025-12-14T14:55:02Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rescue: Showing Harken&#039;s strike force that will jump in &amp;quot;a couple of minutes&amp;quot; after the EMP to engage the trapped pirate vessel.&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:EMP_Reversed_FTL_Trick.png&amp;diff=2410</id>
		<title>File:EMP Reversed FTL Trick.png</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:EMP_Reversed_FTL_Trick.png&amp;diff=2410"/>
		<updated>2025-12-14T14:54:30Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The EMP Trick: Visualizing the FTL drive being reversed to generate a massive electromagnetic pulse (EMP) to prevent escape.&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:The_Pirate_Ambush.png&amp;diff=2409</id>
		<title>File:The Pirate Ambush.png</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:The_Pirate_Ambush.png&amp;diff=2409"/>
		<updated>2025-12-14T14:53:46Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ambush: Visualizing the Astral Temptress facing the target pirate vessel in the empty sector, moments before the EMP is triggered.&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:UMC_Astral_Temptress_Bait.png&amp;diff=2408</id>
		<title>File:UMC Astral Temptress Bait.png</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:UMC_Astral_Temptress_Bait.png&amp;diff=2408"/>
		<updated>2025-12-14T14:52:29Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bait: Harken explains the plan to use the UMC Astral Temptress as an unarmed decoy to lure out the pirates.&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_2&amp;diff=2407</id>
		<title>A Wolf in Sheep&#039;s Clothing, Part 2</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_2&amp;diff=2407"/>
		<updated>2025-12-14T14:28:57Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A Wolf in Sheep’s Clothing, Part 2&#039;&#039;&#039; is a [[Contract#Story Contracts|story contract]] that follows the investigation started in [[A Wolf in Sheep&#039;s Clothing, Part 1]]. It becomes available shortly after completing the first part of the contract, when [[Commander Harken]] hails the player again.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
The contract initiates when the player travels back to the [[CMDR HARKEN (Star System)|CMDR HARKEN]] system. Commander Harken reveals that attempts to track the pirate vessel have failed, as they consistently arrive to find only destroyed ships with no trace of the perpetrators.&lt;br /&gt;
&lt;br /&gt;
During this briefing, the player is interrupted by an emergency hail from &#039;&#039;&#039;Captain Amelia Ryker&#039;&#039;&#039; of the vessel &#039;&#039;UMC Orion Sentinel&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;This is Captain Amelia Ryker of the UMC vessel Orion Sentinel. We are under attack! They appeared out of nowhere and fired on us without warning, and won&#039;t respond to any of my communications. I&#039;m trying to hold them off, but I need help. My engines are damaged. Ships systems have failed. Please hurry, I have 40 crew onboard!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Commander Harken immediately defines the situation as an urgent humanitarian rescue operation.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Briefing and Preparation ===&lt;br /&gt;
&lt;br /&gt;
Commander Harken stresses that time is running out and urges the player to proceed to the [[Orion Sentinel (Star System)|ORION SENTINEL]] system immediately.&lt;br /&gt;
&lt;br /&gt;
To dock with the &#039;&#039;UMC Orion Sentinel&#039;&#039; and rescue the crew, the player must first acquire and install [[Thruster]]s. Since the CMDR HARKEN system does not possess a [[Shipyard]] or [[Colony]], the player must travel to an appropriate system to purchase the required equipment before heading to the ORION SENTINEL system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preparation Objective:&#039;&#039;&#039;&lt;br /&gt;
* Fit four Thrusters to your vessel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Objective (Overall):&#039;&#039;&#039;&lt;br /&gt;
* Rescue the 40 crew of the &#039;&#039;UMC Orion Sentinel&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Notes on Thrusters ====&lt;br /&gt;
Thrusters are essential for successful docking in rescue scenarios. If the player does not already possess them, they must be purchased at a [[Shipyard]] or [[Colony]] located in another system. The objective prompt shows the current installation progress (e.g., [2/4]).&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Engagement, Retreat, and Rescue ===&lt;br /&gt;
&lt;br /&gt;
Upon arrival in the ORION SENTINEL system, the player finds the &#039;&#039;UMC Orion Sentinel&#039;&#039; actively under attack. The attacking ship is immediately recognizable, as its silhouette strongly resembles the blurred sensor images of the pirate vessel Commander Harken revealed at the end of &#039;&#039;&#039;Part 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The mission begins with a brief tutorial on activating and utilizing the ship&#039;s [[Weapon Systems]]. Shortly after the tutorial concludes, Captain Ryker sends an urgent distress call.&lt;br /&gt;
&lt;br /&gt;
As the player approaches the engagement zone and their weapon systems are ready, the enemy vessel breaks off its attack and immediately retreats.&lt;br /&gt;
&lt;br /&gt;
The player then begins a short tutorial explaining the basics of [[Docking ships|Docking]] with an external vessel. During this time, Captain Ryker warns that her ship is severely damaged and close to destruction.&lt;br /&gt;
&lt;br /&gt;
After a successful dock, the player begins transferring the 40 crew members. During this process, Captain Ryker sends a final transmission: she states that the reactor is close to overheating and that she will buy the player a few seconds to ensure the entire crew can be saved.&lt;br /&gt;
&lt;br /&gt;
* Captain Amelia Ryker remains on the ship to ensure the crew&#039;s rescue.&lt;br /&gt;
* Immediately after the player&#039;s vessel undocks, the &#039;&#039;UMC Orion Sentinel&#039;&#039; explodes.&lt;br /&gt;
&lt;br /&gt;
Following the destruction of the &#039;&#039;UMC Orion Sentinel&#039;&#039;, the ship leaves behind a field of debris that can be salvaged by the player. Collection requires the use of [[Logistics Drone]]s.&lt;br /&gt;
&lt;br /&gt;
Recommendation: Since the player now has 40 crew members aboard, they must ensure they have sufficient [[Life support]] before beginning salvage operations.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
&lt;br /&gt;
After rescuing the 40 crew members, the player must take them to any available Shipyard or Colony to safely drop them off. Upon transfer, it is noted that Captain Amelia Ryker is missing, confirming her sacrifice for the crew&#039;s rescue.&lt;br /&gt;
&lt;br /&gt;
The player then returns to the CMDR HARKEN system to formally complete the mission. Commander Harken contacts the player, regrets the loss of Captain Ryker, officially closes the contract, and advises the player to be cautious before promising the next briefing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Completion Requirements:&#039;&#039;&#039; Rescue all 40 crew members, drop them off at a Shipyard or Colony, and report back to CMDR HARKEN.&lt;br /&gt;
* &#039;&#039;&#039;Reward:&#039;&#039;&#039; The player receives a reward of &#039;&#039;&#039;$250,000&#039;&#039;&#039; credits.&lt;br /&gt;
&lt;br /&gt;
This conclusion immediately leads to the next main story contract, [[A Wolf in Sheep’s Clothing, Part 3]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Contract#Story Contracts|Story Contracts]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing]]&lt;br /&gt;
* [[A Wolf in Sheep&#039;s Clothing, Part 1]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing, Part 3]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Story Contracts]]&lt;br /&gt;
[[Category:A Wolf in Sheep’s Clothing Series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_2&amp;diff=2406</id>
		<title>A Wolf in Sheep&#039;s Clothing, Part 2</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_2&amp;diff=2406"/>
		<updated>2025-12-14T14:26:33Z</updated>

		<summary type="html">&lt;p&gt;Eichi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;A Wolf in Sheep’s Clothing, Part 2&amp;#039;&amp;#039;&amp;#039; is a story contract that follows the investigation started in A Wolf in Sheep&amp;#039;s Clothing, Part 1. It becomes available shortly after completing the first part of the contract, when Commander Harken hails the player again.  == Story ==  The contract initiates when the player travels back to the CMDR HARKEN system. Commander Harken reveals that attempts to track th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A Wolf in Sheep’s Clothing, Part 2&#039;&#039;&#039; is a [[Contract#Story Contracts|story contract]] that follows the investigation started in [[A Wolf in Sheep&#039;s Clothing, Part 1]]. It becomes available shortly after completing the first part of the contract, when [[Commander Harken]] hails the player again.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
The contract initiates when the player travels back to the [[CMDR HARKEN (Star System)|CMDR HARKEN]] system. Commander Harken reveals that attempts to track the pirate vessel have failed, as they consistently arrive to find only destroyed ships with no trace of the perpetrators.&lt;br /&gt;
&lt;br /&gt;
During this briefing, the player is interrupted by an emergency hail from &#039;&#039;&#039;Captain Amelia Ryker&#039;&#039;&#039; of the UMC vessel &#039;&#039;Orion Sentinel&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;This is Captain Amelia Ryker of the UMC vessel Orion Sentinel. We are under attack! They appeared out of nowhere and fired on us without warning, and won&#039;t respond to any of my communications. I&#039;m trying to hold them off, but I need help. My engines are damaged. Ships systems have failed. Please hurry, I have 40 crew onboard!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Commander Harken immediately defines the situation as an urgent humanitarian rescue operation.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Briefing and Preparation ===&lt;br /&gt;
&lt;br /&gt;
Commander Harken stresses that time is running out and urges the player to proceed to the &#039;&#039;&#039;[[Orion Sentinel (Star System)|ORION SENTINEL]]&#039;&#039;&#039; system immediately.&lt;br /&gt;
&lt;br /&gt;
To dock with the &#039;&#039;Orion Sentinel&#039;&#039; and rescue the crew, the player must first acquire and install [[Thruster]]s. Since the CMDR HARKEN system does not possess a [[Shipyard]] or [[Colony]], the player must travel to an appropriate system to purchase the required equipment before heading to the ORION SENTINEL system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preparation Objective:&#039;&#039;&#039;&lt;br /&gt;
* Fit four Thrusters to your vessel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Objective (Overall):&#039;&#039;&#039;&lt;br /&gt;
* Rescue the 40 crew of the &#039;&#039;&#039;UMC Orion Sentinel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Notes on Thrusters ====&lt;br /&gt;
Thrusters are essential for successful docking in rescue scenarios. If the player does not already possess them, they must be purchased at a [[Shipyard]] or [[Colony]] located in another system. The objective prompt shows the current installation progress (e.g., [2/4]).&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Engagement, Retreat, and Rescue ===&lt;br /&gt;
&lt;br /&gt;
Upon arrival in the ORION SENTINEL system, the player finds the &#039;&#039;&#039;UMC Orion Sentinel&#039;&#039;&#039; actively under attack. The attacking ship is immediately recognizable, as its silhouette strongly resembles the blurred sensor images of the pirate vessel Commander Harken revealed at the end of &#039;&#039;&#039;Part 1&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The mission begins with a brief tutorial on activating and utilizing the ship&#039;s [[Weapon Systems]]. Shortly after the tutorial concludes, Captain Ryker sends an urgent distress call.&lt;br /&gt;
&lt;br /&gt;
As the player approaches the engagement zone and their weapon systems are ready, the enemy vessel breaks off its attack and &#039;&#039;&#039;immediately retreats&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The player then begins a short tutorial explaining the basics of [[Docking ships|Docking]] with an external vessel. During this time, Captain Ryker warns that her ship is &#039;&#039;&#039;severely damaged and close to destruction&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
After a successful dock, the player begins transferring the 40 crew members. During this process, Captain Ryker sends a final transmission: she states that the &#039;&#039;&#039;reactor is close to overheating&#039;&#039;&#039; and that she will buy the player a few seconds to ensure the entire crew can be saved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Captain Amelia Ryker remains on the ship to ensure the crew&#039;s rescue.&#039;&#039;&#039;&lt;br /&gt;
* Immediately after the player&#039;s vessel undocks, the &#039;&#039;Orion Sentinel&#039;&#039; &#039;&#039;&#039;explodes&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Following the destruction of the &#039;&#039;Orion Sentinel&#039;&#039;, the ship leaves behind a field of debris that can be salvaged by the player. Collection requires the use of [[Logistics Drone]]s.&lt;br /&gt;
&lt;br /&gt;
Recommendation: Since the player now has 40 crew members aboard, they must ensure they have sufficient [[Life support]] before beginning salvage operations.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
&lt;br /&gt;
After rescuing the 40 crew members, the player must take them to any available Shipyard or Colony to safely drop them off. Upon transfer, it is noted that &#039;&#039;&#039;Captain Amelia Ryker is missing&#039;&#039;&#039;, confirming her sacrifice for the crew&#039;s rescue.&lt;br /&gt;
&lt;br /&gt;
The player then returns to the CMDR HARKEN system to formally complete the mission. Commander Harken contacts the player, regrets the loss of Captain Ryker, officially closes the contract, and advises the player to be cautious before promising the next briefing.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Completion Requirements:&#039;&#039;&#039; Rescue all 40 crew members, drop them off at a Shipyard or Colony, and report back to CMDR HARKEN.&lt;br /&gt;
* &#039;&#039;&#039;Reward:&#039;&#039;&#039; The player receives a reward of &#039;&#039;&#039;$250,000&#039;&#039;&#039; credits.&lt;br /&gt;
&lt;br /&gt;
This conclusion immediately leads to the next main story contract, [[A Wolf in Sheep’s Clothing, Part 3]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Contract#Story Contracts|Story Contracts]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing]]&lt;br /&gt;
* [[A Wolf in Sheep&#039;s Clothing, Part 1]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing, Part 3]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Story Contracts]]&lt;br /&gt;
[[Category:A Wolf in Sheep’s Clothing Series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_1&amp;diff=2405</id>
		<title>A Wolf in Sheep&#039;s Clothing, Part 1</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=A_Wolf_in_Sheep%27s_Clothing,_Part_1&amp;diff=2405"/>
		<updated>2025-12-14T13:58:33Z</updated>

		<summary type="html">&lt;p&gt;Eichi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;A Wolf in Sheep’s Clothing, Part 1&amp;#039;&amp;#039;&amp;#039; is a story contract initiating the investigation into a series of commercial vessel disappearances. This contract becomes available shortly after completing the tutorial phase, when Commander Harken hails the player to introduce the mission.  == Story ==  Commander Harken, the Chief of Private Security for the sector, contacts the player to investigate foul play regarding missing commercial vesse...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A Wolf in Sheep’s Clothing, Part 1&#039;&#039;&#039; is a [[Contract#Story Contracts|story contract]] initiating the investigation into a series of commercial vessel disappearances. This contract becomes available shortly after completing the tutorial phase, when [[Commander Harken]] hails the player to introduce the mission.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
&lt;br /&gt;
Commander Harken, the Chief of Private Security for the sector, contacts the player to investigate foul play regarding missing commercial vessels. The mission involves a multi-stage evidence retrieval operation, culminating in the analysis of the collected data.&lt;br /&gt;
&lt;br /&gt;
=== Phase 1: Initial Investigation (UMC Interstellar Prospector) ===&lt;br /&gt;
&lt;br /&gt;
The initial task requires the player to travel to the &#039;&#039;&#039;[[Interstellar Prospector (Star System)|INTERSTELLAR PROSPECTOR]]&#039;&#039;&#039; system to locate the reported shipwreck of the &#039;&#039;&#039;UMC Interstellar Prospector&#039;&#039;&#039; and recover its [[Flight Recorder]] (Black Box).&lt;br /&gt;
&lt;br /&gt;
The collection requires installing a [[Drone Bay]] and at least one [[Logistics Drone]], both of which must be purchased from a [[Shipyard]] or [[Colony]] if not already owned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completion Requirements:&#039;&#039;&#039; Recover the Flight Recorder using a Logistics Drone, and deliver it to Commander Harken aboard the &#039;&#039;Vanguard&#039;&#039; in the [[CMDR HARKEN (Star System)|CMDR HARKEN]] system.&lt;br /&gt;
&lt;br /&gt;
==== Salvage Manifest (UMC Interstellar Prospector) ====&lt;br /&gt;
&lt;br /&gt;
The wreck site yields salvageable debris and cargo:&lt;br /&gt;
&lt;br /&gt;
* 122 × [[Bullets]]&lt;br /&gt;
* 1 × [[Cannon Shells]]&lt;br /&gt;
* 2 × [[Frame]]&lt;br /&gt;
* 1 × [[Copper Ingot]]&lt;br /&gt;
* 2 × [[Motor]]&lt;br /&gt;
* 49 × [[Explosives]]&lt;br /&gt;
* 2 × [[Metal Ingot]]&lt;br /&gt;
* 1 × [[Lens]]&lt;br /&gt;
* 1 × [[Railgun Slugs]]&lt;br /&gt;
* 120 × [[Scrap Metal]]&lt;br /&gt;
* 1 × [[Gas Collector]]&lt;br /&gt;
* 1 × [[Chair]]&lt;br /&gt;
&lt;br /&gt;
=== Phase 2: Follow-up Investigations ===&lt;br /&gt;
&lt;br /&gt;
After the initial Flight Recorder is delivered, Commander Harken assigns follow-up investigation objectives across three separate systems to gather more evidence.&lt;br /&gt;
&lt;br /&gt;
The follow-up objectives are:&lt;br /&gt;
* Recover the Flight Recorder from &#039;&#039;&#039;UMC Infinite Horizon&#039;&#039;&#039; in the [[Infinite Horizon (Star System)|INFINITE HORIZON]] system.&lt;br /&gt;
* Recover the Flight Recorder from &#039;&#039;&#039;UMC Celestial Hauler&#039;&#039;&#039; in the [[Celestial Hauler (Star System)|CELESTIAL HAULER]] system.&lt;br /&gt;
* Collect the wreckage of the &#039;&#039;&#039;UMC Stellar Horizon&#039;&#039;&#039; from the [[System NG5|NG5]] system.&lt;br /&gt;
&lt;br /&gt;
The final contract completion requires returning all three pieces of evidence to Commander Harken at the CMDR HARKEN system.&lt;br /&gt;
&lt;br /&gt;
==== Investigation Hazards and Choices ====&lt;br /&gt;
&lt;br /&gt;
The subsequent investigations present distinct challenges:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;UMC Infinite Horizon:&#039;&#039;&#039; The INFINITE HORIZON system features an intense [[Star System#Meteor Shower|Meteor Shower]]&#039;&#039;. The wreck contains a significant amount of [[Scrap Metal]] for salvage, but due to the high risk of hull damage from meteorite strikes, players must weigh the resource benefit against repair costs. Players are advised to equip robust [[Armour]] and defensive weapons (e.g., [[Gatling Gun]]s). Retrieval requires a [[Logistics Drone]].&lt;br /&gt;
* &#039;&#039;&#039;UMC Celestial Hauler:&#039;&#039;&#039; This wreck contains salvageable [[Scrap Metal]]. Upon arrival in the CELESTIAL HAULER system, the player is confronted by a &#039;&#039;&#039;Scavenger Wraith&#039;&#039;&#039; which possesses the Flight Recorder. The Scavenger Wraith demands $20,000 credits for the device. &#039;&#039;&#039;&#039;&#039;Player Choice:&#039;&#039;&#039; The player may either pay the $20,000 ransom or destroy the &#039;&#039;&#039;Scavenger Wraith&#039;&#039;&#039; to obtain the Flight Recorder. Destruction has no known negative faction consequences and yields additional Scrap Metal.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;UMC Stellar Horizon Wreckage:&#039;&#039;&#039; Located in NG5. The collection requires a [[Shuttle]] operation (not Logistics Drones) and the debris consists of &#039;&#039;&#039;80 units&#039;&#039;&#039; of wreckage, requiring sufficient [[Storage]] capacity.&lt;br /&gt;
&lt;br /&gt;
=== Conclusion ===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;A Wolf in Sheep’s Clothing, Part 1&#039;&#039;&#039; contract is fully completed upon returning all collected evidence to the CMDR HARKEN system. Upon final delivery, the &#039;&#039;Vanguard&#039;&#039; docks again, and the items are transferred.&lt;br /&gt;
&lt;br /&gt;
The player receives a reward of &#039;&#039;&#039;$200,000&#039;&#039;&#039; credits.&lt;br /&gt;
&lt;br /&gt;
Following the analysis, Commander Harken informs the player that the evidence points to a highly organized pirate vessel which must be tracked down and destroyed. She reveals a new sensor image of the attacker, confirms that they must be tracked down and destroyed, and advises the player to use the received funds to repair the ship hull at any [[Shipyard]] and upgrade defenses in preparation for the next mission.&lt;br /&gt;
&lt;br /&gt;
The subsequent investigation to track down the pirate vessel forms the basis of the next main story contract, &#039;&#039;&#039;[[A Wolf in Sheep’s Clothing, Part 2]]&#039;&#039;&#039;, which is initiated shortly thereafter when Commander Harken calls the player again.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Contract#Story Contracts|Story Contracts]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing]]&lt;br /&gt;
* [[A Wolf in Sheep’s Clothing, Part 2]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Story Contracts]]&lt;br /&gt;
[[Category:A Wolf in Sheep’s Clothing Series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=The_Final_Stand&amp;diff=2404</id>
		<title>The Final Stand</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=The_Final_Stand&amp;diff=2404"/>
		<updated>2025-12-11T20:20:02Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Final Stand&#039;&#039;&#039; is a story contract linked to the aftermath of [[Stargate Project, Phase 10]]. It begins when [[Commander Harken]] instructs the player to respond regarding the Andromeda Project&#039;s restriction of Stargate access.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The mission involves assisting [[Prof. Artemis Toppingbury]] in taking control of the Andromeda Project HQ. Upon arrival at the HQ, the player is immediately declared an enemy by the Project. The operation includes:&lt;br /&gt;
&lt;br /&gt;
* Infiltrating and infecting the HQ with a virus&lt;br /&gt;
* Engaging in intense combat while maintaining the virus operation&lt;br /&gt;
* Defending the HQ from an attacking enemy flagship&lt;br /&gt;
* Exiting the HQ after the operation is complete&lt;br /&gt;
&lt;br /&gt;
[[Commander Harken]] provides support during combat and coordinates the assault.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Travel to Commander Harken to receive final instructions.&lt;br /&gt;
* Infiltrate and deploy a virus in the Andromeda Project HQ with Toppingbury.&lt;br /&gt;
* Repel attacks from the enemy flagship and other hostiles.&lt;br /&gt;
* Exit the HQ safely.&lt;br /&gt;
* Maintain control of the Stargate after the mission.&lt;br /&gt;
&lt;br /&gt;
== Completion ==&lt;br /&gt;
[[File:Campaign End Screen.jpg|thumb|alt=Campaign End Screen|End screen displayed after leaving the HQ star system, showing total playtime.]]&lt;br /&gt;
Upon completing the objectives, [[Commander Harken]] thanks the player. Control of the Stargate is retained. Once the HQ star system is left, the campaign concludes, and the end screen is displayed, showing the total playtime.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* This contract is narrative-linked to Phase 10 of the Stargate Project but is not counted as Phase 11.&lt;br /&gt;
* Focuses on tactical combat, infiltration, and strategic coordination rather than resource management.&lt;br /&gt;
* Exiting the HQ star system triggers the campaign end and displays the final statistics screen.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Stargate Project, Phase 10]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Story Contracts]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=The_Final_Stand&amp;diff=2403</id>
		<title>The Final Stand</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=The_Final_Stand&amp;diff=2403"/>
		<updated>2025-12-11T20:19:22Z</updated>

		<summary type="html">&lt;p&gt;Eichi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;The Final Stand&amp;#039;&amp;#039;&amp;#039; is a story contract linked to the aftermath of Stargate Project, Phase 10. It begins when Commander Harken instructs the player to respond regarding the Andromeda Project&amp;#039;s restriction of Stargate access.  == Overview == The mission involves assisting Prof. Artemis Toppingbury in taking control of the Andromeda Project HQ. Upon arrival at the HQ, the player is immediately declared an enemy by the Project. The operation includes:  * Infil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Final Stand&#039;&#039;&#039; is a story contract linked to the aftermath of [[Stargate Project, Phase 10]]. It begins when [[Commander Harken]] instructs the player to respond regarding the Andromeda Project&#039;s restriction of Stargate access.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The mission involves assisting [[Prof. Artemis Toppingbury]] in taking control of the Andromeda Project HQ. Upon arrival at the HQ, the player is immediately declared an enemy by the Project. The operation includes:&lt;br /&gt;
&lt;br /&gt;
* Infiltrating and infecting the HQ with a virus&lt;br /&gt;
* Engaging in intense combat while maintaining the virus operation&lt;br /&gt;
* Defending the HQ from an attacking enemy flagship&lt;br /&gt;
* Exiting the HQ after the operation is complete&lt;br /&gt;
&lt;br /&gt;
[[Commander Harken]] provides support during combat and coordinates the assault.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Travel to Commander Harken to receive final instructions.&lt;br /&gt;
* Infiltrate and deploy a virus in the Andromeda Project HQ with Toppingbury.&lt;br /&gt;
* Repel attacks from the enemy flagship and other hostiles.&lt;br /&gt;
* Exit the HQ safely.&lt;br /&gt;
* Maintain control of the Stargate after the mission.&lt;br /&gt;
&lt;br /&gt;
== Completion ==&lt;br /&gt;
Upon completing the objectives, [[Commander Harken]] thanks the player. Control of the Stargate is retained. Once the HQ star system is left, the campaign concludes, and the end screen is displayed, showing the total playtime.&lt;br /&gt;
&lt;br /&gt;
[[File:Campaign End Screen.jpg|thumb|alt=Campaign End Screen|End screen displayed after leaving the HQ star system, showing total playtime.]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* This contract is narrative-linked to Phase 10 of the Stargate Project but is not counted as Phase 11.&lt;br /&gt;
* Focuses on tactical combat, infiltration, and strategic coordination rather than resource management.&lt;br /&gt;
* Exiting the HQ star system triggers the campaign end and displays the final statistics screen.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Stargate Project, Phase 10]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Story Contracts]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:Campaign_End_Screen.jpg&amp;diff=2402</id>
		<title>File:Campaign End Screen.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:Campaign_End_Screen.jpg&amp;diff=2402"/>
		<updated>2025-12-11T20:18:34Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;End screen displayed after leaving the HQ star system, showing total playtime.&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project,_Phase_10&amp;diff=2401</id>
		<title>Stargate Project, Phase 10</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project,_Phase_10&amp;diff=2401"/>
		<updated>2025-12-11T19:46:38Z</updated>

		<summary type="html">&lt;p&gt;Eichi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Stargate Project, Phase 10&amp;#039;&amp;#039;&amp;#039; is the tenth and final phase of the gameplay event Stargate Project. It begins after completing Stargate Project, Phase 9 and incorporates the story contract &amp;#039;&amp;#039;Brave New Sector, Part 4&amp;#039;&amp;#039;.  == Overview == The player is tasked with conducting the Stargate test jump into the Andromeda Galaxy. Phase 10 focuses on powering the Stargate and overseeing the test jump.  == Objectives == * Ensure sufficient power supply to the Stargate (min...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stargate Project, Phase 10&#039;&#039;&#039; is the tenth and final phase of the gameplay event [[Stargate Project]]. It begins after completing [[Stargate Project, Phase 9]] and incorporates the story contract &#039;&#039;Brave New Sector, Part 4&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The player is tasked with conducting the Stargate test jump into the Andromeda Galaxy. Phase 10 focuses on powering the Stargate and overseeing the test jump.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
* Ensure sufficient power supply to the Stargate (minimum 1.5 GW), requiring at least 8 [[Energy Transmitter]]s.&lt;br /&gt;
* Start the test jump using the Stargate interface.&lt;br /&gt;
* Monitor the jump progress, including remaining distance in kilolight-years (kly) until the test ship arrives.&lt;br /&gt;
&lt;br /&gt;
== Completion ==&lt;br /&gt;
* Phase 10 concludes when the test ship successfully arrives in the Andromeda Galaxy.&lt;br /&gt;
* Shortly afterward, [[Commander Harken]] contacts the player, reporting that:&lt;br /&gt;
** The [[Andromeda Project]] has restricted third-party access to the Stargate.&lt;br /&gt;
** Large fleet movements suggest the Andromeda Project is consolidating control.&lt;br /&gt;
* The [[Andromeda Project Representative]] contacts the player to congratulate them on the successful test and mentions that work opportunities will likely follow soon.&lt;br /&gt;
* With this call, the story contract &#039;&#039;Brave New Sector, Part 4&#039;&#039; is also considered complete.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Continuous power is required throughout the test jump.&lt;br /&gt;
* At least 8 [[Energy Transmitter]]s are needed to provide the necessary 1.5 GW for the test.&lt;br /&gt;
* Phase 10 and &#039;&#039;Brave New Sector, Part 4&#039;&#039; run concurrently but are integrated in the above description.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Stargate Project]]&lt;br /&gt;
* [[Stargate Project, Phase 9]]&lt;br /&gt;
* [[Andromeda Project]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Stargate Project]]&lt;br /&gt;
[[Category:Story Contracts]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project,_Phase_9&amp;diff=2400</id>
		<title>Stargate Project, Phase 9</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project,_Phase_9&amp;diff=2400"/>
		<updated>2025-12-11T19:27:46Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stargate Project, Phase 9&#039;&#039;&#039; is the ninth phase of the gameplay event [[Stargate Project]]. It begins automatically after completing [[Stargate Project, Phase 8]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Phase 9 starts without any incoming communication. The player is tasked with delivering:&lt;br /&gt;
* 100 [[Charged Crystal]]&lt;br /&gt;
* 100 [[Warp Alignment Computer]]s&lt;br /&gt;
&lt;br /&gt;
A new research option becomes available during this phase, provided that [[Neubidium Fabrication]] and [[Zeleon Energy Containment]] have already been completed:&lt;br /&gt;
* &#039;&#039;&#039;[[Quantum Processing]]&#039;&#039;&#039; – Requires 2 RP and 3 CP. Unlocks:&lt;br /&gt;
** [[Quantum Processor Blueprint]]&lt;br /&gt;
** [[Quantum Wafer Blueprint]]&lt;br /&gt;
** [[Empty Compute Grid Blueprint]]&lt;br /&gt;
** [[Quantum Compute Grid Blueprint]]&lt;br /&gt;
** [[Warp Alignment Computer Blueprint]]&lt;br /&gt;
&lt;br /&gt;
This research requires a [[Crew Member#Scientist|Scientist]] aboard a ship equipped with a [[Science Station]] and a [[Supercomputer]]. Upon completion, the player is informed that 100 [[Warp Alignment Computer]]s are now required for the next stage of the Stargate Project.&lt;br /&gt;
&lt;br /&gt;
== Required Technologies and Production ==&lt;br /&gt;
Players must produce the necessary resources for the phase. Quantum Processing enables the creation of advanced components required for further Stargate operations.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
Once all required items have been delivered to the Stargate, the Stargate interface allows the player to initiate the &#039;&#039;&#039;Test Andromeda Jump&#039;&#039;&#039;. Activating the test draws the required power for a simulated jump sequence.&lt;br /&gt;
&lt;br /&gt;
After the test completes, the player is contacted by the &#039;&#039;&#039;Andromeda Project Representative&#039;&#039;&#039;, who requests that the player call him again once preparations are complete and the crew is ready to proceed with the jump to the new galaxy.&lt;br /&gt;
&lt;br /&gt;
When the representative is contacted, [[Stargate Project, Phase 10]] begins.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Quantum Processing research is dependent on previously completed Stargate Project technologies.&lt;br /&gt;
* A Scientist, Science Station, and Supercomputer are required to perform the research.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Stargate Project]]&lt;br /&gt;
* [[Stargate Project, Phase 8]]&lt;br /&gt;
* [[Stargate Project, Phase 10]]&lt;br /&gt;
* [[Quantum Processing]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Stargate Project]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2395</id>
		<title>Stargate Project</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2395"/>
		<updated>2025-10-29T13:47:42Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Stargate Project&#039;&#039;&#039; is the aim of the [[Boldly Go]] [[Gamemodes|gamemode]]. It is completed in 10 phases which all require different quantities of items or other requirements.&lt;br /&gt;
&lt;br /&gt;
These items are usually [[Stargate Components]] though occasionally other items are required such as [[Tilium Crystals]] and [[Stable Isotopes]].&lt;br /&gt;
&lt;br /&gt;
The construction of the [[Stargate]] is loacted in the central [[Star System]] of the starting [[Sector]]. The final goal is to have a fully operational [[Stargate]].&lt;br /&gt;
== Phases ==&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
* 10 [[Stargate Frame]]&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
* 200 Stargate Frame&lt;br /&gt;
&lt;br /&gt;
=== Phase 3===&lt;br /&gt;
*250 [[Stargate Actuator]]&lt;br /&gt;
*250 [[Stargate Resin]]&lt;br /&gt;
*100 Stable Isotopes&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
*200 [[Stargate Receiver]]&lt;br /&gt;
*150 Stargate Actuator&lt;br /&gt;
*250 Tilium Crystals&lt;br /&gt;
&lt;br /&gt;
===Phase 5===&lt;br /&gt;
{{Main|Stargate Project, Phase 5}}&lt;br /&gt;
* Build 5 [[Energy Transmitter]]s and install them on a ship.&lt;br /&gt;
* Use a ship capable of delivering 1,000 MW to activate the stargate.&lt;br /&gt;
* Maintain 100 MW continuous power to keep the gate online.&lt;br /&gt;
&lt;br /&gt;
===Phase 6===&lt;br /&gt;
{{Main|Stargate Project, Phase 6}}&lt;br /&gt;
* Jump through the stargate to a new, unexplored sector.&lt;br /&gt;
* Explore 3 new star systems: a calm arrival zone, a [[Zeleon Gas]] cloud with a [[Star System#Meteor Shower|Meteor Shower]], and an [[Star System#Asteroid Belt|Asteroid Belt]] with [[Neubidium Ore]].&lt;br /&gt;
* Research [[Zeleon Gas (Research)|Zeleon Gas]] and [[Neubidium Processing]] to unlock required refining technologies.&lt;br /&gt;
* Deliver 75 [[Neubidium Ingot]] and 30 [[Stable Zeleon]] to complete the phase.&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
===Phase 7===&lt;br /&gt;
{{Main|Stargate Project, Phase 7}}&lt;br /&gt;
* [[Commander Harken]] reports the discovery of new star systems, now occupied by [[Pirates]].&lt;br /&gt;
* A [[Shipyard]], [[Contract]]s, and [[Trade]] become available in the arrival system.&lt;br /&gt;
* Explore 2 &amp;quot;FORTRESS&amp;quot;-marked asteroid systems guarded by [[Weapons Platform]]s and pirate ships.&lt;br /&gt;
* Research [[Zeleon Energy Containment]] and [[Neubidium Fabrication]] to unlock required components.&lt;br /&gt;
* Deliver 140 [[Zeleon Energy Cell]] and 160 [[Neubidium Capacitor]].&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 8 ===&lt;br /&gt;
{{Main|Stargate Project, Phase 8}}&lt;br /&gt;
* Contacted by the &#039;&#039;&#039;Andromeda Project Representative&#039;&#039;&#039;, who assigns a new research task related to synthetic crystal production.&lt;br /&gt;
* Meet [[Prof. Artemis Toppingbury]] (from [[The Trouble With Tiddlets]]) to deliver 1 × [[Shielded Zeleon]] and 1 × [[Neubidium Ingot]].&lt;br /&gt;
* Toppingbury discovers that a zeleon laser can charge synthetic neubidium crystals, replicating the properties of natural [[Tiddlet#Crystal|Tiddlet Crystals]].&lt;br /&gt;
* The laser emits lethal [[Radiation]] and must be carefully contained. The player receives:&lt;br /&gt;
** 1 [[Laser Infuser]]&lt;br /&gt;
** 5 [[Radiation Blocker]]&lt;br /&gt;
** 1 [[Empty Crystal]]&lt;br /&gt;
** 1 [[Zeleon Energy Cell]]&lt;br /&gt;
* A short tutorial introduces radiation safety and containment.  &lt;br /&gt;
* Deliver 10 [[Charged Crystal]] to the Stargate to advance the project.&lt;br /&gt;
&lt;br /&gt;
=== Phase 9 ===&lt;br /&gt;
{{Main|Stargate Project, Phase 9}}&lt;br /&gt;
* Phase 9 starts automatically after completing Phase 8, with no incoming communication.&lt;br /&gt;
* Deliver 100 [[Charged Crystal]] and 100 [[Warp Alignment Computer]]s.&lt;br /&gt;
* New research [[Quantum Processing]] becomes available (requires 2 RP, 3 CP, Scientist, Science Station, and Supercomputer).&lt;br /&gt;
&lt;br /&gt;
===Phase 10===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{History|Alpha 4|Introduced with phases 1 and 2.}}&lt;br /&gt;
{{History|Alpha 5|Phases 3 and 4 implemented, hostile factions oppose Stargate creation after Phase 2, the Stargate System restocks.}}&lt;br /&gt;
{{History|Alpha 15|Phase 5 overhauled, phases 6 and 7 implemented.}}&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project,_Phase_9&amp;diff=2394</id>
		<title>Stargate Project, Phase 9</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project,_Phase_9&amp;diff=2394"/>
		<updated>2025-10-29T13:46:31Z</updated>

		<summary type="html">&lt;p&gt;Eichi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Stargate Project, Phase 9&amp;#039;&amp;#039;&amp;#039; is the ninth phase of the gameplay event Stargate Project. It begins automatically after completing Stargate Project, Phase 8.  == Overview == Phase 9 starts without any incoming communication. The player is tasked with delivering: * 100 Charged Crystal * 100 Warp Alignment Computers  A new research option becomes available during this phase, provided that Neubidium Fabrication and Zeleon Energy Containment have alr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stargate Project, Phase 9&#039;&#039;&#039; is the ninth phase of the gameplay event [[Stargate Project]]. It begins automatically after completing [[Stargate Project, Phase 8]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Phase 9 starts without any incoming communication. The player is tasked with delivering:&lt;br /&gt;
* 100 [[Charged Crystal]]&lt;br /&gt;
* 100 [[Warp Alignment Computer]]s&lt;br /&gt;
&lt;br /&gt;
A new research option becomes available during this phase, provided that [[Neubidium Fabrication]] and [[Zeleon Energy Containment]] have already been completed:&lt;br /&gt;
* &#039;&#039;&#039;[[Quantum Processing]]&#039;&#039;&#039; – Requires 2 RP and 3 CP. Unlocks:&lt;br /&gt;
** [[Quantum Processor Blueprint]]&lt;br /&gt;
** [[Quantum Wafer Blueprint]]&lt;br /&gt;
** [[Empty Compute Grid Blueprint]]&lt;br /&gt;
** [[Quantum Compute Grid Blueprint]]&lt;br /&gt;
** [[Warp Alignment Computer Blueprint]]&lt;br /&gt;
&lt;br /&gt;
This research requires a [[Crew Member#Scientist|Scientist]] aboard a ship equipped with a [[Science Station]] and a [[Supercomputer]]. Upon completion, the player is informed that 100 [[Warp Alignment Computer]]s are now required for the next stage of the Stargate Project.&lt;br /&gt;
&lt;br /&gt;
== Required Technologies and Production ==&lt;br /&gt;
Players must produce the necessary resources for the phase. Quantum Processing enables the creation of advanced components required for further Stargate operations.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Quantum Processing research is dependent on previously completed Stargate Project technologies.&lt;br /&gt;
* A Scientist, Science Station, and Supercomputer are required to perform the research.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Stargate Project]]&lt;br /&gt;
* [[Stargate Project, Phase 8]]&lt;br /&gt;
* [[Stargate Project, Phase 10]]&lt;br /&gt;
* [[Quantum Processing]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Stargate Project]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project,_Phase_7&amp;diff=2393</id>
		<title>Stargate Project, Phase 7</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project,_Phase_7&amp;diff=2393"/>
		<updated>2025-10-29T12:25:33Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stargate Project, Phase 7&#039;&#039;&#039; is the seventh phase of the gameplay event [[Stargate Project]]. It begins immediately after completing [[Stargate Project, Phase 6]], when the player is contacted by [[Commander Harken]]. She reports that additional [[Star System]]s have been discovered in the remote [[Sector]], but warns that pirate factions appear to have moved in first. Several systems now contain fortified pirate installations surrounding key [[Neubidium Ore]] resources. The player is advised to proceed with caution and be prepared for combat.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
To complete Phase 7, the player must deliver:&lt;br /&gt;
&lt;br /&gt;
* 140 [[Zeleon Energy Cell]]&lt;br /&gt;
* 160 [[Neubidium Capacitor]]&lt;br /&gt;
&lt;br /&gt;
As in Phase 6, the Stargate must be continuously supplied with 100 MW of power throughout this phase.&lt;br /&gt;
&lt;br /&gt;
== Required Technologies and Production ==&lt;br /&gt;
The required materials can be produced using technologies unlocked earlier in the Stargate Project:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Neubidium Fabrication]]&#039;&#039;&#039; – Requires 4 RP and 3 CP. Unlocks:&lt;br /&gt;
** [[Energy Cell Frame Blueprint]]&lt;br /&gt;
** [[Neubidium Capacitor Blueprint]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Zeleon Energy Containment]]&#039;&#039;&#039; – Requires 4 RP and 3 CP. Unlocks:&lt;br /&gt;
** [[Shielded Canister Blueprint]]&lt;br /&gt;
** [[Shielded Zeleon Blueprint]]&lt;br /&gt;
** [[Zeleon Energy Cell Blueprint]]&lt;br /&gt;
&lt;br /&gt;
These research tasks must be completed by a [[Crew Member#Scientist|Scientist]] aboard a ship equipped with a [[Supercomputer]] and a [[Science Station]].&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing ===&lt;br /&gt;
* The neubidium capacitor is crafted at an [[Assembly Table]] using:&lt;br /&gt;
** 1 [[Stargate Capacitor]]&lt;br /&gt;
** 5 [[Neubidium Ingot]]s&lt;br /&gt;
&lt;br /&gt;
* The zeleon energy cell requires multiple production steps:&lt;br /&gt;
** Produce a [[Shielded Canister]] in a [[Fabricator]] using 1 [[Precious Metal]].&lt;br /&gt;
** Fill it with [[Stable Zeleon]] in a [[Chemical Lab]] to create [[Shielded Zeleon]].&lt;br /&gt;
** Combine the [[Shielded Zeleon]] and an [[Energy Cell Frame]] in an assembly table.&lt;br /&gt;
&lt;br /&gt;
== Sector Changes ==&lt;br /&gt;
When the player next enters the stargate sector after starting Phase 7:&lt;br /&gt;
&lt;br /&gt;
* A [[Shipyard]] appears in the starting system, enabling access to [[Contract]]s and a [[Trade]] station.&lt;br /&gt;
* Two additional star systems become available, each marked with a red &amp;quot;FORTRESS&amp;quot; label. These are heavily fortified pirate locations in asteroid belts.&lt;br /&gt;
* Additional star systems can be discovered by performing [[Sector Scan]]s.&lt;br /&gt;
** 5 [[Derelict Ship]]s&lt;br /&gt;
** 3 [[Star System#Asteroid Belt|Asteroid Belt]]s&lt;br /&gt;
** 2 [[Star System#Zeleon Storm|Zeleon Storm]]s (1 without a Meteor Shower)&lt;br /&gt;
** 2 [[Star System#Metreon Nebula|Metreon Nebula]]s&lt;br /&gt;
&lt;br /&gt;
== Pirate Fortresses ==&lt;br /&gt;
Each &amp;quot;FORTRESS&amp;quot; system contains:&lt;br /&gt;
&lt;br /&gt;
* A pirate-operated [[Weapons Platform]].&lt;br /&gt;
* Multiple pirate combat ships.&lt;br /&gt;
* Occasionally, allied ships may be present to assist.&lt;br /&gt;
* In some instances, pirate reinforcements will warp in shortly after combat begins — but this does not always occur.&lt;br /&gt;
&lt;br /&gt;
Once the initial pirate forces are destroyed, no additional reinforcements appear on re-entry. Systems remain cleared permanently.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Recommendations ===&lt;br /&gt;
Combat in Fortress systems is challenging and demands preparation:&lt;br /&gt;
&lt;br /&gt;
* Powerful pirate ships may appear. Bring a ship optimized for combat.&lt;br /&gt;
* Tactical options include:&lt;br /&gt;
** **Elimination First** – Engage pirate ships at a distance before approaching the weapons platform.&lt;br /&gt;
** **Platform Focus** – Target the platform directly to prevent reinforcements. This carries risk and may lead to losses.&lt;br /&gt;
* Once the weapons platform is destroyed, reinforcements will no longer arrive.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
Currently, as of [[Version History#Alpha 16|Alpha 16]], Phase 7 does not have a scripted conclusion. Delivering the required materials and clearing the pirate fortresses does not trigger further objectives or events. The storyline is expected to continue in a future update.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The Stargate must be powered with 100 MW during the entire phase.&lt;br /&gt;
* Pirate fortresses are static — once cleared, they remain cleared.&lt;br /&gt;
* Strong ships and proper tactics are essential for survival.&lt;br /&gt;
* At the beginning of Phase 7, shortly after being hailed by Commander Harken, the tutorial Sector Surveying starts. This introduces the player to performing a Sector Scan using either [[Hyperspace Sensor]]s or [[Hyperspace Sensor LR|Hyperspace Sensors LR]] to discover new systems or points of interest.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Stargate Project]]&lt;br /&gt;
* [[Stargate Project, Phase 6]]&lt;br /&gt;
* [[Stargate Project, Phase 8]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Stargate Project]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project,_Phase_8&amp;diff=2392</id>
		<title>Stargate Project, Phase 8</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project,_Phase_8&amp;diff=2392"/>
		<updated>2025-10-29T12:25:31Z</updated>

		<summary type="html">&lt;p&gt;Eichi: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Stargate Project, Phase 8&amp;#039;&amp;#039;&amp;#039; is the eighth phase of the gameplay event Stargate Project. It begins immediately after completing Stargate Project, Phase 7, when the player is contacted by the &amp;#039;&amp;#039;&amp;#039;Andromeda Project Representative&amp;#039;&amp;#039;&amp;#039;. The new task focuses on advancing synthetic crystal technology.  == Overview == The player is instructed to meet Prof. Artemis Toppingbury (previously encountered in The Trouble with Tiddlets) to deliver: * 1 Shielded Zeleo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stargate Project, Phase 8&#039;&#039;&#039; is the eighth phase of the gameplay event [[Stargate Project]]. It begins immediately after completing [[Stargate Project, Phase 7]], when the player is contacted by the &#039;&#039;&#039;Andromeda Project Representative&#039;&#039;&#039;. The new task focuses on advancing synthetic crystal technology.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The player is instructed to meet [[Prof. Artemis Toppingbury]] (previously encountered in [[The Trouble with Tiddlets]]) to deliver:&lt;br /&gt;
* 1 [[Shielded Zeleon]]&lt;br /&gt;
* 1 [[Neubidium Ingot]]&lt;br /&gt;
&lt;br /&gt;
During this meeting, Toppingbury discovers that a focused zeleon laser can charge synthetic neubidium crystals, effectively replicating the unique energy properties of natural [[Tiddlet#Crystal|Tiddlet Crystals]]. However, the laser’s high-energy output emits lethal [[Radiation]], requiring careful containment.&lt;br /&gt;
&lt;br /&gt;
Upon completion of the exchange, the player receives:&lt;br /&gt;
* 1 [[Laser Infuser]]&lt;br /&gt;
* 5 [[Radiation Blocker]]&lt;br /&gt;
* 1 [[Empty Crystal]]&lt;br /&gt;
* 1 [[Zeleon Energy Cell]]&lt;br /&gt;
&lt;br /&gt;
This sequence includes a short tutorial introducing the concepts of radiation exposure and containment.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
To complete Phase 8, the player must:&lt;br /&gt;
* Deliver 10 [[Charged Crystal]] to the Stargate.&lt;br /&gt;
&lt;br /&gt;
== Required Technologies and Production ==&lt;br /&gt;
Two new blueprints become available:&lt;br /&gt;
&lt;br /&gt;
* [[Empty Crystal Blueprint]]&lt;br /&gt;
* [[Charged Crystal Blueprint]]&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing Process ===&lt;br /&gt;
To create a charged crystal:&lt;br /&gt;
# Craft an empty crystal using the [[Fabricator]] with 1 × [[Neubidium Ingot]] and 1 × [[Precious Metal]].&lt;br /&gt;
# Load a zeleon energy cell and the empty crystal into the laser infuser.&lt;br /&gt;
# Expose the empty crystal to the zeleon beam under containment using radiation blockers to protect the crew.&lt;br /&gt;
::Ensure that an oxygen-supplied spacesuit is available for the working crew member.&lt;br /&gt;
# After a short process, the crystal becomes charged and ready for delivery.&lt;br /&gt;
&lt;br /&gt;
Radiation occurs during infusion; crew members must wear protective gear or remain outside the irradiated zone.&lt;br /&gt;
&lt;br /&gt;
== Tutorial: Radiation Safety ==&lt;br /&gt;
A short tutorial explains the basics of radiation management:&lt;br /&gt;
* Active lasers emit localized radiation zones.&lt;br /&gt;
* radiation Blocker tiles absorb and contain emissions.&lt;br /&gt;
* Crew exposed to radiation for prolonged periods may suffer health degradation.&lt;br /&gt;
* Monitoring via the [[Overlay#Radiation|Radiation Overlay]] is recommended.&lt;br /&gt;
&lt;br /&gt;
Proper containment ensures that production continues safely.&lt;br /&gt;
&lt;br /&gt;
== Lore and Context ==&lt;br /&gt;
Phase 8 marks the first formal collaboration between the [[Andromeda Project]] and the Tiddlet research division. The breakthrough in synthetic crystal generation represents a fusion of alien and human engineering principles. Professor Toppingbury’s discovery bridges the gap between biological crystal resonance (as observed in Tiddlets) and industrial Stargate energy manipulation.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
Once 10 charged crystals are delivered to the Stargate, Phase 8 concludes and [[Stargate Project, Phase 9]] begins automatically.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Radiation is a persistent hazard until containment is fully established.&lt;br /&gt;
* The laser infuser consumes five zeleon energy cells per charging cycle.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Stargate Project]]&lt;br /&gt;
* [[Stargate Project, Phase 7]]&lt;br /&gt;
* [[Stargate Project, Phase 9]]&lt;br /&gt;
* [[The Trouble with Tiddlets]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Stargate Project]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2391</id>
		<title>Stargate Project</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2391"/>
		<updated>2025-10-29T11:20:31Z</updated>

		<summary type="html">&lt;p&gt;Eichi: /* Phase 8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Stargate Project&#039;&#039;&#039; is the aim of the [[Boldly Go]] [[Gamemodes|gamemode]]. It is completed in 10 phases which all require different quantities of items or other requirements.&lt;br /&gt;
&lt;br /&gt;
These items are usually [[Stargate Components]] though occasionally other items are required such as [[Tilium Crystals]] and [[Stable Isotopes]].&lt;br /&gt;
&lt;br /&gt;
The construction of the [[Stargate]] is loacted in the central [[Star System]] of the starting [[Sector]]. The final goal is to have a fully operational [[Stargate]].&lt;br /&gt;
== Phases ==&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
* 10 [[Stargate Frame]]&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
* 200 Stargate Frame&lt;br /&gt;
&lt;br /&gt;
=== Phase 3===&lt;br /&gt;
*250 [[Stargate Actuator]]&lt;br /&gt;
*250 [[Stargate Resin]]&lt;br /&gt;
*100 Stable Isotopes&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
*200 [[Stargate Receiver]]&lt;br /&gt;
*150 Stargate Actuator&lt;br /&gt;
*250 Tilium Crystals&lt;br /&gt;
&lt;br /&gt;
===Phase 5===&lt;br /&gt;
{{Main|Stargate Project, Phase 5}}&lt;br /&gt;
* Build 5 [[Energy Transmitter]]s and install them on a ship.&lt;br /&gt;
* Use a ship capable of delivering 1,000 MW to activate the stargate.&lt;br /&gt;
* Maintain 100 MW continuous power to keep the gate online.&lt;br /&gt;
&lt;br /&gt;
===Phase 6===&lt;br /&gt;
{{Main|Stargate Project, Phase 6}}&lt;br /&gt;
* Jump through the stargate to a new, unexplored sector.&lt;br /&gt;
* Explore 3 new star systems: a calm arrival zone, a [[Zeleon Gas]] cloud with a [[Star System#Meteor Shower|Meteor Shower]], and an [[Star System#Asteroid Belt|Asteroid Belt]] with [[Neubidium Ore]].&lt;br /&gt;
* Research [[Zeleon Gas (Research)|Zeleon Gas]] and [[Neubidium Processing]] to unlock required refining technologies.&lt;br /&gt;
* Deliver 75 [[Neubidium Ingot]] and 30 [[Stable Zeleon]] to complete the phase.&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
===Phase 7===&lt;br /&gt;
{{Main|Stargate Project, Phase 7}}&lt;br /&gt;
* [[Commander Harken]] reports the discovery of new star systems, now occupied by [[Pirates]].&lt;br /&gt;
* A [[Shipyard]], [[Contract]]s, and [[Trade]] become available in the arrival system.&lt;br /&gt;
* Explore 2 &amp;quot;FORTRESS&amp;quot;-marked asteroid systems guarded by [[Weapons Platform]]s and pirate ships.&lt;br /&gt;
* Research [[Zeleon Energy Containment]] and [[Neubidium Fabrication]] to unlock required components.&lt;br /&gt;
* Deliver 140 [[Zeleon Energy Cell]] and 160 [[Neubidium Capacitor]].&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 8 ===&lt;br /&gt;
{{Main|Stargate Project, Phase 8}}&lt;br /&gt;
* Contacted by the &#039;&#039;&#039;Andromeda Project Representative&#039;&#039;&#039;, who assigns a new research task related to synthetic crystal production.&lt;br /&gt;
* Meet [[Prof. Artemis Toppingbury]] (from [[The Trouble With Tiddlets]]) to deliver 1 × [[Shielded Zeleon]] and 1 × [[Neubidium Ingot]].&lt;br /&gt;
* Toppingbury discovers that a zeleon laser can charge synthetic neubidium crystals, replicating the properties of natural [[Tiddlet#Crystal|Tiddlet Crystals]].&lt;br /&gt;
* The laser emits lethal [[Radiation]] and must be carefully contained. The player receives:&lt;br /&gt;
** 1 [[Laser Infuser]]&lt;br /&gt;
** 5 [[Radiation Blocker]]&lt;br /&gt;
** 1 [[Empty Crystal]]&lt;br /&gt;
** 1 [[Zeleon Energy Cell]]&lt;br /&gt;
* A short tutorial introduces radiation safety and containment.  &lt;br /&gt;
* Deliver 10 [[Charged Crystal]] to the Stargate to advance the project.&lt;br /&gt;
&lt;br /&gt;
===Phase 9===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Phase 10===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{History|Alpha 4|Introduced with phases 1 and 2.}}&lt;br /&gt;
{{History|Alpha 5|Phases 3 and 4 implemented, hostile factions oppose Stargate creation after Phase 2, the Stargate System restocks.}}&lt;br /&gt;
{{History|Alpha 15|Phase 5 overhauled, phases 6 and 7 implemented.}}&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2390</id>
		<title>Stargate Project</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2390"/>
		<updated>2025-10-29T11:19:39Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Stargate Project&#039;&#039;&#039; is the aim of the [[Boldly Go]] [[Gamemodes|gamemode]]. It is completed in 10 phases which all require different quantities of items or other requirements.&lt;br /&gt;
&lt;br /&gt;
These items are usually [[Stargate Components]] though occasionally other items are required such as [[Tilium Crystals]] and [[Stable Isotopes]].&lt;br /&gt;
&lt;br /&gt;
The construction of the [[Stargate]] is loacted in the central [[Star System]] of the starting [[Sector]]. The final goal is to have a fully operational [[Stargate]].&lt;br /&gt;
== Phases ==&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
* 10 [[Stargate Frame]]&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
* 200 Stargate Frame&lt;br /&gt;
&lt;br /&gt;
=== Phase 3===&lt;br /&gt;
*250 [[Stargate Actuator]]&lt;br /&gt;
*250 [[Stargate Resin]]&lt;br /&gt;
*100 Stable Isotopes&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
*200 [[Stargate Receiver]]&lt;br /&gt;
*150 Stargate Actuator&lt;br /&gt;
*250 Tilium Crystals&lt;br /&gt;
&lt;br /&gt;
===Phase 5===&lt;br /&gt;
{{Main|Stargate Project, Phase 5}}&lt;br /&gt;
* Build 5 [[Energy Transmitter]]s and install them on a ship.&lt;br /&gt;
* Use a ship capable of delivering 1,000 MW to activate the stargate.&lt;br /&gt;
* Maintain 100 MW continuous power to keep the gate online.&lt;br /&gt;
&lt;br /&gt;
===Phase 6===&lt;br /&gt;
{{Main|Stargate Project, Phase 6}}&lt;br /&gt;
* Jump through the stargate to a new, unexplored sector.&lt;br /&gt;
* Explore 3 new star systems: a calm arrival zone, a [[Zeleon Gas]] cloud with a [[Star System#Meteor Shower|Meteor Shower]], and an [[Star System#Asteroid Belt|Asteroid Belt]] with [[Neubidium Ore]].&lt;br /&gt;
* Research [[Zeleon Gas (Research)|Zeleon Gas]] and [[Neubidium Processing]] to unlock required refining technologies.&lt;br /&gt;
* Deliver 75 [[Neubidium Ingot]] and 30 [[Stable Zeleon]] to complete the phase.&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
===Phase 7===&lt;br /&gt;
{{Main|Stargate Project, Phase 7}}&lt;br /&gt;
* [[Commander Harken]] reports the discovery of new star systems, now occupied by [[Pirates]].&lt;br /&gt;
* A [[Shipyard]], [[Contract]]s, and [[Trade]] become available in the arrival system.&lt;br /&gt;
* Explore 2 &amp;quot;FORTRESS&amp;quot;-marked asteroid systems guarded by [[Weapons Platform]]s and pirate ships.&lt;br /&gt;
* Research [[Zeleon Energy Containment]] and [[Neubidium Fabrication]] to unlock required components.&lt;br /&gt;
* Deliver 140 [[Zeleon Energy Cell]] and 160 [[Neubidium Capacitor]].&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 8 ===&lt;br /&gt;
{{Main|Stargate Project, Phase 8}}&lt;br /&gt;
* Contacted by the &#039;&#039;&#039;Andromeda Project Representative&#039;&#039;&#039;, who assigns a new research task related to synthetic crystal production.&lt;br /&gt;
* Meet [[Prof. Artemis Toppingbury]] (from [[The Trouble With Tiddlets]]) to deliver 1 × [[Shielded Zeleon]] and 1 × [[Neubidium Ingot]].&lt;br /&gt;
* Toppingbury discovers that a zeleon laser can charge synthetic neubidium crystals, replicating the properties of natural [[Tiddlet#Crystal|Tiddlet Crystals]].&lt;br /&gt;
* The laser emits lethal [[Radiation]] and must be carefully contained. The player receives:&lt;br /&gt;
** 1 [[Laser Infuser]]&lt;br /&gt;
** 5 [[Radiation Blocker]]&lt;br /&gt;
** 1 [[Empty Crystal]]&lt;br /&gt;
** 1 [[Zeleon Energy Cell]]&lt;br /&gt;
* Short tutorial on radiation.&lt;br /&gt;
* Deliver 10 [[Charged Crystal]] to the Stargate to advance the project.&lt;br /&gt;
&lt;br /&gt;
===Phase 9===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Phase 10===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{History|Alpha 4|Introduced with phases 1 and 2.}}&lt;br /&gt;
{{History|Alpha 5|Phases 3 and 4 implemented, hostile factions oppose Stargate creation after Phase 2, the Stargate System restocks.}}&lt;br /&gt;
{{History|Alpha 15|Phase 5 overhauled, phases 6 and 7 implemented.}}&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2389</id>
		<title>Stargate Project</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2389"/>
		<updated>2025-10-29T11:19:03Z</updated>

		<summary type="html">&lt;p&gt;Eichi: /* Phase 8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Stargate Project&#039;&#039;&#039; is the aim of the [[Boldly Go]] [[Gamemodes|gamemode]]. It is completed in 10 phases which all require different quantities of items or other requirements.&lt;br /&gt;
&lt;br /&gt;
These items are usually [[Stargate Components]] though occasionally other items are required such as [[Tilium Crystals]] and [[Stable Isotopes]].&lt;br /&gt;
&lt;br /&gt;
The construction of the [[Stargate]] is loacted in the central [[Star System]] of the starting [[Sector]]. The final goal is to have a fully operational [[Stargate]].&lt;br /&gt;
== Phases ==&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
* 10 [[Stargate Frame]]&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
* 200 Stargate Frame&lt;br /&gt;
&lt;br /&gt;
=== Phase 3===&lt;br /&gt;
*250 [[Stargate Actuator]]&lt;br /&gt;
*250 [[Stargate Resin]]&lt;br /&gt;
*100 Stable Isotopes&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
*200 [[Stargate Receiver]]&lt;br /&gt;
*150 Stargate Actuator&lt;br /&gt;
*250 Tilium Crystals&lt;br /&gt;
&lt;br /&gt;
===Phase 5===&lt;br /&gt;
{{Main|Stargate Project, Phase 5}}&lt;br /&gt;
* Build 5 [[Energy Transmitter]]s and install them on a ship.&lt;br /&gt;
* Use a ship capable of delivering 1,000 MW to activate the stargate.&lt;br /&gt;
* Maintain 100 MW continuous power to keep the gate online.&lt;br /&gt;
&lt;br /&gt;
===Phase 6===&lt;br /&gt;
{{Main|Stargate Project, Phase 6}}&lt;br /&gt;
* Jump through the stargate to a new, unexplored sector.&lt;br /&gt;
* Explore 3 new star systems: a calm arrival zone, a [[Zeleon Gas]] cloud with a [[Star System#Meteor Shower|Meteor Shower]], and an [[Star System#Asteroid Belt|Asteroid Belt]] with [[Neubidium Ore]].&lt;br /&gt;
* Research [[Zeleon Gas (Research)|Zeleon Gas]] and [[Neubidium Processing]] to unlock required refining technologies.&lt;br /&gt;
* Deliver 75 [[Neubidium Ingot]] and 30 [[Stable Zeleon]] to complete the phase.&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
===Phase 7===&lt;br /&gt;
{{Main|Stargate Project, Phase 7}}&lt;br /&gt;
* [[Commander Harken]] reports the discovery of new star systems, now occupied by [[Pirates]].&lt;br /&gt;
* A [[Shipyard]], [[Contract]]s, and [[Trade]] become available in the arrival system.&lt;br /&gt;
* Explore 2 &amp;quot;FORTRESS&amp;quot;-marked asteroid systems guarded by [[Weapons Platform]]s and pirate ships.&lt;br /&gt;
* Research [[Zeleon Energy Containment]] and [[Neubidium Fabrication]] to unlock required components.&lt;br /&gt;
* Deliver 140 [[Zeleon Energy Cell]] and 160 [[Neubidium Capacitor]].&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 8 ===&lt;br /&gt;
{{Main|Stargate Project, Phase 8}}&lt;br /&gt;
* Contacted by the &#039;&#039;&#039;Andromeda Project Representative&#039;&#039;&#039;, who assigns a new research task related to synthetic crystal production.&lt;br /&gt;
* Meet [[Prof. Artemis Toppingbury]] (from [[The Trouble With Tiddlets]]) to deliver 1 × [[Shielded Zeleon]] and 1 × [[Neubidium Ingot]].&lt;br /&gt;
* Toppingbury discovers that a zeleon laser can charge synthetic neubidium crystals, replicating the properties of natural [[Tiddlet#Crystal|Tiddlet Crystals]].&lt;br /&gt;
* The laser emits lethal [[Radiation]] and must be carefully contained. The player receives:&lt;br /&gt;
** 1 [[Laser Infuser]]&lt;br /&gt;
** 5 [[Radiation Blocker]]&lt;br /&gt;
** 1 [[Empty Crystal]]&lt;br /&gt;
** 1 [[Zeleon Energy Cell]]&lt;br /&gt;
* Short tutorial on radiation.&lt;br /&gt;
* Deliver **10 [[Charged Crystal]]** to the Stargate to advance the project.&lt;br /&gt;
&lt;br /&gt;
===Phase 9===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Phase 10===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{History|Alpha 4|Introduced with phases 1 and 2.}}&lt;br /&gt;
{{History|Alpha 5|Phases 3 and 4 implemented, hostile factions oppose Stargate creation after Phase 2, the Stargate System restocks.}}&lt;br /&gt;
{{History|Alpha 15|Phase 5 overhauled, phases 6 and 7 implemented.}}&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2388</id>
		<title>Stargate Project</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2388"/>
		<updated>2025-10-29T11:18:30Z</updated>

		<summary type="html">&lt;p&gt;Eichi: /* Phase 8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Stargate Project&#039;&#039;&#039; is the aim of the [[Boldly Go]] [[Gamemodes|gamemode]]. It is completed in 10 phases which all require different quantities of items or other requirements.&lt;br /&gt;
&lt;br /&gt;
These items are usually [[Stargate Components]] though occasionally other items are required such as [[Tilium Crystals]] and [[Stable Isotopes]].&lt;br /&gt;
&lt;br /&gt;
The construction of the [[Stargate]] is loacted in the central [[Star System]] of the starting [[Sector]]. The final goal is to have a fully operational [[Stargate]].&lt;br /&gt;
== Phases ==&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
* 10 [[Stargate Frame]]&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
* 200 Stargate Frame&lt;br /&gt;
&lt;br /&gt;
=== Phase 3===&lt;br /&gt;
*250 [[Stargate Actuator]]&lt;br /&gt;
*250 [[Stargate Resin]]&lt;br /&gt;
*100 Stable Isotopes&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
*200 [[Stargate Receiver]]&lt;br /&gt;
*150 Stargate Actuator&lt;br /&gt;
*250 Tilium Crystals&lt;br /&gt;
&lt;br /&gt;
===Phase 5===&lt;br /&gt;
{{Main|Stargate Project, Phase 5}}&lt;br /&gt;
* Build 5 [[Energy Transmitter]]s and install them on a ship.&lt;br /&gt;
* Use a ship capable of delivering 1,000 MW to activate the stargate.&lt;br /&gt;
* Maintain 100 MW continuous power to keep the gate online.&lt;br /&gt;
&lt;br /&gt;
===Phase 6===&lt;br /&gt;
{{Main|Stargate Project, Phase 6}}&lt;br /&gt;
* Jump through the stargate to a new, unexplored sector.&lt;br /&gt;
* Explore 3 new star systems: a calm arrival zone, a [[Zeleon Gas]] cloud with a [[Star System#Meteor Shower|Meteor Shower]], and an [[Star System#Asteroid Belt|Asteroid Belt]] with [[Neubidium Ore]].&lt;br /&gt;
* Research [[Zeleon Gas (Research)|Zeleon Gas]] and [[Neubidium Processing]] to unlock required refining technologies.&lt;br /&gt;
* Deliver 75 [[Neubidium Ingot]] and 30 [[Stable Zeleon]] to complete the phase.&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
===Phase 7===&lt;br /&gt;
{{Main|Stargate Project, Phase 7}}&lt;br /&gt;
* [[Commander Harken]] reports the discovery of new star systems, now occupied by [[Pirates]].&lt;br /&gt;
* A [[Shipyard]], [[Contract]]s, and [[Trade]] become available in the arrival system.&lt;br /&gt;
* Explore 2 &amp;quot;FORTRESS&amp;quot;-marked asteroid systems guarded by [[Weapons Platform]]s and pirate ships.&lt;br /&gt;
* Research [[Zeleon Energy Containment]] and [[Neubidium Fabrication]] to unlock required components.&lt;br /&gt;
* Deliver 140 [[Zeleon Energy Cell]] and 160 [[Neubidium Capacitor]].&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 8 ===&lt;br /&gt;
{{Main|Stargate Project, Phase 8}}&lt;br /&gt;
* Contacted by the &#039;&#039;&#039;Andromeda Project Representative&#039;&#039;&#039;, who assigns a new research task related to synthetic crystal production.&lt;br /&gt;
* Meet [[Prof. Artemis Toppingbury]] (from [[The Trouble With Tiddlets]]) to deliver 1 × [[Shielded Zeleon]] and 1 × [[Neubidium Ingot]].&lt;br /&gt;
* Toppingbury discovers that a zeleon laser can charge synthetic neubidium crystals, replicating the properties of natural [[Tiddlet#Crystal|Tiddlet Crystals]].&lt;br /&gt;
* The laser emits lethal [[Radiation]] and must be carefully contained. The player receives:&lt;br /&gt;
** 1 × [[Laser Infuser]]&lt;br /&gt;
** 5 × [[Radiation Blocker]]&lt;br /&gt;
** 1 × [[Empty Crystal]]&lt;br /&gt;
** 1 × [[Zeleon Energy Cell]]&lt;br /&gt;
* Short tutorial on radiation.&lt;br /&gt;
* Deliver **10 × [[Charged Crystal]]** to the Stargate to advance the project.&lt;br /&gt;
&lt;br /&gt;
===Phase 9===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Phase 10===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{History|Alpha 4|Introduced with phases 1 and 2.}}&lt;br /&gt;
{{History|Alpha 5|Phases 3 and 4 implemented, hostile factions oppose Stargate creation after Phase 2, the Stargate System restocks.}}&lt;br /&gt;
{{History|Alpha 15|Phase 5 overhauled, phases 6 and 7 implemented.}}&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=The_Trouble_with_Tiddlets&amp;diff=2387</id>
		<title>The Trouble with Tiddlets</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=The_Trouble_with_Tiddlets&amp;diff=2387"/>
		<updated>2025-10-29T11:03:28Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Trouble with Tiddlets&#039;&#039;&#039; is a multi-part [[Contract#Story Contract|Story Contract]] arc centered around the mysterious [[Tiddlet]]s — small, strange creatures of unknown origin. The storyline unfolds gradually across several contracts and features elements of exploration, science, diplomacy, and ultimately, survival.&lt;br /&gt;
&lt;br /&gt;
The quest begins harmlessly, with simple investigation and scientific curiosity. However, later parts reveal increasingly troubling discoveries that raise ethical, logistical, and existential concerns. &lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
The storyline is divided into several parts, each with its own objectives, rewards, and implications. Later parts depend on decisions made in earlier missions, and player choices can affect outcomes, resources, or relationships with other factions.&lt;br /&gt;
&lt;br /&gt;
== Part 1: Discovery ==&lt;br /&gt;
* Initial discovery of unidentified lifeforms (later named Tiddlets).&lt;br /&gt;
* Basic collection and observation tasks.&lt;br /&gt;
* No risk or urgency; purely exploratory.&lt;br /&gt;
&lt;br /&gt;
== Part 2: Research and Testing ==&lt;br /&gt;
* Delivery and observation of Tiddlet samples.&lt;br /&gt;
* Confirmation that [[Hyperspace Shock]] is fatal to Tiddlets.&lt;br /&gt;
* Early hints at the creatures’ reproductive behavior.&lt;br /&gt;
* Still low-risk and primarily scientific.&lt;br /&gt;
&lt;br /&gt;
== Part 3: Hop Drive Experiments ==&lt;br /&gt;
{{Main|The Trouble with Tiddlets, Part 3}}&lt;br /&gt;
* The player acquires a [[Short Hopper]] ship with a modified [[FTL Drive]].&lt;br /&gt;
* Repetitive &amp;quot;hop&amp;quot; jumps are used to trigger Tiddlet reproduction.&lt;br /&gt;
* Player must decide between supporting [[Dr. Magnus Swanson]] or helping [[Prof. Artemis Toppingbury]] liberate the Tiddlets.&lt;br /&gt;
* Decision affects rewards, tone, and future dialogue.&lt;br /&gt;
&lt;br /&gt;
== Part 4: Farm Ship Disaster ==&lt;br /&gt;
{{Main|The Trouble with Tiddlets, Part 4}}&lt;br /&gt;
* The Tiddlet farm ship suffers catastrophic failure and uncontrollable FTL jumps.&lt;br /&gt;
* The player must rescue six stranded scientists before the ship explodes.&lt;br /&gt;
* Two Tiddlets remain aboard the player’s ship.&lt;br /&gt;
* Depending on earlier choices, the player receives a reward or a warning from Toppingbury.&lt;br /&gt;
&lt;br /&gt;
== Legacy ==&lt;br /&gt;
Depending on player choices during the storyline, consequences may persist beyond the final part — affecting future [[Contract]]s, [[Faction]] relations, or the game world itself.&lt;br /&gt;
&lt;br /&gt;
Decisions made during this contract are believed to affect later stages of the [[Stargate Project]], especially [[Stargate Project, Phase 8]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Contract#Story Contract|Story Contract]]&lt;br /&gt;
* [[The Trouble with Tiddlets, Part 3]]&lt;br /&gt;
* [[The Trouble with Tiddlets, Part 4]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Contracts]]&lt;br /&gt;
[[Category:Story Contracts]]&lt;br /&gt;
[[Category:The Trouble with Tiddlets series]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2386</id>
		<title>Stargate Project</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2386"/>
		<updated>2025-10-29T11:02:20Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Stargate Project&#039;&#039;&#039; is the aim of the [[Boldly Go]] [[Gamemodes|gamemode]]. It is completed in 10 phases which all require different quantities of items or other requirements.&lt;br /&gt;
&lt;br /&gt;
These items are usually [[Stargate Components]] though occasionally other items are required such as [[Tilium Crystals]] and [[Stable Isotopes]].&lt;br /&gt;
&lt;br /&gt;
The construction of the [[Stargate]] is loacted in the central [[Star System]] of the starting [[Sector]]. The final goal is to have a fully operational [[Stargate]].&lt;br /&gt;
== Phases ==&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
* 10 [[Stargate Frame]]&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
* 200 Stargate Frame&lt;br /&gt;
&lt;br /&gt;
=== Phase 3===&lt;br /&gt;
*250 [[Stargate Actuator]]&lt;br /&gt;
*250 [[Stargate Resin]]&lt;br /&gt;
*100 Stable Isotopes&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
*200 [[Stargate Receiver]]&lt;br /&gt;
*150 Stargate Actuator&lt;br /&gt;
*250 Tilium Crystals&lt;br /&gt;
&lt;br /&gt;
===Phase 5===&lt;br /&gt;
{{Main|Stargate Project, Phase 5}}&lt;br /&gt;
* Build 5 [[Energy Transmitter]]s and install them on a ship.&lt;br /&gt;
* Use a ship capable of delivering 1,000 MW to activate the stargate.&lt;br /&gt;
* Maintain 100 MW continuous power to keep the gate online.&lt;br /&gt;
&lt;br /&gt;
===Phase 6===&lt;br /&gt;
{{Main|Stargate Project, Phase 6}}&lt;br /&gt;
* Jump through the stargate to a new, unexplored sector.&lt;br /&gt;
* Explore 3 new star systems: a calm arrival zone, a [[Zeleon Gas]] cloud with a [[Star System#Meteor Shower|Meteor Shower]], and an [[Star System#Asteroid Belt|Asteroid Belt]] with [[Neubidium Ore]].&lt;br /&gt;
* Research [[Zeleon Gas (Research)|Zeleon Gas]] and [[Neubidium Processing]] to unlock required refining technologies.&lt;br /&gt;
* Deliver 75 [[Neubidium Ingot]] and 30 [[Stable Zeleon]] to complete the phase.&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
===Phase 7===&lt;br /&gt;
{{Main|Stargate Project, Phase 7}}&lt;br /&gt;
* [[Commander Harken]] reports the discovery of new star systems, now occupied by [[Pirates]].&lt;br /&gt;
* A [[Shipyard]], [[Contract]]s, and [[Trade]] become available in the arrival system.&lt;br /&gt;
* Explore 2 &amp;quot;FORTRESS&amp;quot;-marked asteroid systems guarded by [[Weapons Platform]]s and pirate ships.&lt;br /&gt;
* Research [[Zeleon Energy Containment]] and [[Neubidium Fabrication]] to unlock required components.&lt;br /&gt;
* Deliver 140 [[Zeleon Energy Cell]] and 160 [[Neubidium Capacitor]].&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
=== Phase 8 ===&lt;br /&gt;
{{Main|Stargate Project, Phase 8}}&lt;br /&gt;
* An [[Andromeda Project Representative]] announces a new research task involving [[Tiddlets]] crystals.  &lt;br /&gt;
* The species is now strictly protected, preventing further harvesting.  &lt;br /&gt;
* Deliver 1 × [[Shielded Zeleon]] and 1 × [[Neubidium Ingot]] to support ethical crystal synthesis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phase 9===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Phase 10===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{History|Alpha 4|Introduced with phases 1 and 2.}}&lt;br /&gt;
{{History|Alpha 5|Phases 3 and 4 implemented, hostile factions oppose Stargate creation after Phase 2, the Stargate System restocks.}}&lt;br /&gt;
{{History|Alpha 15|Phase 5 overhauled, phases 6 and 7 implemented.}}&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2385</id>
		<title>Stargate Project</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project&amp;diff=2385"/>
		<updated>2025-10-29T10:53:48Z</updated>

		<summary type="html">&lt;p&gt;Eichi: /* Phase 8 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Stargate Project&#039;&#039;&#039; is the aim of the [[Boldly Go]] [[Gamemodes|gamemode]]. It is completed in 10 phases which all require different quantities of items or other requirements.&lt;br /&gt;
&lt;br /&gt;
These items are usually [[Stargate Components]] though occasionally other items are required such as [[Tilium Crystals]] and [[Stable Isotopes]].&lt;br /&gt;
&lt;br /&gt;
The construction of the [[Stargate]] is loacted in the central [[Star System]] of the starting [[Sector]]. The final goal is to have a fully operational [[Stargate]].&lt;br /&gt;
== Phases ==&lt;br /&gt;
=== Phase 1 ===&lt;br /&gt;
* 10 [[Stargate Frame]]&lt;br /&gt;
&lt;br /&gt;
=== Phase 2 ===&lt;br /&gt;
* 200 Stargate Frame&lt;br /&gt;
&lt;br /&gt;
=== Phase 3===&lt;br /&gt;
*250 [[Stargate Actuator]]&lt;br /&gt;
*250 [[Stargate Resin]]&lt;br /&gt;
*100 Stable Isotopes&lt;br /&gt;
&lt;br /&gt;
===Phase 4===&lt;br /&gt;
*200 [[Stargate Receiver]]&lt;br /&gt;
*150 Stargate Actuator&lt;br /&gt;
*250 Tilium Crystals&lt;br /&gt;
&lt;br /&gt;
===Phase 5===&lt;br /&gt;
{{Main|Stargate Project, Phase 5}}&lt;br /&gt;
* Build 5 [[Energy Transmitter]]s and install them on a ship.&lt;br /&gt;
* Use a ship capable of delivering 1,000 MW to activate the stargate.&lt;br /&gt;
* Maintain 100 MW continuous power to keep the gate online.&lt;br /&gt;
&lt;br /&gt;
===Phase 6===&lt;br /&gt;
{{Main|Stargate Project, Phase 6}}&lt;br /&gt;
* Jump through the stargate to a new, unexplored sector.&lt;br /&gt;
* Explore 3 new star systems: a calm arrival zone, a [[Zeleon Gas]] cloud with a [[Star System#Meteor Shower|Meteor Shower]], and an [[Star System#Asteroid Belt|Asteroid Belt]] with [[Neubidium Ore]].&lt;br /&gt;
* Research [[Zeleon Gas (Research)|Zeleon Gas]] and [[Neubidium Processing]] to unlock required refining technologies.&lt;br /&gt;
* Deliver 75 [[Neubidium Ingot]] and 30 [[Stable Zeleon]] to complete the phase.&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
&lt;br /&gt;
===Phase 7===&lt;br /&gt;
{{Main|Stargate Project, Phase 7}}&lt;br /&gt;
* [[Commander Harken]] reports the discovery of new star systems, now occupied by [[Pirates]].&lt;br /&gt;
* A [[Shipyard]], [[Contract]]s, and [[Trade]] become available in the arrival system.&lt;br /&gt;
* Explore 2 &amp;quot;FORTRESS&amp;quot;-marked asteroid systems guarded by [[Weapons Platform]]s and pirate ships.&lt;br /&gt;
* Research [[Zeleon Energy Containment]] and [[Neubidium Fabrication]] to unlock required components.&lt;br /&gt;
* Deliver 140 [[Zeleon Energy Cell]] and 160 [[Neubidium Capacitor]].&lt;br /&gt;
* Continuous 100 MW power to the stargate is required.&lt;br /&gt;
* Phase 7 has no defined ending as of [[Alpha 16]].&lt;br /&gt;
&lt;br /&gt;
== Phase 8 ==&lt;br /&gt;
After all required materials for Phase 7 have been delivered, the player is contacted by an &#039;&#039;&#039;Andromeda Project Representative&#039;&#039;&#039; who congratulates them on completing the phase. The representative explains that the project’s research team has begun investigating a newly discovered lifeform known as [[Tiddlet]]s.&lt;br /&gt;
&lt;br /&gt;
One of the scientists has found that when Tiddlets die, they form unique crystalline structures. The Andromeda Project would, as the representative puts it, &amp;quot;love to relentlessly farm&amp;quot; these crystals. However, due to recent events, the Tiddlets have been declared a &#039;&#039;&#039;strictly protected species&#039;&#039;&#039;.  &lt;br /&gt;
(It is implied that this decision may be connected to the outcome of the story contract &#039;&#039;[[The Trouble With Tiddlets]]&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
The player is now tasked with assisting scientists who are attempting to reproduce the Tiddlet crystals through ethical means. To support their research, the player must deliver the following materials:&lt;br /&gt;
* 1 × [[Shielded Zeleon]]&lt;br /&gt;
* 1 × [[Neubidium Ingot]]&lt;br /&gt;
&lt;br /&gt;
===Phase 9===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Phase 10===&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{History|Alpha 4|Introduced with phases 1 and 2.}}&lt;br /&gt;
{{History|Alpha 5|Phases 3 and 4 implemented, hostile factions oppose Stargate creation after Phase 2, the Stargate System restocks.}}&lt;br /&gt;
{{History|Alpha 15|Phase 5 overhauled, phases 6 and 7 implemented.}}&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Andromeda_Project&amp;diff=2384</id>
		<title>Andromeda Project</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Andromeda_Project&amp;diff=2384"/>
		<updated>2025-10-29T10:52:19Z</updated>

		<summary type="html">&lt;p&gt;Eichi: Redirected page to Stargate Project&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Stargate Project]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=2383</id>
		<title>Version History</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=2383"/>
		<updated>2025-10-29T10:33:13Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains changelog information for the [[Early Access]] period of [[The Last Starship]], which followed the closed [[playtest]].&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Version !! Release Date !! Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Update 18 - Beta 1|Update 18 - Beta 1]] || 24 October 2025 || Marks the start of the &#039;&#039;&#039;Beta phase&#039;&#039;&#039;, introducing a new &#039;&#039;&#039;Docking Assistant&#039;&#039;&#039;, major improvements to &#039;&#039;&#039;Drone Bays&#039;&#039;&#039; and &#039;&#039;&#039;Docking Port unloading&#039;&#039;&#039;, and extensive quality-of-life and localisation updates.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 17g (Hotfix)|Alpha 17g (Hotfix)]] || 30 September 2025 || Minor hotfix with updated German translations, asteroid composition display fix, and small powergrid UI adjustments.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 17|Alpha 17]] || 26 September 2025 || Adds a proper ending to &#039;&#039;&#039;Survival Mode&#039;&#039;&#039; (escape through the Sector 12 Stargate), introduces &#039;&#039;&#039;Stargate Phases 8 &amp;amp; 9&#039;&#039;&#039;, improved automation tools, interior painting, and extensive bug fixes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 16|Alpha 16]] || 24 June 2025 || Introduces the &#039;&#039;&#039;Ship Painting Mode&#039;&#039;&#039; for exterior hulls, asteroid cracking, new crew furniture, translation updates, and many quality-of-life improvements.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 15|Alpha 15]] || 28 May 2025 || Expands &#039;&#039;&#039;Survival Mode&#039;&#039;&#039; with multi-sector progression, enhances Arena Mode, advances the Stargate Project storyline, and improves performance and UI.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 14|Alpha 14]] || 11 March 2025 || Adds &#039;&#039;&#039;Arena Mode&#039;&#039;&#039;, &#039;&#039;&#039;Auto-Trade&#039;&#039;&#039;, and major updates to pipes, crossings, and the overall Survival gameplay loop.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 13|Alpha 13]] || 18 December 2024 || Introduces the &#039;&#039;&#039;Deflector Weapon System&#039;&#039;&#039;, expands research, adds storage crates, and delivers new story episodes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 12|Alpha 12]] || 19 November 2024 || Major content expansion including new story missions, parallax effects, and performance and visual improvements.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 11|Alpha 11]] || 30 August 2024 || Revamped HUD, reworked tutorials, and improved mission discovery; significant user interface overhaul.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 10|Alpha 10]] || mid-2024 || Introduced early balancing changes, improved ship systems, and backend updates to support later story features.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 9|Alpha 9]] || early 2024 || Expanded core mechanics for resources and enemy AI; groundwork for industry and survival systems.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 8|Alpha 8]] || late 2023 || Added mining, manufacturing and trade economy systems; major step toward current gameplay loop.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 7|Alpha 7]] || mid 2023 || Introduced crew management, oxygen systems, and the first working life-support and shipboard jobs.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 6|Alpha 6]] || early 2023 || Added power distribution, resource handling, and basic combat systems.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 5|Alpha 5]] || late 2022 || First version with playable missions and early ship-building framework.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 4|Alpha 4]] || 2022 || Internal prototype milestone: modular ship design and early industry systems.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 3|Alpha 3]] || 2022 || Core engine stabilization and early AI testing.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 2|Alpha 2]] || 2021 || Expanded ship editor, first functional crew pathfinding.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 1|Alpha 1]] || 2021 || Initial public reveal build: base engine, ship movement, early visuals.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update 18 - Beta 1 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Update 18 - Beta 1&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/543372164837935701&lt;br /&gt;
| release_date = 24 October 2025&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/15 Milestone 15]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A new Docking Assistant, major improvements to Drone Bays and Docking Port handling, and a variety of small fixes and localisation updates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Drone Bays and Docking Port Unloading&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This has been fixed with some new rules:&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* This also means new players don&#039;t actually need to create cargo storage areas for a while — the crew will just keep moving things further from the blocked docking port.&lt;br /&gt;
* Drone Bays now have internal storage for up to 9 incoming items, meaning Drones don&#039;t have to wait before dropping off their items.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
These changes make docking ports and drone bays much faster to operate, and prevent them from blocking up so easily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;New Docking Assistant&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Docking has been made much easier, with a new docking assistant that automatically takes care of the final manoeuvres when close enough.  &lt;br /&gt;
You can override the docking assistant at any time by using your thrusters or engines manually.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Small Changes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Add low deuterium alert&lt;br /&gt;
* Factories will dump their inventory contents before being dismantled&lt;br /&gt;
* The camera will now detach if you are focussed on an NPC ship that performs an FTL jump&lt;br /&gt;
* Removed &#039;Generator&#039; and &#039;Energy Cell&#039; from the game entirely&lt;br /&gt;
* Grated floors are available in the ship editor&lt;br /&gt;
* Trade screen resets category when closed&lt;br /&gt;
* Partially filled containers and incomplete components can now be sold in the trade menu&lt;br /&gt;
* Mac OS X: Don&#039;t map ctrl-click to right-click (allows ctrl to be used with left-click to select all items for sale/purchase)&lt;br /&gt;
* Toggle splitters with CTRL + RMB instead of only RMB&lt;br /&gt;
* Drone changes:&lt;br /&gt;
** Split drone state &#039;abandoned&#039; into 3 states: home layer FTL’d out, home drone bay destroyed, home layer destroyed. This allows for better handling of the different cases.&lt;br /&gt;
** Drones carry on doing what they were doing instead of returning home when FTL jump cancelled.&lt;br /&gt;
** Drones carry on doing what they were doing if they can when left behind in an FTL jump (gathering, logistics...).&lt;br /&gt;
** Drones finish logistics transfers if their home layer is destroyed.&lt;br /&gt;
* Add &amp;quot;Cancel Trade And Refund&amp;quot; button to Trade Screen, to cancel all pending trades and refund the money due/owed.&lt;br /&gt;
* Added search box to equipment panel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Bug Fixes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fixed: starting Phase 5 test before Phase 4 is completed&lt;br /&gt;
* Fixed: not being able to use the equipment panel when rendered over an award&lt;br /&gt;
* Fixed: Asteroid mineral composition was not showing up once an asteroid had been mined out&lt;br /&gt;
* Fixed: Sector-Destroy-Hostiles mission not being generated early in a survival game&lt;br /&gt;
* Fixed: If you export a ship with a shuttle attached, then load that exported ship, the shuttle shows up in the Logistics transfer list&lt;br /&gt;
* Fixed: Cannon shells have bubbles (other ammunition looks fine)&lt;br /&gt;
* Fixed: Meteor Showers are no longer possible at Jumpgates&lt;br /&gt;
* Fixed: When loading a game with a ship in hyperspace, resume the hyperspace jump correctly&lt;br /&gt;
* Fixed: When selling items in the trade screen, don&#039;t allow selling items being carried by tracks&lt;br /&gt;
* Fixed: Shuttle tooltip showing incorrect number of containers expected when partial containers are expected&lt;br /&gt;
* Fixed: Splitter track doesn&#039;t switch outputs when the output is full&lt;br /&gt;
* {{Issue|538|pre=Issue}}: Drones heading in one direction forever&lt;br /&gt;
* {{Issue|548|pre=Issue}}: Triangular paint rotated on reload&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Localisation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Russian Translation Updated (Thanks to skoniks and Ennorion)&lt;br /&gt;
* French Translation Updated (Thanks to Flooter)&lt;br /&gt;
* Now translated (Thanks to Flooter for pointing these out):&lt;br /&gt;
** HUD Overlay buttons&lt;br /&gt;
** Idle Crew in Crew Tooltip&lt;br /&gt;
** Resource tooltips (Hunger Per Person, Consuming Per Hour, Dehydration Per Person)&lt;br /&gt;
** HUD / Editor &amp;quot;Ship By Author&amp;quot;&lt;br /&gt;
** Engine THRUST in Schematic mode&lt;br /&gt;
** Derelict / For Sale ordering of words&lt;br /&gt;
** NEW OBJECTIVE in communicator / mission log&lt;br /&gt;
** (X) (BUY X) (SELL X) (SACK X) in Trade Window&lt;br /&gt;
** Reactor Efficiency / Activating %&lt;br /&gt;
** Research Window Complete&lt;br /&gt;
** STARGATE system in Galaxy Map&lt;br /&gt;
** Ship status: HULL, O2, BATTERY, POWER SHORTAGE&lt;br /&gt;
&lt;br /&gt;
== Alpha 17g (Hotfix) ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 17g (Hotfix)&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/515222130291377460&lt;br /&gt;
| release_date = 30 September 2025&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A small hotfix addressing translation updates, ship editor painting, and minor interface adjustments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Changes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Latest German Translations (Thanks to Lord Kazzak)&lt;br /&gt;
* Fixed bug when painting triangular shapes in the Ship Editor&lt;br /&gt;
* Asteroid composition now shows when the asteroid is exhausted&lt;br /&gt;
* Powergrid window tweaks&lt;br /&gt;
&lt;br /&gt;
== Alpha 17 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 17&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/515222130291376723&lt;br /&gt;
| release_date = 26 September 2025&lt;br /&gt;
| video = OP1oFZLee3c&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/14 Milestone 14]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Survival Mode can now be completed — or continued forever — alongside late-stage Stargate Project phases, improved automation tools, and a huge number of fixes and improvements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Survival Mode – Completion Event&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is now (finally!) possible to complete Survival Mode, by taking your fleet through the Stargate in Sector 12.&lt;br /&gt;
&lt;br /&gt;
If you wish to continue surviving forever in a kind of hellish endless mode, you are free to travel past the Stargate and on to Sector 13 onward.&lt;br /&gt;
&lt;br /&gt;
* Sector 12 now has an escape route, through the Stargate&lt;br /&gt;
* Your ships and crew must survive the long journey in intergalactic hyperspace&lt;br /&gt;
* Ship maximum occupancy limits enforced in Trade Screen, based on interior size&lt;br /&gt;
* NPC Ship density increases up to sector 12, then drops back to normal&lt;br /&gt;
* You can now &#039;sack&#039; civilians to get them off your ship, from the Trade Window&lt;br /&gt;
: Trade window improved with respect to sacking crew, and taking on civilians&lt;br /&gt;
* Credits &amp;amp; end sequence now shows during the final jump&lt;br /&gt;
* Your final score for Survival Mode is shown at the end&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Stargate Project&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Stargate phases 8 and 9 are now available for research and production&lt;br /&gt;
* One new product – &amp;quot;Charged Crystals&amp;quot; – must be produced in a new &#039;&#039;&#039;Laser Infuser&#039;&#039;&#039;&lt;br /&gt;
* Laser Infusers release radiation into the cabin, poisoning any crew not wearing spacesuits&lt;br /&gt;
* Radiation can be blocked using the new &#039;&#039;&#039;Radiation Blocker&#039;&#039;&#039; wall segments&lt;br /&gt;
* &#039;&#039;&#039;Brave New Sector&#039;&#039;&#039; – a new three-part storyline covering the later stages of the Stargate Project&lt;br /&gt;
* Added a button in the sector map to switch between the Stargate sector and the Undiscovered sector&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Industry / Automation Improvements&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A new &#039;&#039;&#039;Recipes window&#039;&#039;&#039; shows the required ingredients to manufacture any part&lt;br /&gt;
* Asteroids that are fully mined out will now list their internal mineral composition, making it easier to know which asteroids to crack open with Cannon fire&lt;br /&gt;
* New research: &#039;&#039;&#039;Mining Laser Precision II&#039;&#039;&#039; – triples the minerals released from each mining laser hit&lt;br /&gt;
* Assembly tables use pipe inputs for recipes where they previously required containers&lt;br /&gt;
* New type of track: &#039;&#039;&#039;Splitter&#039;&#039;&#039; – splits input items evenly between its output tracks (as best as it can)&lt;br /&gt;
* New research: &#039;&#039;&#039;Advanced Tracks&#039;&#039;&#039; – adds ability to convert tracks into splitters (and vice versa)&lt;br /&gt;
* Tracks are now more fair when merging&lt;br /&gt;
* Loaders can now have their resource type set manually (default behaviour &amp;quot;auto&amp;quot;)&lt;br /&gt;
* Improved equipment panel for all Factory equipment, making it clearer which items are loaded and which are still needed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Sector Scanning&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now scan a sector to reveal new locations.&lt;br /&gt;
Scanning can be done by any ship with a Hyperspace Sensor, and reveals any nearby anomalies.&lt;br /&gt;
Those anomalies must then be surveyed by a ship with at least one Super Computer.&lt;br /&gt;
&lt;br /&gt;
* Sector scans reveal lost derelict ships, where pilots can find a &#039;&#039;&#039;Research Credit&#039;&#039;&#039;. These new items unlock late-game research projects that further increase ship efficiency. These projects can be repeated endlessly; each one requires a Research Credit to begin.&lt;br /&gt;
* In Industry Mode, sector scans must be done in the Undiscovered Sector (after Stargate Phase 5). Scans in Industry Mode reveal:&lt;br /&gt;
** Gas Nebulas&lt;br /&gt;
** Storms with huge gas clouds&lt;br /&gt;
** Asteroid Belts&lt;br /&gt;
* Storms are incredibly dangerous, but can be mitigated with new &#039;&#039;&#039;Lightning Rod&#039;&#039;&#039; equipment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Ship Editor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Equipment Planning Mode&#039;&#039;&#039; – rapidly design ships and place equipment, even if you don’t have it in stock&lt;br /&gt;
: Auto-buy any equipment placed this way as soon as it becomes available&lt;br /&gt;
: Enables easy queueing for installation and purchasing of required parts&lt;br /&gt;
* New &#039;&#039;&#039;Oval brush shape&#039;&#039;&#039;&lt;br /&gt;
* The Alt Tool key (previously the Eyedropper key) can make the Box Tool into a square or the Oval Tool into a circle&lt;br /&gt;
* Export ships and palettes to the Steam Cloud&lt;br /&gt;
* You can now paint the interior floors of your ship&lt;br /&gt;
* You can also paint the walls of your ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Translation Work&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* New translations:&lt;br /&gt;
** Chinese (Traditional)&lt;br /&gt;
** Chinese (Simplified)&lt;br /&gt;
** Korean&lt;br /&gt;
** Japanese&lt;br /&gt;
* A translation editing tool can now be accessed while Translator Assist is enabled, allowing in-game translation fixes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Small Changes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* All crew now have surnames and a basic rank, shown in their tooltip&lt;br /&gt;
: Crew are &#039;&#039;&#039;Ens&#039;&#039;&#039;, Weapons Officers are &#039;&#039;&#039;Lt&#039;&#039;&#039;, Science Officers are &#039;&#039;&#039;Dr&#039;&#039;&#039;&lt;br /&gt;
* You can no longer place furniture outside the ship on scaffold or in walls&lt;br /&gt;
* Equipment is no longer deleted just for being outside the gridmap&lt;br /&gt;
: (If the ports are outside it will still get deleted, but you can’t place them that way anymore)&lt;br /&gt;
* Modified Powergrid window – more consistent layout with other windows&lt;br /&gt;
* Removed &amp;quot;Tweet My Starship&amp;quot; feature (wasn’t used)&lt;br /&gt;
* Lowered trade value of Precious Ore and Precious Metals (new money sources exist)&lt;br /&gt;
* Sector Map now shows all your ships as small green triangles and displays names when highlighted&lt;br /&gt;
* Uploading ships to the Steam Workshop now uploads screenshots of the ship’s exterior, interior, and schematic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Bug Fixes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reworded stable isotopes collection dialogue in DSI Part 2&lt;br /&gt;
* Fix Translator Assist not working for communicator messages&lt;br /&gt;
* Fix fortress systems sometimes spawning on top of existing systems&lt;br /&gt;
* Fix assembly table phantom sprites still showing when item is fabricated&lt;br /&gt;
* Fix assembly table showing a phantom of itself when stopped with an item in output slot&lt;br /&gt;
* Fix DSI 2 Gas Collector sometimes spawning in Wolf systems&lt;br /&gt;
* Fixed bug in Survival Mode that could cause the Jumpgate to be blocked even without activation mission&lt;br /&gt;
* Fix auto-trades triggering in systems with no colony or shipyard&lt;br /&gt;
* Fix drones returning home to a layer in another system&lt;br /&gt;
* Fix user ships being used as shipyards and stations&lt;br /&gt;
* Fix drones stuck outside ship when drone bay dismantles mid-operation&lt;br /&gt;
* Fix tactical mode selection persisting when switching layers&lt;br /&gt;
* {{Issue|517|pre=Issue}}: Shuttle docks at different distances depending on docking port orientation&lt;br /&gt;
* {{Issue|520|pre=Issue}}: Jumpgate damaged but unrepairable – no external tiles available&lt;br /&gt;
* {{Issue|525|pre=Issue}}: Text too long on mission goal&lt;br /&gt;
* {{Issue|532|pre=Issue}}: Drone Bay deleted when saving/loading&lt;br /&gt;
* {{Issue|533|pre=Issue}}: CMDR Harken used as a mission destination&lt;br /&gt;
* {{Issue|536|pre=Issue}}: Crash on launch related to bad .ship file&lt;br /&gt;
* {{Issue|514|pre=Issue}}, {{Issue|539|pre=Issue}}: Storage crates ending unrelated jobs when changing options&lt;br /&gt;
* {{Issue|540|pre=Issue}}: File extensions removed twice on ship files&lt;br /&gt;
* {{Issue|541|pre=Issue}}: Shuttle gets stuck if civilians were moved before handing in passenger mission&lt;br /&gt;
* {{Issue|542|pre=Issue}}: Assembly Tables to have pipe input (thanks TomYeltz for suggested fix)&lt;br /&gt;
* {{Issue|543|pre=Issue}}: Sector Map shows jump transits from both sectors&lt;br /&gt;
* {{Issue|544|pre=Issue}}: Weppos have circles under their feet after being ejected into space &lt;br /&gt;
&lt;br /&gt;
== Alpha 16 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 16&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/506206052172169845&lt;br /&gt;
| release_date = 24 June 2025&lt;br /&gt;
| video = dOhT-BA70Tw&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/13 Milestone 13]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We have a brand new exterior painting tool that we think you&#039;ll absolutely love, along with new crew furniture, asteroid cracking, and lots of small changes and fixes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;New Ship Painting Mode&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A new painting mode has been added to the shipeditor.&lt;br /&gt;
&lt;br /&gt;
The painting mode allows you to colour the exterior of your ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can be painted?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hull / Habitation / Scaffolding&lt;br /&gt;
&lt;br /&gt;
Paint can be applied diagonally, allowing up to 2 colours per gridcell. Scaffolding can only have 1 colour applied to it per cell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyedropper tool:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint Palettes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Paints are stored in a palette, and can be dynamically altered after they have been applied to your ship&lt;br /&gt;
* Palettes can be exported or uploaded, for easy reuse&lt;br /&gt;
* Palettes can be imported from palette or ship files&lt;br /&gt;
* 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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Asteroid cracking&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now crack any asteroid into smaller parts by targetting it with Cannons.&lt;br /&gt;
&lt;br /&gt;
This will generate new mineral patches on the new smaller asteroids.&lt;br /&gt;
&lt;br /&gt;
Nb. This only works on asteroids that once contained mineral patches.&lt;br /&gt;
&lt;br /&gt;
Cannons will fire on manually targetted asteroids even when &#039;Battle Stations&#039; is not enabled.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Furniture&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Nb. The pot plant does not actually consume water or oxygen.    &lt;br /&gt;
&lt;br /&gt;
Added Table, Chair, Sofa, Small Table, Pot Plant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Translation Work&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Updates to German (Thanks to Michael Wäsch)&lt;br /&gt;
* New translations:&lt;br /&gt;
** Turkish&lt;br /&gt;
** Norwegian&lt;br /&gt;
* Exposed &#039;Accent Insensitive Search&#039; and &#039;Translator Search&#039; in the Other settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Small Changes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Research for Stargate Phase 6 and 7 components are slightly cheaper&lt;br /&gt;
* Research for Stargate Phase 7 is now hidden until Phase 6 is unlocked&lt;br /&gt;
* Empty tanks reset their held resource when empty&lt;br /&gt;
* Tiddlets will hop towards the port in Tiddlets 1&lt;br /&gt;
* Removed the confusing weapon FIRE/HOLD button in the [[Tactical Screen]].&lt;br /&gt;
* Gatling guns will now target drones repairing hostile ships&lt;br /&gt;
* Gatling guns will now automatically fire during meteor storms, without requiring &#039;Battle Stations&#039;&lt;br /&gt;
* Destroyed drones now leave behind a processor and some scrap metal&lt;br /&gt;
* Auto-trades can now be disabled per ship from the ORDERS menu&lt;br /&gt;
* The settings menu has been redesigned and categorised into Visuals / Audio / Gameplay / Other&lt;br /&gt;
* A new micro tutorial helps players to activate Battle Stations mode for the first time when required&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Exit saves - The game will now automatically create &amp;quot;exitsave.space&amp;quot; when you quit a game for any reason&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* UI Highlight bounce effect - All UI buttons now bounce slightly when highlighted.&lt;br /&gt;
: Nb. You can disable this effect from the settings menu&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* There is now a Command line tool to calculate ship stats, as requested by Zenrath.&lt;br /&gt;
: Run the game with the command line &amp;quot;--calculate-ship-stats {path to ship/folder of ships}&amp;quot;&lt;br /&gt;
: Stores results in appdata save folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Bug Fixes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix Andromeda Project Part 3 unlock text including Phase 6&lt;br /&gt;
* Fix install jobs not being assigned on newly created ships until a reload&lt;br /&gt;
* Fix DSI Part 1 not taking stargate frames from storage crates&lt;br /&gt;
* Fix incorrect station name in DSI Part 2 objective&lt;br /&gt;
* Fix multi-system simulation sometimes being enabled on modes other than Boldly Go&lt;br /&gt;
* Fix storage crates getting stuck in dumping mode&lt;br /&gt;
* Fix some mission objectives not being shown in the mission summary&lt;br /&gt;
* Fix ships rescued in survival mode sometimes not having any crew&lt;br /&gt;
* Fix resolution and language scrollbars not scrolling in game settings&lt;br /&gt;
* Fix auto-sold items sometimes not cancelling when an auto-trade is cancelled&lt;br /&gt;
* Return ability for players to decide if a ship thumbnail is exterior or interior&lt;br /&gt;
* {{Issue|242|pre=Issue}}: Key bindings can now be edited in UI and also in keybindings.txt.&lt;br /&gt;
* {{Issue|487|pre=Issue}}: Unable to complete distress mission&lt;br /&gt;
* {{Issue|496|pre=Issue}}: Crash Loading a Save Game in OS X with Rescue Mission in progress.&lt;br /&gt;
* {{Issue|518|pre=Issue}}: Disable manoeuvring thruster keyboard shortcuts when in the editor / install menu.&lt;br /&gt;
* {{Issue|519|pre=Issue}}: Stargate vanishes after Phase 7&lt;br /&gt;
* Crash when creating a storage crate if its contents no longer exist&lt;br /&gt;
&lt;br /&gt;
== Alpha 15 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 15&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/506204150025945341&lt;br /&gt;
| release_date = 28 May 2025&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/12 Milestone 12]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 15 did not have an update video, but it did come with a whole heap of fixes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SURVIVAL MODE, CONTINUED&#039;&#039;&#039;&lt;br /&gt;
* Each sector now has a massive Jumpgate in the final system.&lt;br /&gt;
* This Jumpgate is how you make the longer distance jump to the next sector.&lt;br /&gt;
* You must bring all of the ships in your fleet into the Jumpgate and then align together before you can activate it.&lt;br /&gt;
* However, the Jumpgate is not always immediately available.&lt;br /&gt;
* As you progress further in Survival Mode, more problems will occur with the Jumpgates.&lt;br /&gt;
* A special mission will be created listing the steps needed to activate the Jumpgate.&lt;br /&gt;
&lt;br /&gt;
Common problems that prevent the Jumpgate from being activated:&lt;br /&gt;
* You must pay a transit fee.&lt;br /&gt;
* Damaged: You must repair the gate using Drones.&lt;br /&gt;
* Specific components are required to repair the gate: you must acquire or fabricate them.&lt;br /&gt;
* Pirates running a blockade: you must eliminate them and prevent further damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Johnny Struggles for the Jump Gate ship design.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARENA MODE, CONTINUED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now create battles between multiple different types of ships on each side of the fight.&lt;br /&gt;
* Each type of ship spawns in its own column at the start of the battle.&lt;br /&gt;
* New display at the bottom of the screen compares the relative strengths of the two fleets.&lt;br /&gt;
** Ships are compared by trade price and combat rating.&lt;br /&gt;
* A new &#039;&#039;&#039;GENERATE&#039;&#039;&#039; button creates a roughly balanced opponent.&lt;br /&gt;
&lt;br /&gt;
* Unlocked research for all ships in Arena Mode:&lt;br /&gt;
** Drone Speed 2 (drones fly twice as fast)&lt;br /&gt;
** Drone Intelligence (drones collect resources in batches)&lt;br /&gt;
** Track Speed 2 (tracks are three times as fast)&lt;br /&gt;
** Robot Arm Speed (robot arms twice as fast)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STARGATE PROJECT, CONTINUED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Work continues on the epic Stargate Project.&lt;br /&gt;
* The project can now be completed up to and including &#039;&#039;Phase 7&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5:&#039;&#039;&#039;&lt;br /&gt;
* The power-on test now unlocks an entirely new and Uncharted sector.&lt;br /&gt;
* Once complete, the Stargate must be continuously supplied with &#039;&#039;&#039;100MW&#039;&#039;&#039; of power to remain open.&lt;br /&gt;
* You can jump ships to the Uncharted sector to explore and gather materials.&lt;br /&gt;
* New minerals and gases are only found in the Uncharted Sector.&lt;br /&gt;
* Collecting them unlocks research projects to refine them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 6:&#039;&#039;&#039;&lt;br /&gt;
* Requires refining a small quantity of the new minerals and gases.&lt;br /&gt;
* You must complete related research projects.&lt;br /&gt;
* Refined resources must be returned to the home sector.&lt;br /&gt;
** &#039;&#039;&#039;Neubidium Ore → Neubidium Ingot&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Zeleon Gas → Stable Zeleon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 7:&#039;&#039;&#039;&lt;br /&gt;
* Involves a complex production cycle with advanced materials.&lt;br /&gt;
* Production is fast and high volume — automation is preferred.&lt;br /&gt;
** Zeleon Energy Cell&lt;br /&gt;
** Neubidium Capacitor&lt;br /&gt;
* Hostile elements move in to claim valuable new resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW EXTERIOR RENDERING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Developing a new method for rendering ship exteriors.&lt;br /&gt;
* Ships are now lit from a common direction and have simple normal maps for surface details.&lt;br /&gt;
* Texture filtering on exterior textures improved.&lt;br /&gt;
* Pencil outline added to all ships.&lt;br /&gt;
* Scaffolding now renders sharply when zoomed out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STEAM CLOUD SAVES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Steam Cloud Saves now enabled on all platforms.&lt;br /&gt;
* New save games include a checkbox to enable cloud saving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOCALISATION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* New translations added:&lt;br /&gt;
** Dutch&lt;br /&gt;
** Italian&lt;br /&gt;
** Polish&lt;br /&gt;
** Brazilian Portuguese&lt;br /&gt;
** Russian&lt;br /&gt;
** Swedish&lt;br /&gt;
* Other improvements and fixes:&lt;br /&gt;
** Lots of improvements to Spanish translation.&lt;br /&gt;
** {{Issue|418|pre=Issue}} – Missing apostrophe in English for tutorial_stargatescreen1&lt;br /&gt;
** {{Issue|419|pre=Issue}} – Inconsistent nomenclature for scrap (metal) in tutorial_smelterssalvage&lt;br /&gt;
** {{Issue|420|pre=Issue}} – Inconsistent capitalization of &amp;quot;TRADE SCREEN&amp;quot; in tutorial_fleettrade&lt;br /&gt;
** {{Issue|422|pre=Issue}} – Inconsistent term for refined Tilium (English) - tutorial_miningsuccess&lt;br /&gt;
** {{Issue|423|pre=Issue}} – Inconsistent capitalization of &amp;quot;Tilium Crystals&amp;quot; in blackhole_part2_return1 and blackhole_part2_return2&lt;br /&gt;
** {{Issue|424|pre=Issue}} – Inconsistent space (or lack) in &amp;quot;Qz 247&amp;quot;&lt;br /&gt;
** {{Issue|425|pre=Issue}} – Incorrect capitalization of &amp;quot;brother&amp;quot; in English blackhole_part3_setup4&lt;br /&gt;
** {{Issue|428|pre=Issue}} – Incorrect spacing in ellipsis in Tiddlet strings&lt;br /&gt;
** {{Issue|430|pre=Issue}} – Awkward use of &amp;quot;Dr.&amp;quot; title in tiddlets_part2_return2&lt;br /&gt;
** {{Issue|431|pre=Issue}} – Missing space after ellipsis in tiddlets_part4_random_swanson&lt;br /&gt;
** {{Issue|432|pre=Issue}} – Inconsistent capitalization of &amp;quot;marketplace&amp;quot; in dsi_part1_phase2_xcall4&lt;br /&gt;
** {{Issue|434|pre=Issue}} – Missing space after ellipsis in dsi_part2_thirdpartcomplete3&lt;br /&gt;
** {{Issue|444|pre=Issue}} – Missing possessive apostrophe in English text for object_engine_description&lt;br /&gt;
** {{Issue|463|pre=Issue}} – Logistics jam, things just stop sometimes until you turn it off and on&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Scaffold adds small mass to ship.&lt;br /&gt;
* Survival mode is unlocked by completing any story episode in Boldly Go mode.&lt;br /&gt;
* External equipment no longer blocks shots after being destroyed.&lt;br /&gt;
* Drones can now patch holes in severely damaged ships.&lt;br /&gt;
* Placeholder thumbnails added to save/ship files without them.&lt;br /&gt;
* Game and ship thumbnails are generated on load if missing.&lt;br /&gt;
* Docked ships exported together are all included in thumbnails.&lt;br /&gt;
* Track and robot arm install previews improved for accuracy.&lt;br /&gt;
* Low power warning bolts no longer show when power is disabled.&lt;br /&gt;
* Automatically deactivate tactical mode when clicking Prepare Jump.&lt;br /&gt;
* Auto-trades can be cancelled while shuttle is en route.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMMUNITY AND OFFICIAL SHIPS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix Equipment embedded in walls&lt;br /&gt;
* Fix Ladders exiting into walls&lt;br /&gt;
* Fix Doors not filling gaps&lt;br /&gt;
* Fix Interior cells outside ship&lt;br /&gt;
* Fix Armour not attached to ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix separating ships during FTL in Survival mode.&lt;br /&gt;
* Fix loot spawning incorrectly after ship explosions.&lt;br /&gt;
* Fix Tactical View rendering issue with stored items.&lt;br /&gt;
* Fix gas collector in DSI Part 2 not appearing.&lt;br /&gt;
* Fix oxygen loss on large ships with many airducts.&lt;br /&gt;
* Fix ship value not decreasing after selling items until delivery.&lt;br /&gt;
* Fix logistics transfers continuing after ship sale.&lt;br /&gt;
* Fix auto-orders miscounting non-container items.&lt;br /&gt;
* Fix drones double-counted in logistics when stored.&lt;br /&gt;
* Fix heavy space dust bug after saving/loading.&lt;br /&gt;
&lt;br /&gt;
* {{Issue|339|pre=Issue}} – Shuttle doesn&#039;t leave under specific conditions&lt;br /&gt;
* {{Issue|397|pre=Issue}} – Assembly Tables retain components after build&lt;br /&gt;
* {{Issue|421|pre=Issue}} – TranslatorAssist doesn&#039;t affect tutorial dialogs&lt;br /&gt;
* {{Issue|445|pre=Issue}} – System references don’t use S*X&lt;br /&gt;
* {{Issue|447|pre=Issue}} – Robot Arm/Storage Crate loop bug&lt;br /&gt;
* {{Issue|451|pre=Issue}} – Drones drop logistics items incorrectly&lt;br /&gt;
* {{Issue|458|pre=Issue}} – Robot arms not unloading&lt;br /&gt;
* {{Issue|449|pre=Issue}} – Ships obscure editor in Creative Mode&lt;br /&gt;
* {{Issue|465|pre=Issue}} – Ships over 100% damage not destroyed&lt;br /&gt;
* {{Issue|470|pre=Issue}} – Hydroponics draw water when powered down&lt;br /&gt;
* {{Issue|474|pre=Issue}} – Ship Editor deletes engine when deleting hull&lt;br /&gt;
* {{Issue|488|pre=Issue}}.1 – &amp;quot;Nothing&amp;quot; ships now only creatable in Ship Yard; can’t FTL jump&lt;br /&gt;
* {{Issue|493|pre=Issue}} – Zoom limits not respected when using Q/E&lt;br /&gt;
* {{Issue|495|pre=Issue}} – Infinite money glitch: buy/sell exploit&lt;br /&gt;
&lt;br /&gt;
* Crash when fighter is launched with no free space.&lt;br /&gt;
* Crash calculating value of ship with boxed storage crate.&lt;br /&gt;
* Crash when guns attack on zero-dimension ships.&lt;br /&gt;
* Crash unloading objects from non-equipment containers.&lt;br /&gt;
* Crash from drone logistics after completing another mission.&lt;br /&gt;
&lt;br /&gt;
Alpha 15 received a Windows-only hotfix to resolve issues with the game crashing and with the new array textures.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 15 hotfix ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 15 hotfix&lt;br /&gt;
| release_date = 05 June 2025&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 15 received a Windows-only hotfix to resolve issues with the game crashing and the new array textures.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 15d===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 15 hotfix&lt;br /&gt;
| release_date = 05 June 2025&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 15d is a Windows-only hotfix release that addresses only the game crashes caused by the new array textures.&lt;br /&gt;
&lt;br /&gt;
== Alpha 14 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 14&lt;br /&gt;
| nickname = Buzzsaw and Dynamo&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/523085041260037994&lt;br /&gt;
| release_date = 11 March 2025&lt;br /&gt;
| video = q28rHubv52M&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/11 Milestone 11]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Who has the best ship design when it comes to combat? We&#039;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.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve finally solved the problem of pipes crossing over each other, and we&#039;ve introduced a new AUTOTRADE system that lets you automate the process of buying and selling common items whenever you visit a trading post.&lt;br /&gt;
&lt;br /&gt;
On top of all of that, we&#039;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&#039;s vital resources, but also more capabilities, and more cabin space for your survivors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW FEATURES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arena mode&#039;&#039;&#039;&lt;br /&gt;
** A new game mode available from the main menu.&lt;br /&gt;
** You can choose any two ship designs, and watch them fight it out to the death.&lt;br /&gt;
** You can choose 1v1 or set how many of each ship design to include in the battle.&lt;br /&gt;
** You can choose to control the Green team if you wish, or watch an entirely AI v AI battle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pipe Crossing&#039;&#039;&#039;&lt;br /&gt;
** Pipes can now optionally cross over each other without touching.&lt;br /&gt;
** You can click on any pipe crossing to toggle between two pipes connected, or two pipes crossing over.&lt;br /&gt;
** Pipes can be removed without disturbing cross pipes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Auto-Trade&#039;&#039;&#039;&lt;br /&gt;
** You can now create automatic rules for buying and selling of all resources and equipment.&lt;br /&gt;
** Click on the triangle at the end of each trade item row to set this up.&lt;br /&gt;
** You can set values to buy when below, or to sell when above a specific quantity. You can also ctrl-click to set &#039;Buy All&#039; or &#039;Sell All&#039;.&lt;br /&gt;
** A new entry in the Trade window shows all currently active autotrade rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language support&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The game now supports translation to other languages. You can change the current language from the Settings screen.&lt;br /&gt;
* If you&#039;d like to help us with translation, click the new &#039;Help us Translate&#039; button from the main menu.&lt;br /&gt;
* New translations:&lt;br /&gt;
** German&lt;br /&gt;
** Spanish (Thanks to EMAP0707 for this translation)&lt;br /&gt;
** French (Thanks to FABISIMS for this translation)&lt;br /&gt;
&lt;br /&gt;
* Text input has been much improved, you should be able to input characters from any language provided that the game font supports it.&lt;br /&gt;
* The Vector Text font has been updated to support French, Spanish and German directly.&lt;br /&gt;
* Fallback to the default font for other languages.&lt;br /&gt;
* Different keyboard layouts, such as French (AZERTY) are now supported.&lt;br /&gt;
* The tutorial and interface will show the new key bindings for your keyboard layout.&lt;br /&gt;
* You can now type accents in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SURVIVAL MODE UPDATED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Survival Mode has been revisited and has undergone some major changes, with more still to come in future alphas.&lt;br /&gt;
* The intention is to make this a more complete game mode, with a clear objective and slowly escalating challenge.&lt;br /&gt;
* It is designed for experienced players, and should feel quite different to &#039;Boldly Go&#039; mode.&lt;br /&gt;
* The ultimate aim is to evacuate as many civilians as possible through the STARGATE, before it too is destroyed by the expanding anomaly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Starting conditions made more generous:&#039;&#039;&#039;&lt;br /&gt;
** You can start with any hull up to a value of $1.5M (increased from $1M).&lt;br /&gt;
** The starting budget remains at $150k.&lt;br /&gt;
** Hulls need at least one Docking Port and at least one Cabin space.&lt;br /&gt;
** You can also start with the &amp;quot;BUILD NEW SHIP&amp;quot; option, which places you at a shipyard with $1.5M in cash to build your own vessel.&lt;br /&gt;
** Your first delivery will contain a &#039;starter kit&#039; containing any critical equipment/resources you don&#039;t already have (engines, reactor, ftl, airduct, loaders, supplies, crew).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Critical resource shortages&#039;&#039;&#039;&lt;br /&gt;
** Critical resources (Fuel, Food, Water, Oxygen, FTL charges &amp;amp; Ammo) become much more scarce (and expensive) as you progress through the sectors.&lt;br /&gt;
** In addition, critical resources will become much more scarce and expensive when close to the rim of the Anomaly.&lt;br /&gt;
** Beyond sector 5 there will be virtually zero critical resources available for sale, anywhere.&lt;br /&gt;
** Recycling and Production within your fleet are your only hope of long-term survival.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Civilians&#039;&#039;&#039;&lt;br /&gt;
** You can now collect civilians from any colony or shipyard, and they will pay for a place within your fleet.&lt;br /&gt;
** The number of civilians available will increase as the Anomaly expands, and the money offered will also increase.&lt;br /&gt;
** The count of rescued civilians will be your final &#039;score&#039; in survival mode (eventually).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New &#039;Protect&#039; mission&#039;&#039;&#039;&lt;br /&gt;
** A new mission type that occurs up to once per sector. It will be visible in the Sector Map as a DISTRESS CALL marker.&lt;br /&gt;
** A ship is under attack, and they won&#039;t survive long without your assistance.&lt;br /&gt;
** Your task is to intercept and destroy the pirates, before the stricken ship is destroyed.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Other survival mode changes&#039;&#039;&#039;&lt;br /&gt;
** The old (obsolete) Tiddlets storyline has been removed.&lt;br /&gt;
** The Stargate project and all associated research is no longer available in Survival Mode.&lt;br /&gt;
** Introduced some new starting ships in the &#039;New Game&#039; screen.&lt;br /&gt;
** The New Game screen now shows useful ship stats: Total Mass, Total Cabins, Hull Value, Armour coverage.&lt;br /&gt;
** Ice Comets are now more common (one in MOST sectors), and now release 5x as much water ice per shot when mined.&lt;br /&gt;
** Rebalanced food &amp;amp; water consumption, waste recycling, water purifying, hydroponics, and ice grinding.&lt;br /&gt;
** All have been made more efficient, consuming less and producing more.&lt;br /&gt;
** All recycling starts at 66% efficient, and can be upgraded in the research screen, up to a maximum of 100% efficient.&lt;br /&gt;
** New research to increase crop yield from Hydroponics and unlock schematics to manufacture Hydroponics Gardens on an Assembly Table.&lt;br /&gt;
** Made fuel production via Metreon Gas more forgiving. Gas refining takes less time and is more efficient, producing more output.&lt;br /&gt;
** Hostile ships will no longer respawn in systems marked &amp;quot;HOSTILE&amp;quot; on the map. Once they&#039;re gone, they&#039;re gone.&lt;br /&gt;
** 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.&lt;br /&gt;
** The sector-wide &#039;Destroy All Hostiles&#039; mission has returned.&lt;br /&gt;
** You will receive a cash bonus after clearing out each hostile system in the sector.&lt;br /&gt;
** This is a very dangerous but lucrative mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMBAT CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Deflectors will now count toward the Combat Rating of a ship.&lt;br /&gt;
* Gun Turrets will no longer autotarget exterior scaffold.&lt;br /&gt;
* 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.&lt;br /&gt;
* This should fix AUTOTARGET turrets being far less effective than manually targetted turrets.&lt;br /&gt;
* Evasion has been rebalanced. The benefit tails off at higher speeds, approaching a maximum of 90% for the fastest and most nimble vessels.&lt;br /&gt;
* You can now disable the auto-slowdown effect during combat, from an option in the Settings menu.&lt;br /&gt;
* Fixed a bug that prevented cannon shells &amp;amp; railgun slugs from impacting exterior equipment.&lt;br /&gt;
* Fixed issue with Weapons Consoles not being manned on AI driven ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Parallax rendering of Boxes fixed.&lt;br /&gt;
* Industry (Mining) missions item collection fixed when ship has more than one docking port.&lt;br /&gt;
* Option to cancel the deal with X in DSI not present in pre-Alpha 13 saves&lt;br /&gt;
* Fix tiddlet jump ranges displaying when not in a system with a ship containing tiddlets.&lt;br /&gt;
* Fix storage crates not having contents wiped when fabricating a ship.&lt;br /&gt;
* Fix negative quantities sometimes appearing in containers taken from crates.&lt;br /&gt;
* Fix &amp;quot;Drones Deployed&amp;quot; warning in FTL tooltip showing *X instead of the number of drones.&lt;br /&gt;
* Fix formatting of prices and balances over one billion.&lt;br /&gt;
* Fix ship value inconsistencies between fabricating and selling a ship (there may still be a small difference as the sell price is rounded.)&lt;br /&gt;
* Fix Tiddlet Farm being sellable in The Trouble With Tiddlets Part 3.&lt;br /&gt;
* Increased metallic mineral trade availability during construction of Stargate phase 2.&lt;br /&gt;
* Fixed the player sometimes receiving free ships if an NPC ship with docked ships arrives in a system.&lt;br /&gt;
* Fixed certain episode ships (Tiddlet Farm, Short Hopper) not restocking on critical resources, leading to crew dying. Seen in #353.&lt;br /&gt;
* {{Issue|344|pre=Issue}}: Can&#039;t turn in trouble with tiddlets part 3.&lt;br /&gt;
* {{Issue|350|pre=Issue}}: 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).&lt;br /&gt;
* {{Issue|351|pre=Issue}}: Items in Storage Crates not counted towards mission achievements.&lt;br /&gt;
* {{Issue|352|pre=Issue}}: When the game is paused, the stargate still rotates.&lt;br /&gt;
* {{Issue|353|pre=Issue}}: Trouble with Tiddlets Part 3: Tiddlet Farm has mostly dead crew.&lt;br /&gt;
* {{Issue|359|pre=Issue}}: Logistics drones can&#039;t be moved via logistics menu if one docked ship doesn&#039;t have a logistics drone bay.&lt;br /&gt;
* {{Issue|361|pre=Issue}}: Can&#039;t pay X, no option given.&lt;br /&gt;
* {{Issue|366|pre=Issue}}: Can&#039;t progress past Stargate Phase 4 if Andromeda Project Part 3 is unlocked before starting DSI part 2.&lt;br /&gt;
* {{Issue|372|pre=Issue}}: Crash when trying to load a storage crate but no slots are available&lt;br /&gt;
* {{Issue|375|pre=Issue}}: Resin/Isotope objectives in DSI part 2 sometimes don&#039;t update.&lt;br /&gt;
* {{Issue|377|pre=Issue}}: Storage crate shows wrong spacesuit sprite.&lt;br /&gt;
* {{Issue|382|pre=Issue}}: Memory Leak in Vertex Arrays&lt;br /&gt;
* {{Issue|383|pre=Issue}}: Missions require ranks greater than the maximum rank&lt;br /&gt;
* {{Issue|385|pre=Issue}}: Deep Space Industrialists - typo in character text.&lt;br /&gt;
* {{Issue|390|pre=Issue}}: Can&#039;t turn on battle stations when you only have deflectors installed&lt;br /&gt;
* {{Issue|402|pre=Issue}}: Tiddlets 2 can be assigned to ship that is not player-controlled&lt;br /&gt;
* Crash in Tiddlets Part 3 if Short Hopper runs out of charges or the FTL Drive is dismantled.&lt;br /&gt;
* Fixed components salvaged from derelict ships having a quantity of 0, which made them impossible to sell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW COMMUNITY SHIPS - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* JOHNNY STRUGGLES - Defense Platform Mk4, Grumpy Sardine + Lots of updates.&lt;br /&gt;
* RAKRENT - DRX Anvil, DRX Torana, DRX Monaro + Lots of updates.&lt;br /&gt;
&lt;br /&gt;
== Alpha 13 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 13&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/506189573340004378&lt;br /&gt;
| release_date = 18 December 2024&lt;br /&gt;
| video = 4HKSXeGuSHc&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/10 Milestone 10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We have added a new high-tech defensive weapon system - The Deflector Beam - that can deflect incoming cannon shells, a total game changer in serious engagements. But use them carefully because they will drain your power reserves quickly without a proper reactor setup behind them.&lt;br /&gt;
&lt;br /&gt;
New Storage Crates can be used to tidy your ships and factories, and to facilitate better automation of production lines for the Stargate Project. And we&#039;ve expanded the Research tree with tons of new options to speed up drones, mining lasers, tracks, smelters, and robot arms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW STORY EPISODES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The trouble with Tiddlets, Part 4&#039;&#039;&#039;&lt;br /&gt;
: The final part of the Tiddlets saga is ready to play.&lt;br /&gt;
* &#039;&#039;&#039;Deep Space Industrialists (continued)&#039;&#039;&#039;&lt;br /&gt;
** Stations in DSI are no longer taken away from the player when the episode is completed successfully.&lt;br /&gt;
** The contract with Alexander Elistar can now be terminated by the player, ending the episode. (The button is in the contracts screen.)&lt;br /&gt;
** The Stargate Project can now be independently unlocked in the Research screen, bypassing the DSI episodes entirely.&lt;br /&gt;
* &#039;&#039;&#039;Black Hole Sun - Part 3&#039;&#039;&#039;&lt;br /&gt;
: New sound and music added for the climactic rescue in BHS Part 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storage Crates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two new pieces of equipment to facilitate better organization of products in your ships.&amp;lt;br&amp;gt;&lt;br /&gt;
The Storage Crate is 4x3 and has a storage capacity of 70 items or stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
The Small Storage Crate is 3x2 and has a storage capacity of 36 items or stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Storage Crates can be accessed by crew or by robot arms.&lt;br /&gt;
&lt;br /&gt;
Right-click on a Storage Crate to set its properties:&lt;br /&gt;
&lt;br /&gt;
* Choose the product to store inside. Note: Storage Crates can only store one type of item.&lt;br /&gt;
* You can use the plus and minus controls to set a limit on items to be stored inside.&lt;br /&gt;
* There is a tickbox for &#039;Crew Loading&#039;, which permits crew members to load items in. (Otherwise only robot arms can.)&lt;br /&gt;
* There is a tickbox for &#039;Crew Unloading,&#039; which permits crew to take items from the crate. (Otherwise only robot arms can.)&lt;br /&gt;
* There is a toggle for controlling priority:&lt;br /&gt;
** Prioritize Zones: Your crew will store items in storage zones until they are full before using this crate.&lt;br /&gt;
** Prioritize Crate: Your crew will store items in this crate in priority to storage zones.&lt;br /&gt;
&lt;br /&gt;
* The recipe for storage crates can be unlocked from the Research Tree, meaning you can fabricate your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflector Beams&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A new defensive technology that deflects incoming cannon shells using an energy beam.&amp;lt;br&amp;gt;&lt;br /&gt;
They have a maximum range and angle as with any turret. The nearest incoming cannon shell within that cone will be diverted.&amp;lt;br&amp;gt;&lt;br /&gt;
Deflector beams use a great deal of power when they are deflecting and can be easily overloaded with too many incoming rockets.&amp;lt;br&amp;gt;&lt;br /&gt;
Deflector beams cannot be purchased. They must first be unlocked in the Research Tree, then fabricated on an assembly table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW RESEARCH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The research tech tree has been heavily overhauled, with many new research items added.&lt;br /&gt;
&lt;br /&gt;
* Drone batch gathering - drones will gather up entire stacks of a resource before returning to a drone bay.&lt;br /&gt;
* Drone top speed (1.5x/2x).&lt;br /&gt;
* Drone Assembly recipe (build your own drones!).&lt;br /&gt;
* Track Speed (2x/3x).&lt;br /&gt;
* Robot Arm Speed (2x).&lt;br /&gt;
* Mining Laser Accuracy - each blast releases twice as many minerals.&lt;br /&gt;
* Increased Metallurgy bonus to +50% and +100% (Smelters produce more output from the same input).&lt;br /&gt;
* Reactor Efficiency (1.1x) - increases the power output of all reactors.&lt;br /&gt;
* Fixed bug with researched performance boosts not reloading properly.&lt;br /&gt;
* New component: Processor (Copper + Precious Metals).&lt;br /&gt;
* You can now fabricate your own Logistics Drones! Requires Frame, Motor, Coil, Lens, Processor.&lt;br /&gt;
* Fabricating batteries now requires precious metals.&lt;br /&gt;
* Stargate phases are now locked behind three tiers of research (or can be auto-unlocked by completing the DSI episodes).&lt;br /&gt;
* Older saves will automatically have all 3 tiers of the Stargate research unlocked.&lt;br /&gt;
* Storage Crate assembly is now found under Logistics.&lt;br /&gt;
* Deflector assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* When losing control of a ship (e.g., selling a ship, getting it destroyed), all non-episode missions assigned to it are failed.&lt;br /&gt;
* Episodes can no longer be assigned to ships from other episodes (e.g., A.J.E Foundry).&lt;br /&gt;
* FTL toolbar icon now shows alignment progress for jump.&lt;br /&gt;
* Jumps that are ready can be performed by right-clicking the FTL icon.&lt;br /&gt;
* Research toolbar icon now shows progress towards current research.&lt;br /&gt;
* After completing the tutorial and making your first FTL Jump, Cmdr Harken will call you with a request for help.&lt;br /&gt;
* All mineral patches now contain 100x as many minerals as before.&lt;br /&gt;
: (Note: &#039;Boldly Go&#039; mode already had this setting, so this only affects Creative/Survival/Free Roam modes.)&lt;br /&gt;
* The recipe for Deuterium now produces twice as much Deuterium as before.&lt;br /&gt;
* Stable Isotopes are now faster to produce (4 secs instead of 6).&lt;br /&gt;
* Some additional items will now be found at derelicts: Ingots, Deuterium, Components.&lt;br /&gt;
* In the Trade Window, if you search, the list shows ALL items that match that search filter, ignoring any category you have selected.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Fuel Loader can now be rotated.&lt;br /&gt;
* Track now takes 3 seconds to assemble, down from 10 seconds previously.&lt;br /&gt;
* The range of weapons is now shown as a light circle when highlighting that weapon.&lt;br /&gt;
* You can no longer use the REPAIR option at a shipyard if there is active combat underway in that system.&lt;br /&gt;
* Hostile ships will now launch fighters quicker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix wrong mission being accepted when more than one can be accepted in the mission summary window.&lt;br /&gt;
* Fix inability to enable battle-stations when a non-friendly ship is selected.&lt;br /&gt;
* Fix incorrect tutorial highlights during FTL stage of the introduction tutorial.&lt;br /&gt;
* Fix passengers getting stuck before being collected by shuttle on passenger missions.&lt;br /&gt;
* Fixed issue with Flight Recorders sometimes being completely unsalvageable, blocking the Wolf mission chain.&lt;br /&gt;
* Fixed issue with hostile ships unable to fire their weapons (ship exported with auto-target disabled on those weapons).&lt;br /&gt;
* Improved performance for AMD GPUs.&lt;br /&gt;
* Fix issue where an abandoned drone would drop unsalvageable cargo in free space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;JOHNNY STRUGGLES - Mini Beast&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alpha 13d ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 13d&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/541096269502742722&lt;br /&gt;
| release_date = 30 January 2025&lt;br /&gt;
}}&lt;br /&gt;
Alpha 13d was released as a hotfix to Alpha 13:&lt;br /&gt;
&lt;br /&gt;
Please note that for episode fixes, it is necessary to play from before the bug occurs (the save game isn&#039;t automatically fixed once the bug has occurred).&lt;br /&gt;
&lt;br /&gt;
* Crash in Tiddlets Part 3 if Short Hopper runs out of charges or the FTL Drive is dismantled.&lt;br /&gt;
* Crash in Introduction Tutorial&lt;br /&gt;
* Fix negative quantities sometimes appearing in containers taken from crates.&lt;br /&gt;
* Fix &amp;quot;Drones Deployed&amp;quot; warning in FTL tooltip showing *X instead of the number of drones.&lt;br /&gt;
* {{Issue|344|pre=Issue}}: Can&#039;t turn in trouble with tiddlets part 3&lt;br /&gt;
* {{Issue|350|pre=Issue}}: Storage crates do not work with mission cargo. As a temporary fix, storage crates no longer store mission cargo to avoid cargo getting mixed up between different delivery missions. Old cargo will also get cleared.&lt;br /&gt;
* {{Issue|361|pre=Issue}}: Can&#039;t pay X, no option given&lt;br /&gt;
* {{Issue|366|pre=Issue}}: Can&#039;t progress past Stargate Phase 4 if Andromeda Project Part 3 is unlocked before starting DSI part 2.&lt;br /&gt;
* {{Issue|372|pre=Issue}}: Crash when trying to load a storage crate but no slots are available&lt;br /&gt;
* {{Issue|375|pre=Issue}}: Resin/Isotope objectives in DSI part 2 sometimes don&#039;t update.&lt;br /&gt;
* {{Issue|377|pre=Issue}}: Storage crate shows wrong spacesuit sprite.&lt;br /&gt;
* {{Issue|382|pre=Issue}}: Memory Leak in Vertex Arrays&lt;br /&gt;
* Storage crates should be cleared when Fabricating/Importing a ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DEMO2 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = DEMO2&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4467102902950824864&lt;br /&gt;
| release_date = 26 November 2024&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The demo received an update.&lt;br /&gt;
&lt;br /&gt;
* Save/Load is now supported.&lt;br /&gt;
: Note you cannot load saves from the full game, or autosaves from Demo1 - sorry about that.&lt;br /&gt;
* Modified the galaxy map to draw more attention to the special (gold) episodes&lt;br /&gt;
* A few small fixes&lt;br /&gt;
&lt;br /&gt;
== Alpha 12 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 12&lt;br /&gt;
| nickname = Michael Jackson and Quincy Jones&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/6632207880321761615&lt;br /&gt;
| release_date = 19 November 2024&lt;br /&gt;
| video = R85MUBMoO5s&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/9 Milestone 9]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 12 is a huge update, with new story episodes, new massive combat zones, new parallax effects, and a ton of bug fixes, balance changes and small updates. We hope you love it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW FREE DEMO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We now have a brand new playable demo which you can find on our Steam Store page. If you haven&#039;t tried the game yet, please give it a go!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW STORY EPISODES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* The trouble with Tiddlets, Part 2&lt;br /&gt;
* The trouble with Tiddlets, Part 3&lt;br /&gt;
* Professor Toppingbury continues his experiments on the newly discovered and adorable lifeform.&lt;br /&gt;
* Deep Space Industrialists, Part 1&lt;br /&gt;
* Deep Space Industrialists, Part 2&lt;br /&gt;
: This is the return of the Stargate Project, now driven by its own story episodes.&lt;br /&gt;
: Along with this new story episode, several Stargate changes have occurred:&lt;br /&gt;
** Stargate phases heavily rebalanced&lt;br /&gt;
** Existing progress in the Stargate Project has been reset&lt;br /&gt;
** The episode will ensure there is a &#039;safe&#039; nebula and asteroid belt - i.e., free from Hostiles and Meteors&lt;br /&gt;
** The Stargate project is now unlocked by completing part 1.&lt;br /&gt;
** Survival mode is now unlocked after completing Stargate Phase 2&lt;br /&gt;
** NB Stargate phases 4 onward are likely to be changed and reset in future alphas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIP EDITOR IMPROVEMENTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now switch the ship editor into ERASE mode, allowing you to easily remove habitation, armor, scaffold, and hull.&lt;br /&gt;
* 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.&lt;br /&gt;
* Editing the Habitation deck now shows the correct exterior preview of your work (rather than showing the interior of the Habitation deck).&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Placing a docking port in the editor now shows a preview of the docking port sprite.&lt;br /&gt;
* Added sounds to the editor (mouse moving on the grid, selection, cancel).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PARALLAX DEPTH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* There is now a subtle depth/parallax effect on all objects floating in space.&lt;br /&gt;
* Ships are in the middle depth. Asteroids and derelict ships sit under, while minerals/containers/loot, etc., sit above.&lt;br /&gt;
* Drones sit slightly above ships in the middle depth.&lt;br /&gt;
* This effect can be toggled on and off from the Options menu.&lt;br /&gt;
* Improved the parallax effect on background planets (they move in the right direction now, lol).&lt;br /&gt;
* Added slight parallax effect to the Stargate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMBAT AND HOSTILE FORCES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There have been lots of improvements to combat in the game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SHIP COMBAT RATING&#039;&#039;&#039;&lt;br /&gt;
** Ships are now assessed by a new &#039;Combat Rating,&#039; rather than their Trade Value, when spawning enemy ships or fleets of combat vessels.&lt;br /&gt;
** The Combat Rating of a vessel is almost entirely down to the number and type of weapon systems installed.&lt;br /&gt;
** Armor affects the combat rating as a multiplier, based on the percentage of armor coverage. 100% armor coverage will double a combat rating.&lt;br /&gt;
** Hostile ships will show their combat rating under their name in Tactical mode. (Written as &#039;CLASS 3&#039;).&lt;br /&gt;
** You will now be awarded points based on the combat rating of the ships destroyed, rather than their trade value.&lt;br /&gt;
&lt;br /&gt;
* Existing &#039;HOSTILE&#039; systems have been extended to provide a more permanent combat zone.&lt;br /&gt;
** The player is free to visit a HOSTILE zone at any time if they wish and will come under immediate attack.&lt;br /&gt;
** Destroying all enemy ships will grant an award of combat points at the end of battle.&lt;br /&gt;
** The zone will no longer clear its HOSTILE status. It will remain permanently hostile.&lt;br /&gt;
** After a short break, new hostile ships will warp into the hostile zone.&lt;br /&gt;
** You will receive an alert when hostile forces are about a minute away from arrival.&lt;br /&gt;
** Hostile forces will arrive together via an FTL jump, in formation.&lt;br /&gt;
** Civilian/neutral ships will no longer jump into a hostile zone.&lt;br /&gt;
** New hostile ships will have their difficulty scaled based on two factors:&lt;br /&gt;
*** The combined Combat Rating of all the player ships in the system.&lt;br /&gt;
*** The player&#039;s Rank in Combat. This rank slowly increases as you are victorious in more and more battles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hostile ship AI (flight model) has been much improved:&lt;br /&gt;
** AI-driven ships now constantly assess their weapon systems, taking into account damage, ammo shortages, etc., and pick a flight plan accordingly.&lt;br /&gt;
** 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.&lt;br /&gt;
** (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).&lt;br /&gt;
** Hostile ships will sometimes switch targets to the most threatening and damaging of your ships as the battle progresses.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* Fixed issues with cannons and railguns not firing when set to AUTO, even though the enemy is within their field of fire.&lt;br /&gt;
* Enemy ships will now sometimes drop valuable loot in the form of Precious Metals.&lt;br /&gt;
* Drones have been upgraded. They now fly 33% faster, repair 33% faster, and repair hull damage more completely.&lt;br /&gt;
* Drones will now prioritize repair work so long as BATTLE STATIONS is enabled. Otherwise, they will prioritize gathering and logistics.&lt;br /&gt;
* In the Tactical overlay, there is now an overall ammo counter for all three ammo types in the bottom left of the screen.&lt;br /&gt;
* Railguns will no longer target fighters.&lt;br /&gt;
* The Gatling Gun no longer has any &#039;Penetration,&#039; meaning it will not cause hull breaches nor damage any internal equipment protected by the hull.&lt;br /&gt;
* Gatling Guns are virtually useless against armored hulls.&lt;br /&gt;
* The &#039;Destroy all hostiles&#039; sector mission is no longer created, as hostile zones can no longer be cleared.&lt;br /&gt;
* Increased the general availability of cannon shells at trading posts.&lt;br /&gt;
* Mining Lasers will no longer acquire new targets when &amp;quot;Battle Stations&amp;quot; is ordered.&lt;br /&gt;
* Hostile NPC ships will no longer bother mining asteroids during battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HUMAN RESOURCES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now sack crew from the trade screen, under the &amp;quot;sell&amp;quot; tab&lt;br /&gt;
* Sacked crew will leave on the next available shuttle&lt;br /&gt;
* You don&#039;t receive any &amp;quot;sale price&amp;quot; for sacking crew&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLEET ORDERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Orders popup has been rebuilt&lt;br /&gt;
* Most orders are now ship-specific, meaning different ships can set different orders&lt;br /&gt;
* &#039;Fleet Logistics&#039; and &#039;Battle Stations&#039; are system-wide orders affecting all your ships in the system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The sounds of other ships will now fall silent in a few select places:&lt;br /&gt;
** The ship editor&lt;br /&gt;
** The sector map&lt;br /&gt;
** Schematic mode&lt;br /&gt;
&lt;br /&gt;
* Added DARK MODE for the galaxy map due to popular request, enabled from the Settings menu&lt;br /&gt;
* Doubled the amount of food harvested from Hydroponics per cycle&lt;br /&gt;
* The battery/power indicator bar at the top left of the screen now blinks with the message &amp;quot;POWER SHORTAGE&amp;quot; when your ship cannot power its equipment to 100% and has run out of battery charge&lt;br /&gt;
* We now un-pause the game when you change the game speed with keyboard shortcuts&lt;br /&gt;
* You can now double-click to select all text in a text input field&lt;br /&gt;
* Removed ability to rotate camera with &#039;,&#039; and &#039;.&#039; (useless)&lt;br /&gt;
* Changed the colour of mission summary text to stand apart from the objectives&lt;br /&gt;
* 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.&lt;br /&gt;
* Added a toggle to hide ships the player cannot afford in the fabricate window&lt;br /&gt;
* Drones will now collect Precious Metals found in space even if &#039;gather reagents&#039; is disabled&lt;br /&gt;
* There is now sometimes some light space dust and fog around asteroid belts and combat zones&lt;br /&gt;
* Entities will now use their &#039;dead&#039; sprite when unconscious&lt;br /&gt;
* 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&lt;br /&gt;
* Cancelling installation/dismantle jobs with RMB when paused will now work correctly&lt;br /&gt;
* NPC ships will now order drones at a trading post if they are short (aiming for at least 2 drones per drone bay)&lt;br /&gt;
* Mineral patch labels are now correctly rotated in tactical view&lt;br /&gt;
* Ship labels in tactical view are now rendered more clearly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* {{Issue|204|pre=Issue}}: Game doesn&#039;t launch when Steam is offline&lt;br /&gt;
* {{Issue|244|pre=Issue}}: Fusion Reactor consumes fuel when off&lt;br /&gt;
* {{Issue|278|pre=Issue}}: FTL not found, even though I have an FTL&lt;br /&gt;
* {{Issue|318|pre=Issue}}: Drones flying off on big detours before delivering cargo.&lt;br /&gt;
* {{Issue|326|pre=Issue}}: If trying to install an object and then turning your view into Schematic mode, you will need to re-select the object&lt;br /&gt;
* {{Issue|328|pre=Issue}}: With the &amp;quot;Stargate&amp;quot; System now being renamed to NG0, there are inconsistencies in the contracts menu&lt;br /&gt;
* {{Issue|329|pre=Issue}}: Tutorial - Opening scene&lt;br /&gt;
* {{Issue|331|pre=Issue}}: NPC ships still dying off&lt;br /&gt;
* Fix saving and loading whilst in the opening shuttle flight cutscene turns the UI back on&lt;br /&gt;
* Fix A Wolf In Sheep&#039;s Clothing Part 1 Objective &#039;Recover the Flight Recorder from Scavenger Vessel&#039; by adding the missing location link&lt;br /&gt;
* Fix typo in Mining Tutorial: Travel to [an] asteroid belt with Tilium deposits.&lt;br /&gt;
* Fix typo in play mode: &#039;BOLDY GO&#039; -&amp;gt; &#039;BOLDLY GO&#039;&lt;br /&gt;
* Fix performance issues with tactical mode affecting AMD GPUs&lt;br /&gt;
* Fix full containers displaying the incorrect quantity in the hover tooltip&lt;br /&gt;
* Fix game not recognising caps lock&lt;br /&gt;
* Stop keyboard input being detected during the new game intro cutscene&lt;br /&gt;
* Fix keyboard input falling through to the game world when the map is open&lt;br /&gt;
* Fix being able to interact with the toolbar when you cannot see it because you have no layer selected&lt;br /&gt;
* Fix Black Hole Sun 1 Hyperspace Isotope count being incorrect&lt;br /&gt;
* Fix reward points earned for gameplay (e.g., logistics, combat, logistics...) being lost on save/load&lt;br /&gt;
* Fix awards given from missions being lost if you save/load before you have finished receiving them&lt;br /&gt;
* Fix &amp;quot;Upload To Steam&amp;quot; being available if we don&#039;t have a friendly ship selected&lt;br /&gt;
* Fix industry score increasing from industry performed on unfriendly ships&lt;br /&gt;
* Fix Exterior Jobs being attempted even if there are no available spacesuits&lt;br /&gt;
* Fix spurious No Storage warnings after unloading an item&lt;br /&gt;
* The bong sound from a Flight Recorder will no longer be audible if you are not focused on that system&lt;br /&gt;
* Introduction Tutorial: If you install the reactor before the tutorial instructs you to, the tutorial will recognise this and catch up&lt;br /&gt;
* Stargate Window: Show correct recipe for Stable Isotopes&lt;br /&gt;
* Fixed abandoned drones from enemy ships showing up as green in tactical view if the enemy ship was gone&lt;br /&gt;
* Mouse and Keyboard can now be used when the HUD is hidden&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;JOHNNY STRUGGLES:&#039;&#039;&#039; Acadia, Aberration of Light, Hesperia, Apophis&lt;br /&gt;
* &#039;&#039;&#039;RADKNITHAT:&#039;&#039;&#039; RnD Casus&lt;br /&gt;
&lt;br /&gt;
== Alpha 11 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 11&lt;br /&gt;
| nickname = Burke and Vasquez&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4597699678380481518&lt;br /&gt;
| release_date = 30 August 2024&lt;br /&gt;
| video = Bq1l6Wq-Dhg&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/8 Milestone 8]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW HUD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The placeholder HUD has been revamped and almost completely replaced with a new design.&lt;br /&gt;
&lt;br /&gt;
* Critical resources are now shown bottom left of the screen.&lt;br /&gt;
* The toolbar is replaced with a set of icons.&lt;br /&gt;
* The different views are now a vertical stack of buttons in the bottom right of the screen.&lt;br /&gt;
* A new indicator top left shows the ship name, author, Hull status, Atmosphere status, and Power status.&lt;br /&gt;
* Shipyard services now appear at the top of the screen. (Repair ship, Buy ship, Sell ship, Fabricate ship)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The old HUD is still used temporarily in two areas that are unfinished:&lt;br /&gt;
&lt;br /&gt;
* Construction popup&lt;br /&gt;
* Fleet orders popup&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Story Episodes changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Completely revamped introduction (much shorter), with a new ship and a new tutorial.&lt;br /&gt;
* The Stargate industry introduction has been removed. It will return as a story episode soon.&lt;br /&gt;
* All story episodes are now &amp;quot;discovered&amp;quot; on the sector map, rather than the Contracts screen.&lt;br /&gt;
* New gold highlights and tooltips for all special episode locations on the sector map.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Black Hole Sun&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
** Part 3 Hidden until Julian calls you when he is ready to rescue his brother. The episode is then automatically accepted.&lt;br /&gt;
** The Black Hole Sun 3 &#039;Short Hop&#039; system is no longer a large distance away across the map.&lt;br /&gt;
** Fix Julian&#039;s ship from Black Hole Sun 3 being able to jump to any system.&lt;br /&gt;
** Fix any ship being able to rescue Marcus in Black Hole Sun 3, and not just Julian.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;The trouble with Tiddlets&amp;quot;&#039;&#039;&#039; has returned, and is now a playable episode (Part 1 only, for now).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
* NPC ships will now order critical supplies when in a trading location (Fuel, Oxygen, Water, Crew, Spacesuits) when required.&lt;br /&gt;
* When highlighting any piece of equipment, the extra tooltip information will only show when the ship is one of your fleet.&lt;br /&gt;
* Allow to transfer/cancel transfer entire stack by ctrl clicking.&lt;br /&gt;
* You can now freely select text in an input field by holding &#039;SHIFT&#039;.&lt;br /&gt;
* You can now select all text in an input field by pressing &#039;CTRL+A&#039;.&lt;br /&gt;
* Selected text is preserved when the input field is deselected.&lt;br /&gt;
* Ship Editor: Destroying cells now destroys any equipment in those cells.&lt;br /&gt;
* FTL drives on the selected ship are now preferred when choosing a drive for a hyperspace jump.&lt;br /&gt;
* The camera is now attached to the ship when in TACTICAL view, the same as normal view.&lt;br /&gt;
* Clicking a Location Link in the Missions Window or Missions Summary now also sets that system as an FTL destination.&lt;br /&gt;
* Location Links for mission objectives will no longer appear in the Missions Summary after that objective has been completed.&lt;br /&gt;
* You can now collapse mission summaries the same way as rating, by right-clicking to close and left-clicking to open.&lt;br /&gt;
* You can now filter search in all tabs of the trade window.&lt;br /&gt;
* The trade window now defaults to &#039;all items&#039; instead of being blank.&lt;br /&gt;
* Change the end of the introduction tutorial to fit with new episode discovery.&lt;br /&gt;
* Galaxy map now has special indicators for episodes:&lt;br /&gt;
** Episode starting systems are now gold.&lt;br /&gt;
** Regular systems you need to visit as part of an episode have a gold outline.&lt;br /&gt;
** Any system with a Location Link to it as part of an episode now has a tooltip on the map to see what you need to do there.&lt;br /&gt;
* The &#039;STARGATE&#039; location now has a normal location name - NG0.&lt;br /&gt;
* Drones now treat actual salvage as higher priority over raw materials.&lt;br /&gt;
* When you start a New Game your ship is now &#039;inside&#039; a shipyard.&lt;br /&gt;
* Save files are now filtered when saving a game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* {{Issue|217|pre=Issue}}: Fleet Logistics still makes drones faff when preparing to jump.&lt;br /&gt;
* {{Issue|283|pre=Issue}}: Short Robot Arm won&#039;t unload Black Box Recorder from Drone Bay onto Track.&lt;br /&gt;
* {{Issue|293|pre=Issue}}: Hydroponic garden won&#039;t grow.&lt;br /&gt;
* {{Issue|292|pre=Issue}}: Cargo items stacking to silly sizes.&lt;br /&gt;
* Crash when removing a piece of track that was in a loop.&lt;br /&gt;
* Fix crash in Main Menu when viewing long file lists.&lt;br /&gt;
* Fix crash in Tiddlet fire.&lt;br /&gt;
* Fix cargo being moved around unnecessarily. If a job exists to move cargo to a storage zone, and you place a new storage zone that is at least as good under it, the job to move it is now cancelled.&lt;br /&gt;
* Fix storage window not placing any storage when it is first opened.&lt;br /&gt;
* Fix A Wolf in Sheeps Clothing Part 3 not being playable after completing Part 2.&lt;br /&gt;
* Fix A Wolf in Sheeps Clothing Part 3 pirate attacking you in another mission&#039;s system.&lt;br /&gt;
* Fix shuttle leaving on reload.&lt;br /&gt;
* Only the FTL drive responsible for jumping will light up during a jump.&lt;br /&gt;
* Only the FTL drive responsible for jumping will consume the contents of its FTL charge.&lt;br /&gt;
** This caused the FTL resource counter to be off-by-one when you have multiple FTL drives on a ship.&lt;br /&gt;
* Fix Audio bug after the opening text when starting a new game.&lt;br /&gt;
* Fix objects remaining silent when you switch system and should hear them again.&lt;br /&gt;
* Fix some objects, such as engines, not pausing correctly when the main menu is open.&lt;br /&gt;
* You can no longer sell Julian&#039;s ship from Black Hole Sun at a Shipyard.&lt;br /&gt;
* Fix FTL window saying &#039;NO FTL FOUND&#039; when you have no ship selected to travel.&lt;br /&gt;
* Fix Trade window telling you you cannot afford a trade when it is for the exact amount of cash you have.&lt;br /&gt;
* Fix Black Hole Sun 3 game crash when trying to take control of Julian&#039;s ship outside of the Black Hole system.&lt;br /&gt;
* Fix Mouse clicks from game world being detected on the sector map.&lt;br /&gt;
* Fix ships undocking from each other when they are all FTL jumping in survival and creative mode.&lt;br /&gt;
* Fix the tutorial window blocking input to the game world after the tutorial is over.&lt;br /&gt;
* Fix it looking like you have placed a storage zone in the output of a docking port. Instead, the visual is cancelled immediately.&lt;br /&gt;
* Fix bug where you cannot interact with the tutorial window while the map is open.&lt;br /&gt;
* Fix bug where the tutorial window highlight for the FTL button is the wrong color.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;JOHNNY STRUGGLES&#039;&#039;&#039; - Improved Industrious&lt;br /&gt;
* &#039;&#039;&#039;Omega Naval Station&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Belfast Shipyard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Alpha 11d ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 11d&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4576308214477647189&lt;br /&gt;
| release_date = 6 September 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 11d was released to make the game playable offline and fix some performance issues on AMD graphics cards:&lt;br /&gt;
&lt;br /&gt;
* Game can now be played in offline mode.&lt;br /&gt;
* Improved performance with particles in tactical mode on certain AMD graphics cards&lt;br /&gt;
&lt;br /&gt;
=== Alpha 11d hotfix ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 11d&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4576308214487815247&lt;br /&gt;
| release_date = 9 September 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 11d hotfix was released to make the game playable offline and fix some performance issues on AMD graphics cards:&lt;br /&gt;
&lt;br /&gt;
* The game can now be launched and played when offline.&lt;br /&gt;
* Performance improvement when lots of particles on screen in tactical mode (relevant to AMD graphics cards).&lt;br /&gt;
&lt;br /&gt;
== Alpha 10 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 10&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4200250669022467483&lt;br /&gt;
| release_date = 24 June 2024&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/7 Milestone 7]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Episodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* Black Hole Sun - Part 1&lt;br /&gt;
* Black Hole Sun - Part 2&lt;br /&gt;
* Black Hole Sun - Part 3&lt;br /&gt;
* A wolf in Sheeps Clothing - Part 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Tutorials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are short tutorials and are generally incorporated into the story episodes. But will pop up whenever you are trying to do these things for the first time:&lt;br /&gt;
&lt;br /&gt;
* Docking Tutorial&lt;br /&gt;
* Mining Tutorial&lt;br /&gt;
* Combat Tutorial&lt;br /&gt;
* Crew transfer Tutorial&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Large improvement to drones when searching for repair works.&lt;br /&gt;
* Reduced the particle density on ships arriving and departing, to help with performance&lt;br /&gt;
* Make FindNearby only look at given layer and given object type if object type given. Helps with drone performance.&lt;br /&gt;
* Calculate incoming quantities of each container only once in TryStoreCargo, improves WorkQueue Update performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Text Input&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now filter any long list of files/saves/ships etc by typing a short word&lt;br /&gt;
* You can now freely move the cursor in a text field and delete characters in any position.&lt;br /&gt;
** &#039;LEFT&#039; or &#039;RIGHT&#039; to move the cursor backwards or forwards one character.&lt;br /&gt;
** &#039;HOME&#039; or &#039;DOWN&#039; to move the cursor to the beginning of the input.&lt;br /&gt;
** &#039;END&#039; or &#039;UP&#039; to move the cursor to the end of the input.&lt;br /&gt;
** &#039;DEL&#039; now forward deletes text in a text input field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The game mode &#039;Survival&#039; is now locked until the player completes phase 1 of the stargate&lt;br /&gt;
* The game mode &#039;Free Roam&#039; is now locked until the player completes the &#039;Flight Ready&#039; mission in Creative or Survival mode&lt;br /&gt;
* Nb. Both modes can be easily unlocked by editing the preferences.txt file:&lt;br /&gt;
    UnlockSurvival    true&lt;br /&gt;
    UnlockFreeRoam    true&lt;br /&gt;
&lt;br /&gt;
* Battle Stations button is now available in Tactical mode&lt;br /&gt;
* Changed drone behaviour to look to use any available Drone Bays&lt;br /&gt;
* FTL user interface improved. You can now include other ships after clicking the Prepare Jump button&lt;br /&gt;
* Clicking Prepare Jump from the System Map will now prepare a jump with just that ship, even if another jump is in progress.&lt;br /&gt;
* The OPPOSITION system that sends hostiles to attack the Stargate on a timer has been completely disabled (it sucked)&lt;br /&gt;
* Mining Laser now require to be installed either in a wall (like the guns) or on a piece of scaffold.&lt;br /&gt;
* When installing Mining Lasers they will now auto-rotate to fit the wall/scaffold.&lt;br /&gt;
* Allow to buy/sell entire stack by ctrl clicking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* {{Issue|258|pre=Issue}}: In creative mode, when entering ship name / author name the key strokes execute in the background&lt;br /&gt;
* {{Issue|259|pre=Issue}}: If you outgun the pirate you can kill the ship leading to a hardlock and game CTD.&lt;br /&gt;
* {{Issue|260|pre=Issue}}: Docking Tutorial window doesn&#039;t go away when you click skip.&lt;br /&gt;
* {{Issue|261|pre=Issue}}: The Wolf in sheep clothing mission is available to start from the beginning after completing it.&lt;br /&gt;
* {{Issue|267|pre=Issue}}: Only selected ship rotates to align for jump in creative / survival / free roam.&lt;br /&gt;
* {{Issue|241|pre=Issue}}: Orders not saved correctly in stargate mode because not copying system id when copying orders.&lt;br /&gt;
* {{Issue|243|pre=Issue}}: Meteor shower during resin collection phase of tutorial.&lt;br /&gt;
* {{Issue|277|pre=Issue}}: Scavenger still hails you even if destroyed.&lt;br /&gt;
* {{Issue|247|pre=Issue}}: Some imported/bought ships will have the crew dying of suffocation.&lt;br /&gt;
* {{Issue|161|pre=Issue}}: Install order disappearing when closest box of desired item to install is on a track.&lt;br /&gt;
* {{Issue|233|pre=Issue}}: Netural fighters attacking player when in meteor shower.&lt;br /&gt;
* {{Issue|229|pre=Issue}}: Turning with thrusters uses engines when another ship is preparing a jump.&lt;br /&gt;
* {{Issue|231|pre=Issue}}: If a window is open (eg: FTL jump) and you go to tatical mode, tactical mode stops tracking cursor.&lt;br /&gt;
* {{Issue|279|pre=Issue}}: Docking Port flipped on reloading ship, if placed at top of grid in edit mode.&lt;br /&gt;
* {{Issue|288|pre=Issue}}: Rescue mission does not fail and disappear if the ship is destroyed.&lt;br /&gt;
* {{Issue|225|pre=Issue}}: Weapons consoles not activating connected weapons&lt;br /&gt;
* {{Issue|221|pre=Issue}}: Hostile ship not attacking after some ships jump away&lt;br /&gt;
* {{Issue|198|pre=Issue}}: Can jump ship when docked with other ship that isn&#039;t jumping but ships stay docked.&lt;br /&gt;
* {{Issue|234|pre=Issue}}: Stargate progress is incorrect.&lt;br /&gt;
* {{Issue|153|pre=Issue}}: Money duplication glitch when buying ship at shipyard.&lt;br /&gt;
* Fix spelling mistake in the title of the Tech Tree Window: &#039;RESERACH&#039; -&amp;gt; &#039;RESEARCH&#039;.&lt;br /&gt;
* Fix window not closing when window close button is pressed.&lt;br /&gt;
* Performance slow down with ships arriving / leaving. Should be better with improvements to particle and layer rendering.&lt;br /&gt;
* Fix flightready mission causing crash when selling original ship and FTL jumping with another ship.&lt;br /&gt;
* Fix camera moving to wrong place when switching out of tactical if ship moved while in tactical.&lt;br /&gt;
* Fix tutorial coming back after skipping tutorial.&lt;br /&gt;
* Preserve ids of layers and objects when restoring a system archive, but still rebase time.&lt;br /&gt;
* Fix crash on loading a rescue mission on a ship that has been archived.&lt;br /&gt;
* Docking tutorial now dismisses itself if the target ship is derelict or non-existent.&lt;br /&gt;
* Track performance in certain situations improved.&lt;br /&gt;
* Fix install FTL objective not completing in flightready mission.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 10c ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 10c&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/6338336761816401397&lt;br /&gt;
| release_date = 16 July 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 10c was released slightly later to Alpha 10 and fixed some critical bugs relating to missions:&lt;br /&gt;
&lt;br /&gt;
* Fix crash when removing a piece of track in a loop.&lt;br /&gt;
* Fix crash in Main Menu when viewing long file lists.&lt;br /&gt;
* Fix crash in Tiddle particle creation when they catch fire&lt;br /&gt;
* Fix crash in Drone rendering.&lt;br /&gt;
* Fix Wolf 3 episode not showing up in contracts selection when loading older save games.&lt;br /&gt;
* Fix analytics not reporting for Wolf 3.&lt;br /&gt;
* Fix Blackhole 2 issues (repeating phone call, impossible to complete in some circumstances)&lt;br /&gt;
&lt;br /&gt;
== Alpha 9 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 9&lt;br /&gt;
| nickname = Atreides and Harkonnen&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4101162602042836767&lt;br /&gt;
| release_date = 13 March 2024&lt;br /&gt;
| video = WiqYv5GZHbE&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/6 Milestone 6]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New mission interface&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* We have substantially upgraded and improved the mission system and all associated screens.&lt;br /&gt;
* We can now create rich, detailed missions with multiple stages and multiple objectives.&lt;br /&gt;
* The Communicator has also been upgraded and better integrated with the mission screen.&lt;br /&gt;
* Characters can now call you with information and instructions, and a log of those calls will be added to your mission screen.&lt;br /&gt;
&lt;br /&gt;
Quality of Life improvements for the Mission Summary (top left of the screen):&lt;br /&gt;
&lt;br /&gt;
* You can now &#039;Turn In&#039; any completed mission directly from the mission summary&lt;br /&gt;
* A new diamond shaped location icon has been added to any objective that specifies a destination. Clicking the diamond will immediately bring up the sector map and highlight that location. This makes it very easy to navigate to the required locations for a mission.&lt;br /&gt;
* There is now a &#039;Prepare to jump&#039; button in the Sector Map, for quick and easy alignment&lt;br /&gt;
* All mission types updated to take advantage of these new buttons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Story Episodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* We have begun work on a series of story-based episodes.&lt;br /&gt;
* The general idea is to tell short stories with a rich cast of characters, and each story episode will be broken down into 2 or 3 parts.&lt;br /&gt;
* This involved the creation of a new Episode Manager system and a substantial upgrade of the Mission system.&lt;br /&gt;
* Story Episodes will automatically become available in the Mission Interface at the appropriate time.&lt;br /&gt;
* We have plans to add many more story episodes, now that this system is complete.&lt;br /&gt;
* Nb. Story episodes are available in Stargate mode, and in Free-roam mode. They are not available in survival mode. The Tiddlets mission remains available in Survival mode only.&lt;br /&gt;
* New Episodes:&lt;br /&gt;
** A Wolf in sheep&#039;s clothing - part 1&lt;br /&gt;
** A Wolf in sheep&#039;s clothing - part 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Docking Tutorial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A new Docking tutorial has been created, and is used directly in the episode Wolf Part 2.&lt;br /&gt;
* The tutorial will also show whenever a player is attempting a rescue mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The time between waves of hostile forces attacking the Stargate has been tripled&lt;br /&gt;
* New graphics for crew in a space suit when they are outside the ship&lt;br /&gt;
* Reduced the radius at which a system blocks your FTL flight path (from 15 down to 4)&lt;br /&gt;
* The star background now shifts into an angry red when &#039;Battle Stations&#039; is enabled&lt;br /&gt;
* Crew now walk 33% faster, and are slowed down less when carrying cargo&lt;br /&gt;
* New graphics for dead crew&lt;br /&gt;
* After loading a saved game, any ships where the crew are all dead due to suffocation will be recalled automatically under autopilot, and will leave the system&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW AUDIO WORK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Battle stations!&lt;br /&gt;
* Gun Turrets extending, retracting&lt;br /&gt;
* Mission Interface&lt;br /&gt;
* Music for the new story episodes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* DOCTORX - DRX Helican Omicron&lt;br /&gt;
: DRX Helican&lt;br /&gt;
: DRX Psychopath&lt;br /&gt;
: DRX Abyss&lt;br /&gt;
: DRX Scarab&lt;br /&gt;
&lt;br /&gt;
* JOHNNY STRUGGLES - The Altair Citadel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can no longer pause the game during the introductory flyby&lt;br /&gt;
* Fixed: Weapons Consoles are now correctly powered as part of the Weapons power category, not the Science power category&lt;br /&gt;
* Fix for drones incorrectly returning home when another ship in the local fleet is planning to jump to hyperspace&lt;br /&gt;
* Fixed: Fleet logistics transfers of the same item in opposite directions now cancel each other.&lt;br /&gt;
* Fix crash caused by invalid Researching Node.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 9c ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 9c&lt;br /&gt;
| release_date = 14 March 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 9c is a hotfix build for [[#Alpha 9|Alpha 9]] fixing UI issues with the tactical screen.&lt;br /&gt;
&lt;br /&gt;
Another [https://steamdb.info/depot/1857082/history/?changeid=M:3577530168993901596 build of Alpha 9c] was released for Windows on {{#formatdate:7 May 2024}}, but it is unclear what changed.&lt;br /&gt;
&lt;br /&gt;
== Alpha 8 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 8&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3886108111271512496&lt;br /&gt;
| release_date = 18 December 2023&lt;br /&gt;
| video = VwQ7DgIIk0E&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/5 Milestone 5]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Equipment &amp;amp; Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fusion Reactor&#039;&#039;&#039;&lt;br /&gt;
** Uses Deuterium fuel pods and requires at least 500Mw for about 10 seconds to activate.&lt;br /&gt;
** Produces a power output of 50-500Mw.&lt;br /&gt;
** &#039;&#039;Deuterium&#039;&#039; (fuel pod)&lt;br /&gt;
** &#039;&#039;Deuterium Recipe&#039;&#039; (Chemical Lab)&lt;br /&gt;
* &#039;&#039;&#039;Solar Panels&#039;&#039;&#039;&lt;br /&gt;
** Must be installed on the outside of the ship, built onto scaffold beams.&lt;br /&gt;
** Produces 10Mw normally.&lt;br /&gt;
** This reduces to 5Mw in a nebula, and 0Mw in Hyperspace.&lt;br /&gt;
** &#039;&#039;Solar Panel recipe&#039;&#039; (Assembly Table)&lt;br /&gt;
* &#039;&#039;&#039;Tutorial (continued)&#039;&#039;&#039;&lt;br /&gt;
** Work continues on the in-game tutorial for new players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New audio work&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Suit radio chatter&#039;&#039; for crew when they are wearing spacesuits&lt;br /&gt;
* New UI sounds for &#039;&#039;construction, pipes, cables, installation, deconstruction&#039;&#039;&lt;br /&gt;
* New ambiences for common equipment: &#039;&#039;reactors, fabricators, smelters, assembly tables&#039;&#039;&lt;br /&gt;
* &#039;&#039;Delivery shuttle engine sounds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New &#039;Exterior&#039; graphics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* New graphics for all &#039;&#039;gun turrets&#039;&#039; when viewed from exterior&lt;br /&gt;
* Docking port exterior view improved&lt;br /&gt;
* &#039;&#039;Thrusters&#039;&#039; now more visible in exterior view and tactical view&lt;br /&gt;
* New exterior graphics for &#039;&#039;Small Tank, Medium Tank, Large Tank, Battery&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; can now be distinguished in Tactical View&lt;br /&gt;
** &#039;&#039;Railgun&#039;&#039; - a long single line&lt;br /&gt;
** &#039;&#039;Cannon&#039;&#039; - two medium-length parallel lines&lt;br /&gt;
** &#039;&#039;Gatling gun&#039;&#039; - three short parallel lines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ZORBANE&#039;&#039;&#039;&lt;br /&gt;
** DragonFly-A&lt;br /&gt;
* &#039;&#039;&#039;RUSH&#039;&#039;&#039;&lt;br /&gt;
** Andromeda&#039;s Fury&lt;br /&gt;
* &#039;&#039;&#039;R0NALXD&#039;&#039;&#039;&lt;br /&gt;
** Chakrali Corvetter&lt;br /&gt;
** Chakrali Frigate&lt;br /&gt;
** Chakrali Miner&lt;br /&gt;
** Chakrali Starbase&lt;br /&gt;
* &#039;&#039;&#039;JOHNNY STRUGGLES&#039;&#039;&#039;&lt;br /&gt;
** Big Martha&lt;br /&gt;
** Defense Platform MK1/MK2/MK3&lt;br /&gt;
** The Gas Man&lt;br /&gt;
** The Wild Goose&lt;br /&gt;
** Fat Duck Fighter&lt;br /&gt;
** The Leviathan&lt;br /&gt;
** Scavenger JS&lt;br /&gt;
** Florence Bulk Hauler&lt;br /&gt;
** Angry Frog Mining Rig&lt;br /&gt;
* &#039;&#039;&#039;ORION INDUSTRIES&#039;&#039;&#039;&lt;br /&gt;
** Bellatrix Frigate&lt;br /&gt;
** Hawk Light Fighter Mk1/Mk2&lt;br /&gt;
** Krait Mk2 Fuel Rat&lt;br /&gt;
** Mighty Miner&lt;br /&gt;
** Minor-Miner Mk1/Mk2&lt;br /&gt;
** Orthrus&lt;br /&gt;
** Procyon Cruiser&lt;br /&gt;
** Rescue Shuttle&lt;br /&gt;
** Rigel Heavy Corvette Mk2&lt;br /&gt;
** Roadrunner Corvette&lt;br /&gt;
** Starhopper&lt;br /&gt;
** Trident Heavy Fighter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;PAUSED and SLOWMO messages&#039;&#039; will now flash, to minimize players not realizing why the game has stopped&lt;br /&gt;
* New &#039;&#039;STARGATE games&#039;&#039; will no longer generate a distress call in the starting map. This is because new players would often get very confused trying to do the rescue - without thrusters and without any skills in docking. &#039;&#039;Nb.&#039;&#039; Rescue Missions are still generated in the mission board&lt;br /&gt;
* Fleet orders for &#039;&#039;gathering salvage, gathering minerals, and repairing hull&#039;&#039; now default to ON&lt;br /&gt;
* &#039;&#039;Drones&#039;&#039; will now automatically return to their home ship if that ship is preparing to jump to FTL, regardless of Fleet Orders&lt;br /&gt;
* Hostile forces in &#039;&#039;stargate mode&#039;&#039; will now correctly attack the player, and not random NPC vessels&lt;br /&gt;
* &#039;&#039;Deconstruction UI&#039;&#039; effects improved&lt;br /&gt;
* If the player destroys a Neutral ship, all other neutral ships in the system will immediately turn hostile to the player&lt;br /&gt;
* Added a new Fleet Order: &amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;&#039;&#039;Mining&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;. This enables and disables all active mining from Mining Lasers within the current system.&lt;br /&gt;
* &#039;&#039;Schematic view&#039;&#039; has been made more tidy and clear.&lt;br /&gt;
* Improved the visuals when laying pipes and cables - removed unnecessary distracting visuals&lt;br /&gt;
* &#039;&#039;Weapons Officers&#039;&#039; now wear a &#039;&#039;RED uniform&#039;&#039;, to distinguish them from regular crew&lt;br /&gt;
* &#039;&#039;Weapons Consoles&#039;&#039; now support up to four guns, without requiring any research. Removed the research tree for Weapons Console Additional Slots.&lt;br /&gt;
* Player-owned ships will now always render on top of other ships, derelicts, etc&lt;br /&gt;
* Derelicts will be removed from the list of all ships after 3 minutes&lt;br /&gt;
* Derelicts now slowly erode away to nothing over time&lt;br /&gt;
* Damaged and Destroyed engines now belch flames&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* FIXED: The &#039;&#039;equipment panel&#039;&#039; will now close if you select another ship or another location&lt;br /&gt;
* FIXED: issues with the &#039;&#039;Equipment Panel&#039;&#039; not popping up when you right-clicked because it was &#039;blocked&#039; by the open construction menu&lt;br /&gt;
* FIXED: Missing pickup and drop sounds when crew is working&lt;br /&gt;
* FIXED: The tick sound effect when installing equipment was wrong when the equipment had an even width or height&lt;br /&gt;
* FIXED: Issue with &#039;&#039;Delivery Missions&#039;&#039; with a difficulty of 84 and 890 boxes!&lt;br /&gt;
* FIXED: Main Menu ambience continued to play after clicking Import Friendly or Import Hostile&lt;br /&gt;
* {{Issue|175|pre=Issue}} - After an &#039;&#039;FTL-jump&#039;&#039;, the suits are turned off. Orders are now carried through from system to system when FTL jumping unless you already have a fleet at the destination.&lt;br /&gt;
* {{Issue|179|pre=Issue}} - (&#039;&#039;Survival&#039;&#039;) Cross-sector &#039;&#039;passenger missions&#039;&#039; can never be delivered&lt;br /&gt;
* {{Issue|183|pre=Issue}} - &#039;&#039;Tutorial text modal&#039;&#039; not advancing correctly. Fix overlap problem and tutorial loop.&lt;br /&gt;
* {{Issue|188|pre=Issue}} - &#039;&#039;Derelict ships&#039;&#039; will now automatically remove themselves from the layer list after some time.&lt;br /&gt;
* {{Issue|190|pre=Issue}} - &#039;&#039;Fighters&#039;&#039; can attack a ship in another system&lt;br /&gt;
* {{Issue|195|pre=Issue}} - &#039;&#039;Fuel canisters&#039;&#039; aren&#039;t getting loaded. Validate existing fleet transfers to ensure that they are still satisfying requests.&lt;br /&gt;
* {{Issue|194|pre=Issue}} - A full &amp;quot;circular&amp;quot; track gets jammed and doesn&#039;t move. Allow tracks to move more freely.&lt;br /&gt;
* {{Issue|196|pre=Issue}} - Can&#039;t see all ships in logistics screen. Fix a bug where the ships were overflowing the window. Present ships in the same order as the ship list on the right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undocumented changes (not shown in original changelog&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Max zoom level is now 5000 (rather than unlimited)&lt;br /&gt;
* Percentages removed from tanks in schematic view (only absolute values displayed)&lt;br /&gt;
* Hyperspace isotopes can be refined into stable isotopes, which can be turned into deuterium in the chemistry lab&lt;br /&gt;
* Stranded Ships from Rescue contracts are NeutralShips instead of Derelicts&lt;br /&gt;
&lt;br /&gt;
== Alpha 7 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 7&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/5913850762873923353&lt;br /&gt;
| release_date = 17 November 2023&lt;br /&gt;
}}&lt;br /&gt;
Alpha 7 is an interim build with no update video, GitHub milestone, or nickname. Changes are covered in the update video for [[#Alpha 8|Alpha 8]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-system Simulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Multiple locations within a sector are now simulated all at once.&amp;lt;br&amp;gt;&lt;br /&gt;
This means you can split up your fleet, have ships in one system mining an asteroid belt, while your combat vessels in another system do battle.&amp;lt;br&amp;gt;&lt;br /&gt;
You can freely and instantly move focus between different ships of yours within all active systems.&amp;lt;br&amp;gt;&lt;br /&gt;
Different collections of ships can be in FTL at the same time, travelling to different destinations.&amp;lt;br&amp;gt;&lt;br /&gt;
You can (for example) create mining and gathering ships and leave them in a nebula or asteroid belt, and they will continue to mine and operate while you attend to other locations.&lt;br /&gt;
&lt;br /&gt;
* NPC ships updated. Star systems are now much more busy, as NPC ships come and go. NPC ships will also engage in mining and salvage where appropriate.&lt;br /&gt;
* All NPC ships are now based on either official ship designs or community ships, or ships you have subscribed to on Steam Workshop.&lt;br /&gt;
* NPC ship system &#039;faking&#039; has been largely removed. You can now see inside any NPC neutral ship, and observe the crew and equipment operating normally.&lt;br /&gt;
* NPC ships will turn hostile if you attack them, but will generally try to escape rather than fight to the death.&lt;br /&gt;
* Subscribe to more ships via the Steam Workshop, and these ships will appear in your game world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tutorial / on-boarding&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The tutorial continues to be updated, with the aim to provide a complete introduction to the game and the STARGATE PROJECT.&amp;lt;br&amp;gt;&lt;br /&gt;
It is still a work in progress, but takes the player all the way up to receiving a second ship.&amp;lt;br&amp;gt;&lt;br /&gt;
The primary aim is to bring entirely new players into the STARGATE industry mode.&amp;lt;br&amp;gt;&lt;br /&gt;
You can now skip the entire tutorial by clicking the X in the top right of the tutorial window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stargate Project&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The stargate project now has six working phases that must be completed, each building on the last.&amp;lt;br&amp;gt;&lt;br /&gt;
All phases have been redesigned and rebalanced.&amp;lt;br&amp;gt;&lt;br /&gt;
All production times for Fabricators and Assembly tables have been shortened and balanced.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiple phases of the stargate project now require research unlocks to progress.&amp;lt;br&amp;gt;&lt;br /&gt;
Enemy forces will now attack any ships engaged in the stargate project, starting around phase 3. Each subsequent attack will be more dangerous than the last.&lt;br /&gt;
&lt;br /&gt;
* The game now automatically starts in STARGATE mode on first playthrough&lt;br /&gt;
* Introductory flyby sequence updated&lt;br /&gt;
* The TRADE screen now shows sellable Stargate parts highlighted in GOLD&lt;br /&gt;
* Fabricator buildings no longer produce outputs endlessly, filling up your cargo space (eg frames, coils).&lt;br /&gt;
: Instead they will produce an item and then wait until that item has been taken to be used somewhere before producing another.&lt;br /&gt;
* The stargate sector now contains hostile fleets (difficult!), distress calls, derelict ships, asteroid belts, gas clouds, as well as colonies and shipyards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission System&#039;&#039;&#039;&lt;br /&gt;
- New missions are now continuously generated at all locations in the sector&lt;br /&gt;
- Old missions are removed after some time, if nobody claims them.&lt;br /&gt;
- All mission types scale in response to your ratings within the appropriate category.&lt;br /&gt;
- STARGATE industry mode now has all mission types available: delivery, passenger, combat, rescue, production, mining&lt;br /&gt;
- Completed Missions are now removed from the contract board after 60 seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game controls&#039;&#039;&#039;&lt;br /&gt;
* Spacebar now pauses the game.&lt;br /&gt;
: This is to allow for more consideration and precision during space battles.&lt;br /&gt;
* You can hold SHIFT for dramatic slow-mo. You can toggle slow-mo with Caps-Lock&lt;br /&gt;
* Tactical mode camera no longer tracks position or rotation of any ship. You can freely pan around.&lt;br /&gt;
* Normal view mode automatically tracks position and rotation of the current ship, aligning automatically so you can see the interior.&lt;br /&gt;
* The compass / toggle tracking button has been removed&lt;br /&gt;
* Tactical mode: Weapons list now scales when there are lots of weapons, to ensure they all fit on screen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
* {{Issue|164|pre=Issue}} - Cargo Space not recognising new zoning&lt;br /&gt;
* You can no longer try to install boxed equipment on a ship that the box isn&#039;t on&lt;br /&gt;
* Thousands more bug fixes but honestly we lost track somewhere along the way&lt;br /&gt;
&lt;br /&gt;
=== Alpha 7c ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 7c&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/5913850762877483119&lt;br /&gt;
| release_date = 18 November 2023&lt;br /&gt;
}}&lt;br /&gt;
Alpha 7c is a hotfix build for [[#Alpha 7|Alpha 7]] fixing some FTL issues.&lt;br /&gt;
&lt;br /&gt;
* Loading an older save game (pre-alpha 7) will now automatically enable multi-system simulation. This fixes an issue where loading an older save game didn&#039;t enable multisystem simulation, preventing you from making FTL jumps with more than one ship at a time.&lt;br /&gt;
&lt;br /&gt;
* This enables multiple ships to do an FTL jump together in industry mode. Click on the STAY/JUMP button to toggle which ships are included in the jump. At least one ship in the group must have an enabled FTL drive.&lt;br /&gt;
&lt;br /&gt;
* Multi-system simulation is not yet enabled for the other game modes - SURVIVAL, FREE ROAM and CREATIVE. In those modes all ships will now jump together, as used to happen. This fixes the issue of only a single ship jumping.&lt;br /&gt;
&lt;br /&gt;
== Alpha 6 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 6&lt;br /&gt;
| nickname = Frodo &amp;amp; Sam&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3719466041717039148&lt;br /&gt;
| release_date = 13 September 2023&lt;br /&gt;
| video = 5dNaVX-gFKE&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/4 Milestone 4]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Buying ships at a shipyard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Any ship from the ship library can be bought in a system with a station or shipyard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tutorial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Beginnings of a Tutorial for Industry Mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW EQUIPMENT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weapons Control Centre&#039;&#039;&#039; =&amp;gt; Can connect to up to 4 weapons remotely and be controlled by a weapons officer, so that the connected weapons no longer require crew&lt;br /&gt;
* New Crew Type - Weapons Officer needed to crew the Weapons Control Centre&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Robot Arms now use Jobs to Move, Load, and Combine objects. This allows robot arms and crew to communicate, so they no longer compete to complete the same jobs at the same time.&lt;br /&gt;
* Robot Arms now stop moving an object if the destination can’t receive it anymore. If arm gets stuck like this, you can now cancel the arm in the right-click menu. Arms are now only stuck when an item is on the floor of the target cell.&lt;br /&gt;
* Missions that are in progress when you Hyperspace Jump are now returned to the open missions list so that you can return to the destination and finish them at a later date.&lt;br /&gt;
* Robot Arms now unload objects from factories that are not needed by the current recipe.&lt;br /&gt;
* When the current research project finishes a popup notification appears&lt;br /&gt;
* The atmospheric pressure is now shown as a percentage in a tooltip when hovering the mouse&lt;br /&gt;
* New Storage Zone UI&lt;br /&gt;
* Better job allocation/assignment to ensure that jobs can be completed by the entities that they are assigned to. This is noticeable when there a ship is divided into isolated areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Mission Cargo/Passengers/Refuges and Trade Deals that are in progress when you hyperspace jump are now cancelled correctly and not taken to the Docking Port&lt;br /&gt;
* Crew and Scientists take off spacesuits when doing longer jobs in a breathable atmosphere&lt;br /&gt;
* Factories will cancel jobs when the recipe changes and the jobs object is no longer required&lt;br /&gt;
* Changing/Removing a storage zone will now cancel any job coming to it if the new storage at the location is no longer compatible with what is coming to it.&lt;br /&gt;
* Equipment installation jobs will stop any movement jobs to storage zones in the same location. When/if the equipment gets fully installed, the storage zones are removed.&lt;br /&gt;
* Equipment installation will highlight the closest accessible box that will be used to install the equipment.&lt;br /&gt;
* You can no longer place a storage zone in the location of an in-progress equipment installation&lt;br /&gt;
* Research stations only draw power when required for the current research project (1MW standby draw otherwise)&lt;br /&gt;
* Research station blue light now blinks&lt;br /&gt;
* For exterior jobs crew no longer pick up and drop the item before acquiring a space suit&lt;br /&gt;
* For exterior dismantling jobs, the box is now brought inside by the crew after dismantling&lt;br /&gt;
* Visual fix to adjacent tracks connecting incorrectly. Tracks now only connect if they interact with each other.&lt;br /&gt;
* {{Issue|108|pre=Issue}}: Fixes transferring crew when requesting to transfer a spacesuit and all spacesuits are worn&lt;br /&gt;
* {{Issue|109|pre=Issue}}: Fixes logistics window scaling with the number of layers, rather than the number of friendly layers&lt;br /&gt;
* {{Issue|10|pre=Issue}}: Integer overflow with cash and ship value&lt;br /&gt;
* {{Issue|95|pre=Issue}} and {{Issue|95}}: Friendly ships added to fleet for free when flying to a shipyard&lt;br /&gt;
* {{Issue|114|pre=Issue}}: Powergrid settings are saved&lt;br /&gt;
* {{Issue|104|pre=Issue}}: Logistics screen now updates when the selected layer is switched&lt;br /&gt;
* {{Issue|81|pre=Issue}}: Mouse click and drag in the research window can no longer move the game camera&lt;br /&gt;
* {{Issue|92|pre=Issue}}: Objects can no longer be stored in non-exact cell positions&lt;br /&gt;
* {{Issue|122|pre=Issue}}: Robot Arms can now combine containers when they are on tracks&lt;br /&gt;
* {{Issue|72|pre=Issue}}: Robot Arms now indicate when they are stuck, and can be canceled.&lt;br /&gt;
* {{Issue|16|pre=Issue}}: Difficulty installing equipment in walls.&lt;br /&gt;
* {{Issue|66|pre=Issue}}: Jobs get created in inaccessible locations and get “stuck”&lt;br /&gt;
* {{Issue|53|pre=Issue}}: Crew try to store objects in a place they can’t access&lt;br /&gt;
&lt;br /&gt;
== Alpha 5 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 5&lt;br /&gt;
| nickname = Schwarzenegger &amp;amp; Stallone&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3649655808283414158&lt;br /&gt;
| release_date = 28 July 2023&lt;br /&gt;
| video = F1PWv6ZIMvE&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/3 Milestone 3]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;SCIENCE / RESEARCH SYSTEM&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There is a research &amp;amp; development system allowing you to unlock advanced technologies.&amp;lt;br&amp;gt;&lt;br /&gt;
All R&amp;amp;D is performed by Scientists (a new entity type) and uses Science Stations and Supercomputers.&amp;lt;br&amp;gt;&lt;br /&gt;
You can unlock equipment blueprints, performance enhancements, and Stargate Updates.&lt;br /&gt;
&lt;br /&gt;
NEW EQUIPMENT : Science station&amp;lt;br&amp;gt;&lt;br /&gt;
NEW EQUIPMENT : Super computer&amp;lt;br&amp;gt;&lt;br /&gt;
NEW EQUIPMENT : Energy Transmitter&amp;lt;br&amp;gt;&lt;br /&gt;
NEW CREW: Scientists&lt;br /&gt;
&lt;br /&gt;
A new research screen allows you to direct your science team efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INDUSTRY MODE AND STARGATE PROJECT, CONTINUED&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Phases 3 and 4 of the Stargate project are now available for completion.&lt;br /&gt;
&lt;br /&gt;
Phase 3 requires science research to complete.&amp;lt;br&amp;gt;&lt;br /&gt;
Phase 4 requires an energy test, with your ships providing sufficient energy to the stargate for a fixed period.&lt;br /&gt;
&lt;br /&gt;
Opposition - There are now hostile forces within the sector who oppose the construction of the stargate. Their threat level will slowly increase as you make progress.&lt;br /&gt;
&lt;br /&gt;
The central stargate system will now &#039;re-stock&#039; periodically on critical equipment and resources&amp;lt;br&amp;gt;&lt;br /&gt;
Asteroid minerals will now be merged into larger stacks when there are so many in space that it begins to affect performance (&amp;gt;1000 minerals close together)&lt;br /&gt;
&lt;br /&gt;
NEW EQUIPMENT: Small Robot Arm - A Robot Arm variant with an arm length of 1&amp;lt;br&amp;gt;&lt;br /&gt;
NEW EQUIPMENT: Smart Robot Arm =&amp;gt; A Robot Arm that only picks up specified objects&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Robot Arms now require 1MW of power each&amp;lt;br&amp;gt;&lt;br /&gt;
Robot Arms now combine containers of the same type like Entities&amp;lt;br&amp;gt;&lt;br /&gt;
New &amp;amp; Improved FTL window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|24|pre=Issue}}: Battle stations button missing&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|29|pre=Issue}}: Mission cargo not unloading (partially fixed in Alpha 4, but not with tiddlets)&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|39|pre=Issue}}: Destroyed spacesuit remaining on entity&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|30|pre=Issue}}: Fusion reactor rendering weird effects on ship&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|60|pre=Issue}}: Crew no longer invisible when deleting spacesuit&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|51|pre=Issue}}: Robot Arms can now add and remove fuel cannisters from fuel loaders. Robot Arms can now add and remove Compost and Seeds from Hydroponic Garden. Robot arms can now add and remove FTL Charges from FTL Drives. Robot Arms can now add drones to and remove Cargo from Drone Bays.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|52|pre=Issue}}: Crew in Spacesuits can no longer be picked up by Robot Arms or carried by Tracks&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|61|pre=Issue}}: Robot Arms picking up each other&#039;s items&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|73|pre=Issue}}: Robot Arms can no longer pick up items through walls&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|54|pre=Issue}}: Fixes Drones picking up Entities Issue&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|65|pre=Issue}}: Tracks no longer get stuck and unable to move an item into an &#039;empty&#039; space&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|67|pre=Issue}}: Fixes Storage Areas not persisting in save games if there is a track on top of them&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|56|pre=Issue}}: Craftable equipment no longer thinks it&#039;s a factory and is no longer right clickable&amp;lt;br&amp;gt;&lt;br /&gt;
Multiple jobs can no longer have the same Id&lt;br /&gt;
&lt;br /&gt;
== Alpha 4 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 4&lt;br /&gt;
| nickname = Cash Integer Overflow and Northern Pennies&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/6489171662417416640&lt;br /&gt;
| release_date = 22 June 2023&lt;br /&gt;
| video = Bo5xcKekv2Q&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/2 Milestone 2]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Industry mode&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An entirely new game mode with new starting conditions and new objectives.&amp;lt;br&amp;gt;&lt;br /&gt;
You are joining a mega-project to construct a Stargate to the Andromeda Galaxy.&amp;lt;br&amp;gt;&lt;br /&gt;
Industry, production and automation take centre stage.&lt;br /&gt;
&lt;br /&gt;
* New &#039;Industry&#039; game mode selector in New Game screen&lt;br /&gt;
* New starting ship, which is more of a ruined space station&lt;br /&gt;
* Starting ship contains &#039;Ruined Equipment&#039; which can be dismantled for Scrap Metal.&lt;br /&gt;
* There is only one Sector in industry mode&lt;br /&gt;
&lt;br /&gt;
* Stargate Project in the main menu. Shows what parts require manufacture to advance.&lt;br /&gt;
* Currently only Phase 1 and 2 of the Stargate have been created&lt;br /&gt;
* Sell your Stargate Parts at any trade station to earn money and progress the project.&lt;br /&gt;
&lt;br /&gt;
* NEW EQUIPMENT:&lt;br /&gt;
* Fabricator =&amp;gt; Makes components out of raw materials: Frame, Motor, Coil&lt;br /&gt;
* Assembler =&amp;gt; Makes Boxed equipment out of components (Eg Battery, or Stargate parts)&lt;br /&gt;
* Robot Arm =&amp;gt; Automatically lifts components and resources into and out of equipment&lt;br /&gt;
* Track =&amp;gt; Automatically moves components and resources along the direction of travel&lt;br /&gt;
&lt;br /&gt;
* Gas clouds and asteroid mineral nodes contain 100x as much raw material in Industry mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance / Small changes&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Gas Clouds now contain 10x as much gas in non-industry game modes&lt;br /&gt;
* Hydroponics now uses half as much water&lt;br /&gt;
* Hydroponics now loses 25% of compost per harvest. Previously 50% of compost was lost&lt;br /&gt;
* Gatling Guns are now unmanned, and will automatically extend and fire when &#039;Battle Stations&#039; is called&lt;br /&gt;
* Munitions Factory has been renamed to Munitions Bench, as it is operated by a crew member&lt;br /&gt;
* The &#039;Battle Stations&#039; button will no longer show until you have at least one weapon system installed&lt;br /&gt;
* Added &amp;quot;--safe-mode&amp;quot; command line argument to start game in windowed mode&lt;br /&gt;
* The Install menu now auto-selects the next identical type of equipment,&amp;lt;br&amp;gt;and groups all identical equipment into a single row&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can now begin a new game straight from within Creative Mode.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As soon as you perform your first FTL jump, creative mode ends&amp;lt;br&amp;gt;&lt;br /&gt;
and you are placed into &#039;Free Roam&#039; mode with $150k credits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam Workshop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Updated subscribed and published items kick off updating local corresponding preview images&amp;lt;br&amp;gt;&lt;br /&gt;
All previously-updated subscribed and published items, prior to the above feature, will have their preview images also updated&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug fixes&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Crew trade themselves and turn invisible if they are wearing the spacesuit nearest to a docking port when a spacesuit is sold&lt;br /&gt;
* Fixed: Refinery, Chemical Lab, Munitions Factory can be placed outside the ship or in walls&lt;br /&gt;
* Fatal error when the ship grid is clicked in spawn mode and no equipment is selected&lt;br /&gt;
* Hard rescue missions being generated early in the game (self-destruct timer/moving under thrust)&lt;br /&gt;
* [ and ] able to rotate ship without thrusters&lt;br /&gt;
* Fix audio glitch when mousing over overlapping buttons.&lt;br /&gt;
* Fix phantom crew members that block job execution after transferring crew between ships&lt;br /&gt;
* {{Issue|41|Crash on hyperspace jump}}&lt;br /&gt;
* {{Issue|20|Ship/Ftl limit - buttons now appear at top of the list and are always clickable}}&lt;br /&gt;
* {{Issue|32|Crew is abandoned when jumping}}&lt;br /&gt;
* {{Issue|15|Dismantling airduct leads to immediate loss of all oxygen to the ship}}&lt;br /&gt;
&lt;br /&gt;
== Alpha 3 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 3&lt;br /&gt;
| nickname = Will and Harry&amp;lt;ref&amp;gt;https://forums.introversion.co.uk/viewtopic.php?f=17&amp;amp;t=64524&amp;lt;/ref&amp;gt;&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3680048129696261275&lt;br /&gt;
| release_date = 11 May 2023&lt;br /&gt;
| video = YocmuecAJM0&lt;br /&gt;
| video_caption = Update video recorded on {{#formatdate:7 May 2023}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;FULL CHANGE LIST&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydroponics&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
New &#039;Hydroponics Garden&#039; equipment is now available to buy.&amp;lt;br&amp;gt;&lt;br /&gt;
Requires power, piped water, compost (from Waste Processing), and Seeds (also available to buy).&amp;lt;br&amp;gt;&lt;br /&gt;
If all of these ingredients are provided, vegetables will be grown in the individual plots.&amp;lt;br&amp;gt;&lt;br /&gt;
If water or power is cut during growth, the crop will suffer.&amp;lt;br&amp;gt;&lt;br /&gt;
Eventually the vegetables will be harvested, producing Food and more Seeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crew stations&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Some pieces of equipment now require crew to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
The crew station can be seen in schematic view as a green circle, and must be clear from obstructions&amp;lt;br&amp;gt;&lt;br /&gt;
These include:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Gatling Guns&lt;br /&gt;
* Cannons&lt;br /&gt;
* Railguns&lt;br /&gt;
* Munitions table&lt;br /&gt;
&lt;br /&gt;
More will be added in future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Stations&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
All weapon systems in your fleet now default to &#039;inactive&#039;, and will appear retracted into the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
To activate your weapons, click the &#039;Battle Stations&#039; button in the bottom right of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
Each weapon system requires one crew member to operate, before it can fire.&amp;lt;br&amp;gt;&lt;br /&gt;
Nb. The order to Battle Stations is fleet wide.&amp;lt;br&amp;gt;&lt;br /&gt;
As soon as you disable Battle Stations, crew will return to normal duties and all weapon systems will retract.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Changes&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* You can now sell any of your ships at a Shipyard.&lt;br /&gt;
: Just click the SELL button next to the layer name, top right of the screen.&lt;br /&gt;
: Nb. You cannot sell your final ship - ie you always need one ship in the fleet.&lt;br /&gt;
&lt;br /&gt;
* Added Vertical Symmetry to Ship Editor&lt;br /&gt;
&lt;br /&gt;
* Ship Editor state saved/restored between sessions&lt;br /&gt;
&lt;br /&gt;
* Docked ships can now be included when exporting a ship&lt;br /&gt;
&lt;br /&gt;
* Fixed crash with docking cycles (they can also no longer be created)&lt;br /&gt;
&lt;br /&gt;
* Settings menu now has options for Windowed/Fullscreen/Resolution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam Workshop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Published items are cached locally&lt;br /&gt;
* Published items and preview images get downloaded if not already cached locally (such as on a reinstall of the game or using the game on another computer)&lt;br /&gt;
* Remotely updated published items get updated locally&lt;br /&gt;
* Remotely updated subscribed items get updated locally&lt;br /&gt;
&lt;br /&gt;
== Alpha 2 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 2&lt;br /&gt;
| nickname = Fred &amp;amp; Barny&amp;lt;ref&amp;gt;https://forums.introversion.co.uk/viewtopic.php?f=17&amp;amp;t=64390&amp;lt;/ref&amp;gt;&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/5458966262288548968&lt;br /&gt;
| release_date = 30 March 2023&lt;br /&gt;
| video = 0rJVuS6CfH0&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;NEW CONTENT&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Industry&lt;br /&gt;
&lt;br /&gt;
New industrial equipment has been added to the game, permitting self-sufficient creation of many critical resources. New resources have also been added, with new methods of gathering those resources&lt;br /&gt;
&lt;br /&gt;
* New Resource : Metreon Gas Clouds - found randomly across a sector, and visible from the map&lt;br /&gt;
&lt;br /&gt;
* New Resource : Metallic Minerals - found in asteroid belts&lt;br /&gt;
&lt;br /&gt;
* New Resource : Hyperspace Isotopes - gathered when in Hyperspace&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Gas Collector =&amp;gt; Metreon Gas&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Hyperspace Scoop =&amp;gt; Hyperspace Isotopes&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Refinery&lt;br /&gt;
: Metreon Gas =&amp;gt; Refined Metreon&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Chemical Lab&lt;br /&gt;
: Refined Metreon =&amp;gt; Fuel&lt;br /&gt;
: Refined Metreon =&amp;gt; Explosives&lt;br /&gt;
: Hyperspace Isotopes + Refined Tilium =&amp;gt; FTL Charge&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Munitions Factory&lt;br /&gt;
: Metal Ingots + Explosives =&amp;gt; Cannon Shells&lt;br /&gt;
: Metal Ingots + Explosives =&amp;gt; Bullets&lt;br /&gt;
: Metal Ingots =&amp;gt; Railgun slugs&lt;br /&gt;
&lt;br /&gt;
* Smelter&lt;br /&gt;
: Metallic Minerals =&amp;gt; Metal Ingots&lt;br /&gt;
: Scrap Metal =&amp;gt; Metal Ingots&lt;br /&gt;
: Tilium Ore =&amp;gt; Refined Tilium&lt;br /&gt;
: Precious Ore =&amp;gt; Precious Metals&lt;br /&gt;
&lt;br /&gt;
* New popup panel for all Industrial equipment. Right click to access.&lt;br /&gt;
: Shows the process underway and the status of inputs and outputs.&lt;br /&gt;
: Allows for changing the Recipe if the equipment supports multiple recipes.&lt;br /&gt;
&lt;br /&gt;
* All trade prices rebalanced to ensure the market is sensible.&lt;br /&gt;
: (Roughly 100% markup for each stage of production)&lt;br /&gt;
&lt;br /&gt;
*  New Production Mission&lt;br /&gt;
: You will be asked to produce X stacks of a specific resource.&lt;br /&gt;
: You are free to buy or gather or refine the resource through any means.&lt;br /&gt;
: The buyers will pay a premium of around 30-50% over the market price.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intership Logistics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now transfer resources, crew, drones &amp;amp; equipment between your ships&amp;lt;br&amp;gt;&lt;br /&gt;
Click on the &#039;Logistics&#039; button in the main toolbar (Available once you have two or more ships)&lt;br /&gt;
&lt;br /&gt;
* Drones will perform the requested transfers, if both ships have functioning Drone Bays&lt;br /&gt;
&lt;br /&gt;
* Can be enabled / disabled in the Fleet Orders list&lt;br /&gt;
&lt;br /&gt;
* Ship Docking : You can now dock your ships together by aligning their docking ports in Tactical View.&lt;br /&gt;
: Once docked, you can use the same Logistics menu to transfer items and crew between docked ships&lt;br /&gt;
&lt;br /&gt;
* Loaders can now be configured to run in three possible modes. This allows you to extract resources stored in tanks into carryable containers, then use the Logistics System to transfer those containers to other ships.&lt;br /&gt;
: LOAD : The contents of the container are pumped into the pipes (previous default)&lt;br /&gt;
: UNLOAD : Containers are filled from the connected pipes&lt;br /&gt;
: STOP : Don&#039;t do anything&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Modes and starting conditions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now select the game mode when creating a new game from the main menu.&lt;br /&gt;
&lt;br /&gt;
SURVIVAL - The previous game mode - stay ahead of the Anomaly&lt;br /&gt;
&lt;br /&gt;
FREE ROAM [NEW] - There is no Anomaly to run from - a more chilled experience&lt;br /&gt;
&lt;br /&gt;
CREATIVE - Unlimited budget and instant construction&lt;br /&gt;
&lt;br /&gt;
* You now start the game with $150k cash&lt;br /&gt;
&lt;br /&gt;
* You automatically receive a delivery of equipment worth $450k :&lt;br /&gt;
: Engines x 2, Reactor, FTL drive, Fuel x 2, FTL charges x 2&lt;br /&gt;
&lt;br /&gt;
* You can start in any saved ship (community, steam workshop, or your own creation) with a value up to $1M&lt;br /&gt;
&lt;br /&gt;
* The game will also let you start in any ship hull, so long as the hull value is less than $1M.&lt;br /&gt;
: All equipment and cargo will be removed from the ship when starting a game this way.&lt;br /&gt;
: In this scenario you will also start with $150k cash and $450k equipment delivered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lots of big rendering performance wins - the game will now render much smoother when in a busy system.&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed serious frame drop when loading in a big ship for the first time (generating exterior panels)&amp;lt;br&amp;gt;&lt;br /&gt;
Large improvements to rendering performance of ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;SMALL CHANGES&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Creative Mode: When using the SPAWN tool to create equipment and items, you can now Right-Click on any equipment or item to instantly destroy it&lt;br /&gt;
&lt;br /&gt;
* Creative Mode: You can now &#039;Import Friendly&#039; to add a saved ship directly into your fleet&lt;br /&gt;
&lt;br /&gt;
* Trade screen now shows &#039;out of stock&#039; items (greyed out) at the bottom of the list&lt;br /&gt;
&lt;br /&gt;
* Rescue Mission removed from the Mission lists, and changed to a &#039;Distress Call&#039; visible in the sector map&lt;br /&gt;
&lt;br /&gt;
* New graphics for Comets, Asteroids, Minerals, all new Industrial equipment&lt;br /&gt;
&lt;br /&gt;
* New exterior view graphics for engines, drone bays, thrusters, docking ports&lt;br /&gt;
&lt;br /&gt;
* You will now receive an alert when there is no available storage for an item that is blocking equipment&lt;br /&gt;
&lt;br /&gt;
* Damaged armour is now automatically added to your ship editor plan, so you can easily repair it at the next shipyard&lt;br /&gt;
&lt;br /&gt;
* Volume settings in the Main Menu are now saved&lt;br /&gt;
&lt;br /&gt;
* Equipment will now power down and stop working if its position is invalid. For example if a Gun Turret becomes blocked by a wall.&lt;br /&gt;
&lt;br /&gt;
* In the Tactical View, the maneuvering controls widget now allows for finer grained control of the thrusters (no longer just on or off)&lt;br /&gt;
&lt;br /&gt;
* Armour made more resilient against Gatling Guns, but less effective against Railguns and Cannons&lt;br /&gt;
&lt;br /&gt;
* Fuel usage has been roughly halfed across the board:&lt;br /&gt;
: Reactors now use half as much fuel (1 fuel/sec for 100Mw max output)&lt;br /&gt;
: Reactors can now idle at a low of 2MW, wasting much less fuel (previously 10MW minimum)&lt;br /&gt;
: Engines now use half as much fuel (2 fuel/sec at max thrust)&lt;br /&gt;
: Engines now require half as much power when idling (2MW)&lt;br /&gt;
: (Nb. Engines still require 40MW at max thrust)&lt;br /&gt;
&lt;br /&gt;
* New community ships:&lt;br /&gt;
: Tokelvian Starbase - [[User:Johnny Struggles|Johnny Struggles]]&lt;br /&gt;
: Starbase Callisto - [[User:Johnny Struggles|Johnny Struggles]]&lt;br /&gt;
: Elara Shipyard - [[User:Johnny Struggles|Johnny Struggles]]&lt;br /&gt;
: Inverse Mk1 - Ed the Loon&lt;br /&gt;
: Meteor - Ed The Loon&lt;br /&gt;
: Vork Maraug - Brot Groggers&lt;br /&gt;
: Goteque Imperial Luxline - Brot Groggers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;BUG FIXES&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FIXED: Empty ship layers (created in the Ship Editor) will no longer prevent your fleet from doing an FTL jump&lt;br /&gt;
&lt;br /&gt;
FIXED: You can no longer apply modifications to your ship using the Ship Editor when in Hyperspace&lt;br /&gt;
&lt;br /&gt;
FIXED: Using the Destroy tool in the editor would cause equipment in the removed area to become broken and bugged&lt;br /&gt;
&lt;br /&gt;
FIXED: The Nomad special mission was paying out 10x the desired amount. You will now received a $10k bonus for the first 10 crew.&lt;br /&gt;
&lt;br /&gt;
FIXED: Crash bug in the Mission List if you had no ship selected&lt;br /&gt;
&lt;br /&gt;
== Alpha 1D == &lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 1D&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3667655623966334826&lt;br /&gt;
| release_date = 27 January 2023&lt;br /&gt;
}}&lt;br /&gt;
Alpha 1D was the first [[Early Access]] build and was released on Steam, GOG, and Humble Store. This marked the end of the [[playtest]] and rejoined the game modes from [[Playtest#Alpha1C|Alpha1C]] and [[Playtest#Demo Alpha1C|Demo Alpha1C]]. No other changes were made.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Last Starship]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=2382</id>
		<title>Version History</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=2382"/>
		<updated>2025-10-29T10:32:45Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains changelog information for the [[Early Access]] period of [[The Last Starship]], which followed the closed [[playtest]].&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Version !! Release Date !! Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Update 18 - Beta 1|Update 18 - Beta 1]] || 24 October 2025 || Marks the start of the &#039;&#039;&#039;Beta phase&#039;&#039;&#039;, introducing a new &#039;&#039;&#039;Docking Assistant&#039;&#039;&#039;, major improvements to &#039;&#039;&#039;Drone Bays&#039;&#039;&#039; and &#039;&#039;&#039;Docking Port unloading&#039;&#039;&#039;, and extensive quality-of-life and localisation updates.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 17g (Hotfix)|Alpha 17g (Hotfix)]] || 30 September 2025 || Minor hotfix with updated German translations, asteroid composition display fix, and small powergrid UI adjustments.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 17|Alpha 17]] || 26 September 2025 || Adds a proper ending to &#039;&#039;&#039;Survival Mode&#039;&#039;&#039; (escape through the Sector 12 Stargate), introduces &#039;&#039;&#039;Stargate Phases 8 &amp;amp; 9&#039;&#039;&#039;, improved automation tools, interior painting, and extensive bug fixes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 16|Alpha 16]] || 24 June 2025 || Introduces the &#039;&#039;&#039;Ship Painting Mode&#039;&#039;&#039; for exterior hulls, asteroid cracking, new crew furniture, translation updates, and many quality-of-life improvements.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 15|Alpha 15]] || 28 May 2025 || Expands &#039;&#039;&#039;Survival Mode&#039;&#039;&#039; with multi-sector progression, enhances Arena Mode, advances the Stargate Project storyline, and improves performance and UI.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 14|Alpha 14]] || 11 March 2025 || Adds &#039;&#039;&#039;Arena Mode&#039;&#039;&#039;, &#039;&#039;&#039;Auto-Trade&#039;&#039;&#039;, and major updates to pipes, crossings, and the overall Survival gameplay loop.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 13|Alpha 13]] || 18 December 2024 || Introduces the &#039;&#039;&#039;Deflector Weapon System&#039;&#039;&#039;, expands research, adds storage crates, and delivers new story episodes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 12|Alpha 12]] || 19 November 2024 || Major content expansion including new story missions, parallax effects, and performance and visual improvements.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 11|Alpha 11]] || 30 August 2024 || Revamped HUD, reworked tutorials, and improved mission discovery; significant user interface overhaul.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 10|Alpha 10]] || mid-2024 || Introduced early balancing changes, improved ship systems, and backend updates to support later story features.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 9|Alpha 9]] || early 2024 || Expanded core mechanics for resources and enemy AI; groundwork for industry and survival systems.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 8|Alpha 8]] || late 2023 || Added mining, manufacturing and trade economy systems; major step toward current gameplay loop.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 7|Alpha 7]] || mid 2023 || Introduced crew management, oxygen systems, and the first working life-support and shipboard jobs.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 6|Alpha 6]] || early 2023 || Added power distribution, resource handling, and basic combat systems.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 5|Alpha 5]] || late 2022 || First version with playable missions and early ship-building framework.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 4|Alpha 4]] || 2022 || Internal prototype milestone: modular ship design and early industry systems.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 3|Alpha 3]] || 2022 || Core engine stabilization and early AI testing.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 2|Alpha 2]] || 2021 || Expanded ship editor, first functional crew pathfinding.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 1|Alpha 1]] || 2021 || Initial public reveal build: base engine, ship movement, early visuals.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update 18 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Update 18 - Beta 1&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/543372164837935701&lt;br /&gt;
| release_date = 24 October 2025&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/15 Milestone 15]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A new Docking Assistant, major improvements to Drone Bays and Docking Port handling, and a variety of small fixes and localisation updates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Drone Bays and Docking Port Unloading&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
This has been fixed with some new rules:&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* This also means new players don&#039;t actually need to create cargo storage areas for a while — the crew will just keep moving things further from the blocked docking port.&lt;br /&gt;
* Drone Bays now have internal storage for up to 9 incoming items, meaning Drones don&#039;t have to wait before dropping off their items.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
These changes make docking ports and drone bays much faster to operate, and prevent them from blocking up so easily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;New Docking Assistant&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Docking has been made much easier, with a new docking assistant that automatically takes care of the final manoeuvres when close enough.  &lt;br /&gt;
You can override the docking assistant at any time by using your thrusters or engines manually.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Small Changes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Add low deuterium alert&lt;br /&gt;
* Factories will dump their inventory contents before being dismantled&lt;br /&gt;
* The camera will now detach if you are focussed on an NPC ship that performs an FTL jump&lt;br /&gt;
* Removed &#039;Generator&#039; and &#039;Energy Cell&#039; from the game entirely&lt;br /&gt;
* Grated floors are available in the ship editor&lt;br /&gt;
* Trade screen resets category when closed&lt;br /&gt;
* Partially filled containers and incomplete components can now be sold in the trade menu&lt;br /&gt;
* Mac OS X: Don&#039;t map ctrl-click to right-click (allows ctrl to be used with left-click to select all items for sale/purchase)&lt;br /&gt;
* Toggle splitters with CTRL + RMB instead of only RMB&lt;br /&gt;
* Drone changes:&lt;br /&gt;
** Split drone state &#039;abandoned&#039; into 3 states: home layer FTL’d out, home drone bay destroyed, home layer destroyed. This allows for better handling of the different cases.&lt;br /&gt;
** Drones carry on doing what they were doing instead of returning home when FTL jump cancelled.&lt;br /&gt;
** Drones carry on doing what they were doing if they can when left behind in an FTL jump (gathering, logistics...).&lt;br /&gt;
** Drones finish logistics transfers if their home layer is destroyed.&lt;br /&gt;
* Add &amp;quot;Cancel Trade And Refund&amp;quot; button to Trade Screen, to cancel all pending trades and refund the money due/owed.&lt;br /&gt;
* Added search box to equipment panel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Bug Fixes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fixed: starting Phase 5 test before Phase 4 is completed&lt;br /&gt;
* Fixed: not being able to use the equipment panel when rendered over an award&lt;br /&gt;
* Fixed: Asteroid mineral composition was not showing up once an asteroid had been mined out&lt;br /&gt;
* Fixed: Sector-Destroy-Hostiles mission not being generated early in a survival game&lt;br /&gt;
* Fixed: If you export a ship with a shuttle attached, then load that exported ship, the shuttle shows up in the Logistics transfer list&lt;br /&gt;
* Fixed: Cannon shells have bubbles (other ammunition looks fine)&lt;br /&gt;
* Fixed: Meteor Showers are no longer possible at Jumpgates&lt;br /&gt;
* Fixed: When loading a game with a ship in hyperspace, resume the hyperspace jump correctly&lt;br /&gt;
* Fixed: When selling items in the trade screen, don&#039;t allow selling items being carried by tracks&lt;br /&gt;
* Fixed: Shuttle tooltip showing incorrect number of containers expected when partial containers are expected&lt;br /&gt;
* Fixed: Splitter track doesn&#039;t switch outputs when the output is full&lt;br /&gt;
* {{Issue|538|pre=Issue}}: Drones heading in one direction forever&lt;br /&gt;
* {{Issue|548|pre=Issue}}: Triangular paint rotated on reload&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Localisation&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Russian Translation Updated (Thanks to skoniks and Ennorion)&lt;br /&gt;
* French Translation Updated (Thanks to Flooter)&lt;br /&gt;
* Now translated (Thanks to Flooter for pointing these out):&lt;br /&gt;
** HUD Overlay buttons&lt;br /&gt;
** Idle Crew in Crew Tooltip&lt;br /&gt;
** Resource tooltips (Hunger Per Person, Consuming Per Hour, Dehydration Per Person)&lt;br /&gt;
** HUD / Editor &amp;quot;Ship By Author&amp;quot;&lt;br /&gt;
** Engine THRUST in Schematic mode&lt;br /&gt;
** Derelict / For Sale ordering of words&lt;br /&gt;
** NEW OBJECTIVE in communicator / mission log&lt;br /&gt;
** (X) (BUY X) (SELL X) (SACK X) in Trade Window&lt;br /&gt;
** Reactor Efficiency / Activating %&lt;br /&gt;
** Research Window Complete&lt;br /&gt;
** STARGATE system in Galaxy Map&lt;br /&gt;
** Ship status: HULL, O2, BATTERY, POWER SHORTAGE&lt;br /&gt;
&lt;br /&gt;
== Alpha 17g (Hotfix) ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 17g (Hotfix)&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/515222130291377460&lt;br /&gt;
| release_date = 30 September 2025&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A small hotfix addressing translation updates, ship editor painting, and minor interface adjustments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Changes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Latest German Translations (Thanks to Lord Kazzak)&lt;br /&gt;
* Fixed bug when painting triangular shapes in the Ship Editor&lt;br /&gt;
* Asteroid composition now shows when the asteroid is exhausted&lt;br /&gt;
* Powergrid window tweaks&lt;br /&gt;
&lt;br /&gt;
== Alpha 17 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 17&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/515222130291376723&lt;br /&gt;
| release_date = 26 September 2025&lt;br /&gt;
| video = OP1oFZLee3c&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/14 Milestone 14]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Survival Mode can now be completed — or continued forever — alongside late-stage Stargate Project phases, improved automation tools, and a huge number of fixes and improvements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Survival Mode – Completion Event&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is now (finally!) possible to complete Survival Mode, by taking your fleet through the Stargate in Sector 12.&lt;br /&gt;
&lt;br /&gt;
If you wish to continue surviving forever in a kind of hellish endless mode, you are free to travel past the Stargate and on to Sector 13 onward.&lt;br /&gt;
&lt;br /&gt;
* Sector 12 now has an escape route, through the Stargate&lt;br /&gt;
* Your ships and crew must survive the long journey in intergalactic hyperspace&lt;br /&gt;
* Ship maximum occupancy limits enforced in Trade Screen, based on interior size&lt;br /&gt;
* NPC Ship density increases up to sector 12, then drops back to normal&lt;br /&gt;
* You can now &#039;sack&#039; civilians to get them off your ship, from the Trade Window&lt;br /&gt;
: Trade window improved with respect to sacking crew, and taking on civilians&lt;br /&gt;
* Credits &amp;amp; end sequence now shows during the final jump&lt;br /&gt;
* Your final score for Survival Mode is shown at the end&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Stargate Project&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Stargate phases 8 and 9 are now available for research and production&lt;br /&gt;
* One new product – &amp;quot;Charged Crystals&amp;quot; – must be produced in a new &#039;&#039;&#039;Laser Infuser&#039;&#039;&#039;&lt;br /&gt;
* Laser Infusers release radiation into the cabin, poisoning any crew not wearing spacesuits&lt;br /&gt;
* Radiation can be blocked using the new &#039;&#039;&#039;Radiation Blocker&#039;&#039;&#039; wall segments&lt;br /&gt;
* &#039;&#039;&#039;Brave New Sector&#039;&#039;&#039; – a new three-part storyline covering the later stages of the Stargate Project&lt;br /&gt;
* Added a button in the sector map to switch between the Stargate sector and the Undiscovered sector&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Industry / Automation Improvements&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A new &#039;&#039;&#039;Recipes window&#039;&#039;&#039; shows the required ingredients to manufacture any part&lt;br /&gt;
* Asteroids that are fully mined out will now list their internal mineral composition, making it easier to know which asteroids to crack open with Cannon fire&lt;br /&gt;
* New research: &#039;&#039;&#039;Mining Laser Precision II&#039;&#039;&#039; – triples the minerals released from each mining laser hit&lt;br /&gt;
* Assembly tables use pipe inputs for recipes where they previously required containers&lt;br /&gt;
* New type of track: &#039;&#039;&#039;Splitter&#039;&#039;&#039; – splits input items evenly between its output tracks (as best as it can)&lt;br /&gt;
* New research: &#039;&#039;&#039;Advanced Tracks&#039;&#039;&#039; – adds ability to convert tracks into splitters (and vice versa)&lt;br /&gt;
* Tracks are now more fair when merging&lt;br /&gt;
* Loaders can now have their resource type set manually (default behaviour &amp;quot;auto&amp;quot;)&lt;br /&gt;
* Improved equipment panel for all Factory equipment, making it clearer which items are loaded and which are still needed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Sector Scanning&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now scan a sector to reveal new locations.&lt;br /&gt;
Scanning can be done by any ship with a Hyperspace Sensor, and reveals any nearby anomalies.&lt;br /&gt;
Those anomalies must then be surveyed by a ship with at least one Super Computer.&lt;br /&gt;
&lt;br /&gt;
* Sector scans reveal lost derelict ships, where pilots can find a &#039;&#039;&#039;Research Credit&#039;&#039;&#039;. These new items unlock late-game research projects that further increase ship efficiency. These projects can be repeated endlessly; each one requires a Research Credit to begin.&lt;br /&gt;
* In Industry Mode, sector scans must be done in the Undiscovered Sector (after Stargate Phase 5). Scans in Industry Mode reveal:&lt;br /&gt;
** Gas Nebulas&lt;br /&gt;
** Storms with huge gas clouds&lt;br /&gt;
** Asteroid Belts&lt;br /&gt;
* Storms are incredibly dangerous, but can be mitigated with new &#039;&#039;&#039;Lightning Rod&#039;&#039;&#039; equipment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Ship Editor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Equipment Planning Mode&#039;&#039;&#039; – rapidly design ships and place equipment, even if you don’t have it in stock&lt;br /&gt;
: Auto-buy any equipment placed this way as soon as it becomes available&lt;br /&gt;
: Enables easy queueing for installation and purchasing of required parts&lt;br /&gt;
* New &#039;&#039;&#039;Oval brush shape&#039;&#039;&#039;&lt;br /&gt;
* The Alt Tool key (previously the Eyedropper key) can make the Box Tool into a square or the Oval Tool into a circle&lt;br /&gt;
* Export ships and palettes to the Steam Cloud&lt;br /&gt;
* You can now paint the interior floors of your ship&lt;br /&gt;
* You can also paint the walls of your ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Translation Work&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* New translations:&lt;br /&gt;
** Chinese (Traditional)&lt;br /&gt;
** Chinese (Simplified)&lt;br /&gt;
** Korean&lt;br /&gt;
** Japanese&lt;br /&gt;
* A translation editing tool can now be accessed while Translator Assist is enabled, allowing in-game translation fixes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Small Changes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* All crew now have surnames and a basic rank, shown in their tooltip&lt;br /&gt;
: Crew are &#039;&#039;&#039;Ens&#039;&#039;&#039;, Weapons Officers are &#039;&#039;&#039;Lt&#039;&#039;&#039;, Science Officers are &#039;&#039;&#039;Dr&#039;&#039;&#039;&lt;br /&gt;
* You can no longer place furniture outside the ship on scaffold or in walls&lt;br /&gt;
* Equipment is no longer deleted just for being outside the gridmap&lt;br /&gt;
: (If the ports are outside it will still get deleted, but you can’t place them that way anymore)&lt;br /&gt;
* Modified Powergrid window – more consistent layout with other windows&lt;br /&gt;
* Removed &amp;quot;Tweet My Starship&amp;quot; feature (wasn’t used)&lt;br /&gt;
* Lowered trade value of Precious Ore and Precious Metals (new money sources exist)&lt;br /&gt;
* Sector Map now shows all your ships as small green triangles and displays names when highlighted&lt;br /&gt;
* Uploading ships to the Steam Workshop now uploads screenshots of the ship’s exterior, interior, and schematic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Bug Fixes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reworded stable isotopes collection dialogue in DSI Part 2&lt;br /&gt;
* Fix Translator Assist not working for communicator messages&lt;br /&gt;
* Fix fortress systems sometimes spawning on top of existing systems&lt;br /&gt;
* Fix assembly table phantom sprites still showing when item is fabricated&lt;br /&gt;
* Fix assembly table showing a phantom of itself when stopped with an item in output slot&lt;br /&gt;
* Fix DSI 2 Gas Collector sometimes spawning in Wolf systems&lt;br /&gt;
* Fixed bug in Survival Mode that could cause the Jumpgate to be blocked even without activation mission&lt;br /&gt;
* Fix auto-trades triggering in systems with no colony or shipyard&lt;br /&gt;
* Fix drones returning home to a layer in another system&lt;br /&gt;
* Fix user ships being used as shipyards and stations&lt;br /&gt;
* Fix drones stuck outside ship when drone bay dismantles mid-operation&lt;br /&gt;
* Fix tactical mode selection persisting when switching layers&lt;br /&gt;
* {{Issue|517|pre=Issue}}: Shuttle docks at different distances depending on docking port orientation&lt;br /&gt;
* {{Issue|520|pre=Issue}}: Jumpgate damaged but unrepairable – no external tiles available&lt;br /&gt;
* {{Issue|525|pre=Issue}}: Text too long on mission goal&lt;br /&gt;
* {{Issue|532|pre=Issue}}: Drone Bay deleted when saving/loading&lt;br /&gt;
* {{Issue|533|pre=Issue}}: CMDR Harken used as a mission destination&lt;br /&gt;
* {{Issue|536|pre=Issue}}: Crash on launch related to bad .ship file&lt;br /&gt;
* {{Issue|514|pre=Issue}}, {{Issue|539|pre=Issue}}: Storage crates ending unrelated jobs when changing options&lt;br /&gt;
* {{Issue|540|pre=Issue}}: File extensions removed twice on ship files&lt;br /&gt;
* {{Issue|541|pre=Issue}}: Shuttle gets stuck if civilians were moved before handing in passenger mission&lt;br /&gt;
* {{Issue|542|pre=Issue}}: Assembly Tables to have pipe input (thanks TomYeltz for suggested fix)&lt;br /&gt;
* {{Issue|543|pre=Issue}}: Sector Map shows jump transits from both sectors&lt;br /&gt;
* {{Issue|544|pre=Issue}}: Weppos have circles under their feet after being ejected into space &lt;br /&gt;
&lt;br /&gt;
== Alpha 16 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 16&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/506206052172169845&lt;br /&gt;
| release_date = 24 June 2025&lt;br /&gt;
| video = dOhT-BA70Tw&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/13 Milestone 13]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We have a brand new exterior painting tool that we think you&#039;ll absolutely love, along with new crew furniture, asteroid cracking, and lots of small changes and fixes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;New Ship Painting Mode&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A new painting mode has been added to the shipeditor.&lt;br /&gt;
&lt;br /&gt;
The painting mode allows you to colour the exterior of your ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can be painted?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hull / Habitation / Scaffolding&lt;br /&gt;
&lt;br /&gt;
Paint can be applied diagonally, allowing up to 2 colours per gridcell. Scaffolding can only have 1 colour applied to it per cell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyedropper tool:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint Palettes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Paints are stored in a palette, and can be dynamically altered after they have been applied to your ship&lt;br /&gt;
* Palettes can be exported or uploaded, for easy reuse&lt;br /&gt;
* Palettes can be imported from palette or ship files&lt;br /&gt;
* 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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Asteroid cracking&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now crack any asteroid into smaller parts by targetting it with Cannons.&lt;br /&gt;
&lt;br /&gt;
This will generate new mineral patches on the new smaller asteroids.&lt;br /&gt;
&lt;br /&gt;
Nb. This only works on asteroids that once contained mineral patches.&lt;br /&gt;
&lt;br /&gt;
Cannons will fire on manually targetted asteroids even when &#039;Battle Stations&#039; is not enabled.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Furniture&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Nb. The pot plant does not actually consume water or oxygen.    &lt;br /&gt;
&lt;br /&gt;
Added Table, Chair, Sofa, Small Table, Pot Plant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Translation Work&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Updates to German (Thanks to Michael Wäsch)&lt;br /&gt;
* New translations:&lt;br /&gt;
** Turkish&lt;br /&gt;
** Norwegian&lt;br /&gt;
* Exposed &#039;Accent Insensitive Search&#039; and &#039;Translator Search&#039; in the Other settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Small Changes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Research for Stargate Phase 6 and 7 components are slightly cheaper&lt;br /&gt;
* Research for Stargate Phase 7 is now hidden until Phase 6 is unlocked&lt;br /&gt;
* Empty tanks reset their held resource when empty&lt;br /&gt;
* Tiddlets will hop towards the port in Tiddlets 1&lt;br /&gt;
* Removed the confusing weapon FIRE/HOLD button in the [[Tactical Screen]].&lt;br /&gt;
* Gatling guns will now target drones repairing hostile ships&lt;br /&gt;
* Gatling guns will now automatically fire during meteor storms, without requiring &#039;Battle Stations&#039;&lt;br /&gt;
* Destroyed drones now leave behind a processor and some scrap metal&lt;br /&gt;
* Auto-trades can now be disabled per ship from the ORDERS menu&lt;br /&gt;
* The settings menu has been redesigned and categorised into Visuals / Audio / Gameplay / Other&lt;br /&gt;
* A new micro tutorial helps players to activate Battle Stations mode for the first time when required&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Exit saves - The game will now automatically create &amp;quot;exitsave.space&amp;quot; when you quit a game for any reason&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* UI Highlight bounce effect - All UI buttons now bounce slightly when highlighted.&lt;br /&gt;
: Nb. You can disable this effect from the settings menu&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* There is now a Command line tool to calculate ship stats, as requested by Zenrath.&lt;br /&gt;
: Run the game with the command line &amp;quot;--calculate-ship-stats {path to ship/folder of ships}&amp;quot;&lt;br /&gt;
: Stores results in appdata save folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Bug Fixes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix Andromeda Project Part 3 unlock text including Phase 6&lt;br /&gt;
* Fix install jobs not being assigned on newly created ships until a reload&lt;br /&gt;
* Fix DSI Part 1 not taking stargate frames from storage crates&lt;br /&gt;
* Fix incorrect station name in DSI Part 2 objective&lt;br /&gt;
* Fix multi-system simulation sometimes being enabled on modes other than Boldly Go&lt;br /&gt;
* Fix storage crates getting stuck in dumping mode&lt;br /&gt;
* Fix some mission objectives not being shown in the mission summary&lt;br /&gt;
* Fix ships rescued in survival mode sometimes not having any crew&lt;br /&gt;
* Fix resolution and language scrollbars not scrolling in game settings&lt;br /&gt;
* Fix auto-sold items sometimes not cancelling when an auto-trade is cancelled&lt;br /&gt;
* Return ability for players to decide if a ship thumbnail is exterior or interior&lt;br /&gt;
* {{Issue|242|pre=Issue}}: Key bindings can now be edited in UI and also in keybindings.txt.&lt;br /&gt;
* {{Issue|487|pre=Issue}}: Unable to complete distress mission&lt;br /&gt;
* {{Issue|496|pre=Issue}}: Crash Loading a Save Game in OS X with Rescue Mission in progress.&lt;br /&gt;
* {{Issue|518|pre=Issue}}: Disable manoeuvring thruster keyboard shortcuts when in the editor / install menu.&lt;br /&gt;
* {{Issue|519|pre=Issue}}: Stargate vanishes after Phase 7&lt;br /&gt;
* Crash when creating a storage crate if its contents no longer exist&lt;br /&gt;
&lt;br /&gt;
== Alpha 15 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 15&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/506204150025945341&lt;br /&gt;
| release_date = 28 May 2025&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/12 Milestone 12]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 15 did not have an update video, but it did come with a whole heap of fixes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SURVIVAL MODE, CONTINUED&#039;&#039;&#039;&lt;br /&gt;
* Each sector now has a massive Jumpgate in the final system.&lt;br /&gt;
* This Jumpgate is how you make the longer distance jump to the next sector.&lt;br /&gt;
* You must bring all of the ships in your fleet into the Jumpgate and then align together before you can activate it.&lt;br /&gt;
* However, the Jumpgate is not always immediately available.&lt;br /&gt;
* As you progress further in Survival Mode, more problems will occur with the Jumpgates.&lt;br /&gt;
* A special mission will be created listing the steps needed to activate the Jumpgate.&lt;br /&gt;
&lt;br /&gt;
Common problems that prevent the Jumpgate from being activated:&lt;br /&gt;
* You must pay a transit fee.&lt;br /&gt;
* Damaged: You must repair the gate using Drones.&lt;br /&gt;
* Specific components are required to repair the gate: you must acquire or fabricate them.&lt;br /&gt;
* Pirates running a blockade: you must eliminate them and prevent further damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Johnny Struggles for the Jump Gate ship design.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARENA MODE, CONTINUED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now create battles between multiple different types of ships on each side of the fight.&lt;br /&gt;
* Each type of ship spawns in its own column at the start of the battle.&lt;br /&gt;
* New display at the bottom of the screen compares the relative strengths of the two fleets.&lt;br /&gt;
** Ships are compared by trade price and combat rating.&lt;br /&gt;
* A new &#039;&#039;&#039;GENERATE&#039;&#039;&#039; button creates a roughly balanced opponent.&lt;br /&gt;
&lt;br /&gt;
* Unlocked research for all ships in Arena Mode:&lt;br /&gt;
** Drone Speed 2 (drones fly twice as fast)&lt;br /&gt;
** Drone Intelligence (drones collect resources in batches)&lt;br /&gt;
** Track Speed 2 (tracks are three times as fast)&lt;br /&gt;
** Robot Arm Speed (robot arms twice as fast)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STARGATE PROJECT, CONTINUED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Work continues on the epic Stargate Project.&lt;br /&gt;
* The project can now be completed up to and including &#039;&#039;Phase 7&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5:&#039;&#039;&#039;&lt;br /&gt;
* The power-on test now unlocks an entirely new and Uncharted sector.&lt;br /&gt;
* Once complete, the Stargate must be continuously supplied with &#039;&#039;&#039;100MW&#039;&#039;&#039; of power to remain open.&lt;br /&gt;
* You can jump ships to the Uncharted sector to explore and gather materials.&lt;br /&gt;
* New minerals and gases are only found in the Uncharted Sector.&lt;br /&gt;
* Collecting them unlocks research projects to refine them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 6:&#039;&#039;&#039;&lt;br /&gt;
* Requires refining a small quantity of the new minerals and gases.&lt;br /&gt;
* You must complete related research projects.&lt;br /&gt;
* Refined resources must be returned to the home sector.&lt;br /&gt;
** &#039;&#039;&#039;Neubidium Ore → Neubidium Ingot&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Zeleon Gas → Stable Zeleon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 7:&#039;&#039;&#039;&lt;br /&gt;
* Involves a complex production cycle with advanced materials.&lt;br /&gt;
* Production is fast and high volume — automation is preferred.&lt;br /&gt;
** Zeleon Energy Cell&lt;br /&gt;
** Neubidium Capacitor&lt;br /&gt;
* Hostile elements move in to claim valuable new resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW EXTERIOR RENDERING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Developing a new method for rendering ship exteriors.&lt;br /&gt;
* Ships are now lit from a common direction and have simple normal maps for surface details.&lt;br /&gt;
* Texture filtering on exterior textures improved.&lt;br /&gt;
* Pencil outline added to all ships.&lt;br /&gt;
* Scaffolding now renders sharply when zoomed out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STEAM CLOUD SAVES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Steam Cloud Saves now enabled on all platforms.&lt;br /&gt;
* New save games include a checkbox to enable cloud saving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOCALISATION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* New translations added:&lt;br /&gt;
** Dutch&lt;br /&gt;
** Italian&lt;br /&gt;
** Polish&lt;br /&gt;
** Brazilian Portuguese&lt;br /&gt;
** Russian&lt;br /&gt;
** Swedish&lt;br /&gt;
* Other improvements and fixes:&lt;br /&gt;
** Lots of improvements to Spanish translation.&lt;br /&gt;
** {{Issue|418|pre=Issue}} – Missing apostrophe in English for tutorial_stargatescreen1&lt;br /&gt;
** {{Issue|419|pre=Issue}} – Inconsistent nomenclature for scrap (metal) in tutorial_smelterssalvage&lt;br /&gt;
** {{Issue|420|pre=Issue}} – Inconsistent capitalization of &amp;quot;TRADE SCREEN&amp;quot; in tutorial_fleettrade&lt;br /&gt;
** {{Issue|422|pre=Issue}} – Inconsistent term for refined Tilium (English) - tutorial_miningsuccess&lt;br /&gt;
** {{Issue|423|pre=Issue}} – Inconsistent capitalization of &amp;quot;Tilium Crystals&amp;quot; in blackhole_part2_return1 and blackhole_part2_return2&lt;br /&gt;
** {{Issue|424|pre=Issue}} – Inconsistent space (or lack) in &amp;quot;Qz 247&amp;quot;&lt;br /&gt;
** {{Issue|425|pre=Issue}} – Incorrect capitalization of &amp;quot;brother&amp;quot; in English blackhole_part3_setup4&lt;br /&gt;
** {{Issue|428|pre=Issue}} – Incorrect spacing in ellipsis in Tiddlet strings&lt;br /&gt;
** {{Issue|430|pre=Issue}} – Awkward use of &amp;quot;Dr.&amp;quot; title in tiddlets_part2_return2&lt;br /&gt;
** {{Issue|431|pre=Issue}} – Missing space after ellipsis in tiddlets_part4_random_swanson&lt;br /&gt;
** {{Issue|432|pre=Issue}} – Inconsistent capitalization of &amp;quot;marketplace&amp;quot; in dsi_part1_phase2_xcall4&lt;br /&gt;
** {{Issue|434|pre=Issue}} – Missing space after ellipsis in dsi_part2_thirdpartcomplete3&lt;br /&gt;
** {{Issue|444|pre=Issue}} – Missing possessive apostrophe in English text for object_engine_description&lt;br /&gt;
** {{Issue|463|pre=Issue}} – Logistics jam, things just stop sometimes until you turn it off and on&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Scaffold adds small mass to ship.&lt;br /&gt;
* Survival mode is unlocked by completing any story episode in Boldly Go mode.&lt;br /&gt;
* External equipment no longer blocks shots after being destroyed.&lt;br /&gt;
* Drones can now patch holes in severely damaged ships.&lt;br /&gt;
* Placeholder thumbnails added to save/ship files without them.&lt;br /&gt;
* Game and ship thumbnails are generated on load if missing.&lt;br /&gt;
* Docked ships exported together are all included in thumbnails.&lt;br /&gt;
* Track and robot arm install previews improved for accuracy.&lt;br /&gt;
* Low power warning bolts no longer show when power is disabled.&lt;br /&gt;
* Automatically deactivate tactical mode when clicking Prepare Jump.&lt;br /&gt;
* Auto-trades can be cancelled while shuttle is en route.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMMUNITY AND OFFICIAL SHIPS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix Equipment embedded in walls&lt;br /&gt;
* Fix Ladders exiting into walls&lt;br /&gt;
* Fix Doors not filling gaps&lt;br /&gt;
* Fix Interior cells outside ship&lt;br /&gt;
* Fix Armour not attached to ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix separating ships during FTL in Survival mode.&lt;br /&gt;
* Fix loot spawning incorrectly after ship explosions.&lt;br /&gt;
* Fix Tactical View rendering issue with stored items.&lt;br /&gt;
* Fix gas collector in DSI Part 2 not appearing.&lt;br /&gt;
* Fix oxygen loss on large ships with many airducts.&lt;br /&gt;
* Fix ship value not decreasing after selling items until delivery.&lt;br /&gt;
* Fix logistics transfers continuing after ship sale.&lt;br /&gt;
* Fix auto-orders miscounting non-container items.&lt;br /&gt;
* Fix drones double-counted in logistics when stored.&lt;br /&gt;
* Fix heavy space dust bug after saving/loading.&lt;br /&gt;
&lt;br /&gt;
* {{Issue|339|pre=Issue}} – Shuttle doesn&#039;t leave under specific conditions&lt;br /&gt;
* {{Issue|397|pre=Issue}} – Assembly Tables retain components after build&lt;br /&gt;
* {{Issue|421|pre=Issue}} – TranslatorAssist doesn&#039;t affect tutorial dialogs&lt;br /&gt;
* {{Issue|445|pre=Issue}} – System references don’t use S*X&lt;br /&gt;
* {{Issue|447|pre=Issue}} – Robot Arm/Storage Crate loop bug&lt;br /&gt;
* {{Issue|451|pre=Issue}} – Drones drop logistics items incorrectly&lt;br /&gt;
* {{Issue|458|pre=Issue}} – Robot arms not unloading&lt;br /&gt;
* {{Issue|449|pre=Issue}} – Ships obscure editor in Creative Mode&lt;br /&gt;
* {{Issue|465|pre=Issue}} – Ships over 100% damage not destroyed&lt;br /&gt;
* {{Issue|470|pre=Issue}} – Hydroponics draw water when powered down&lt;br /&gt;
* {{Issue|474|pre=Issue}} – Ship Editor deletes engine when deleting hull&lt;br /&gt;
* {{Issue|488|pre=Issue}}.1 – &amp;quot;Nothing&amp;quot; ships now only creatable in Ship Yard; can’t FTL jump&lt;br /&gt;
* {{Issue|493|pre=Issue}} – Zoom limits not respected when using Q/E&lt;br /&gt;
* {{Issue|495|pre=Issue}} – Infinite money glitch: buy/sell exploit&lt;br /&gt;
&lt;br /&gt;
* Crash when fighter is launched with no free space.&lt;br /&gt;
* Crash calculating value of ship with boxed storage crate.&lt;br /&gt;
* Crash when guns attack on zero-dimension ships.&lt;br /&gt;
* Crash unloading objects from non-equipment containers.&lt;br /&gt;
* Crash from drone logistics after completing another mission.&lt;br /&gt;
&lt;br /&gt;
Alpha 15 received a Windows-only hotfix to resolve issues with the game crashing and with the new array textures.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 15 hotfix ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 15 hotfix&lt;br /&gt;
| release_date = 05 June 2025&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 15 received a Windows-only hotfix to resolve issues with the game crashing and the new array textures.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 15d===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 15 hotfix&lt;br /&gt;
| release_date = 05 June 2025&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 15d is a Windows-only hotfix release that addresses only the game crashes caused by the new array textures.&lt;br /&gt;
&lt;br /&gt;
== Alpha 14 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 14&lt;br /&gt;
| nickname = Buzzsaw and Dynamo&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/523085041260037994&lt;br /&gt;
| release_date = 11 March 2025&lt;br /&gt;
| video = q28rHubv52M&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/11 Milestone 11]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Who has the best ship design when it comes to combat? We&#039;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.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve finally solved the problem of pipes crossing over each other, and we&#039;ve introduced a new AUTOTRADE system that lets you automate the process of buying and selling common items whenever you visit a trading post.&lt;br /&gt;
&lt;br /&gt;
On top of all of that, we&#039;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&#039;s vital resources, but also more capabilities, and more cabin space for your survivors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW FEATURES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arena mode&#039;&#039;&#039;&lt;br /&gt;
** A new game mode available from the main menu.&lt;br /&gt;
** You can choose any two ship designs, and watch them fight it out to the death.&lt;br /&gt;
** You can choose 1v1 or set how many of each ship design to include in the battle.&lt;br /&gt;
** You can choose to control the Green team if you wish, or watch an entirely AI v AI battle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pipe Crossing&#039;&#039;&#039;&lt;br /&gt;
** Pipes can now optionally cross over each other without touching.&lt;br /&gt;
** You can click on any pipe crossing to toggle between two pipes connected, or two pipes crossing over.&lt;br /&gt;
** Pipes can be removed without disturbing cross pipes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Auto-Trade&#039;&#039;&#039;&lt;br /&gt;
** You can now create automatic rules for buying and selling of all resources and equipment.&lt;br /&gt;
** Click on the triangle at the end of each trade item row to set this up.&lt;br /&gt;
** You can set values to buy when below, or to sell when above a specific quantity. You can also ctrl-click to set &#039;Buy All&#039; or &#039;Sell All&#039;.&lt;br /&gt;
** A new entry in the Trade window shows all currently active autotrade rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language support&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The game now supports translation to other languages. You can change the current language from the Settings screen.&lt;br /&gt;
* If you&#039;d like to help us with translation, click the new &#039;Help us Translate&#039; button from the main menu.&lt;br /&gt;
* New translations:&lt;br /&gt;
** German&lt;br /&gt;
** Spanish (Thanks to EMAP0707 for this translation)&lt;br /&gt;
** French (Thanks to FABISIMS for this translation)&lt;br /&gt;
&lt;br /&gt;
* Text input has been much improved, you should be able to input characters from any language provided that the game font supports it.&lt;br /&gt;
* The Vector Text font has been updated to support French, Spanish and German directly.&lt;br /&gt;
* Fallback to the default font for other languages.&lt;br /&gt;
* Different keyboard layouts, such as French (AZERTY) are now supported.&lt;br /&gt;
* The tutorial and interface will show the new key bindings for your keyboard layout.&lt;br /&gt;
* You can now type accents in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SURVIVAL MODE UPDATED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Survival Mode has been revisited and has undergone some major changes, with more still to come in future alphas.&lt;br /&gt;
* The intention is to make this a more complete game mode, with a clear objective and slowly escalating challenge.&lt;br /&gt;
* It is designed for experienced players, and should feel quite different to &#039;Boldly Go&#039; mode.&lt;br /&gt;
* The ultimate aim is to evacuate as many civilians as possible through the STARGATE, before it too is destroyed by the expanding anomaly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Starting conditions made more generous:&#039;&#039;&#039;&lt;br /&gt;
** You can start with any hull up to a value of $1.5M (increased from $1M).&lt;br /&gt;
** The starting budget remains at $150k.&lt;br /&gt;
** Hulls need at least one Docking Port and at least one Cabin space.&lt;br /&gt;
** You can also start with the &amp;quot;BUILD NEW SHIP&amp;quot; option, which places you at a shipyard with $1.5M in cash to build your own vessel.&lt;br /&gt;
** Your first delivery will contain a &#039;starter kit&#039; containing any critical equipment/resources you don&#039;t already have (engines, reactor, ftl, airduct, loaders, supplies, crew).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Critical resource shortages&#039;&#039;&#039;&lt;br /&gt;
** Critical resources (Fuel, Food, Water, Oxygen, FTL charges &amp;amp; Ammo) become much more scarce (and expensive) as you progress through the sectors.&lt;br /&gt;
** In addition, critical resources will become much more scarce and expensive when close to the rim of the Anomaly.&lt;br /&gt;
** Beyond sector 5 there will be virtually zero critical resources available for sale, anywhere.&lt;br /&gt;
** Recycling and Production within your fleet are your only hope of long-term survival.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Civilians&#039;&#039;&#039;&lt;br /&gt;
** You can now collect civilians from any colony or shipyard, and they will pay for a place within your fleet.&lt;br /&gt;
** The number of civilians available will increase as the Anomaly expands, and the money offered will also increase.&lt;br /&gt;
** The count of rescued civilians will be your final &#039;score&#039; in survival mode (eventually).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New &#039;Protect&#039; mission&#039;&#039;&#039;&lt;br /&gt;
** A new mission type that occurs up to once per sector. It will be visible in the Sector Map as a DISTRESS CALL marker.&lt;br /&gt;
** A ship is under attack, and they won&#039;t survive long without your assistance.&lt;br /&gt;
** Your task is to intercept and destroy the pirates, before the stricken ship is destroyed.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Other survival mode changes&#039;&#039;&#039;&lt;br /&gt;
** The old (obsolete) Tiddlets storyline has been removed.&lt;br /&gt;
** The Stargate project and all associated research is no longer available in Survival Mode.&lt;br /&gt;
** Introduced some new starting ships in the &#039;New Game&#039; screen.&lt;br /&gt;
** The New Game screen now shows useful ship stats: Total Mass, Total Cabins, Hull Value, Armour coverage.&lt;br /&gt;
** Ice Comets are now more common (one in MOST sectors), and now release 5x as much water ice per shot when mined.&lt;br /&gt;
** Rebalanced food &amp;amp; water consumption, waste recycling, water purifying, hydroponics, and ice grinding.&lt;br /&gt;
** All have been made more efficient, consuming less and producing more.&lt;br /&gt;
** All recycling starts at 66% efficient, and can be upgraded in the research screen, up to a maximum of 100% efficient.&lt;br /&gt;
** New research to increase crop yield from Hydroponics and unlock schematics to manufacture Hydroponics Gardens on an Assembly Table.&lt;br /&gt;
** Made fuel production via Metreon Gas more forgiving. Gas refining takes less time and is more efficient, producing more output.&lt;br /&gt;
** Hostile ships will no longer respawn in systems marked &amp;quot;HOSTILE&amp;quot; on the map. Once they&#039;re gone, they&#039;re gone.&lt;br /&gt;
** 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.&lt;br /&gt;
** The sector-wide &#039;Destroy All Hostiles&#039; mission has returned.&lt;br /&gt;
** You will receive a cash bonus after clearing out each hostile system in the sector.&lt;br /&gt;
** This is a very dangerous but lucrative mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMBAT CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Deflectors will now count toward the Combat Rating of a ship.&lt;br /&gt;
* Gun Turrets will no longer autotarget exterior scaffold.&lt;br /&gt;
* 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.&lt;br /&gt;
* This should fix AUTOTARGET turrets being far less effective than manually targetted turrets.&lt;br /&gt;
* Evasion has been rebalanced. The benefit tails off at higher speeds, approaching a maximum of 90% for the fastest and most nimble vessels.&lt;br /&gt;
* You can now disable the auto-slowdown effect during combat, from an option in the Settings menu.&lt;br /&gt;
* Fixed a bug that prevented cannon shells &amp;amp; railgun slugs from impacting exterior equipment.&lt;br /&gt;
* Fixed issue with Weapons Consoles not being manned on AI driven ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Parallax rendering of Boxes fixed.&lt;br /&gt;
* Industry (Mining) missions item collection fixed when ship has more than one docking port.&lt;br /&gt;
* Option to cancel the deal with X in DSI not present in pre-Alpha 13 saves&lt;br /&gt;
* Fix tiddlet jump ranges displaying when not in a system with a ship containing tiddlets.&lt;br /&gt;
* Fix storage crates not having contents wiped when fabricating a ship.&lt;br /&gt;
* Fix negative quantities sometimes appearing in containers taken from crates.&lt;br /&gt;
* Fix &amp;quot;Drones Deployed&amp;quot; warning in FTL tooltip showing *X instead of the number of drones.&lt;br /&gt;
* Fix formatting of prices and balances over one billion.&lt;br /&gt;
* Fix ship value inconsistencies between fabricating and selling a ship (there may still be a small difference as the sell price is rounded.)&lt;br /&gt;
* Fix Tiddlet Farm being sellable in The Trouble With Tiddlets Part 3.&lt;br /&gt;
* Increased metallic mineral trade availability during construction of Stargate phase 2.&lt;br /&gt;
* Fixed the player sometimes receiving free ships if an NPC ship with docked ships arrives in a system.&lt;br /&gt;
* Fixed certain episode ships (Tiddlet Farm, Short Hopper) not restocking on critical resources, leading to crew dying. Seen in #353.&lt;br /&gt;
* {{Issue|344|pre=Issue}}: Can&#039;t turn in trouble with tiddlets part 3.&lt;br /&gt;
* {{Issue|350|pre=Issue}}: 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).&lt;br /&gt;
* {{Issue|351|pre=Issue}}: Items in Storage Crates not counted towards mission achievements.&lt;br /&gt;
* {{Issue|352|pre=Issue}}: When the game is paused, the stargate still rotates.&lt;br /&gt;
* {{Issue|353|pre=Issue}}: Trouble with Tiddlets Part 3: Tiddlet Farm has mostly dead crew.&lt;br /&gt;
* {{Issue|359|pre=Issue}}: Logistics drones can&#039;t be moved via logistics menu if one docked ship doesn&#039;t have a logistics drone bay.&lt;br /&gt;
* {{Issue|361|pre=Issue}}: Can&#039;t pay X, no option given.&lt;br /&gt;
* {{Issue|366|pre=Issue}}: Can&#039;t progress past Stargate Phase 4 if Andromeda Project Part 3 is unlocked before starting DSI part 2.&lt;br /&gt;
* {{Issue|372|pre=Issue}}: Crash when trying to load a storage crate but no slots are available&lt;br /&gt;
* {{Issue|375|pre=Issue}}: Resin/Isotope objectives in DSI part 2 sometimes don&#039;t update.&lt;br /&gt;
* {{Issue|377|pre=Issue}}: Storage crate shows wrong spacesuit sprite.&lt;br /&gt;
* {{Issue|382|pre=Issue}}: Memory Leak in Vertex Arrays&lt;br /&gt;
* {{Issue|383|pre=Issue}}: Missions require ranks greater than the maximum rank&lt;br /&gt;
* {{Issue|385|pre=Issue}}: Deep Space Industrialists - typo in character text.&lt;br /&gt;
* {{Issue|390|pre=Issue}}: Can&#039;t turn on battle stations when you only have deflectors installed&lt;br /&gt;
* {{Issue|402|pre=Issue}}: Tiddlets 2 can be assigned to ship that is not player-controlled&lt;br /&gt;
* Crash in Tiddlets Part 3 if Short Hopper runs out of charges or the FTL Drive is dismantled.&lt;br /&gt;
* Fixed components salvaged from derelict ships having a quantity of 0, which made them impossible to sell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW COMMUNITY SHIPS - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* JOHNNY STRUGGLES - Defense Platform Mk4, Grumpy Sardine + Lots of updates.&lt;br /&gt;
* RAKRENT - DRX Anvil, DRX Torana, DRX Monaro + Lots of updates.&lt;br /&gt;
&lt;br /&gt;
== Alpha 13 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 13&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/506189573340004378&lt;br /&gt;
| release_date = 18 December 2024&lt;br /&gt;
| video = 4HKSXeGuSHc&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/10 Milestone 10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We have added a new high-tech defensive weapon system - The Deflector Beam - that can deflect incoming cannon shells, a total game changer in serious engagements. But use them carefully because they will drain your power reserves quickly without a proper reactor setup behind them.&lt;br /&gt;
&lt;br /&gt;
New Storage Crates can be used to tidy your ships and factories, and to facilitate better automation of production lines for the Stargate Project. And we&#039;ve expanded the Research tree with tons of new options to speed up drones, mining lasers, tracks, smelters, and robot arms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW STORY EPISODES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The trouble with Tiddlets, Part 4&#039;&#039;&#039;&lt;br /&gt;
: The final part of the Tiddlets saga is ready to play.&lt;br /&gt;
* &#039;&#039;&#039;Deep Space Industrialists (continued)&#039;&#039;&#039;&lt;br /&gt;
** Stations in DSI are no longer taken away from the player when the episode is completed successfully.&lt;br /&gt;
** The contract with Alexander Elistar can now be terminated by the player, ending the episode. (The button is in the contracts screen.)&lt;br /&gt;
** The Stargate Project can now be independently unlocked in the Research screen, bypassing the DSI episodes entirely.&lt;br /&gt;
* &#039;&#039;&#039;Black Hole Sun - Part 3&#039;&#039;&#039;&lt;br /&gt;
: New sound and music added for the climactic rescue in BHS Part 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storage Crates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two new pieces of equipment to facilitate better organization of products in your ships.&amp;lt;br&amp;gt;&lt;br /&gt;
The Storage Crate is 4x3 and has a storage capacity of 70 items or stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
The Small Storage Crate is 3x2 and has a storage capacity of 36 items or stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Storage Crates can be accessed by crew or by robot arms.&lt;br /&gt;
&lt;br /&gt;
Right-click on a Storage Crate to set its properties:&lt;br /&gt;
&lt;br /&gt;
* Choose the product to store inside. Note: Storage Crates can only store one type of item.&lt;br /&gt;
* You can use the plus and minus controls to set a limit on items to be stored inside.&lt;br /&gt;
* There is a tickbox for &#039;Crew Loading&#039;, which permits crew members to load items in. (Otherwise only robot arms can.)&lt;br /&gt;
* There is a tickbox for &#039;Crew Unloading,&#039; which permits crew to take items from the crate. (Otherwise only robot arms can.)&lt;br /&gt;
* There is a toggle for controlling priority:&lt;br /&gt;
** Prioritize Zones: Your crew will store items in storage zones until they are full before using this crate.&lt;br /&gt;
** Prioritize Crate: Your crew will store items in this crate in priority to storage zones.&lt;br /&gt;
&lt;br /&gt;
* The recipe for storage crates can be unlocked from the Research Tree, meaning you can fabricate your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflector Beams&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A new defensive technology that deflects incoming cannon shells using an energy beam.&amp;lt;br&amp;gt;&lt;br /&gt;
They have a maximum range and angle as with any turret. The nearest incoming cannon shell within that cone will be diverted.&amp;lt;br&amp;gt;&lt;br /&gt;
Deflector beams use a great deal of power when they are deflecting and can be easily overloaded with too many incoming rockets.&amp;lt;br&amp;gt;&lt;br /&gt;
Deflector beams cannot be purchased. They must first be unlocked in the Research Tree, then fabricated on an assembly table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW RESEARCH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The research tech tree has been heavily overhauled, with many new research items added.&lt;br /&gt;
&lt;br /&gt;
* Drone batch gathering - drones will gather up entire stacks of a resource before returning to a drone bay.&lt;br /&gt;
* Drone top speed (1.5x/2x).&lt;br /&gt;
* Drone Assembly recipe (build your own drones!).&lt;br /&gt;
* Track Speed (2x/3x).&lt;br /&gt;
* Robot Arm Speed (2x).&lt;br /&gt;
* Mining Laser Accuracy - each blast releases twice as many minerals.&lt;br /&gt;
* Increased Metallurgy bonus to +50% and +100% (Smelters produce more output from the same input).&lt;br /&gt;
* Reactor Efficiency (1.1x) - increases the power output of all reactors.&lt;br /&gt;
* Fixed bug with researched performance boosts not reloading properly.&lt;br /&gt;
* New component: Processor (Copper + Precious Metals).&lt;br /&gt;
* You can now fabricate your own Logistics Drones! Requires Frame, Motor, Coil, Lens, Processor.&lt;br /&gt;
* Fabricating batteries now requires precious metals.&lt;br /&gt;
* Stargate phases are now locked behind three tiers of research (or can be auto-unlocked by completing the DSI episodes).&lt;br /&gt;
* Older saves will automatically have all 3 tiers of the Stargate research unlocked.&lt;br /&gt;
* Storage Crate assembly is now found under Logistics.&lt;br /&gt;
* Deflector assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* When losing control of a ship (e.g., selling a ship, getting it destroyed), all non-episode missions assigned to it are failed.&lt;br /&gt;
* Episodes can no longer be assigned to ships from other episodes (e.g., A.J.E Foundry).&lt;br /&gt;
* FTL toolbar icon now shows alignment progress for jump.&lt;br /&gt;
* Jumps that are ready can be performed by right-clicking the FTL icon.&lt;br /&gt;
* Research toolbar icon now shows progress towards current research.&lt;br /&gt;
* After completing the tutorial and making your first FTL Jump, Cmdr Harken will call you with a request for help.&lt;br /&gt;
* All mineral patches now contain 100x as many minerals as before.&lt;br /&gt;
: (Note: &#039;Boldly Go&#039; mode already had this setting, so this only affects Creative/Survival/Free Roam modes.)&lt;br /&gt;
* The recipe for Deuterium now produces twice as much Deuterium as before.&lt;br /&gt;
* Stable Isotopes are now faster to produce (4 secs instead of 6).&lt;br /&gt;
* Some additional items will now be found at derelicts: Ingots, Deuterium, Components.&lt;br /&gt;
* In the Trade Window, if you search, the list shows ALL items that match that search filter, ignoring any category you have selected.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Fuel Loader can now be rotated.&lt;br /&gt;
* Track now takes 3 seconds to assemble, down from 10 seconds previously.&lt;br /&gt;
* The range of weapons is now shown as a light circle when highlighting that weapon.&lt;br /&gt;
* You can no longer use the REPAIR option at a shipyard if there is active combat underway in that system.&lt;br /&gt;
* Hostile ships will now launch fighters quicker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix wrong mission being accepted when more than one can be accepted in the mission summary window.&lt;br /&gt;
* Fix inability to enable battle-stations when a non-friendly ship is selected.&lt;br /&gt;
* Fix incorrect tutorial highlights during FTL stage of the introduction tutorial.&lt;br /&gt;
* Fix passengers getting stuck before being collected by shuttle on passenger missions.&lt;br /&gt;
* Fixed issue with Flight Recorders sometimes being completely unsalvageable, blocking the Wolf mission chain.&lt;br /&gt;
* Fixed issue with hostile ships unable to fire their weapons (ship exported with auto-target disabled on those weapons).&lt;br /&gt;
* Improved performance for AMD GPUs.&lt;br /&gt;
* Fix issue where an abandoned drone would drop unsalvageable cargo in free space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;JOHNNY STRUGGLES - Mini Beast&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alpha 13d ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 13d&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/541096269502742722&lt;br /&gt;
| release_date = 30 January 2025&lt;br /&gt;
}}&lt;br /&gt;
Alpha 13d was released as a hotfix to Alpha 13:&lt;br /&gt;
&lt;br /&gt;
Please note that for episode fixes, it is necessary to play from before the bug occurs (the save game isn&#039;t automatically fixed once the bug has occurred).&lt;br /&gt;
&lt;br /&gt;
* Crash in Tiddlets Part 3 if Short Hopper runs out of charges or the FTL Drive is dismantled.&lt;br /&gt;
* Crash in Introduction Tutorial&lt;br /&gt;
* Fix negative quantities sometimes appearing in containers taken from crates.&lt;br /&gt;
* Fix &amp;quot;Drones Deployed&amp;quot; warning in FTL tooltip showing *X instead of the number of drones.&lt;br /&gt;
* {{Issue|344|pre=Issue}}: Can&#039;t turn in trouble with tiddlets part 3&lt;br /&gt;
* {{Issue|350|pre=Issue}}: Storage crates do not work with mission cargo. As a temporary fix, storage crates no longer store mission cargo to avoid cargo getting mixed up between different delivery missions. Old cargo will also get cleared.&lt;br /&gt;
* {{Issue|361|pre=Issue}}: Can&#039;t pay X, no option given&lt;br /&gt;
* {{Issue|366|pre=Issue}}: Can&#039;t progress past Stargate Phase 4 if Andromeda Project Part 3 is unlocked before starting DSI part 2.&lt;br /&gt;
* {{Issue|372|pre=Issue}}: Crash when trying to load a storage crate but no slots are available&lt;br /&gt;
* {{Issue|375|pre=Issue}}: Resin/Isotope objectives in DSI part 2 sometimes don&#039;t update.&lt;br /&gt;
* {{Issue|377|pre=Issue}}: Storage crate shows wrong spacesuit sprite.&lt;br /&gt;
* {{Issue|382|pre=Issue}}: Memory Leak in Vertex Arrays&lt;br /&gt;
* Storage crates should be cleared when Fabricating/Importing a ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DEMO2 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = DEMO2&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4467102902950824864&lt;br /&gt;
| release_date = 26 November 2024&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The demo received an update.&lt;br /&gt;
&lt;br /&gt;
* Save/Load is now supported.&lt;br /&gt;
: Note you cannot load saves from the full game, or autosaves from Demo1 - sorry about that.&lt;br /&gt;
* Modified the galaxy map to draw more attention to the special (gold) episodes&lt;br /&gt;
* A few small fixes&lt;br /&gt;
&lt;br /&gt;
== Alpha 12 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 12&lt;br /&gt;
| nickname = Michael Jackson and Quincy Jones&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/6632207880321761615&lt;br /&gt;
| release_date = 19 November 2024&lt;br /&gt;
| video = R85MUBMoO5s&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/9 Milestone 9]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 12 is a huge update, with new story episodes, new massive combat zones, new parallax effects, and a ton of bug fixes, balance changes and small updates. We hope you love it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW FREE DEMO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We now have a brand new playable demo which you can find on our Steam Store page. If you haven&#039;t tried the game yet, please give it a go!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW STORY EPISODES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* The trouble with Tiddlets, Part 2&lt;br /&gt;
* The trouble with Tiddlets, Part 3&lt;br /&gt;
* Professor Toppingbury continues his experiments on the newly discovered and adorable lifeform.&lt;br /&gt;
* Deep Space Industrialists, Part 1&lt;br /&gt;
* Deep Space Industrialists, Part 2&lt;br /&gt;
: This is the return of the Stargate Project, now driven by its own story episodes.&lt;br /&gt;
: Along with this new story episode, several Stargate changes have occurred:&lt;br /&gt;
** Stargate phases heavily rebalanced&lt;br /&gt;
** Existing progress in the Stargate Project has been reset&lt;br /&gt;
** The episode will ensure there is a &#039;safe&#039; nebula and asteroid belt - i.e., free from Hostiles and Meteors&lt;br /&gt;
** The Stargate project is now unlocked by completing part 1.&lt;br /&gt;
** Survival mode is now unlocked after completing Stargate Phase 2&lt;br /&gt;
** NB Stargate phases 4 onward are likely to be changed and reset in future alphas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIP EDITOR IMPROVEMENTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now switch the ship editor into ERASE mode, allowing you to easily remove habitation, armor, scaffold, and hull.&lt;br /&gt;
* 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.&lt;br /&gt;
* Editing the Habitation deck now shows the correct exterior preview of your work (rather than showing the interior of the Habitation deck).&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Placing a docking port in the editor now shows a preview of the docking port sprite.&lt;br /&gt;
* Added sounds to the editor (mouse moving on the grid, selection, cancel).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PARALLAX DEPTH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* There is now a subtle depth/parallax effect on all objects floating in space.&lt;br /&gt;
* Ships are in the middle depth. Asteroids and derelict ships sit under, while minerals/containers/loot, etc., sit above.&lt;br /&gt;
* Drones sit slightly above ships in the middle depth.&lt;br /&gt;
* This effect can be toggled on and off from the Options menu.&lt;br /&gt;
* Improved the parallax effect on background planets (they move in the right direction now, lol).&lt;br /&gt;
* Added slight parallax effect to the Stargate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMBAT AND HOSTILE FORCES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There have been lots of improvements to combat in the game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SHIP COMBAT RATING&#039;&#039;&#039;&lt;br /&gt;
** Ships are now assessed by a new &#039;Combat Rating,&#039; rather than their Trade Value, when spawning enemy ships or fleets of combat vessels.&lt;br /&gt;
** The Combat Rating of a vessel is almost entirely down to the number and type of weapon systems installed.&lt;br /&gt;
** Armor affects the combat rating as a multiplier, based on the percentage of armor coverage. 100% armor coverage will double a combat rating.&lt;br /&gt;
** Hostile ships will show their combat rating under their name in Tactical mode. (Written as &#039;CLASS 3&#039;).&lt;br /&gt;
** You will now be awarded points based on the combat rating of the ships destroyed, rather than their trade value.&lt;br /&gt;
&lt;br /&gt;
* Existing &#039;HOSTILE&#039; systems have been extended to provide a more permanent combat zone.&lt;br /&gt;
** The player is free to visit a HOSTILE zone at any time if they wish and will come under immediate attack.&lt;br /&gt;
** Destroying all enemy ships will grant an award of combat points at the end of battle.&lt;br /&gt;
** The zone will no longer clear its HOSTILE status. It will remain permanently hostile.&lt;br /&gt;
** After a short break, new hostile ships will warp into the hostile zone.&lt;br /&gt;
** You will receive an alert when hostile forces are about a minute away from arrival.&lt;br /&gt;
** Hostile forces will arrive together via an FTL jump, in formation.&lt;br /&gt;
** Civilian/neutral ships will no longer jump into a hostile zone.&lt;br /&gt;
** New hostile ships will have their difficulty scaled based on two factors:&lt;br /&gt;
*** The combined Combat Rating of all the player ships in the system.&lt;br /&gt;
*** The player&#039;s Rank in Combat. This rank slowly increases as you are victorious in more and more battles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hostile ship AI (flight model) has been much improved:&lt;br /&gt;
** AI-driven ships now constantly assess their weapon systems, taking into account damage, ammo shortages, etc., and pick a flight plan accordingly.&lt;br /&gt;
** 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.&lt;br /&gt;
** (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).&lt;br /&gt;
** Hostile ships will sometimes switch targets to the most threatening and damaging of your ships as the battle progresses.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* Fixed issues with cannons and railguns not firing when set to AUTO, even though the enemy is within their field of fire.&lt;br /&gt;
* Enemy ships will now sometimes drop valuable loot in the form of Precious Metals.&lt;br /&gt;
* Drones have been upgraded. They now fly 33% faster, repair 33% faster, and repair hull damage more completely.&lt;br /&gt;
* Drones will now prioritize repair work so long as BATTLE STATIONS is enabled. Otherwise, they will prioritize gathering and logistics.&lt;br /&gt;
* In the Tactical overlay, there is now an overall ammo counter for all three ammo types in the bottom left of the screen.&lt;br /&gt;
* Railguns will no longer target fighters.&lt;br /&gt;
* The Gatling Gun no longer has any &#039;Penetration,&#039; meaning it will not cause hull breaches nor damage any internal equipment protected by the hull.&lt;br /&gt;
* Gatling Guns are virtually useless against armored hulls.&lt;br /&gt;
* The &#039;Destroy all hostiles&#039; sector mission is no longer created, as hostile zones can no longer be cleared.&lt;br /&gt;
* Increased the general availability of cannon shells at trading posts.&lt;br /&gt;
* Mining Lasers will no longer acquire new targets when &amp;quot;Battle Stations&amp;quot; is ordered.&lt;br /&gt;
* Hostile NPC ships will no longer bother mining asteroids during battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HUMAN RESOURCES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now sack crew from the trade screen, under the &amp;quot;sell&amp;quot; tab&lt;br /&gt;
* Sacked crew will leave on the next available shuttle&lt;br /&gt;
* You don&#039;t receive any &amp;quot;sale price&amp;quot; for sacking crew&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLEET ORDERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Orders popup has been rebuilt&lt;br /&gt;
* Most orders are now ship-specific, meaning different ships can set different orders&lt;br /&gt;
* &#039;Fleet Logistics&#039; and &#039;Battle Stations&#039; are system-wide orders affecting all your ships in the system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The sounds of other ships will now fall silent in a few select places:&lt;br /&gt;
** The ship editor&lt;br /&gt;
** The sector map&lt;br /&gt;
** Schematic mode&lt;br /&gt;
&lt;br /&gt;
* Added DARK MODE for the galaxy map due to popular request, enabled from the Settings menu&lt;br /&gt;
* Doubled the amount of food harvested from Hydroponics per cycle&lt;br /&gt;
* The battery/power indicator bar at the top left of the screen now blinks with the message &amp;quot;POWER SHORTAGE&amp;quot; when your ship cannot power its equipment to 100% and has run out of battery charge&lt;br /&gt;
* We now un-pause the game when you change the game speed with keyboard shortcuts&lt;br /&gt;
* You can now double-click to select all text in a text input field&lt;br /&gt;
* Removed ability to rotate camera with &#039;,&#039; and &#039;.&#039; (useless)&lt;br /&gt;
* Changed the colour of mission summary text to stand apart from the objectives&lt;br /&gt;
* 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.&lt;br /&gt;
* Added a toggle to hide ships the player cannot afford in the fabricate window&lt;br /&gt;
* Drones will now collect Precious Metals found in space even if &#039;gather reagents&#039; is disabled&lt;br /&gt;
* There is now sometimes some light space dust and fog around asteroid belts and combat zones&lt;br /&gt;
* Entities will now use their &#039;dead&#039; sprite when unconscious&lt;br /&gt;
* 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&lt;br /&gt;
* Cancelling installation/dismantle jobs with RMB when paused will now work correctly&lt;br /&gt;
* NPC ships will now order drones at a trading post if they are short (aiming for at least 2 drones per drone bay)&lt;br /&gt;
* Mineral patch labels are now correctly rotated in tactical view&lt;br /&gt;
* Ship labels in tactical view are now rendered more clearly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* {{Issue|204|pre=Issue}}: Game doesn&#039;t launch when Steam is offline&lt;br /&gt;
* {{Issue|244|pre=Issue}}: Fusion Reactor consumes fuel when off&lt;br /&gt;
* {{Issue|278|pre=Issue}}: FTL not found, even though I have an FTL&lt;br /&gt;
* {{Issue|318|pre=Issue}}: Drones flying off on big detours before delivering cargo.&lt;br /&gt;
* {{Issue|326|pre=Issue}}: If trying to install an object and then turning your view into Schematic mode, you will need to re-select the object&lt;br /&gt;
* {{Issue|328|pre=Issue}}: With the &amp;quot;Stargate&amp;quot; System now being renamed to NG0, there are inconsistencies in the contracts menu&lt;br /&gt;
* {{Issue|329|pre=Issue}}: Tutorial - Opening scene&lt;br /&gt;
* {{Issue|331|pre=Issue}}: NPC ships still dying off&lt;br /&gt;
* Fix saving and loading whilst in the opening shuttle flight cutscene turns the UI back on&lt;br /&gt;
* Fix A Wolf In Sheep&#039;s Clothing Part 1 Objective &#039;Recover the Flight Recorder from Scavenger Vessel&#039; by adding the missing location link&lt;br /&gt;
* Fix typo in Mining Tutorial: Travel to [an] asteroid belt with Tilium deposits.&lt;br /&gt;
* Fix typo in play mode: &#039;BOLDY GO&#039; -&amp;gt; &#039;BOLDLY GO&#039;&lt;br /&gt;
* Fix performance issues with tactical mode affecting AMD GPUs&lt;br /&gt;
* Fix full containers displaying the incorrect quantity in the hover tooltip&lt;br /&gt;
* Fix game not recognising caps lock&lt;br /&gt;
* Stop keyboard input being detected during the new game intro cutscene&lt;br /&gt;
* Fix keyboard input falling through to the game world when the map is open&lt;br /&gt;
* Fix being able to interact with the toolbar when you cannot see it because you have no layer selected&lt;br /&gt;
* Fix Black Hole Sun 1 Hyperspace Isotope count being incorrect&lt;br /&gt;
* Fix reward points earned for gameplay (e.g., logistics, combat, logistics...) being lost on save/load&lt;br /&gt;
* Fix awards given from missions being lost if you save/load before you have finished receiving them&lt;br /&gt;
* Fix &amp;quot;Upload To Steam&amp;quot; being available if we don&#039;t have a friendly ship selected&lt;br /&gt;
* Fix industry score increasing from industry performed on unfriendly ships&lt;br /&gt;
* Fix Exterior Jobs being attempted even if there are no available spacesuits&lt;br /&gt;
* Fix spurious No Storage warnings after unloading an item&lt;br /&gt;
* The bong sound from a Flight Recorder will no longer be audible if you are not focused on that system&lt;br /&gt;
* Introduction Tutorial: If you install the reactor before the tutorial instructs you to, the tutorial will recognise this and catch up&lt;br /&gt;
* Stargate Window: Show correct recipe for Stable Isotopes&lt;br /&gt;
* Fixed abandoned drones from enemy ships showing up as green in tactical view if the enemy ship was gone&lt;br /&gt;
* Mouse and Keyboard can now be used when the HUD is hidden&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;JOHNNY STRUGGLES:&#039;&#039;&#039; Acadia, Aberration of Light, Hesperia, Apophis&lt;br /&gt;
* &#039;&#039;&#039;RADKNITHAT:&#039;&#039;&#039; RnD Casus&lt;br /&gt;
&lt;br /&gt;
== Alpha 11 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 11&lt;br /&gt;
| nickname = Burke and Vasquez&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4597699678380481518&lt;br /&gt;
| release_date = 30 August 2024&lt;br /&gt;
| video = Bq1l6Wq-Dhg&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/8 Milestone 8]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW HUD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The placeholder HUD has been revamped and almost completely replaced with a new design.&lt;br /&gt;
&lt;br /&gt;
* Critical resources are now shown bottom left of the screen.&lt;br /&gt;
* The toolbar is replaced with a set of icons.&lt;br /&gt;
* The different views are now a vertical stack of buttons in the bottom right of the screen.&lt;br /&gt;
* A new indicator top left shows the ship name, author, Hull status, Atmosphere status, and Power status.&lt;br /&gt;
* Shipyard services now appear at the top of the screen. (Repair ship, Buy ship, Sell ship, Fabricate ship)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The old HUD is still used temporarily in two areas that are unfinished:&lt;br /&gt;
&lt;br /&gt;
* Construction popup&lt;br /&gt;
* Fleet orders popup&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Story Episodes changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Completely revamped introduction (much shorter), with a new ship and a new tutorial.&lt;br /&gt;
* The Stargate industry introduction has been removed. It will return as a story episode soon.&lt;br /&gt;
* All story episodes are now &amp;quot;discovered&amp;quot; on the sector map, rather than the Contracts screen.&lt;br /&gt;
* New gold highlights and tooltips for all special episode locations on the sector map.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Black Hole Sun&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
** Part 3 Hidden until Julian calls you when he is ready to rescue his brother. The episode is then automatically accepted.&lt;br /&gt;
** The Black Hole Sun 3 &#039;Short Hop&#039; system is no longer a large distance away across the map.&lt;br /&gt;
** Fix Julian&#039;s ship from Black Hole Sun 3 being able to jump to any system.&lt;br /&gt;
** Fix any ship being able to rescue Marcus in Black Hole Sun 3, and not just Julian.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;The trouble with Tiddlets&amp;quot;&#039;&#039;&#039; has returned, and is now a playable episode (Part 1 only, for now).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
* NPC ships will now order critical supplies when in a trading location (Fuel, Oxygen, Water, Crew, Spacesuits) when required.&lt;br /&gt;
* When highlighting any piece of equipment, the extra tooltip information will only show when the ship is one of your fleet.&lt;br /&gt;
* Allow to transfer/cancel transfer entire stack by ctrl clicking.&lt;br /&gt;
* You can now freely select text in an input field by holding &#039;SHIFT&#039;.&lt;br /&gt;
* You can now select all text in an input field by pressing &#039;CTRL+A&#039;.&lt;br /&gt;
* Selected text is preserved when the input field is deselected.&lt;br /&gt;
* Ship Editor: Destroying cells now destroys any equipment in those cells.&lt;br /&gt;
* FTL drives on the selected ship are now preferred when choosing a drive for a hyperspace jump.&lt;br /&gt;
* The camera is now attached to the ship when in TACTICAL view, the same as normal view.&lt;br /&gt;
* Clicking a Location Link in the Missions Window or Missions Summary now also sets that system as an FTL destination.&lt;br /&gt;
* Location Links for mission objectives will no longer appear in the Missions Summary after that objective has been completed.&lt;br /&gt;
* You can now collapse mission summaries the same way as rating, by right-clicking to close and left-clicking to open.&lt;br /&gt;
* You can now filter search in all tabs of the trade window.&lt;br /&gt;
* The trade window now defaults to &#039;all items&#039; instead of being blank.&lt;br /&gt;
* Change the end of the introduction tutorial to fit with new episode discovery.&lt;br /&gt;
* Galaxy map now has special indicators for episodes:&lt;br /&gt;
** Episode starting systems are now gold.&lt;br /&gt;
** Regular systems you need to visit as part of an episode have a gold outline.&lt;br /&gt;
** Any system with a Location Link to it as part of an episode now has a tooltip on the map to see what you need to do there.&lt;br /&gt;
* The &#039;STARGATE&#039; location now has a normal location name - NG0.&lt;br /&gt;
* Drones now treat actual salvage as higher priority over raw materials.&lt;br /&gt;
* When you start a New Game your ship is now &#039;inside&#039; a shipyard.&lt;br /&gt;
* Save files are now filtered when saving a game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* {{Issue|217|pre=Issue}}: Fleet Logistics still makes drones faff when preparing to jump.&lt;br /&gt;
* {{Issue|283|pre=Issue}}: Short Robot Arm won&#039;t unload Black Box Recorder from Drone Bay onto Track.&lt;br /&gt;
* {{Issue|293|pre=Issue}}: Hydroponic garden won&#039;t grow.&lt;br /&gt;
* {{Issue|292|pre=Issue}}: Cargo items stacking to silly sizes.&lt;br /&gt;
* Crash when removing a piece of track that was in a loop.&lt;br /&gt;
* Fix crash in Main Menu when viewing long file lists.&lt;br /&gt;
* Fix crash in Tiddlet fire.&lt;br /&gt;
* Fix cargo being moved around unnecessarily. If a job exists to move cargo to a storage zone, and you place a new storage zone that is at least as good under it, the job to move it is now cancelled.&lt;br /&gt;
* Fix storage window not placing any storage when it is first opened.&lt;br /&gt;
* Fix A Wolf in Sheeps Clothing Part 3 not being playable after completing Part 2.&lt;br /&gt;
* Fix A Wolf in Sheeps Clothing Part 3 pirate attacking you in another mission&#039;s system.&lt;br /&gt;
* Fix shuttle leaving on reload.&lt;br /&gt;
* Only the FTL drive responsible for jumping will light up during a jump.&lt;br /&gt;
* Only the FTL drive responsible for jumping will consume the contents of its FTL charge.&lt;br /&gt;
** This caused the FTL resource counter to be off-by-one when you have multiple FTL drives on a ship.&lt;br /&gt;
* Fix Audio bug after the opening text when starting a new game.&lt;br /&gt;
* Fix objects remaining silent when you switch system and should hear them again.&lt;br /&gt;
* Fix some objects, such as engines, not pausing correctly when the main menu is open.&lt;br /&gt;
* You can no longer sell Julian&#039;s ship from Black Hole Sun at a Shipyard.&lt;br /&gt;
* Fix FTL window saying &#039;NO FTL FOUND&#039; when you have no ship selected to travel.&lt;br /&gt;
* Fix Trade window telling you you cannot afford a trade when it is for the exact amount of cash you have.&lt;br /&gt;
* Fix Black Hole Sun 3 game crash when trying to take control of Julian&#039;s ship outside of the Black Hole system.&lt;br /&gt;
* Fix Mouse clicks from game world being detected on the sector map.&lt;br /&gt;
* Fix ships undocking from each other when they are all FTL jumping in survival and creative mode.&lt;br /&gt;
* Fix the tutorial window blocking input to the game world after the tutorial is over.&lt;br /&gt;
* Fix it looking like you have placed a storage zone in the output of a docking port. Instead, the visual is cancelled immediately.&lt;br /&gt;
* Fix bug where you cannot interact with the tutorial window while the map is open.&lt;br /&gt;
* Fix bug where the tutorial window highlight for the FTL button is the wrong color.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;JOHNNY STRUGGLES&#039;&#039;&#039; - Improved Industrious&lt;br /&gt;
* &#039;&#039;&#039;Omega Naval Station&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Belfast Shipyard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Alpha 11d ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 11d&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4576308214477647189&lt;br /&gt;
| release_date = 6 September 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 11d was released to make the game playable offline and fix some performance issues on AMD graphics cards:&lt;br /&gt;
&lt;br /&gt;
* Game can now be played in offline mode.&lt;br /&gt;
* Improved performance with particles in tactical mode on certain AMD graphics cards&lt;br /&gt;
&lt;br /&gt;
=== Alpha 11d hotfix ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 11d&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4576308214487815247&lt;br /&gt;
| release_date = 9 September 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 11d hotfix was released to make the game playable offline and fix some performance issues on AMD graphics cards:&lt;br /&gt;
&lt;br /&gt;
* The game can now be launched and played when offline.&lt;br /&gt;
* Performance improvement when lots of particles on screen in tactical mode (relevant to AMD graphics cards).&lt;br /&gt;
&lt;br /&gt;
== Alpha 10 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 10&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4200250669022467483&lt;br /&gt;
| release_date = 24 June 2024&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/7 Milestone 7]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Episodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* Black Hole Sun - Part 1&lt;br /&gt;
* Black Hole Sun - Part 2&lt;br /&gt;
* Black Hole Sun - Part 3&lt;br /&gt;
* A wolf in Sheeps Clothing - Part 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Tutorials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are short tutorials and are generally incorporated into the story episodes. But will pop up whenever you are trying to do these things for the first time:&lt;br /&gt;
&lt;br /&gt;
* Docking Tutorial&lt;br /&gt;
* Mining Tutorial&lt;br /&gt;
* Combat Tutorial&lt;br /&gt;
* Crew transfer Tutorial&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Large improvement to drones when searching for repair works.&lt;br /&gt;
* Reduced the particle density on ships arriving and departing, to help with performance&lt;br /&gt;
* Make FindNearby only look at given layer and given object type if object type given. Helps with drone performance.&lt;br /&gt;
* Calculate incoming quantities of each container only once in TryStoreCargo, improves WorkQueue Update performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Text Input&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now filter any long list of files/saves/ships etc by typing a short word&lt;br /&gt;
* You can now freely move the cursor in a text field and delete characters in any position.&lt;br /&gt;
** &#039;LEFT&#039; or &#039;RIGHT&#039; to move the cursor backwards or forwards one character.&lt;br /&gt;
** &#039;HOME&#039; or &#039;DOWN&#039; to move the cursor to the beginning of the input.&lt;br /&gt;
** &#039;END&#039; or &#039;UP&#039; to move the cursor to the end of the input.&lt;br /&gt;
** &#039;DEL&#039; now forward deletes text in a text input field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The game mode &#039;Survival&#039; is now locked until the player completes phase 1 of the stargate&lt;br /&gt;
* The game mode &#039;Free Roam&#039; is now locked until the player completes the &#039;Flight Ready&#039; mission in Creative or Survival mode&lt;br /&gt;
* Nb. Both modes can be easily unlocked by editing the preferences.txt file:&lt;br /&gt;
    UnlockSurvival    true&lt;br /&gt;
    UnlockFreeRoam    true&lt;br /&gt;
&lt;br /&gt;
* Battle Stations button is now available in Tactical mode&lt;br /&gt;
* Changed drone behaviour to look to use any available Drone Bays&lt;br /&gt;
* FTL user interface improved. You can now include other ships after clicking the Prepare Jump button&lt;br /&gt;
* Clicking Prepare Jump from the System Map will now prepare a jump with just that ship, even if another jump is in progress.&lt;br /&gt;
* The OPPOSITION system that sends hostiles to attack the Stargate on a timer has been completely disabled (it sucked)&lt;br /&gt;
* Mining Laser now require to be installed either in a wall (like the guns) or on a piece of scaffold.&lt;br /&gt;
* When installing Mining Lasers they will now auto-rotate to fit the wall/scaffold.&lt;br /&gt;
* Allow to buy/sell entire stack by ctrl clicking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* {{Issue|258|pre=Issue}}: In creative mode, when entering ship name / author name the key strokes execute in the background&lt;br /&gt;
* {{Issue|259|pre=Issue}}: If you outgun the pirate you can kill the ship leading to a hardlock and game CTD.&lt;br /&gt;
* {{Issue|260|pre=Issue}}: Docking Tutorial window doesn&#039;t go away when you click skip.&lt;br /&gt;
* {{Issue|261|pre=Issue}}: The Wolf in sheep clothing mission is available to start from the beginning after completing it.&lt;br /&gt;
* {{Issue|267|pre=Issue}}: Only selected ship rotates to align for jump in creative / survival / free roam.&lt;br /&gt;
* {{Issue|241|pre=Issue}}: Orders not saved correctly in stargate mode because not copying system id when copying orders.&lt;br /&gt;
* {{Issue|243|pre=Issue}}: Meteor shower during resin collection phase of tutorial.&lt;br /&gt;
* {{Issue|277|pre=Issue}}: Scavenger still hails you even if destroyed.&lt;br /&gt;
* {{Issue|247|pre=Issue}}: Some imported/bought ships will have the crew dying of suffocation.&lt;br /&gt;
* {{Issue|161|pre=Issue}}: Install order disappearing when closest box of desired item to install is on a track.&lt;br /&gt;
* {{Issue|233|pre=Issue}}: Netural fighters attacking player when in meteor shower.&lt;br /&gt;
* {{Issue|229|pre=Issue}}: Turning with thrusters uses engines when another ship is preparing a jump.&lt;br /&gt;
* {{Issue|231|pre=Issue}}: If a window is open (eg: FTL jump) and you go to tatical mode, tactical mode stops tracking cursor.&lt;br /&gt;
* {{Issue|279|pre=Issue}}: Docking Port flipped on reloading ship, if placed at top of grid in edit mode.&lt;br /&gt;
* {{Issue|288|pre=Issue}}: Rescue mission does not fail and disappear if the ship is destroyed.&lt;br /&gt;
* {{Issue|225|pre=Issue}}: Weapons consoles not activating connected weapons&lt;br /&gt;
* {{Issue|221|pre=Issue}}: Hostile ship not attacking after some ships jump away&lt;br /&gt;
* {{Issue|198|pre=Issue}}: Can jump ship when docked with other ship that isn&#039;t jumping but ships stay docked.&lt;br /&gt;
* {{Issue|234|pre=Issue}}: Stargate progress is incorrect.&lt;br /&gt;
* {{Issue|153|pre=Issue}}: Money duplication glitch when buying ship at shipyard.&lt;br /&gt;
* Fix spelling mistake in the title of the Tech Tree Window: &#039;RESERACH&#039; -&amp;gt; &#039;RESEARCH&#039;.&lt;br /&gt;
* Fix window not closing when window close button is pressed.&lt;br /&gt;
* Performance slow down with ships arriving / leaving. Should be better with improvements to particle and layer rendering.&lt;br /&gt;
* Fix flightready mission causing crash when selling original ship and FTL jumping with another ship.&lt;br /&gt;
* Fix camera moving to wrong place when switching out of tactical if ship moved while in tactical.&lt;br /&gt;
* Fix tutorial coming back after skipping tutorial.&lt;br /&gt;
* Preserve ids of layers and objects when restoring a system archive, but still rebase time.&lt;br /&gt;
* Fix crash on loading a rescue mission on a ship that has been archived.&lt;br /&gt;
* Docking tutorial now dismisses itself if the target ship is derelict or non-existent.&lt;br /&gt;
* Track performance in certain situations improved.&lt;br /&gt;
* Fix install FTL objective not completing in flightready mission.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 10c ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 10c&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/6338336761816401397&lt;br /&gt;
| release_date = 16 July 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 10c was released slightly later to Alpha 10 and fixed some critical bugs relating to missions:&lt;br /&gt;
&lt;br /&gt;
* Fix crash when removing a piece of track in a loop.&lt;br /&gt;
* Fix crash in Main Menu when viewing long file lists.&lt;br /&gt;
* Fix crash in Tiddle particle creation when they catch fire&lt;br /&gt;
* Fix crash in Drone rendering.&lt;br /&gt;
* Fix Wolf 3 episode not showing up in contracts selection when loading older save games.&lt;br /&gt;
* Fix analytics not reporting for Wolf 3.&lt;br /&gt;
* Fix Blackhole 2 issues (repeating phone call, impossible to complete in some circumstances)&lt;br /&gt;
&lt;br /&gt;
== Alpha 9 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 9&lt;br /&gt;
| nickname = Atreides and Harkonnen&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4101162602042836767&lt;br /&gt;
| release_date = 13 March 2024&lt;br /&gt;
| video = WiqYv5GZHbE&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/6 Milestone 6]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New mission interface&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* We have substantially upgraded and improved the mission system and all associated screens.&lt;br /&gt;
* We can now create rich, detailed missions with multiple stages and multiple objectives.&lt;br /&gt;
* The Communicator has also been upgraded and better integrated with the mission screen.&lt;br /&gt;
* Characters can now call you with information and instructions, and a log of those calls will be added to your mission screen.&lt;br /&gt;
&lt;br /&gt;
Quality of Life improvements for the Mission Summary (top left of the screen):&lt;br /&gt;
&lt;br /&gt;
* You can now &#039;Turn In&#039; any completed mission directly from the mission summary&lt;br /&gt;
* A new diamond shaped location icon has been added to any objective that specifies a destination. Clicking the diamond will immediately bring up the sector map and highlight that location. This makes it very easy to navigate to the required locations for a mission.&lt;br /&gt;
* There is now a &#039;Prepare to jump&#039; button in the Sector Map, for quick and easy alignment&lt;br /&gt;
* All mission types updated to take advantage of these new buttons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Story Episodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* We have begun work on a series of story-based episodes.&lt;br /&gt;
* The general idea is to tell short stories with a rich cast of characters, and each story episode will be broken down into 2 or 3 parts.&lt;br /&gt;
* This involved the creation of a new Episode Manager system and a substantial upgrade of the Mission system.&lt;br /&gt;
* Story Episodes will automatically become available in the Mission Interface at the appropriate time.&lt;br /&gt;
* We have plans to add many more story episodes, now that this system is complete.&lt;br /&gt;
* Nb. Story episodes are available in Stargate mode, and in Free-roam mode. They are not available in survival mode. The Tiddlets mission remains available in Survival mode only.&lt;br /&gt;
* New Episodes:&lt;br /&gt;
** A Wolf in sheep&#039;s clothing - part 1&lt;br /&gt;
** A Wolf in sheep&#039;s clothing - part 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Docking Tutorial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A new Docking tutorial has been created, and is used directly in the episode Wolf Part 2.&lt;br /&gt;
* The tutorial will also show whenever a player is attempting a rescue mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The time between waves of hostile forces attacking the Stargate has been tripled&lt;br /&gt;
* New graphics for crew in a space suit when they are outside the ship&lt;br /&gt;
* Reduced the radius at which a system blocks your FTL flight path (from 15 down to 4)&lt;br /&gt;
* The star background now shifts into an angry red when &#039;Battle Stations&#039; is enabled&lt;br /&gt;
* Crew now walk 33% faster, and are slowed down less when carrying cargo&lt;br /&gt;
* New graphics for dead crew&lt;br /&gt;
* After loading a saved game, any ships where the crew are all dead due to suffocation will be recalled automatically under autopilot, and will leave the system&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW AUDIO WORK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Battle stations!&lt;br /&gt;
* Gun Turrets extending, retracting&lt;br /&gt;
* Mission Interface&lt;br /&gt;
* Music for the new story episodes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* DOCTORX - DRX Helican Omicron&lt;br /&gt;
: DRX Helican&lt;br /&gt;
: DRX Psychopath&lt;br /&gt;
: DRX Abyss&lt;br /&gt;
: DRX Scarab&lt;br /&gt;
&lt;br /&gt;
* JOHNNY STRUGGLES - The Altair Citadel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can no longer pause the game during the introductory flyby&lt;br /&gt;
* Fixed: Weapons Consoles are now correctly powered as part of the Weapons power category, not the Science power category&lt;br /&gt;
* Fix for drones incorrectly returning home when another ship in the local fleet is planning to jump to hyperspace&lt;br /&gt;
* Fixed: Fleet logistics transfers of the same item in opposite directions now cancel each other.&lt;br /&gt;
* Fix crash caused by invalid Researching Node.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 9c ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 9c&lt;br /&gt;
| release_date = 14 March 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 9c is a hotfix build for [[#Alpha 9|Alpha 9]] fixing UI issues with the tactical screen.&lt;br /&gt;
&lt;br /&gt;
Another [https://steamdb.info/depot/1857082/history/?changeid=M:3577530168993901596 build of Alpha 9c] was released for Windows on {{#formatdate:7 May 2024}}, but it is unclear what changed.&lt;br /&gt;
&lt;br /&gt;
== Alpha 8 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 8&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3886108111271512496&lt;br /&gt;
| release_date = 18 December 2023&lt;br /&gt;
| video = VwQ7DgIIk0E&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/5 Milestone 5]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Equipment &amp;amp; Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fusion Reactor&#039;&#039;&#039;&lt;br /&gt;
** Uses Deuterium fuel pods and requires at least 500Mw for about 10 seconds to activate.&lt;br /&gt;
** Produces a power output of 50-500Mw.&lt;br /&gt;
** &#039;&#039;Deuterium&#039;&#039; (fuel pod)&lt;br /&gt;
** &#039;&#039;Deuterium Recipe&#039;&#039; (Chemical Lab)&lt;br /&gt;
* &#039;&#039;&#039;Solar Panels&#039;&#039;&#039;&lt;br /&gt;
** Must be installed on the outside of the ship, built onto scaffold beams.&lt;br /&gt;
** Produces 10Mw normally.&lt;br /&gt;
** This reduces to 5Mw in a nebula, and 0Mw in Hyperspace.&lt;br /&gt;
** &#039;&#039;Solar Panel recipe&#039;&#039; (Assembly Table)&lt;br /&gt;
* &#039;&#039;&#039;Tutorial (continued)&#039;&#039;&#039;&lt;br /&gt;
** Work continues on the in-game tutorial for new players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New audio work&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Suit radio chatter&#039;&#039; for crew when they are wearing spacesuits&lt;br /&gt;
* New UI sounds for &#039;&#039;construction, pipes, cables, installation, deconstruction&#039;&#039;&lt;br /&gt;
* New ambiences for common equipment: &#039;&#039;reactors, fabricators, smelters, assembly tables&#039;&#039;&lt;br /&gt;
* &#039;&#039;Delivery shuttle engine sounds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New &#039;Exterior&#039; graphics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* New graphics for all &#039;&#039;gun turrets&#039;&#039; when viewed from exterior&lt;br /&gt;
* Docking port exterior view improved&lt;br /&gt;
* &#039;&#039;Thrusters&#039;&#039; now more visible in exterior view and tactical view&lt;br /&gt;
* New exterior graphics for &#039;&#039;Small Tank, Medium Tank, Large Tank, Battery&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; can now be distinguished in Tactical View&lt;br /&gt;
** &#039;&#039;Railgun&#039;&#039; - a long single line&lt;br /&gt;
** &#039;&#039;Cannon&#039;&#039; - two medium-length parallel lines&lt;br /&gt;
** &#039;&#039;Gatling gun&#039;&#039; - three short parallel lines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ZORBANE&#039;&#039;&#039;&lt;br /&gt;
** DragonFly-A&lt;br /&gt;
* &#039;&#039;&#039;RUSH&#039;&#039;&#039;&lt;br /&gt;
** Andromeda&#039;s Fury&lt;br /&gt;
* &#039;&#039;&#039;R0NALXD&#039;&#039;&#039;&lt;br /&gt;
** Chakrali Corvetter&lt;br /&gt;
** Chakrali Frigate&lt;br /&gt;
** Chakrali Miner&lt;br /&gt;
** Chakrali Starbase&lt;br /&gt;
* &#039;&#039;&#039;JOHNNY STRUGGLES&#039;&#039;&#039;&lt;br /&gt;
** Big Martha&lt;br /&gt;
** Defense Platform MK1/MK2/MK3&lt;br /&gt;
** The Gas Man&lt;br /&gt;
** The Wild Goose&lt;br /&gt;
** Fat Duck Fighter&lt;br /&gt;
** The Leviathan&lt;br /&gt;
** Scavenger JS&lt;br /&gt;
** Florence Bulk Hauler&lt;br /&gt;
** Angry Frog Mining Rig&lt;br /&gt;
* &#039;&#039;&#039;ORION INDUSTRIES&#039;&#039;&#039;&lt;br /&gt;
** Bellatrix Frigate&lt;br /&gt;
** Hawk Light Fighter Mk1/Mk2&lt;br /&gt;
** Krait Mk2 Fuel Rat&lt;br /&gt;
** Mighty Miner&lt;br /&gt;
** Minor-Miner Mk1/Mk2&lt;br /&gt;
** Orthrus&lt;br /&gt;
** Procyon Cruiser&lt;br /&gt;
** Rescue Shuttle&lt;br /&gt;
** Rigel Heavy Corvette Mk2&lt;br /&gt;
** Roadrunner Corvette&lt;br /&gt;
** Starhopper&lt;br /&gt;
** Trident Heavy Fighter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;PAUSED and SLOWMO messages&#039;&#039; will now flash, to minimize players not realizing why the game has stopped&lt;br /&gt;
* New &#039;&#039;STARGATE games&#039;&#039; will no longer generate a distress call in the starting map. This is because new players would often get very confused trying to do the rescue - without thrusters and without any skills in docking. &#039;&#039;Nb.&#039;&#039; Rescue Missions are still generated in the mission board&lt;br /&gt;
* Fleet orders for &#039;&#039;gathering salvage, gathering minerals, and repairing hull&#039;&#039; now default to ON&lt;br /&gt;
* &#039;&#039;Drones&#039;&#039; will now automatically return to their home ship if that ship is preparing to jump to FTL, regardless of Fleet Orders&lt;br /&gt;
* Hostile forces in &#039;&#039;stargate mode&#039;&#039; will now correctly attack the player, and not random NPC vessels&lt;br /&gt;
* &#039;&#039;Deconstruction UI&#039;&#039; effects improved&lt;br /&gt;
* If the player destroys a Neutral ship, all other neutral ships in the system will immediately turn hostile to the player&lt;br /&gt;
* Added a new Fleet Order: &amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;&#039;&#039;Mining&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;. This enables and disables all active mining from Mining Lasers within the current system.&lt;br /&gt;
* &#039;&#039;Schematic view&#039;&#039; has been made more tidy and clear.&lt;br /&gt;
* Improved the visuals when laying pipes and cables - removed unnecessary distracting visuals&lt;br /&gt;
* &#039;&#039;Weapons Officers&#039;&#039; now wear a &#039;&#039;RED uniform&#039;&#039;, to distinguish them from regular crew&lt;br /&gt;
* &#039;&#039;Weapons Consoles&#039;&#039; now support up to four guns, without requiring any research. Removed the research tree for Weapons Console Additional Slots.&lt;br /&gt;
* Player-owned ships will now always render on top of other ships, derelicts, etc&lt;br /&gt;
* Derelicts will be removed from the list of all ships after 3 minutes&lt;br /&gt;
* Derelicts now slowly erode away to nothing over time&lt;br /&gt;
* Damaged and Destroyed engines now belch flames&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* FIXED: The &#039;&#039;equipment panel&#039;&#039; will now close if you select another ship or another location&lt;br /&gt;
* FIXED: issues with the &#039;&#039;Equipment Panel&#039;&#039; not popping up when you right-clicked because it was &#039;blocked&#039; by the open construction menu&lt;br /&gt;
* FIXED: Missing pickup and drop sounds when crew is working&lt;br /&gt;
* FIXED: The tick sound effect when installing equipment was wrong when the equipment had an even width or height&lt;br /&gt;
* FIXED: Issue with &#039;&#039;Delivery Missions&#039;&#039; with a difficulty of 84 and 890 boxes!&lt;br /&gt;
* FIXED: Main Menu ambience continued to play after clicking Import Friendly or Import Hostile&lt;br /&gt;
* {{Issue|175|pre=Issue}} - After an &#039;&#039;FTL-jump&#039;&#039;, the suits are turned off. Orders are now carried through from system to system when FTL jumping unless you already have a fleet at the destination.&lt;br /&gt;
* {{Issue|179|pre=Issue}} - (&#039;&#039;Survival&#039;&#039;) Cross-sector &#039;&#039;passenger missions&#039;&#039; can never be delivered&lt;br /&gt;
* {{Issue|183|pre=Issue}} - &#039;&#039;Tutorial text modal&#039;&#039; not advancing correctly. Fix overlap problem and tutorial loop.&lt;br /&gt;
* {{Issue|188|pre=Issue}} - &#039;&#039;Derelict ships&#039;&#039; will now automatically remove themselves from the layer list after some time.&lt;br /&gt;
* {{Issue|190|pre=Issue}} - &#039;&#039;Fighters&#039;&#039; can attack a ship in another system&lt;br /&gt;
* {{Issue|195|pre=Issue}} - &#039;&#039;Fuel canisters&#039;&#039; aren&#039;t getting loaded. Validate existing fleet transfers to ensure that they are still satisfying requests.&lt;br /&gt;
* {{Issue|194|pre=Issue}} - A full &amp;quot;circular&amp;quot; track gets jammed and doesn&#039;t move. Allow tracks to move more freely.&lt;br /&gt;
* {{Issue|196|pre=Issue}} - Can&#039;t see all ships in logistics screen. Fix a bug where the ships were overflowing the window. Present ships in the same order as the ship list on the right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undocumented changes (not shown in original changelog&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Max zoom level is now 5000 (rather than unlimited)&lt;br /&gt;
* Percentages removed from tanks in schematic view (only absolute values displayed)&lt;br /&gt;
* Hyperspace isotopes can be refined into stable isotopes, which can be turned into deuterium in the chemistry lab&lt;br /&gt;
* Stranded Ships from Rescue contracts are NeutralShips instead of Derelicts&lt;br /&gt;
&lt;br /&gt;
== Alpha 7 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 7&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/5913850762873923353&lt;br /&gt;
| release_date = 17 November 2023&lt;br /&gt;
}}&lt;br /&gt;
Alpha 7 is an interim build with no update video, GitHub milestone, or nickname. Changes are covered in the update video for [[#Alpha 8|Alpha 8]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-system Simulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Multiple locations within a sector are now simulated all at once.&amp;lt;br&amp;gt;&lt;br /&gt;
This means you can split up your fleet, have ships in one system mining an asteroid belt, while your combat vessels in another system do battle.&amp;lt;br&amp;gt;&lt;br /&gt;
You can freely and instantly move focus between different ships of yours within all active systems.&amp;lt;br&amp;gt;&lt;br /&gt;
Different collections of ships can be in FTL at the same time, travelling to different destinations.&amp;lt;br&amp;gt;&lt;br /&gt;
You can (for example) create mining and gathering ships and leave them in a nebula or asteroid belt, and they will continue to mine and operate while you attend to other locations.&lt;br /&gt;
&lt;br /&gt;
* NPC ships updated. Star systems are now much more busy, as NPC ships come and go. NPC ships will also engage in mining and salvage where appropriate.&lt;br /&gt;
* All NPC ships are now based on either official ship designs or community ships, or ships you have subscribed to on Steam Workshop.&lt;br /&gt;
* NPC ship system &#039;faking&#039; has been largely removed. You can now see inside any NPC neutral ship, and observe the crew and equipment operating normally.&lt;br /&gt;
* NPC ships will turn hostile if you attack them, but will generally try to escape rather than fight to the death.&lt;br /&gt;
* Subscribe to more ships via the Steam Workshop, and these ships will appear in your game world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tutorial / on-boarding&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The tutorial continues to be updated, with the aim to provide a complete introduction to the game and the STARGATE PROJECT.&amp;lt;br&amp;gt;&lt;br /&gt;
It is still a work in progress, but takes the player all the way up to receiving a second ship.&amp;lt;br&amp;gt;&lt;br /&gt;
The primary aim is to bring entirely new players into the STARGATE industry mode.&amp;lt;br&amp;gt;&lt;br /&gt;
You can now skip the entire tutorial by clicking the X in the top right of the tutorial window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stargate Project&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The stargate project now has six working phases that must be completed, each building on the last.&amp;lt;br&amp;gt;&lt;br /&gt;
All phases have been redesigned and rebalanced.&amp;lt;br&amp;gt;&lt;br /&gt;
All production times for Fabricators and Assembly tables have been shortened and balanced.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiple phases of the stargate project now require research unlocks to progress.&amp;lt;br&amp;gt;&lt;br /&gt;
Enemy forces will now attack any ships engaged in the stargate project, starting around phase 3. Each subsequent attack will be more dangerous than the last.&lt;br /&gt;
&lt;br /&gt;
* The game now automatically starts in STARGATE mode on first playthrough&lt;br /&gt;
* Introductory flyby sequence updated&lt;br /&gt;
* The TRADE screen now shows sellable Stargate parts highlighted in GOLD&lt;br /&gt;
* Fabricator buildings no longer produce outputs endlessly, filling up your cargo space (eg frames, coils).&lt;br /&gt;
: Instead they will produce an item and then wait until that item has been taken to be used somewhere before producing another.&lt;br /&gt;
* The stargate sector now contains hostile fleets (difficult!), distress calls, derelict ships, asteroid belts, gas clouds, as well as colonies and shipyards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission System&#039;&#039;&#039;&lt;br /&gt;
- New missions are now continuously generated at all locations in the sector&lt;br /&gt;
- Old missions are removed after some time, if nobody claims them.&lt;br /&gt;
- All mission types scale in response to your ratings within the appropriate category.&lt;br /&gt;
- STARGATE industry mode now has all mission types available: delivery, passenger, combat, rescue, production, mining&lt;br /&gt;
- Completed Missions are now removed from the contract board after 60 seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game controls&#039;&#039;&#039;&lt;br /&gt;
* Spacebar now pauses the game.&lt;br /&gt;
: This is to allow for more consideration and precision during space battles.&lt;br /&gt;
* You can hold SHIFT for dramatic slow-mo. You can toggle slow-mo with Caps-Lock&lt;br /&gt;
* Tactical mode camera no longer tracks position or rotation of any ship. You can freely pan around.&lt;br /&gt;
* Normal view mode automatically tracks position and rotation of the current ship, aligning automatically so you can see the interior.&lt;br /&gt;
* The compass / toggle tracking button has been removed&lt;br /&gt;
* Tactical mode: Weapons list now scales when there are lots of weapons, to ensure they all fit on screen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
* {{Issue|164|pre=Issue}} - Cargo Space not recognising new zoning&lt;br /&gt;
* You can no longer try to install boxed equipment on a ship that the box isn&#039;t on&lt;br /&gt;
* Thousands more bug fixes but honestly we lost track somewhere along the way&lt;br /&gt;
&lt;br /&gt;
=== Alpha 7c ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 7c&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/5913850762877483119&lt;br /&gt;
| release_date = 18 November 2023&lt;br /&gt;
}}&lt;br /&gt;
Alpha 7c is a hotfix build for [[#Alpha 7|Alpha 7]] fixing some FTL issues.&lt;br /&gt;
&lt;br /&gt;
* Loading an older save game (pre-alpha 7) will now automatically enable multi-system simulation. This fixes an issue where loading an older save game didn&#039;t enable multisystem simulation, preventing you from making FTL jumps with more than one ship at a time.&lt;br /&gt;
&lt;br /&gt;
* This enables multiple ships to do an FTL jump together in industry mode. Click on the STAY/JUMP button to toggle which ships are included in the jump. At least one ship in the group must have an enabled FTL drive.&lt;br /&gt;
&lt;br /&gt;
* Multi-system simulation is not yet enabled for the other game modes - SURVIVAL, FREE ROAM and CREATIVE. In those modes all ships will now jump together, as used to happen. This fixes the issue of only a single ship jumping.&lt;br /&gt;
&lt;br /&gt;
== Alpha 6 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 6&lt;br /&gt;
| nickname = Frodo &amp;amp; Sam&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3719466041717039148&lt;br /&gt;
| release_date = 13 September 2023&lt;br /&gt;
| video = 5dNaVX-gFKE&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/4 Milestone 4]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Buying ships at a shipyard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Any ship from the ship library can be bought in a system with a station or shipyard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tutorial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Beginnings of a Tutorial for Industry Mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW EQUIPMENT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weapons Control Centre&#039;&#039;&#039; =&amp;gt; Can connect to up to 4 weapons remotely and be controlled by a weapons officer, so that the connected weapons no longer require crew&lt;br /&gt;
* New Crew Type - Weapons Officer needed to crew the Weapons Control Centre&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Robot Arms now use Jobs to Move, Load, and Combine objects. This allows robot arms and crew to communicate, so they no longer compete to complete the same jobs at the same time.&lt;br /&gt;
* Robot Arms now stop moving an object if the destination can’t receive it anymore. If arm gets stuck like this, you can now cancel the arm in the right-click menu. Arms are now only stuck when an item is on the floor of the target cell.&lt;br /&gt;
* Missions that are in progress when you Hyperspace Jump are now returned to the open missions list so that you can return to the destination and finish them at a later date.&lt;br /&gt;
* Robot Arms now unload objects from factories that are not needed by the current recipe.&lt;br /&gt;
* When the current research project finishes a popup notification appears&lt;br /&gt;
* The atmospheric pressure is now shown as a percentage in a tooltip when hovering the mouse&lt;br /&gt;
* New Storage Zone UI&lt;br /&gt;
* Better job allocation/assignment to ensure that jobs can be completed by the entities that they are assigned to. This is noticeable when there a ship is divided into isolated areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Mission Cargo/Passengers/Refuges and Trade Deals that are in progress when you hyperspace jump are now cancelled correctly and not taken to the Docking Port&lt;br /&gt;
* Crew and Scientists take off spacesuits when doing longer jobs in a breathable atmosphere&lt;br /&gt;
* Factories will cancel jobs when the recipe changes and the jobs object is no longer required&lt;br /&gt;
* Changing/Removing a storage zone will now cancel any job coming to it if the new storage at the location is no longer compatible with what is coming to it.&lt;br /&gt;
* Equipment installation jobs will stop any movement jobs to storage zones in the same location. When/if the equipment gets fully installed, the storage zones are removed.&lt;br /&gt;
* Equipment installation will highlight the closest accessible box that will be used to install the equipment.&lt;br /&gt;
* You can no longer place a storage zone in the location of an in-progress equipment installation&lt;br /&gt;
* Research stations only draw power when required for the current research project (1MW standby draw otherwise)&lt;br /&gt;
* Research station blue light now blinks&lt;br /&gt;
* For exterior jobs crew no longer pick up and drop the item before acquiring a space suit&lt;br /&gt;
* For exterior dismantling jobs, the box is now brought inside by the crew after dismantling&lt;br /&gt;
* Visual fix to adjacent tracks connecting incorrectly. Tracks now only connect if they interact with each other.&lt;br /&gt;
* {{Issue|108|pre=Issue}}: Fixes transferring crew when requesting to transfer a spacesuit and all spacesuits are worn&lt;br /&gt;
* {{Issue|109|pre=Issue}}: Fixes logistics window scaling with the number of layers, rather than the number of friendly layers&lt;br /&gt;
* {{Issue|10|pre=Issue}}: Integer overflow with cash and ship value&lt;br /&gt;
* {{Issue|95|pre=Issue}} and {{Issue|95}}: Friendly ships added to fleet for free when flying to a shipyard&lt;br /&gt;
* {{Issue|114|pre=Issue}}: Powergrid settings are saved&lt;br /&gt;
* {{Issue|104|pre=Issue}}: Logistics screen now updates when the selected layer is switched&lt;br /&gt;
* {{Issue|81|pre=Issue}}: Mouse click and drag in the research window can no longer move the game camera&lt;br /&gt;
* {{Issue|92|pre=Issue}}: Objects can no longer be stored in non-exact cell positions&lt;br /&gt;
* {{Issue|122|pre=Issue}}: Robot Arms can now combine containers when they are on tracks&lt;br /&gt;
* {{Issue|72|pre=Issue}}: Robot Arms now indicate when they are stuck, and can be canceled.&lt;br /&gt;
* {{Issue|16|pre=Issue}}: Difficulty installing equipment in walls.&lt;br /&gt;
* {{Issue|66|pre=Issue}}: Jobs get created in inaccessible locations and get “stuck”&lt;br /&gt;
* {{Issue|53|pre=Issue}}: Crew try to store objects in a place they can’t access&lt;br /&gt;
&lt;br /&gt;
== Alpha 5 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 5&lt;br /&gt;
| nickname = Schwarzenegger &amp;amp; Stallone&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3649655808283414158&lt;br /&gt;
| release_date = 28 July 2023&lt;br /&gt;
| video = F1PWv6ZIMvE&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/3 Milestone 3]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;SCIENCE / RESEARCH SYSTEM&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There is a research &amp;amp; development system allowing you to unlock advanced technologies.&amp;lt;br&amp;gt;&lt;br /&gt;
All R&amp;amp;D is performed by Scientists (a new entity type) and uses Science Stations and Supercomputers.&amp;lt;br&amp;gt;&lt;br /&gt;
You can unlock equipment blueprints, performance enhancements, and Stargate Updates.&lt;br /&gt;
&lt;br /&gt;
NEW EQUIPMENT : Science station&amp;lt;br&amp;gt;&lt;br /&gt;
NEW EQUIPMENT : Super computer&amp;lt;br&amp;gt;&lt;br /&gt;
NEW EQUIPMENT : Energy Transmitter&amp;lt;br&amp;gt;&lt;br /&gt;
NEW CREW: Scientists&lt;br /&gt;
&lt;br /&gt;
A new research screen allows you to direct your science team efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INDUSTRY MODE AND STARGATE PROJECT, CONTINUED&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Phases 3 and 4 of the Stargate project are now available for completion.&lt;br /&gt;
&lt;br /&gt;
Phase 3 requires science research to complete.&amp;lt;br&amp;gt;&lt;br /&gt;
Phase 4 requires an energy test, with your ships providing sufficient energy to the stargate for a fixed period.&lt;br /&gt;
&lt;br /&gt;
Opposition - There are now hostile forces within the sector who oppose the construction of the stargate. Their threat level will slowly increase as you make progress.&lt;br /&gt;
&lt;br /&gt;
The central stargate system will now &#039;re-stock&#039; periodically on critical equipment and resources&amp;lt;br&amp;gt;&lt;br /&gt;
Asteroid minerals will now be merged into larger stacks when there are so many in space that it begins to affect performance (&amp;gt;1000 minerals close together)&lt;br /&gt;
&lt;br /&gt;
NEW EQUIPMENT: Small Robot Arm - A Robot Arm variant with an arm length of 1&amp;lt;br&amp;gt;&lt;br /&gt;
NEW EQUIPMENT: Smart Robot Arm =&amp;gt; A Robot Arm that only picks up specified objects&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Robot Arms now require 1MW of power each&amp;lt;br&amp;gt;&lt;br /&gt;
Robot Arms now combine containers of the same type like Entities&amp;lt;br&amp;gt;&lt;br /&gt;
New &amp;amp; Improved FTL window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|24|pre=Issue}}: Battle stations button missing&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|29|pre=Issue}}: Mission cargo not unloading (partially fixed in Alpha 4, but not with tiddlets)&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|39|pre=Issue}}: Destroyed spacesuit remaining on entity&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|30|pre=Issue}}: Fusion reactor rendering weird effects on ship&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|60|pre=Issue}}: Crew no longer invisible when deleting spacesuit&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|51|pre=Issue}}: Robot Arms can now add and remove fuel cannisters from fuel loaders. Robot Arms can now add and remove Compost and Seeds from Hydroponic Garden. Robot arms can now add and remove FTL Charges from FTL Drives. Robot Arms can now add drones to and remove Cargo from Drone Bays.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|52|pre=Issue}}: Crew in Spacesuits can no longer be picked up by Robot Arms or carried by Tracks&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|61|pre=Issue}}: Robot Arms picking up each other&#039;s items&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|73|pre=Issue}}: Robot Arms can no longer pick up items through walls&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|54|pre=Issue}}: Fixes Drones picking up Entities Issue&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|65|pre=Issue}}: Tracks no longer get stuck and unable to move an item into an &#039;empty&#039; space&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|67|pre=Issue}}: Fixes Storage Areas not persisting in save games if there is a track on top of them&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|56|pre=Issue}}: Craftable equipment no longer thinks it&#039;s a factory and is no longer right clickable&amp;lt;br&amp;gt;&lt;br /&gt;
Multiple jobs can no longer have the same Id&lt;br /&gt;
&lt;br /&gt;
== Alpha 4 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 4&lt;br /&gt;
| nickname = Cash Integer Overflow and Northern Pennies&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/6489171662417416640&lt;br /&gt;
| release_date = 22 June 2023&lt;br /&gt;
| video = Bo5xcKekv2Q&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/2 Milestone 2]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Industry mode&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An entirely new game mode with new starting conditions and new objectives.&amp;lt;br&amp;gt;&lt;br /&gt;
You are joining a mega-project to construct a Stargate to the Andromeda Galaxy.&amp;lt;br&amp;gt;&lt;br /&gt;
Industry, production and automation take centre stage.&lt;br /&gt;
&lt;br /&gt;
* New &#039;Industry&#039; game mode selector in New Game screen&lt;br /&gt;
* New starting ship, which is more of a ruined space station&lt;br /&gt;
* Starting ship contains &#039;Ruined Equipment&#039; which can be dismantled for Scrap Metal.&lt;br /&gt;
* There is only one Sector in industry mode&lt;br /&gt;
&lt;br /&gt;
* Stargate Project in the main menu. Shows what parts require manufacture to advance.&lt;br /&gt;
* Currently only Phase 1 and 2 of the Stargate have been created&lt;br /&gt;
* Sell your Stargate Parts at any trade station to earn money and progress the project.&lt;br /&gt;
&lt;br /&gt;
* NEW EQUIPMENT:&lt;br /&gt;
* Fabricator =&amp;gt; Makes components out of raw materials: Frame, Motor, Coil&lt;br /&gt;
* Assembler =&amp;gt; Makes Boxed equipment out of components (Eg Battery, or Stargate parts)&lt;br /&gt;
* Robot Arm =&amp;gt; Automatically lifts components and resources into and out of equipment&lt;br /&gt;
* Track =&amp;gt; Automatically moves components and resources along the direction of travel&lt;br /&gt;
&lt;br /&gt;
* Gas clouds and asteroid mineral nodes contain 100x as much raw material in Industry mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance / Small changes&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Gas Clouds now contain 10x as much gas in non-industry game modes&lt;br /&gt;
* Hydroponics now uses half as much water&lt;br /&gt;
* Hydroponics now loses 25% of compost per harvest. Previously 50% of compost was lost&lt;br /&gt;
* Gatling Guns are now unmanned, and will automatically extend and fire when &#039;Battle Stations&#039; is called&lt;br /&gt;
* Munitions Factory has been renamed to Munitions Bench, as it is operated by a crew member&lt;br /&gt;
* The &#039;Battle Stations&#039; button will no longer show until you have at least one weapon system installed&lt;br /&gt;
* Added &amp;quot;--safe-mode&amp;quot; command line argument to start game in windowed mode&lt;br /&gt;
* The Install menu now auto-selects the next identical type of equipment,&amp;lt;br&amp;gt;and groups all identical equipment into a single row&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can now begin a new game straight from within Creative Mode.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As soon as you perform your first FTL jump, creative mode ends&amp;lt;br&amp;gt;&lt;br /&gt;
and you are placed into &#039;Free Roam&#039; mode with $150k credits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam Workshop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Updated subscribed and published items kick off updating local corresponding preview images&amp;lt;br&amp;gt;&lt;br /&gt;
All previously-updated subscribed and published items, prior to the above feature, will have their preview images also updated&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug fixes&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Crew trade themselves and turn invisible if they are wearing the spacesuit nearest to a docking port when a spacesuit is sold&lt;br /&gt;
* Fixed: Refinery, Chemical Lab, Munitions Factory can be placed outside the ship or in walls&lt;br /&gt;
* Fatal error when the ship grid is clicked in spawn mode and no equipment is selected&lt;br /&gt;
* Hard rescue missions being generated early in the game (self-destruct timer/moving under thrust)&lt;br /&gt;
* [ and ] able to rotate ship without thrusters&lt;br /&gt;
* Fix audio glitch when mousing over overlapping buttons.&lt;br /&gt;
* Fix phantom crew members that block job execution after transferring crew between ships&lt;br /&gt;
* {{Issue|41|Crash on hyperspace jump}}&lt;br /&gt;
* {{Issue|20|Ship/Ftl limit - buttons now appear at top of the list and are always clickable}}&lt;br /&gt;
* {{Issue|32|Crew is abandoned when jumping}}&lt;br /&gt;
* {{Issue|15|Dismantling airduct leads to immediate loss of all oxygen to the ship}}&lt;br /&gt;
&lt;br /&gt;
== Alpha 3 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 3&lt;br /&gt;
| nickname = Will and Harry&amp;lt;ref&amp;gt;https://forums.introversion.co.uk/viewtopic.php?f=17&amp;amp;t=64524&amp;lt;/ref&amp;gt;&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3680048129696261275&lt;br /&gt;
| release_date = 11 May 2023&lt;br /&gt;
| video = YocmuecAJM0&lt;br /&gt;
| video_caption = Update video recorded on {{#formatdate:7 May 2023}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;FULL CHANGE LIST&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydroponics&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
New &#039;Hydroponics Garden&#039; equipment is now available to buy.&amp;lt;br&amp;gt;&lt;br /&gt;
Requires power, piped water, compost (from Waste Processing), and Seeds (also available to buy).&amp;lt;br&amp;gt;&lt;br /&gt;
If all of these ingredients are provided, vegetables will be grown in the individual plots.&amp;lt;br&amp;gt;&lt;br /&gt;
If water or power is cut during growth, the crop will suffer.&amp;lt;br&amp;gt;&lt;br /&gt;
Eventually the vegetables will be harvested, producing Food and more Seeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crew stations&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Some pieces of equipment now require crew to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
The crew station can be seen in schematic view as a green circle, and must be clear from obstructions&amp;lt;br&amp;gt;&lt;br /&gt;
These include:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Gatling Guns&lt;br /&gt;
* Cannons&lt;br /&gt;
* Railguns&lt;br /&gt;
* Munitions table&lt;br /&gt;
&lt;br /&gt;
More will be added in future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Stations&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
All weapon systems in your fleet now default to &#039;inactive&#039;, and will appear retracted into the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
To activate your weapons, click the &#039;Battle Stations&#039; button in the bottom right of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
Each weapon system requires one crew member to operate, before it can fire.&amp;lt;br&amp;gt;&lt;br /&gt;
Nb. The order to Battle Stations is fleet wide.&amp;lt;br&amp;gt;&lt;br /&gt;
As soon as you disable Battle Stations, crew will return to normal duties and all weapon systems will retract.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Changes&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* You can now sell any of your ships at a Shipyard.&lt;br /&gt;
: Just click the SELL button next to the layer name, top right of the screen.&lt;br /&gt;
: Nb. You cannot sell your final ship - ie you always need one ship in the fleet.&lt;br /&gt;
&lt;br /&gt;
* Added Vertical Symmetry to Ship Editor&lt;br /&gt;
&lt;br /&gt;
* Ship Editor state saved/restored between sessions&lt;br /&gt;
&lt;br /&gt;
* Docked ships can now be included when exporting a ship&lt;br /&gt;
&lt;br /&gt;
* Fixed crash with docking cycles (they can also no longer be created)&lt;br /&gt;
&lt;br /&gt;
* Settings menu now has options for Windowed/Fullscreen/Resolution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam Workshop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Published items are cached locally&lt;br /&gt;
* Published items and preview images get downloaded if not already cached locally (such as on a reinstall of the game or using the game on another computer)&lt;br /&gt;
* Remotely updated published items get updated locally&lt;br /&gt;
* Remotely updated subscribed items get updated locally&lt;br /&gt;
&lt;br /&gt;
== Alpha 2 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 2&lt;br /&gt;
| nickname = Fred &amp;amp; Barny&amp;lt;ref&amp;gt;https://forums.introversion.co.uk/viewtopic.php?f=17&amp;amp;t=64390&amp;lt;/ref&amp;gt;&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/5458966262288548968&lt;br /&gt;
| release_date = 30 March 2023&lt;br /&gt;
| video = 0rJVuS6CfH0&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;NEW CONTENT&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Industry&lt;br /&gt;
&lt;br /&gt;
New industrial equipment has been added to the game, permitting self-sufficient creation of many critical resources. New resources have also been added, with new methods of gathering those resources&lt;br /&gt;
&lt;br /&gt;
* New Resource : Metreon Gas Clouds - found randomly across a sector, and visible from the map&lt;br /&gt;
&lt;br /&gt;
* New Resource : Metallic Minerals - found in asteroid belts&lt;br /&gt;
&lt;br /&gt;
* New Resource : Hyperspace Isotopes - gathered when in Hyperspace&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Gas Collector =&amp;gt; Metreon Gas&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Hyperspace Scoop =&amp;gt; Hyperspace Isotopes&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Refinery&lt;br /&gt;
: Metreon Gas =&amp;gt; Refined Metreon&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Chemical Lab&lt;br /&gt;
: Refined Metreon =&amp;gt; Fuel&lt;br /&gt;
: Refined Metreon =&amp;gt; Explosives&lt;br /&gt;
: Hyperspace Isotopes + Refined Tilium =&amp;gt; FTL Charge&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Munitions Factory&lt;br /&gt;
: Metal Ingots + Explosives =&amp;gt; Cannon Shells&lt;br /&gt;
: Metal Ingots + Explosives =&amp;gt; Bullets&lt;br /&gt;
: Metal Ingots =&amp;gt; Railgun slugs&lt;br /&gt;
&lt;br /&gt;
* Smelter&lt;br /&gt;
: Metallic Minerals =&amp;gt; Metal Ingots&lt;br /&gt;
: Scrap Metal =&amp;gt; Metal Ingots&lt;br /&gt;
: Tilium Ore =&amp;gt; Refined Tilium&lt;br /&gt;
: Precious Ore =&amp;gt; Precious Metals&lt;br /&gt;
&lt;br /&gt;
* New popup panel for all Industrial equipment. Right click to access.&lt;br /&gt;
: Shows the process underway and the status of inputs and outputs.&lt;br /&gt;
: Allows for changing the Recipe if the equipment supports multiple recipes.&lt;br /&gt;
&lt;br /&gt;
* All trade prices rebalanced to ensure the market is sensible.&lt;br /&gt;
: (Roughly 100% markup for each stage of production)&lt;br /&gt;
&lt;br /&gt;
*  New Production Mission&lt;br /&gt;
: You will be asked to produce X stacks of a specific resource.&lt;br /&gt;
: You are free to buy or gather or refine the resource through any means.&lt;br /&gt;
: The buyers will pay a premium of around 30-50% over the market price.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intership Logistics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now transfer resources, crew, drones &amp;amp; equipment between your ships&amp;lt;br&amp;gt;&lt;br /&gt;
Click on the &#039;Logistics&#039; button in the main toolbar (Available once you have two or more ships)&lt;br /&gt;
&lt;br /&gt;
* Drones will perform the requested transfers, if both ships have functioning Drone Bays&lt;br /&gt;
&lt;br /&gt;
* Can be enabled / disabled in the Fleet Orders list&lt;br /&gt;
&lt;br /&gt;
* Ship Docking : You can now dock your ships together by aligning their docking ports in Tactical View.&lt;br /&gt;
: Once docked, you can use the same Logistics menu to transfer items and crew between docked ships&lt;br /&gt;
&lt;br /&gt;
* Loaders can now be configured to run in three possible modes. This allows you to extract resources stored in tanks into carryable containers, then use the Logistics System to transfer those containers to other ships.&lt;br /&gt;
: LOAD : The contents of the container are pumped into the pipes (previous default)&lt;br /&gt;
: UNLOAD : Containers are filled from the connected pipes&lt;br /&gt;
: STOP : Don&#039;t do anything&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Modes and starting conditions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now select the game mode when creating a new game from the main menu.&lt;br /&gt;
&lt;br /&gt;
SURVIVAL - The previous game mode - stay ahead of the Anomaly&lt;br /&gt;
&lt;br /&gt;
FREE ROAM [NEW] - There is no Anomaly to run from - a more chilled experience&lt;br /&gt;
&lt;br /&gt;
CREATIVE - Unlimited budget and instant construction&lt;br /&gt;
&lt;br /&gt;
* You now start the game with $150k cash&lt;br /&gt;
&lt;br /&gt;
* You automatically receive a delivery of equipment worth $450k :&lt;br /&gt;
: Engines x 2, Reactor, FTL drive, Fuel x 2, FTL charges x 2&lt;br /&gt;
&lt;br /&gt;
* You can start in any saved ship (community, steam workshop, or your own creation) with a value up to $1M&lt;br /&gt;
&lt;br /&gt;
* The game will also let you start in any ship hull, so long as the hull value is less than $1M.&lt;br /&gt;
: All equipment and cargo will be removed from the ship when starting a game this way.&lt;br /&gt;
: In this scenario you will also start with $150k cash and $450k equipment delivered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lots of big rendering performance wins - the game will now render much smoother when in a busy system.&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed serious frame drop when loading in a big ship for the first time (generating exterior panels)&amp;lt;br&amp;gt;&lt;br /&gt;
Large improvements to rendering performance of ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;SMALL CHANGES&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Creative Mode: When using the SPAWN tool to create equipment and items, you can now Right-Click on any equipment or item to instantly destroy it&lt;br /&gt;
&lt;br /&gt;
* Creative Mode: You can now &#039;Import Friendly&#039; to add a saved ship directly into your fleet&lt;br /&gt;
&lt;br /&gt;
* Trade screen now shows &#039;out of stock&#039; items (greyed out) at the bottom of the list&lt;br /&gt;
&lt;br /&gt;
* Rescue Mission removed from the Mission lists, and changed to a &#039;Distress Call&#039; visible in the sector map&lt;br /&gt;
&lt;br /&gt;
* New graphics for Comets, Asteroids, Minerals, all new Industrial equipment&lt;br /&gt;
&lt;br /&gt;
* New exterior view graphics for engines, drone bays, thrusters, docking ports&lt;br /&gt;
&lt;br /&gt;
* You will now receive an alert when there is no available storage for an item that is blocking equipment&lt;br /&gt;
&lt;br /&gt;
* Damaged armour is now automatically added to your ship editor plan, so you can easily repair it at the next shipyard&lt;br /&gt;
&lt;br /&gt;
* Volume settings in the Main Menu are now saved&lt;br /&gt;
&lt;br /&gt;
* Equipment will now power down and stop working if its position is invalid. For example if a Gun Turret becomes blocked by a wall.&lt;br /&gt;
&lt;br /&gt;
* In the Tactical View, the maneuvering controls widget now allows for finer grained control of the thrusters (no longer just on or off)&lt;br /&gt;
&lt;br /&gt;
* Armour made more resilient against Gatling Guns, but less effective against Railguns and Cannons&lt;br /&gt;
&lt;br /&gt;
* Fuel usage has been roughly halfed across the board:&lt;br /&gt;
: Reactors now use half as much fuel (1 fuel/sec for 100Mw max output)&lt;br /&gt;
: Reactors can now idle at a low of 2MW, wasting much less fuel (previously 10MW minimum)&lt;br /&gt;
: Engines now use half as much fuel (2 fuel/sec at max thrust)&lt;br /&gt;
: Engines now require half as much power when idling (2MW)&lt;br /&gt;
: (Nb. Engines still require 40MW at max thrust)&lt;br /&gt;
&lt;br /&gt;
* New community ships:&lt;br /&gt;
: Tokelvian Starbase - [[User:Johnny Struggles|Johnny Struggles]]&lt;br /&gt;
: Starbase Callisto - [[User:Johnny Struggles|Johnny Struggles]]&lt;br /&gt;
: Elara Shipyard - [[User:Johnny Struggles|Johnny Struggles]]&lt;br /&gt;
: Inverse Mk1 - Ed the Loon&lt;br /&gt;
: Meteor - Ed The Loon&lt;br /&gt;
: Vork Maraug - Brot Groggers&lt;br /&gt;
: Goteque Imperial Luxline - Brot Groggers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;BUG FIXES&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FIXED: Empty ship layers (created in the Ship Editor) will no longer prevent your fleet from doing an FTL jump&lt;br /&gt;
&lt;br /&gt;
FIXED: You can no longer apply modifications to your ship using the Ship Editor when in Hyperspace&lt;br /&gt;
&lt;br /&gt;
FIXED: Using the Destroy tool in the editor would cause equipment in the removed area to become broken and bugged&lt;br /&gt;
&lt;br /&gt;
FIXED: The Nomad special mission was paying out 10x the desired amount. You will now received a $10k bonus for the first 10 crew.&lt;br /&gt;
&lt;br /&gt;
FIXED: Crash bug in the Mission List if you had no ship selected&lt;br /&gt;
&lt;br /&gt;
== Alpha 1D == &lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 1D&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3667655623966334826&lt;br /&gt;
| release_date = 27 January 2023&lt;br /&gt;
}}&lt;br /&gt;
Alpha 1D was the first [[Early Access]] build and was released on Steam, GOG, and Humble Store. This marked the end of the [[playtest]] and rejoined the game modes from [[Playtest#Alpha1C|Alpha1C]] and [[Playtest#Demo Alpha1C|Demo Alpha1C]]. No other changes were made.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Last Starship]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=2381</id>
		<title>Version History</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=2381"/>
		<updated>2025-10-11T15:12:06Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains changelog information for the [[Early Access]] period of [[The Last Starship]], which followed the closed [[playtest]].&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Version !! Release Date !! Summary&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 17|Alpha 17]] || 10 October 2025 || Adds a proper ending to &#039;&#039;&#039;Survival Mode&#039;&#039;&#039; (escape through the Sector 12 Stargate), introduces &#039;&#039;&#039;Stargate Phases 8 &amp;amp; 9&#039;&#039;&#039;, improved automation tools, interior painting, and extensive bug fixes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 16|Alpha 16]] || 24 June 2025 || Introduces the &#039;&#039;&#039;Ship Painting Mode&#039;&#039;&#039; for exterior hulls, asteroid cracking, new crew furniture, translation updates, and many quality-of-life improvements.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 15|Alpha 15]] || 28 May 2025 || Expands &#039;&#039;&#039;Survival Mode&#039;&#039;&#039; with multi-sector progression, enhances Arena Mode, advances the Stargate Project storyline, and improves performance and UI.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 14|Alpha 14]] || 11 March 2025 || Adds &#039;&#039;&#039;Arena Mode&#039;&#039;&#039;, &#039;&#039;&#039;Auto-Trade&#039;&#039;&#039;, and major updates to pipes, crossings, and the overall Survival gameplay loop.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 13|Alpha 13]] || 18 December 2024 || Introduces the &#039;&#039;&#039;Deflector Weapon System&#039;&#039;&#039;, expands research, adds storage crates, and delivers new story episodes.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 12|Alpha 12]] || 19 November 2024 || Major content expansion including new story missions, parallax effects, and performance and visual improvements.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 11|Alpha 11]] || 30 August 2024 || Revamped HUD, reworked tutorials, and improved mission discovery; significant user interface overhaul.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 10|Alpha 10]] || mid-2024 || Introduced early balancing changes, improved ship systems, and backend updates to support later story features.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 9|Alpha 9]] || early 2024 || Expanded core mechanics for resources and enemy AI; groundwork for industry and survival systems.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 8|Alpha 8]] || late 2023 || Added mining, manufacturing and trade economy systems; major step toward current gameplay loop.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 7|Alpha 7]] || mid 2023 || Introduced crew management, oxygen systems, and the first working life-support and shipboard jobs.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 6|Alpha 6]] || early 2023 || Added power distribution, resource handling, and basic combat systems.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 5|Alpha 5]] || late 2022 || First version with playable missions and early ship-building framework.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 4|Alpha 4]] || 2022 || Internal prototype milestone: modular ship design and early industry systems.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 3|Alpha 3]] || 2022 || Core engine stabilization and early AI testing.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 2|Alpha 2]] || 2021 || Expanded ship editor, first functional crew pathfinding.&lt;br /&gt;
|-&lt;br /&gt;
| [[Version History#Alpha 1|Alpha 1]] || 2021 || Initial public reveal build: base engine, ship movement, early visuals.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Alpha 17 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 17&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/524893265913240950&lt;br /&gt;
| release_date = 10 October 2025&lt;br /&gt;
| video = 6sLMoYcOQq4&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/14 Milestone 14]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Survival Mode can now be completed — or continued forever — alongside late-stage Stargate Project phases, improved automation tools, and a huge number of fixes and improvements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Survival Mode – Completion Event&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is now (finally!) possible to complete Survival Mode, by taking your fleet through the Stargate in Sector 12.&lt;br /&gt;
&lt;br /&gt;
If you wish to continue surviving forever in a kind of hellish endless mode, you are free to travel past the Stargate and on to Sector 13 onward.&lt;br /&gt;
&lt;br /&gt;
* Sector 12 now has an escape route, through the Stargate&lt;br /&gt;
* Your ships and crew must survive the long journey in intergalactic hyperspace&lt;br /&gt;
* Ship maximum occupancy limits enforced in Trade Screen, based on interior size&lt;br /&gt;
* NPC Ship density increases up to sector 12, then drops back to normal&lt;br /&gt;
* You can now &#039;sack&#039; civilians to get them off your ship, from the Trade Window&lt;br /&gt;
: Trade window improved with respect to sacking crew, and taking on civilians&lt;br /&gt;
* Credits &amp;amp; end sequence now shows during the final jump&lt;br /&gt;
* Your final score for Survival Mode is shown at the end&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Stargate Project&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Stargate phases 8 and 9 are now available for research and production&lt;br /&gt;
* One new product – &amp;quot;Charged Crystals&amp;quot; – must be produced in a new &#039;&#039;&#039;Laser Infuser&#039;&#039;&#039;&lt;br /&gt;
* Laser Infusers release radiation into the cabin, poisoning any crew not wearing spacesuits&lt;br /&gt;
* Radiation can be blocked using the new &#039;&#039;&#039;Radiation Blocker&#039;&#039;&#039; wall segments&lt;br /&gt;
* &#039;&#039;&#039;Brave New Sector&#039;&#039;&#039; – a new three-part storyline covering the later stages of the Stargate Project&lt;br /&gt;
* Added a button in the sector map to switch between the Stargate sector and the Undiscovered sector&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Industry / Automation Improvements&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A new &#039;&#039;&#039;Recipes window&#039;&#039;&#039; shows the required ingredients to manufacture any part&lt;br /&gt;
* Asteroids that are fully mined out will now list their internal mineral composition, making it easier to know which asteroids to crack open with Cannon fire&lt;br /&gt;
* New research: &#039;&#039;&#039;Mining Laser Precision II&#039;&#039;&#039; – triples the minerals released from each mining laser hit&lt;br /&gt;
* Assembly tables use pipe inputs for recipes where they previously required containers&lt;br /&gt;
* New type of track: &#039;&#039;&#039;Splitter&#039;&#039;&#039; – splits input items evenly between its output tracks (as best as it can)&lt;br /&gt;
* New research: &#039;&#039;&#039;Advanced Tracks&#039;&#039;&#039; – adds ability to convert tracks into splitters (and vice versa)&lt;br /&gt;
* Tracks are now more fair when merging&lt;br /&gt;
* Loaders can now have their resource type set manually (default behaviour &amp;quot;auto&amp;quot;)&lt;br /&gt;
* Improved equipment panel for all Factory equipment, making it clearer which items are loaded and which are still needed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Sector Scanning&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now scan a sector to reveal new locations.&lt;br /&gt;
Scanning can be done by any ship with a Hyperspace Sensor, and reveals any nearby anomalies.&lt;br /&gt;
Those anomalies must then be surveyed by a ship with at least one Super Computer.&lt;br /&gt;
&lt;br /&gt;
* Sector scans reveal lost derelict ships, where pilots can find a &#039;&#039;&#039;Research Credit&#039;&#039;&#039;.&lt;br /&gt;
: These new items unlock late-game research projects that further increase ship efficiency.&lt;br /&gt;
: These projects can be repeated endlessly; each one requires a Research Credit to begin.&lt;br /&gt;
* In Industry Mode, sector scans must be done in the Undiscovered Sector (after Stargate Phase 5).&lt;br /&gt;
: Scans in Industry Mode reveal:&lt;br /&gt;
** Gas Nebulas&lt;br /&gt;
** Storms with huge gas clouds&lt;br /&gt;
** Asteroid Belts&lt;br /&gt;
* Storms are incredibly dangerous, but can be mitigated with new &#039;&#039;&#039;Lightning Rod&#039;&#039;&#039; equipment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Ship Editor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Equipment Planning Mode&#039;&#039;&#039; – rapidly design ships and place equipment, even if you don’t have it in stock&lt;br /&gt;
: Auto-buy any equipment placed this way as soon as it becomes available&lt;br /&gt;
: Enables easy queueing for installation and purchasing of required parts&lt;br /&gt;
* New &#039;&#039;&#039;Oval brush shape&#039;&#039;&#039;&lt;br /&gt;
* The Alt Tool key (previously the Eyedropper key) can make the Box Tool into a square or the Oval Tool into a circle&lt;br /&gt;
* Export ships and palettes to the Steam Cloud&lt;br /&gt;
* You can now paint the interior floors of your ship&lt;br /&gt;
* You can also paint the walls of your ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Translation Work&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* New translations:&lt;br /&gt;
** Chinese (Traditional)&lt;br /&gt;
** Chinese (Simplified)&lt;br /&gt;
** Korean&lt;br /&gt;
** Japanese&lt;br /&gt;
* A translation editing tool can now be accessed while Translator Assist is enabled, allowing in-game translation fixes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Small Changes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* All crew now have surnames and a basic rank, shown in their tooltip&lt;br /&gt;
: Crew are &#039;&#039;&#039;Ens&#039;&#039;&#039;, Weapons Officers are &#039;&#039;&#039;Lt&#039;&#039;&#039;, Science Officers are &#039;&#039;&#039;Dr&#039;&#039;&#039;&lt;br /&gt;
* You can no longer place furniture outside the ship on scaffold or in walls&lt;br /&gt;
* Equipment is no longer deleted just for being outside the gridmap&lt;br /&gt;
: (If the ports are outside it will still get deleted, but you can’t place them that way anymore)&lt;br /&gt;
* Modified Powergrid window – more consistent layout with other windows&lt;br /&gt;
* Removed &amp;quot;Tweet My Starship&amp;quot; feature (wasn’t used)&lt;br /&gt;
* Lowered trade value of Precious Ore and Precious Metals (new money sources exist)&lt;br /&gt;
* Sector Map now shows all your ships as small green triangles and displays names when highlighted&lt;br /&gt;
* Uploading ships to the Steam Workshop now uploads screenshots of the ship’s exterior, interior, and schematic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Bug Fixes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reworded stable isotopes collection dialogue in DSI Part 2&lt;br /&gt;
* Fix Translator Assist not working for communicator messages&lt;br /&gt;
* Fix fortress systems sometimes spawning on top of existing systems&lt;br /&gt;
* Fix assembly table phantom sprites still showing when item is fabricated&lt;br /&gt;
* Fix assembly table showing a phantom of itself when stopped with an item in output slot&lt;br /&gt;
* Fix DSI 2 Gas Collector sometimes spawning in Wolf systems&lt;br /&gt;
* Fixed bug in Survival Mode that could cause the Jumpgate to be blocked even without activation mission&lt;br /&gt;
* Fix auto-trades triggering in systems with no colony or shipyard&lt;br /&gt;
* Fix drones returning home to a layer in another system&lt;br /&gt;
* Fix user ships being used as shipyards and stations&lt;br /&gt;
* Fix drones stuck outside ship when drone bay dismantles mid-operation&lt;br /&gt;
* Fix tactical mode selection persisting when switching layers&lt;br /&gt;
* {{Issue|517|pre=Issue}}: Shuttle docks at different distances depending on docking port orientation&lt;br /&gt;
* {{Issue|520|pre=Issue}}: Jumpgate damaged but unrepairable – no external tiles available&lt;br /&gt;
* {{Issue|525|pre=Issue}}: Text too long on mission goal&lt;br /&gt;
* {{Issue|532|pre=Issue}}: Drone Bay deleted when saving/loading&lt;br /&gt;
* {{Issue|533|pre=Issue}}: CMDR Harken used as a mission destination&lt;br /&gt;
* {{Issue|536|pre=Issue}}: Crash on launch related to bad .ship file&lt;br /&gt;
* {{Issue|514|pre=Issue}}, {{Issue|539|pre=Issue}}: Storage crates ending unrelated jobs when changing options&lt;br /&gt;
* {{Issue|540|pre=Issue}}: File extensions removed twice on ship files&lt;br /&gt;
* {{Issue|541|pre=Issue}}: Shuttle gets stuck if civilians were moved before handing in passenger mission&lt;br /&gt;
* {{Issue|542|pre=Issue}}: Assembly Tables to have pipe input (thanks TomYeltz for suggested fix)&lt;br /&gt;
* {{Issue|543|pre=Issue}}: Sector Map shows jump transits from both sectors&lt;br /&gt;
* {{Issue|544|pre=Issue}}: Weppos have circles under their feet after being ejected into space &lt;br /&gt;
&lt;br /&gt;
== Alpha 16 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 16&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/506206052172169845&lt;br /&gt;
| release_date = 24 June 2025&lt;br /&gt;
| video = dOhT-BA70Tw&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/13 Milestone 13]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We have a brand new exterior painting tool that we think you&#039;ll absolutely love, along with new crew furniture, asteroid cracking, and lots of small changes and fixes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;New Ship Painting Mode&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A new painting mode has been added to the shipeditor.&lt;br /&gt;
&lt;br /&gt;
The painting mode allows you to colour the exterior of your ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can be painted?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hull / Habitation / Scaffolding&lt;br /&gt;
&lt;br /&gt;
Paint can be applied diagonally, allowing up to 2 colours per gridcell. Scaffolding can only have 1 colour applied to it per cell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyedropper tool:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint Palettes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Paints are stored in a palette, and can be dynamically altered after they have been applied to your ship&lt;br /&gt;
* Palettes can be exported or uploaded, for easy reuse&lt;br /&gt;
* Palettes can be imported from palette or ship files&lt;br /&gt;
* 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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Asteroid cracking&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now crack any asteroid into smaller parts by targetting it with Cannons.&lt;br /&gt;
&lt;br /&gt;
This will generate new mineral patches on the new smaller asteroids.&lt;br /&gt;
&lt;br /&gt;
Nb. This only works on asteroids that once contained mineral patches.&lt;br /&gt;
&lt;br /&gt;
Cannons will fire on manually targetted asteroids even when &#039;Battle Stations&#039; is not enabled.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Furniture&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Nb. The pot plant does not actually consume water or oxygen.    &lt;br /&gt;
&lt;br /&gt;
Added Table, Chair, Sofa, Small Table, Pot Plant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Translation Work&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Updates to German (Thanks to Michael Wäsch)&lt;br /&gt;
* New translations:&lt;br /&gt;
** Turkish&lt;br /&gt;
** Norwegian&lt;br /&gt;
* Exposed &#039;Accent Insensitive Search&#039; and &#039;Translator Search&#039; in the Other settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Small Changes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Research for Stargate Phase 6 and 7 components are slightly cheaper&lt;br /&gt;
* Research for Stargate Phase 7 is now hidden until Phase 6 is unlocked&lt;br /&gt;
* Empty tanks reset their held resource when empty&lt;br /&gt;
* Tiddlets will hop towards the port in Tiddlets 1&lt;br /&gt;
* Removed the confusing weapon FIRE/HOLD button in the [[Tactical Screen]].&lt;br /&gt;
* Gatling guns will now target drones repairing hostile ships&lt;br /&gt;
* Gatling guns will now automatically fire during meteor storms, without requiring &#039;Battle Stations&#039;&lt;br /&gt;
* Destroyed drones now leave behind a processor and some scrap metal&lt;br /&gt;
* Auto-trades can now be disabled per ship from the ORDERS menu&lt;br /&gt;
* The settings menu has been redesigned and categorised into Visuals / Audio / Gameplay / Other&lt;br /&gt;
* A new micro tutorial helps players to activate Battle Stations mode for the first time when required&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Exit saves - The game will now automatically create &amp;quot;exitsave.space&amp;quot; when you quit a game for any reason&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* UI Highlight bounce effect - All UI buttons now bounce slightly when highlighted.&lt;br /&gt;
: Nb. You can disable this effect from the settings menu&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* There is now a Command line tool to calculate ship stats, as requested by Zenrath.&lt;br /&gt;
: Run the game with the command line &amp;quot;--calculate-ship-stats {path to ship/folder of ships}&amp;quot;&lt;br /&gt;
: Stores results in appdata save folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Bug Fixes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix Andromeda Project Part 3 unlock text including Phase 6&lt;br /&gt;
* Fix install jobs not being assigned on newly created ships until a reload&lt;br /&gt;
* Fix DSI Part 1 not taking stargate frames from storage crates&lt;br /&gt;
* Fix incorrect station name in DSI Part 2 objective&lt;br /&gt;
* Fix multi-system simulation sometimes being enabled on modes other than Boldly Go&lt;br /&gt;
* Fix storage crates getting stuck in dumping mode&lt;br /&gt;
* Fix some mission objectives not being shown in the mission summary&lt;br /&gt;
* Fix ships rescued in survival mode sometimes not having any crew&lt;br /&gt;
* Fix resolution and language scrollbars not scrolling in game settings&lt;br /&gt;
* Fix auto-sold items sometimes not cancelling when an auto-trade is cancelled&lt;br /&gt;
* Return ability for players to decide if a ship thumbnail is exterior or interior&lt;br /&gt;
* {{Issue|242|pre=Issue}}: Key bindings can now be edited in UI and also in keybindings.txt.&lt;br /&gt;
* {{Issue|487|pre=Issue}}: Unable to complete distress mission&lt;br /&gt;
* {{Issue|496|pre=Issue}}: Crash Loading a Save Game in OS X with Rescue Mission in progress.&lt;br /&gt;
* {{Issue|518|pre=Issue}}: Disable manoeuvring thruster keyboard shortcuts when in the editor / install menu.&lt;br /&gt;
* {{Issue|519|pre=Issue}}: Stargate vanishes after Phase 7&lt;br /&gt;
* Crash when creating a storage crate if its contents no longer exist&lt;br /&gt;
&lt;br /&gt;
== Alpha 15 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 15&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/506204150025945341&lt;br /&gt;
| release_date = 28 May 2025&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/12 Milestone 12]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 15 did not have an update video, but it did come with a whole heap of fixes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SURVIVAL MODE, CONTINUED&#039;&#039;&#039;&lt;br /&gt;
* Each sector now has a massive Jumpgate in the final system.&lt;br /&gt;
* This Jumpgate is how you make the longer distance jump to the next sector.&lt;br /&gt;
* You must bring all of the ships in your fleet into the Jumpgate and then align together before you can activate it.&lt;br /&gt;
* However, the Jumpgate is not always immediately available.&lt;br /&gt;
* As you progress further in Survival Mode, more problems will occur with the Jumpgates.&lt;br /&gt;
* A special mission will be created listing the steps needed to activate the Jumpgate.&lt;br /&gt;
&lt;br /&gt;
Common problems that prevent the Jumpgate from being activated:&lt;br /&gt;
* You must pay a transit fee.&lt;br /&gt;
* Damaged: You must repair the gate using Drones.&lt;br /&gt;
* Specific components are required to repair the gate: you must acquire or fabricate them.&lt;br /&gt;
* Pirates running a blockade: you must eliminate them and prevent further damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Johnny Struggles for the Jump Gate ship design.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARENA MODE, CONTINUED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now create battles between multiple different types of ships on each side of the fight.&lt;br /&gt;
* Each type of ship spawns in its own column at the start of the battle.&lt;br /&gt;
* New display at the bottom of the screen compares the relative strengths of the two fleets.&lt;br /&gt;
** Ships are compared by trade price and combat rating.&lt;br /&gt;
* A new &#039;&#039;&#039;GENERATE&#039;&#039;&#039; button creates a roughly balanced opponent.&lt;br /&gt;
&lt;br /&gt;
* Unlocked research for all ships in Arena Mode:&lt;br /&gt;
** Drone Speed 2 (drones fly twice as fast)&lt;br /&gt;
** Drone Intelligence (drones collect resources in batches)&lt;br /&gt;
** Track Speed 2 (tracks are three times as fast)&lt;br /&gt;
** Robot Arm Speed (robot arms twice as fast)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STARGATE PROJECT, CONTINUED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Work continues on the epic Stargate Project.&lt;br /&gt;
* The project can now be completed up to and including &#039;&#039;Phase 7&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5:&#039;&#039;&#039;&lt;br /&gt;
* The power-on test now unlocks an entirely new and Uncharted sector.&lt;br /&gt;
* Once complete, the Stargate must be continuously supplied with &#039;&#039;&#039;100MW&#039;&#039;&#039; of power to remain open.&lt;br /&gt;
* You can jump ships to the Uncharted sector to explore and gather materials.&lt;br /&gt;
* New minerals and gases are only found in the Uncharted Sector.&lt;br /&gt;
* Collecting them unlocks research projects to refine them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 6:&#039;&#039;&#039;&lt;br /&gt;
* Requires refining a small quantity of the new minerals and gases.&lt;br /&gt;
* You must complete related research projects.&lt;br /&gt;
* Refined resources must be returned to the home sector.&lt;br /&gt;
** &#039;&#039;&#039;Neubidium Ore → Neubidium Ingot&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Zeleon Gas → Stable Zeleon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 7:&#039;&#039;&#039;&lt;br /&gt;
* Involves a complex production cycle with advanced materials.&lt;br /&gt;
* Production is fast and high volume — automation is preferred.&lt;br /&gt;
** Zeleon Energy Cell&lt;br /&gt;
** Neubidium Capacitor&lt;br /&gt;
* Hostile elements move in to claim valuable new resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW EXTERIOR RENDERING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Developing a new method for rendering ship exteriors.&lt;br /&gt;
* Ships are now lit from a common direction and have simple normal maps for surface details.&lt;br /&gt;
* Texture filtering on exterior textures improved.&lt;br /&gt;
* Pencil outline added to all ships.&lt;br /&gt;
* Scaffolding now renders sharply when zoomed out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STEAM CLOUD SAVES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Steam Cloud Saves now enabled on all platforms.&lt;br /&gt;
* New save games include a checkbox to enable cloud saving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOCALISATION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* New translations added:&lt;br /&gt;
** Dutch&lt;br /&gt;
** Italian&lt;br /&gt;
** Polish&lt;br /&gt;
** Brazilian Portuguese&lt;br /&gt;
** Russian&lt;br /&gt;
** Swedish&lt;br /&gt;
* Other improvements and fixes:&lt;br /&gt;
** Lots of improvements to Spanish translation.&lt;br /&gt;
** {{Issue|418|pre=Issue}} – Missing apostrophe in English for tutorial_stargatescreen1&lt;br /&gt;
** {{Issue|419|pre=Issue}} – Inconsistent nomenclature for scrap (metal) in tutorial_smelterssalvage&lt;br /&gt;
** {{Issue|420|pre=Issue}} – Inconsistent capitalization of &amp;quot;TRADE SCREEN&amp;quot; in tutorial_fleettrade&lt;br /&gt;
** {{Issue|422|pre=Issue}} – Inconsistent term for refined Tilium (English) - tutorial_miningsuccess&lt;br /&gt;
** {{Issue|423|pre=Issue}} – Inconsistent capitalization of &amp;quot;Tilium Crystals&amp;quot; in blackhole_part2_return1 and blackhole_part2_return2&lt;br /&gt;
** {{Issue|424|pre=Issue}} – Inconsistent space (or lack) in &amp;quot;Qz 247&amp;quot;&lt;br /&gt;
** {{Issue|425|pre=Issue}} – Incorrect capitalization of &amp;quot;brother&amp;quot; in English blackhole_part3_setup4&lt;br /&gt;
** {{Issue|428|pre=Issue}} – Incorrect spacing in ellipsis in Tiddlet strings&lt;br /&gt;
** {{Issue|430|pre=Issue}} – Awkward use of &amp;quot;Dr.&amp;quot; title in tiddlets_part2_return2&lt;br /&gt;
** {{Issue|431|pre=Issue}} – Missing space after ellipsis in tiddlets_part4_random_swanson&lt;br /&gt;
** {{Issue|432|pre=Issue}} – Inconsistent capitalization of &amp;quot;marketplace&amp;quot; in dsi_part1_phase2_xcall4&lt;br /&gt;
** {{Issue|434|pre=Issue}} – Missing space after ellipsis in dsi_part2_thirdpartcomplete3&lt;br /&gt;
** {{Issue|444|pre=Issue}} – Missing possessive apostrophe in English text for object_engine_description&lt;br /&gt;
** {{Issue|463|pre=Issue}} – Logistics jam, things just stop sometimes until you turn it off and on&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Scaffold adds small mass to ship.&lt;br /&gt;
* Survival mode is unlocked by completing any story episode in Boldly Go mode.&lt;br /&gt;
* External equipment no longer blocks shots after being destroyed.&lt;br /&gt;
* Drones can now patch holes in severely damaged ships.&lt;br /&gt;
* Placeholder thumbnails added to save/ship files without them.&lt;br /&gt;
* Game and ship thumbnails are generated on load if missing.&lt;br /&gt;
* Docked ships exported together are all included in thumbnails.&lt;br /&gt;
* Track and robot arm install previews improved for accuracy.&lt;br /&gt;
* Low power warning bolts no longer show when power is disabled.&lt;br /&gt;
* Automatically deactivate tactical mode when clicking Prepare Jump.&lt;br /&gt;
* Auto-trades can be cancelled while shuttle is en route.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMMUNITY AND OFFICIAL SHIPS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix Equipment embedded in walls&lt;br /&gt;
* Fix Ladders exiting into walls&lt;br /&gt;
* Fix Doors not filling gaps&lt;br /&gt;
* Fix Interior cells outside ship&lt;br /&gt;
* Fix Armour not attached to ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix separating ships during FTL in Survival mode.&lt;br /&gt;
* Fix loot spawning incorrectly after ship explosions.&lt;br /&gt;
* Fix Tactical View rendering issue with stored items.&lt;br /&gt;
* Fix gas collector in DSI Part 2 not appearing.&lt;br /&gt;
* Fix oxygen loss on large ships with many airducts.&lt;br /&gt;
* Fix ship value not decreasing after selling items until delivery.&lt;br /&gt;
* Fix logistics transfers continuing after ship sale.&lt;br /&gt;
* Fix auto-orders miscounting non-container items.&lt;br /&gt;
* Fix drones double-counted in logistics when stored.&lt;br /&gt;
* Fix heavy space dust bug after saving/loading.&lt;br /&gt;
&lt;br /&gt;
* {{Issue|339|pre=Issue}} – Shuttle doesn&#039;t leave under specific conditions&lt;br /&gt;
* {{Issue|397|pre=Issue}} – Assembly Tables retain components after build&lt;br /&gt;
* {{Issue|421|pre=Issue}} – TranslatorAssist doesn&#039;t affect tutorial dialogs&lt;br /&gt;
* {{Issue|445|pre=Issue}} – System references don’t use S*X&lt;br /&gt;
* {{Issue|447|pre=Issue}} – Robot Arm/Storage Crate loop bug&lt;br /&gt;
* {{Issue|451|pre=Issue}} – Drones drop logistics items incorrectly&lt;br /&gt;
* {{Issue|458|pre=Issue}} – Robot arms not unloading&lt;br /&gt;
* {{Issue|449|pre=Issue}} – Ships obscure editor in Creative Mode&lt;br /&gt;
* {{Issue|465|pre=Issue}} – Ships over 100% damage not destroyed&lt;br /&gt;
* {{Issue|470|pre=Issue}} – Hydroponics draw water when powered down&lt;br /&gt;
* {{Issue|474|pre=Issue}} – Ship Editor deletes engine when deleting hull&lt;br /&gt;
* {{Issue|488|pre=Issue}}.1 – &amp;quot;Nothing&amp;quot; ships now only creatable in Ship Yard; can’t FTL jump&lt;br /&gt;
* {{Issue|493|pre=Issue}} – Zoom limits not respected when using Q/E&lt;br /&gt;
* {{Issue|495|pre=Issue}} – Infinite money glitch: buy/sell exploit&lt;br /&gt;
&lt;br /&gt;
* Crash when fighter is launched with no free space.&lt;br /&gt;
* Crash calculating value of ship with boxed storage crate.&lt;br /&gt;
* Crash when guns attack on zero-dimension ships.&lt;br /&gt;
* Crash unloading objects from non-equipment containers.&lt;br /&gt;
* Crash from drone logistics after completing another mission.&lt;br /&gt;
&lt;br /&gt;
Alpha 15 received a Windows-only hotfix to resolve issues with the game crashing and with the new array textures.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 15 hotfix ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 15 hotfix&lt;br /&gt;
| release_date = 05 June 2025&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 15 received a Windows-only hotfix to resolve issues with the game crashing and the new array textures.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 15d===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 15 hotfix&lt;br /&gt;
| release_date = 05 June 2025&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 15d is a Windows-only hotfix release that addresses only the game crashes caused by the new array textures.&lt;br /&gt;
&lt;br /&gt;
== Alpha 14 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 14&lt;br /&gt;
| nickname = Buzzsaw and Dynamo&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/523085041260037994&lt;br /&gt;
| release_date = 11 March 2025&lt;br /&gt;
| video = q28rHubv52M&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/11 Milestone 11]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Who has the best ship design when it comes to combat? We&#039;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.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve finally solved the problem of pipes crossing over each other, and we&#039;ve introduced a new AUTOTRADE system that lets you automate the process of buying and selling common items whenever you visit a trading post.&lt;br /&gt;
&lt;br /&gt;
On top of all of that, we&#039;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&#039;s vital resources, but also more capabilities, and more cabin space for your survivors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW FEATURES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arena mode&#039;&#039;&#039;&lt;br /&gt;
** A new game mode available from the main menu.&lt;br /&gt;
** You can choose any two ship designs, and watch them fight it out to the death.&lt;br /&gt;
** You can choose 1v1 or set how many of each ship design to include in the battle.&lt;br /&gt;
** You can choose to control the Green team if you wish, or watch an entirely AI v AI battle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pipe Crossing&#039;&#039;&#039;&lt;br /&gt;
** Pipes can now optionally cross over each other without touching.&lt;br /&gt;
** You can click on any pipe crossing to toggle between two pipes connected, or two pipes crossing over.&lt;br /&gt;
** Pipes can be removed without disturbing cross pipes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Auto-Trade&#039;&#039;&#039;&lt;br /&gt;
** You can now create automatic rules for buying and selling of all resources and equipment.&lt;br /&gt;
** Click on the triangle at the end of each trade item row to set this up.&lt;br /&gt;
** You can set values to buy when below, or to sell when above a specific quantity. You can also ctrl-click to set &#039;Buy All&#039; or &#039;Sell All&#039;.&lt;br /&gt;
** A new entry in the Trade window shows all currently active autotrade rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language support&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The game now supports translation to other languages. You can change the current language from the Settings screen.&lt;br /&gt;
* If you&#039;d like to help us with translation, click the new &#039;Help us Translate&#039; button from the main menu.&lt;br /&gt;
* New translations:&lt;br /&gt;
** German&lt;br /&gt;
** Spanish (Thanks to EMAP0707 for this translation)&lt;br /&gt;
** French (Thanks to FABISIMS for this translation)&lt;br /&gt;
&lt;br /&gt;
* Text input has been much improved, you should be able to input characters from any language provided that the game font supports it.&lt;br /&gt;
* The Vector Text font has been updated to support French, Spanish and German directly.&lt;br /&gt;
* Fallback to the default font for other languages.&lt;br /&gt;
* Different keyboard layouts, such as French (AZERTY) are now supported.&lt;br /&gt;
* The tutorial and interface will show the new key bindings for your keyboard layout.&lt;br /&gt;
* You can now type accents in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SURVIVAL MODE UPDATED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Survival Mode has been revisited and has undergone some major changes, with more still to come in future alphas.&lt;br /&gt;
* The intention is to make this a more complete game mode, with a clear objective and slowly escalating challenge.&lt;br /&gt;
* It is designed for experienced players, and should feel quite different to &#039;Boldly Go&#039; mode.&lt;br /&gt;
* The ultimate aim is to evacuate as many civilians as possible through the STARGATE, before it too is destroyed by the expanding anomaly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Starting conditions made more generous:&#039;&#039;&#039;&lt;br /&gt;
** You can start with any hull up to a value of $1.5M (increased from $1M).&lt;br /&gt;
** The starting budget remains at $150k.&lt;br /&gt;
** Hulls need at least one Docking Port and at least one Cabin space.&lt;br /&gt;
** You can also start with the &amp;quot;BUILD NEW SHIP&amp;quot; option, which places you at a shipyard with $1.5M in cash to build your own vessel.&lt;br /&gt;
** Your first delivery will contain a &#039;starter kit&#039; containing any critical equipment/resources you don&#039;t already have (engines, reactor, ftl, airduct, loaders, supplies, crew).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Critical resource shortages&#039;&#039;&#039;&lt;br /&gt;
** Critical resources (Fuel, Food, Water, Oxygen, FTL charges &amp;amp; Ammo) become much more scarce (and expensive) as you progress through the sectors.&lt;br /&gt;
** In addition, critical resources will become much more scarce and expensive when close to the rim of the Anomaly.&lt;br /&gt;
** Beyond sector 5 there will be virtually zero critical resources available for sale, anywhere.&lt;br /&gt;
** Recycling and Production within your fleet are your only hope of long-term survival.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Civilians&#039;&#039;&#039;&lt;br /&gt;
** You can now collect civilians from any colony or shipyard, and they will pay for a place within your fleet.&lt;br /&gt;
** The number of civilians available will increase as the Anomaly expands, and the money offered will also increase.&lt;br /&gt;
** The count of rescued civilians will be your final &#039;score&#039; in survival mode (eventually).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New &#039;Protect&#039; mission&#039;&#039;&#039;&lt;br /&gt;
** A new mission type that occurs up to once per sector. It will be visible in the Sector Map as a DISTRESS CALL marker.&lt;br /&gt;
** A ship is under attack, and they won&#039;t survive long without your assistance.&lt;br /&gt;
** Your task is to intercept and destroy the pirates, before the stricken ship is destroyed.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Other survival mode changes&#039;&#039;&#039;&lt;br /&gt;
** The old (obsolete) Tiddlets storyline has been removed.&lt;br /&gt;
** The Stargate project and all associated research is no longer available in Survival Mode.&lt;br /&gt;
** Introduced some new starting ships in the &#039;New Game&#039; screen.&lt;br /&gt;
** The New Game screen now shows useful ship stats: Total Mass, Total Cabins, Hull Value, Armour coverage.&lt;br /&gt;
** Ice Comets are now more common (one in MOST sectors), and now release 5x as much water ice per shot when mined.&lt;br /&gt;
** Rebalanced food &amp;amp; water consumption, waste recycling, water purifying, hydroponics, and ice grinding.&lt;br /&gt;
** All have been made more efficient, consuming less and producing more.&lt;br /&gt;
** All recycling starts at 66% efficient, and can be upgraded in the research screen, up to a maximum of 100% efficient.&lt;br /&gt;
** New research to increase crop yield from Hydroponics and unlock schematics to manufacture Hydroponics Gardens on an Assembly Table.&lt;br /&gt;
** Made fuel production via Metreon Gas more forgiving. Gas refining takes less time and is more efficient, producing more output.&lt;br /&gt;
** Hostile ships will no longer respawn in systems marked &amp;quot;HOSTILE&amp;quot; on the map. Once they&#039;re gone, they&#039;re gone.&lt;br /&gt;
** 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.&lt;br /&gt;
** The sector-wide &#039;Destroy All Hostiles&#039; mission has returned.&lt;br /&gt;
** You will receive a cash bonus after clearing out each hostile system in the sector.&lt;br /&gt;
** This is a very dangerous but lucrative mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMBAT CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Deflectors will now count toward the Combat Rating of a ship.&lt;br /&gt;
* Gun Turrets will no longer autotarget exterior scaffold.&lt;br /&gt;
* 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.&lt;br /&gt;
* This should fix AUTOTARGET turrets being far less effective than manually targetted turrets.&lt;br /&gt;
* Evasion has been rebalanced. The benefit tails off at higher speeds, approaching a maximum of 90% for the fastest and most nimble vessels.&lt;br /&gt;
* You can now disable the auto-slowdown effect during combat, from an option in the Settings menu.&lt;br /&gt;
* Fixed a bug that prevented cannon shells &amp;amp; railgun slugs from impacting exterior equipment.&lt;br /&gt;
* Fixed issue with Weapons Consoles not being manned on AI driven ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Parallax rendering of Boxes fixed.&lt;br /&gt;
* Industry (Mining) missions item collection fixed when ship has more than one docking port.&lt;br /&gt;
* Option to cancel the deal with X in DSI not present in pre-Alpha 13 saves&lt;br /&gt;
* Fix tiddlet jump ranges displaying when not in a system with a ship containing tiddlets.&lt;br /&gt;
* Fix storage crates not having contents wiped when fabricating a ship.&lt;br /&gt;
* Fix negative quantities sometimes appearing in containers taken from crates.&lt;br /&gt;
* Fix &amp;quot;Drones Deployed&amp;quot; warning in FTL tooltip showing *X instead of the number of drones.&lt;br /&gt;
* Fix formatting of prices and balances over one billion.&lt;br /&gt;
* Fix ship value inconsistencies between fabricating and selling a ship (there may still be a small difference as the sell price is rounded.)&lt;br /&gt;
* Fix Tiddlet Farm being sellable in The Trouble With Tiddlets Part 3.&lt;br /&gt;
* Increased metallic mineral trade availability during construction of Stargate phase 2.&lt;br /&gt;
* Fixed the player sometimes receiving free ships if an NPC ship with docked ships arrives in a system.&lt;br /&gt;
* Fixed certain episode ships (Tiddlet Farm, Short Hopper) not restocking on critical resources, leading to crew dying. Seen in #353.&lt;br /&gt;
* {{Issue|344|pre=Issue}}: Can&#039;t turn in trouble with tiddlets part 3.&lt;br /&gt;
* {{Issue|350|pre=Issue}}: 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).&lt;br /&gt;
* {{Issue|351|pre=Issue}}: Items in Storage Crates not counted towards mission achievements.&lt;br /&gt;
* {{Issue|352|pre=Issue}}: When the game is paused, the stargate still rotates.&lt;br /&gt;
* {{Issue|353|pre=Issue}}: Trouble with Tiddlets Part 3: Tiddlet Farm has mostly dead crew.&lt;br /&gt;
* {{Issue|359|pre=Issue}}: Logistics drones can&#039;t be moved via logistics menu if one docked ship doesn&#039;t have a logistics drone bay.&lt;br /&gt;
* {{Issue|361|pre=Issue}}: Can&#039;t pay X, no option given.&lt;br /&gt;
* {{Issue|366|pre=Issue}}: Can&#039;t progress past Stargate Phase 4 if Andromeda Project Part 3 is unlocked before starting DSI part 2.&lt;br /&gt;
* {{Issue|372|pre=Issue}}: Crash when trying to load a storage crate but no slots are available&lt;br /&gt;
* {{Issue|375|pre=Issue}}: Resin/Isotope objectives in DSI part 2 sometimes don&#039;t update.&lt;br /&gt;
* {{Issue|377|pre=Issue}}: Storage crate shows wrong spacesuit sprite.&lt;br /&gt;
* {{Issue|382|pre=Issue}}: Memory Leak in Vertex Arrays&lt;br /&gt;
* {{Issue|383|pre=Issue}}: Missions require ranks greater than the maximum rank&lt;br /&gt;
* {{Issue|385|pre=Issue}}: Deep Space Industrialists - typo in character text.&lt;br /&gt;
* {{Issue|390|pre=Issue}}: Can&#039;t turn on battle stations when you only have deflectors installed&lt;br /&gt;
* {{Issue|402|pre=Issue}}: Tiddlets 2 can be assigned to ship that is not player-controlled&lt;br /&gt;
* Crash in Tiddlets Part 3 if Short Hopper runs out of charges or the FTL Drive is dismantled.&lt;br /&gt;
* Fixed components salvaged from derelict ships having a quantity of 0, which made them impossible to sell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW COMMUNITY SHIPS - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* JOHNNY STRUGGLES - Defense Platform Mk4, Grumpy Sardine + Lots of updates.&lt;br /&gt;
* RAKRENT - DRX Anvil, DRX Torana, DRX Monaro + Lots of updates.&lt;br /&gt;
&lt;br /&gt;
== Alpha 13 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 13&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/506189573340004378&lt;br /&gt;
| release_date = 18 December 2024&lt;br /&gt;
| video = 4HKSXeGuSHc&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/10 Milestone 10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We have added a new high-tech defensive weapon system - The Deflector Beam - that can deflect incoming cannon shells, a total game changer in serious engagements. But use them carefully because they will drain your power reserves quickly without a proper reactor setup behind them.&lt;br /&gt;
&lt;br /&gt;
New Storage Crates can be used to tidy your ships and factories, and to facilitate better automation of production lines for the Stargate Project. And we&#039;ve expanded the Research tree with tons of new options to speed up drones, mining lasers, tracks, smelters, and robot arms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW STORY EPISODES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The trouble with Tiddlets, Part 4&#039;&#039;&#039;&lt;br /&gt;
: The final part of the Tiddlets saga is ready to play.&lt;br /&gt;
* &#039;&#039;&#039;Deep Space Industrialists (continued)&#039;&#039;&#039;&lt;br /&gt;
** Stations in DSI are no longer taken away from the player when the episode is completed successfully.&lt;br /&gt;
** The contract with Alexander Elistar can now be terminated by the player, ending the episode. (The button is in the contracts screen.)&lt;br /&gt;
** The Stargate Project can now be independently unlocked in the Research screen, bypassing the DSI episodes entirely.&lt;br /&gt;
* &#039;&#039;&#039;Black Hole Sun - Part 3&#039;&#039;&#039;&lt;br /&gt;
: New sound and music added for the climactic rescue in BHS Part 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storage Crates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two new pieces of equipment to facilitate better organization of products in your ships.&amp;lt;br&amp;gt;&lt;br /&gt;
The Storage Crate is 4x3 and has a storage capacity of 70 items or stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
The Small Storage Crate is 3x2 and has a storage capacity of 36 items or stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Storage Crates can be accessed by crew or by robot arms.&lt;br /&gt;
&lt;br /&gt;
Right-click on a Storage Crate to set its properties:&lt;br /&gt;
&lt;br /&gt;
* Choose the product to store inside. Note: Storage Crates can only store one type of item.&lt;br /&gt;
* You can use the plus and minus controls to set a limit on items to be stored inside.&lt;br /&gt;
* There is a tickbox for &#039;Crew Loading&#039;, which permits crew members to load items in. (Otherwise only robot arms can.)&lt;br /&gt;
* There is a tickbox for &#039;Crew Unloading,&#039; which permits crew to take items from the crate. (Otherwise only robot arms can.)&lt;br /&gt;
* There is a toggle for controlling priority:&lt;br /&gt;
** Prioritize Zones: Your crew will store items in storage zones until they are full before using this crate.&lt;br /&gt;
** Prioritize Crate: Your crew will store items in this crate in priority to storage zones.&lt;br /&gt;
&lt;br /&gt;
* The recipe for storage crates can be unlocked from the Research Tree, meaning you can fabricate your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflector Beams&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A new defensive technology that deflects incoming cannon shells using an energy beam.&amp;lt;br&amp;gt;&lt;br /&gt;
They have a maximum range and angle as with any turret. The nearest incoming cannon shell within that cone will be diverted.&amp;lt;br&amp;gt;&lt;br /&gt;
Deflector beams use a great deal of power when they are deflecting and can be easily overloaded with too many incoming rockets.&amp;lt;br&amp;gt;&lt;br /&gt;
Deflector beams cannot be purchased. They must first be unlocked in the Research Tree, then fabricated on an assembly table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW RESEARCH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The research tech tree has been heavily overhauled, with many new research items added.&lt;br /&gt;
&lt;br /&gt;
* Drone batch gathering - drones will gather up entire stacks of a resource before returning to a drone bay.&lt;br /&gt;
* Drone top speed (1.5x/2x).&lt;br /&gt;
* Drone Assembly recipe (build your own drones!).&lt;br /&gt;
* Track Speed (2x/3x).&lt;br /&gt;
* Robot Arm Speed (2x).&lt;br /&gt;
* Mining Laser Accuracy - each blast releases twice as many minerals.&lt;br /&gt;
* Increased Metallurgy bonus to +50% and +100% (Smelters produce more output from the same input).&lt;br /&gt;
* Reactor Efficiency (1.1x) - increases the power output of all reactors.&lt;br /&gt;
* Fixed bug with researched performance boosts not reloading properly.&lt;br /&gt;
* New component: Processor (Copper + Precious Metals).&lt;br /&gt;
* You can now fabricate your own Logistics Drones! Requires Frame, Motor, Coil, Lens, Processor.&lt;br /&gt;
* Fabricating batteries now requires precious metals.&lt;br /&gt;
* Stargate phases are now locked behind three tiers of research (or can be auto-unlocked by completing the DSI episodes).&lt;br /&gt;
* Older saves will automatically have all 3 tiers of the Stargate research unlocked.&lt;br /&gt;
* Storage Crate assembly is now found under Logistics.&lt;br /&gt;
* Deflector assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* When losing control of a ship (e.g., selling a ship, getting it destroyed), all non-episode missions assigned to it are failed.&lt;br /&gt;
* Episodes can no longer be assigned to ships from other episodes (e.g., A.J.E Foundry).&lt;br /&gt;
* FTL toolbar icon now shows alignment progress for jump.&lt;br /&gt;
* Jumps that are ready can be performed by right-clicking the FTL icon.&lt;br /&gt;
* Research toolbar icon now shows progress towards current research.&lt;br /&gt;
* After completing the tutorial and making your first FTL Jump, Cmdr Harken will call you with a request for help.&lt;br /&gt;
* All mineral patches now contain 100x as many minerals as before.&lt;br /&gt;
: (Note: &#039;Boldly Go&#039; mode already had this setting, so this only affects Creative/Survival/Free Roam modes.)&lt;br /&gt;
* The recipe for Deuterium now produces twice as much Deuterium as before.&lt;br /&gt;
* Stable Isotopes are now faster to produce (4 secs instead of 6).&lt;br /&gt;
* Some additional items will now be found at derelicts: Ingots, Deuterium, Components.&lt;br /&gt;
* In the Trade Window, if you search, the list shows ALL items that match that search filter, ignoring any category you have selected.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Fuel Loader can now be rotated.&lt;br /&gt;
* Track now takes 3 seconds to assemble, down from 10 seconds previously.&lt;br /&gt;
* The range of weapons is now shown as a light circle when highlighting that weapon.&lt;br /&gt;
* You can no longer use the REPAIR option at a shipyard if there is active combat underway in that system.&lt;br /&gt;
* Hostile ships will now launch fighters quicker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix wrong mission being accepted when more than one can be accepted in the mission summary window.&lt;br /&gt;
* Fix inability to enable battle-stations when a non-friendly ship is selected.&lt;br /&gt;
* Fix incorrect tutorial highlights during FTL stage of the introduction tutorial.&lt;br /&gt;
* Fix passengers getting stuck before being collected by shuttle on passenger missions.&lt;br /&gt;
* Fixed issue with Flight Recorders sometimes being completely unsalvageable, blocking the Wolf mission chain.&lt;br /&gt;
* Fixed issue with hostile ships unable to fire their weapons (ship exported with auto-target disabled on those weapons).&lt;br /&gt;
* Improved performance for AMD GPUs.&lt;br /&gt;
* Fix issue where an abandoned drone would drop unsalvageable cargo in free space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;JOHNNY STRUGGLES - Mini Beast&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alpha 13d ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 13d&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/541096269502742722&lt;br /&gt;
| release_date = 30 January 2025&lt;br /&gt;
}}&lt;br /&gt;
Alpha 13d was released as a hotfix to Alpha 13:&lt;br /&gt;
&lt;br /&gt;
Please note that for episode fixes, it is necessary to play from before the bug occurs (the save game isn&#039;t automatically fixed once the bug has occurred).&lt;br /&gt;
&lt;br /&gt;
* Crash in Tiddlets Part 3 if Short Hopper runs out of charges or the FTL Drive is dismantled.&lt;br /&gt;
* Crash in Introduction Tutorial&lt;br /&gt;
* Fix negative quantities sometimes appearing in containers taken from crates.&lt;br /&gt;
* Fix &amp;quot;Drones Deployed&amp;quot; warning in FTL tooltip showing *X instead of the number of drones.&lt;br /&gt;
* {{Issue|344|pre=Issue}}: Can&#039;t turn in trouble with tiddlets part 3&lt;br /&gt;
* {{Issue|350|pre=Issue}}: Storage crates do not work with mission cargo. As a temporary fix, storage crates no longer store mission cargo to avoid cargo getting mixed up between different delivery missions. Old cargo will also get cleared.&lt;br /&gt;
* {{Issue|361|pre=Issue}}: Can&#039;t pay X, no option given&lt;br /&gt;
* {{Issue|366|pre=Issue}}: Can&#039;t progress past Stargate Phase 4 if Andromeda Project Part 3 is unlocked before starting DSI part 2.&lt;br /&gt;
* {{Issue|372|pre=Issue}}: Crash when trying to load a storage crate but no slots are available&lt;br /&gt;
* {{Issue|375|pre=Issue}}: Resin/Isotope objectives in DSI part 2 sometimes don&#039;t update.&lt;br /&gt;
* {{Issue|377|pre=Issue}}: Storage crate shows wrong spacesuit sprite.&lt;br /&gt;
* {{Issue|382|pre=Issue}}: Memory Leak in Vertex Arrays&lt;br /&gt;
* Storage crates should be cleared when Fabricating/Importing a ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DEMO2 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = DEMO2&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4467102902950824864&lt;br /&gt;
| release_date = 26 November 2024&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The demo received an update.&lt;br /&gt;
&lt;br /&gt;
* Save/Load is now supported.&lt;br /&gt;
: Note you cannot load saves from the full game, or autosaves from Demo1 - sorry about that.&lt;br /&gt;
* Modified the galaxy map to draw more attention to the special (gold) episodes&lt;br /&gt;
* A few small fixes&lt;br /&gt;
&lt;br /&gt;
== Alpha 12 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 12&lt;br /&gt;
| nickname = Michael Jackson and Quincy Jones&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/6632207880321761615&lt;br /&gt;
| release_date = 19 November 2024&lt;br /&gt;
| video = R85MUBMoO5s&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/9 Milestone 9]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 12 is a huge update, with new story episodes, new massive combat zones, new parallax effects, and a ton of bug fixes, balance changes and small updates. We hope you love it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW FREE DEMO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We now have a brand new playable demo which you can find on our Steam Store page. If you haven&#039;t tried the game yet, please give it a go!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW STORY EPISODES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* The trouble with Tiddlets, Part 2&lt;br /&gt;
* The trouble with Tiddlets, Part 3&lt;br /&gt;
* Professor Toppingbury continues his experiments on the newly discovered and adorable lifeform.&lt;br /&gt;
* Deep Space Industrialists, Part 1&lt;br /&gt;
* Deep Space Industrialists, Part 2&lt;br /&gt;
: This is the return of the Stargate Project, now driven by its own story episodes.&lt;br /&gt;
: Along with this new story episode, several Stargate changes have occurred:&lt;br /&gt;
** Stargate phases heavily rebalanced&lt;br /&gt;
** Existing progress in the Stargate Project has been reset&lt;br /&gt;
** The episode will ensure there is a &#039;safe&#039; nebula and asteroid belt - i.e., free from Hostiles and Meteors&lt;br /&gt;
** The Stargate project is now unlocked by completing part 1.&lt;br /&gt;
** Survival mode is now unlocked after completing Stargate Phase 2&lt;br /&gt;
** NB Stargate phases 4 onward are likely to be changed and reset in future alphas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIP EDITOR IMPROVEMENTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now switch the ship editor into ERASE mode, allowing you to easily remove habitation, armor, scaffold, and hull.&lt;br /&gt;
* 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.&lt;br /&gt;
* Editing the Habitation deck now shows the correct exterior preview of your work (rather than showing the interior of the Habitation deck).&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Placing a docking port in the editor now shows a preview of the docking port sprite.&lt;br /&gt;
* Added sounds to the editor (mouse moving on the grid, selection, cancel).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PARALLAX DEPTH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* There is now a subtle depth/parallax effect on all objects floating in space.&lt;br /&gt;
* Ships are in the middle depth. Asteroids and derelict ships sit under, while minerals/containers/loot, etc., sit above.&lt;br /&gt;
* Drones sit slightly above ships in the middle depth.&lt;br /&gt;
* This effect can be toggled on and off from the Options menu.&lt;br /&gt;
* Improved the parallax effect on background planets (they move in the right direction now, lol).&lt;br /&gt;
* Added slight parallax effect to the Stargate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMBAT AND HOSTILE FORCES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There have been lots of improvements to combat in the game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SHIP COMBAT RATING&#039;&#039;&#039;&lt;br /&gt;
** Ships are now assessed by a new &#039;Combat Rating,&#039; rather than their Trade Value, when spawning enemy ships or fleets of combat vessels.&lt;br /&gt;
** The Combat Rating of a vessel is almost entirely down to the number and type of weapon systems installed.&lt;br /&gt;
** Armor affects the combat rating as a multiplier, based on the percentage of armor coverage. 100% armor coverage will double a combat rating.&lt;br /&gt;
** Hostile ships will show their combat rating under their name in Tactical mode. (Written as &#039;CLASS 3&#039;).&lt;br /&gt;
** You will now be awarded points based on the combat rating of the ships destroyed, rather than their trade value.&lt;br /&gt;
&lt;br /&gt;
* Existing &#039;HOSTILE&#039; systems have been extended to provide a more permanent combat zone.&lt;br /&gt;
** The player is free to visit a HOSTILE zone at any time if they wish and will come under immediate attack.&lt;br /&gt;
** Destroying all enemy ships will grant an award of combat points at the end of battle.&lt;br /&gt;
** The zone will no longer clear its HOSTILE status. It will remain permanently hostile.&lt;br /&gt;
** After a short break, new hostile ships will warp into the hostile zone.&lt;br /&gt;
** You will receive an alert when hostile forces are about a minute away from arrival.&lt;br /&gt;
** Hostile forces will arrive together via an FTL jump, in formation.&lt;br /&gt;
** Civilian/neutral ships will no longer jump into a hostile zone.&lt;br /&gt;
** New hostile ships will have their difficulty scaled based on two factors:&lt;br /&gt;
*** The combined Combat Rating of all the player ships in the system.&lt;br /&gt;
*** The player&#039;s Rank in Combat. This rank slowly increases as you are victorious in more and more battles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hostile ship AI (flight model) has been much improved:&lt;br /&gt;
** AI-driven ships now constantly assess their weapon systems, taking into account damage, ammo shortages, etc., and pick a flight plan accordingly.&lt;br /&gt;
** 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.&lt;br /&gt;
** (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).&lt;br /&gt;
** Hostile ships will sometimes switch targets to the most threatening and damaging of your ships as the battle progresses.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* Fixed issues with cannons and railguns not firing when set to AUTO, even though the enemy is within their field of fire.&lt;br /&gt;
* Enemy ships will now sometimes drop valuable loot in the form of Precious Metals.&lt;br /&gt;
* Drones have been upgraded. They now fly 33% faster, repair 33% faster, and repair hull damage more completely.&lt;br /&gt;
* Drones will now prioritize repair work so long as BATTLE STATIONS is enabled. Otherwise, they will prioritize gathering and logistics.&lt;br /&gt;
* In the Tactical overlay, there is now an overall ammo counter for all three ammo types in the bottom left of the screen.&lt;br /&gt;
* Railguns will no longer target fighters.&lt;br /&gt;
* The Gatling Gun no longer has any &#039;Penetration,&#039; meaning it will not cause hull breaches nor damage any internal equipment protected by the hull.&lt;br /&gt;
* Gatling Guns are virtually useless against armored hulls.&lt;br /&gt;
* The &#039;Destroy all hostiles&#039; sector mission is no longer created, as hostile zones can no longer be cleared.&lt;br /&gt;
* Increased the general availability of cannon shells at trading posts.&lt;br /&gt;
* Mining Lasers will no longer acquire new targets when &amp;quot;Battle Stations&amp;quot; is ordered.&lt;br /&gt;
* Hostile NPC ships will no longer bother mining asteroids during battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HUMAN RESOURCES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now sack crew from the trade screen, under the &amp;quot;sell&amp;quot; tab&lt;br /&gt;
* Sacked crew will leave on the next available shuttle&lt;br /&gt;
* You don&#039;t receive any &amp;quot;sale price&amp;quot; for sacking crew&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLEET ORDERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Orders popup has been rebuilt&lt;br /&gt;
* Most orders are now ship-specific, meaning different ships can set different orders&lt;br /&gt;
* &#039;Fleet Logistics&#039; and &#039;Battle Stations&#039; are system-wide orders affecting all your ships in the system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The sounds of other ships will now fall silent in a few select places:&lt;br /&gt;
** The ship editor&lt;br /&gt;
** The sector map&lt;br /&gt;
** Schematic mode&lt;br /&gt;
&lt;br /&gt;
* Added DARK MODE for the galaxy map due to popular request, enabled from the Settings menu&lt;br /&gt;
* Doubled the amount of food harvested from Hydroponics per cycle&lt;br /&gt;
* The battery/power indicator bar at the top left of the screen now blinks with the message &amp;quot;POWER SHORTAGE&amp;quot; when your ship cannot power its equipment to 100% and has run out of battery charge&lt;br /&gt;
* We now un-pause the game when you change the game speed with keyboard shortcuts&lt;br /&gt;
* You can now double-click to select all text in a text input field&lt;br /&gt;
* Removed ability to rotate camera with &#039;,&#039; and &#039;.&#039; (useless)&lt;br /&gt;
* Changed the colour of mission summary text to stand apart from the objectives&lt;br /&gt;
* 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.&lt;br /&gt;
* Added a toggle to hide ships the player cannot afford in the fabricate window&lt;br /&gt;
* Drones will now collect Precious Metals found in space even if &#039;gather reagents&#039; is disabled&lt;br /&gt;
* There is now sometimes some light space dust and fog around asteroid belts and combat zones&lt;br /&gt;
* Entities will now use their &#039;dead&#039; sprite when unconscious&lt;br /&gt;
* 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&lt;br /&gt;
* Cancelling installation/dismantle jobs with RMB when paused will now work correctly&lt;br /&gt;
* NPC ships will now order drones at a trading post if they are short (aiming for at least 2 drones per drone bay)&lt;br /&gt;
* Mineral patch labels are now correctly rotated in tactical view&lt;br /&gt;
* Ship labels in tactical view are now rendered more clearly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* {{Issue|204|pre=Issue}}: Game doesn&#039;t launch when Steam is offline&lt;br /&gt;
* {{Issue|244|pre=Issue}}: Fusion Reactor consumes fuel when off&lt;br /&gt;
* {{Issue|278|pre=Issue}}: FTL not found, even though I have an FTL&lt;br /&gt;
* {{Issue|318|pre=Issue}}: Drones flying off on big detours before delivering cargo.&lt;br /&gt;
* {{Issue|326|pre=Issue}}: If trying to install an object and then turning your view into Schematic mode, you will need to re-select the object&lt;br /&gt;
* {{Issue|328|pre=Issue}}: With the &amp;quot;Stargate&amp;quot; System now being renamed to NG0, there are inconsistencies in the contracts menu&lt;br /&gt;
* {{Issue|329|pre=Issue}}: Tutorial - Opening scene&lt;br /&gt;
* {{Issue|331|pre=Issue}}: NPC ships still dying off&lt;br /&gt;
* Fix saving and loading whilst in the opening shuttle flight cutscene turns the UI back on&lt;br /&gt;
* Fix A Wolf In Sheep&#039;s Clothing Part 1 Objective &#039;Recover the Flight Recorder from Scavenger Vessel&#039; by adding the missing location link&lt;br /&gt;
* Fix typo in Mining Tutorial: Travel to [an] asteroid belt with Tilium deposits.&lt;br /&gt;
* Fix typo in play mode: &#039;BOLDY GO&#039; -&amp;gt; &#039;BOLDLY GO&#039;&lt;br /&gt;
* Fix performance issues with tactical mode affecting AMD GPUs&lt;br /&gt;
* Fix full containers displaying the incorrect quantity in the hover tooltip&lt;br /&gt;
* Fix game not recognising caps lock&lt;br /&gt;
* Stop keyboard input being detected during the new game intro cutscene&lt;br /&gt;
* Fix keyboard input falling through to the game world when the map is open&lt;br /&gt;
* Fix being able to interact with the toolbar when you cannot see it because you have no layer selected&lt;br /&gt;
* Fix Black Hole Sun 1 Hyperspace Isotope count being incorrect&lt;br /&gt;
* Fix reward points earned for gameplay (e.g., logistics, combat, logistics...) being lost on save/load&lt;br /&gt;
* Fix awards given from missions being lost if you save/load before you have finished receiving them&lt;br /&gt;
* Fix &amp;quot;Upload To Steam&amp;quot; being available if we don&#039;t have a friendly ship selected&lt;br /&gt;
* Fix industry score increasing from industry performed on unfriendly ships&lt;br /&gt;
* Fix Exterior Jobs being attempted even if there are no available spacesuits&lt;br /&gt;
* Fix spurious No Storage warnings after unloading an item&lt;br /&gt;
* The bong sound from a Flight Recorder will no longer be audible if you are not focused on that system&lt;br /&gt;
* Introduction Tutorial: If you install the reactor before the tutorial instructs you to, the tutorial will recognise this and catch up&lt;br /&gt;
* Stargate Window: Show correct recipe for Stable Isotopes&lt;br /&gt;
* Fixed abandoned drones from enemy ships showing up as green in tactical view if the enemy ship was gone&lt;br /&gt;
* Mouse and Keyboard can now be used when the HUD is hidden&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;JOHNNY STRUGGLES:&#039;&#039;&#039; Acadia, Aberration of Light, Hesperia, Apophis&lt;br /&gt;
* &#039;&#039;&#039;RADKNITHAT:&#039;&#039;&#039; RnD Casus&lt;br /&gt;
&lt;br /&gt;
== Alpha 11 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 11&lt;br /&gt;
| nickname = Burke and Vasquez&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4597699678380481518&lt;br /&gt;
| release_date = 30 August 2024&lt;br /&gt;
| video = Bq1l6Wq-Dhg&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/8 Milestone 8]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW HUD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The placeholder HUD has been revamped and almost completely replaced with a new design.&lt;br /&gt;
&lt;br /&gt;
* Critical resources are now shown bottom left of the screen.&lt;br /&gt;
* The toolbar is replaced with a set of icons.&lt;br /&gt;
* The different views are now a vertical stack of buttons in the bottom right of the screen.&lt;br /&gt;
* A new indicator top left shows the ship name, author, Hull status, Atmosphere status, and Power status.&lt;br /&gt;
* Shipyard services now appear at the top of the screen. (Repair ship, Buy ship, Sell ship, Fabricate ship)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The old HUD is still used temporarily in two areas that are unfinished:&lt;br /&gt;
&lt;br /&gt;
* Construction popup&lt;br /&gt;
* Fleet orders popup&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Story Episodes changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Completely revamped introduction (much shorter), with a new ship and a new tutorial.&lt;br /&gt;
* The Stargate industry introduction has been removed. It will return as a story episode soon.&lt;br /&gt;
* All story episodes are now &amp;quot;discovered&amp;quot; on the sector map, rather than the Contracts screen.&lt;br /&gt;
* New gold highlights and tooltips for all special episode locations on the sector map.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Black Hole Sun&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
** Part 3 Hidden until Julian calls you when he is ready to rescue his brother. The episode is then automatically accepted.&lt;br /&gt;
** The Black Hole Sun 3 &#039;Short Hop&#039; system is no longer a large distance away across the map.&lt;br /&gt;
** Fix Julian&#039;s ship from Black Hole Sun 3 being able to jump to any system.&lt;br /&gt;
** Fix any ship being able to rescue Marcus in Black Hole Sun 3, and not just Julian.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;The trouble with Tiddlets&amp;quot;&#039;&#039;&#039; has returned, and is now a playable episode (Part 1 only, for now).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
* NPC ships will now order critical supplies when in a trading location (Fuel, Oxygen, Water, Crew, Spacesuits) when required.&lt;br /&gt;
* When highlighting any piece of equipment, the extra tooltip information will only show when the ship is one of your fleet.&lt;br /&gt;
* Allow to transfer/cancel transfer entire stack by ctrl clicking.&lt;br /&gt;
* You can now freely select text in an input field by holding &#039;SHIFT&#039;.&lt;br /&gt;
* You can now select all text in an input field by pressing &#039;CTRL+A&#039;.&lt;br /&gt;
* Selected text is preserved when the input field is deselected.&lt;br /&gt;
* Ship Editor: Destroying cells now destroys any equipment in those cells.&lt;br /&gt;
* FTL drives on the selected ship are now preferred when choosing a drive for a hyperspace jump.&lt;br /&gt;
* The camera is now attached to the ship when in TACTICAL view, the same as normal view.&lt;br /&gt;
* Clicking a Location Link in the Missions Window or Missions Summary now also sets that system as an FTL destination.&lt;br /&gt;
* Location Links for mission objectives will no longer appear in the Missions Summary after that objective has been completed.&lt;br /&gt;
* You can now collapse mission summaries the same way as rating, by right-clicking to close and left-clicking to open.&lt;br /&gt;
* You can now filter search in all tabs of the trade window.&lt;br /&gt;
* The trade window now defaults to &#039;all items&#039; instead of being blank.&lt;br /&gt;
* Change the end of the introduction tutorial to fit with new episode discovery.&lt;br /&gt;
* Galaxy map now has special indicators for episodes:&lt;br /&gt;
** Episode starting systems are now gold.&lt;br /&gt;
** Regular systems you need to visit as part of an episode have a gold outline.&lt;br /&gt;
** Any system with a Location Link to it as part of an episode now has a tooltip on the map to see what you need to do there.&lt;br /&gt;
* The &#039;STARGATE&#039; location now has a normal location name - NG0.&lt;br /&gt;
* Drones now treat actual salvage as higher priority over raw materials.&lt;br /&gt;
* When you start a New Game your ship is now &#039;inside&#039; a shipyard.&lt;br /&gt;
* Save files are now filtered when saving a game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* {{Issue|217|pre=Issue}}: Fleet Logistics still makes drones faff when preparing to jump.&lt;br /&gt;
* {{Issue|283|pre=Issue}}: Short Robot Arm won&#039;t unload Black Box Recorder from Drone Bay onto Track.&lt;br /&gt;
* {{Issue|293|pre=Issue}}: Hydroponic garden won&#039;t grow.&lt;br /&gt;
* {{Issue|292|pre=Issue}}: Cargo items stacking to silly sizes.&lt;br /&gt;
* Crash when removing a piece of track that was in a loop.&lt;br /&gt;
* Fix crash in Main Menu when viewing long file lists.&lt;br /&gt;
* Fix crash in Tiddlet fire.&lt;br /&gt;
* Fix cargo being moved around unnecessarily. If a job exists to move cargo to a storage zone, and you place a new storage zone that is at least as good under it, the job to move it is now cancelled.&lt;br /&gt;
* Fix storage window not placing any storage when it is first opened.&lt;br /&gt;
* Fix A Wolf in Sheeps Clothing Part 3 not being playable after completing Part 2.&lt;br /&gt;
* Fix A Wolf in Sheeps Clothing Part 3 pirate attacking you in another mission&#039;s system.&lt;br /&gt;
* Fix shuttle leaving on reload.&lt;br /&gt;
* Only the FTL drive responsible for jumping will light up during a jump.&lt;br /&gt;
* Only the FTL drive responsible for jumping will consume the contents of its FTL charge.&lt;br /&gt;
** This caused the FTL resource counter to be off-by-one when you have multiple FTL drives on a ship.&lt;br /&gt;
* Fix Audio bug after the opening text when starting a new game.&lt;br /&gt;
* Fix objects remaining silent when you switch system and should hear them again.&lt;br /&gt;
* Fix some objects, such as engines, not pausing correctly when the main menu is open.&lt;br /&gt;
* You can no longer sell Julian&#039;s ship from Black Hole Sun at a Shipyard.&lt;br /&gt;
* Fix FTL window saying &#039;NO FTL FOUND&#039; when you have no ship selected to travel.&lt;br /&gt;
* Fix Trade window telling you you cannot afford a trade when it is for the exact amount of cash you have.&lt;br /&gt;
* Fix Black Hole Sun 3 game crash when trying to take control of Julian&#039;s ship outside of the Black Hole system.&lt;br /&gt;
* Fix Mouse clicks from game world being detected on the sector map.&lt;br /&gt;
* Fix ships undocking from each other when they are all FTL jumping in survival and creative mode.&lt;br /&gt;
* Fix the tutorial window blocking input to the game world after the tutorial is over.&lt;br /&gt;
* Fix it looking like you have placed a storage zone in the output of a docking port. Instead, the visual is cancelled immediately.&lt;br /&gt;
* Fix bug where you cannot interact with the tutorial window while the map is open.&lt;br /&gt;
* Fix bug where the tutorial window highlight for the FTL button is the wrong color.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;JOHNNY STRUGGLES&#039;&#039;&#039; - Improved Industrious&lt;br /&gt;
* &#039;&#039;&#039;Omega Naval Station&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Belfast Shipyard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Alpha 11d ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 11d&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4576308214477647189&lt;br /&gt;
| release_date = 6 September 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 11d was released to make the game playable offline and fix some performance issues on AMD graphics cards:&lt;br /&gt;
&lt;br /&gt;
* Game can now be played in offline mode.&lt;br /&gt;
* Improved performance with particles in tactical mode on certain AMD graphics cards&lt;br /&gt;
&lt;br /&gt;
=== Alpha 11d hotfix ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 11d&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4576308214487815247&lt;br /&gt;
| release_date = 9 September 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 11d hotfix was released to make the game playable offline and fix some performance issues on AMD graphics cards:&lt;br /&gt;
&lt;br /&gt;
* The game can now be launched and played when offline.&lt;br /&gt;
* Performance improvement when lots of particles on screen in tactical mode (relevant to AMD graphics cards).&lt;br /&gt;
&lt;br /&gt;
== Alpha 10 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 10&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4200250669022467483&lt;br /&gt;
| release_date = 24 June 2024&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/7 Milestone 7]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Episodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* Black Hole Sun - Part 1&lt;br /&gt;
* Black Hole Sun - Part 2&lt;br /&gt;
* Black Hole Sun - Part 3&lt;br /&gt;
* A wolf in Sheeps Clothing - Part 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Tutorials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are short tutorials and are generally incorporated into the story episodes. But will pop up whenever you are trying to do these things for the first time:&lt;br /&gt;
&lt;br /&gt;
* Docking Tutorial&lt;br /&gt;
* Mining Tutorial&lt;br /&gt;
* Combat Tutorial&lt;br /&gt;
* Crew transfer Tutorial&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Large improvement to drones when searching for repair works.&lt;br /&gt;
* Reduced the particle density on ships arriving and departing, to help with performance&lt;br /&gt;
* Make FindNearby only look at given layer and given object type if object type given. Helps with drone performance.&lt;br /&gt;
* Calculate incoming quantities of each container only once in TryStoreCargo, improves WorkQueue Update performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Text Input&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now filter any long list of files/saves/ships etc by typing a short word&lt;br /&gt;
* You can now freely move the cursor in a text field and delete characters in any position.&lt;br /&gt;
** &#039;LEFT&#039; or &#039;RIGHT&#039; to move the cursor backwards or forwards one character.&lt;br /&gt;
** &#039;HOME&#039; or &#039;DOWN&#039; to move the cursor to the beginning of the input.&lt;br /&gt;
** &#039;END&#039; or &#039;UP&#039; to move the cursor to the end of the input.&lt;br /&gt;
** &#039;DEL&#039; now forward deletes text in a text input field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The game mode &#039;Survival&#039; is now locked until the player completes phase 1 of the stargate&lt;br /&gt;
* The game mode &#039;Free Roam&#039; is now locked until the player completes the &#039;Flight Ready&#039; mission in Creative or Survival mode&lt;br /&gt;
* Nb. Both modes can be easily unlocked by editing the preferences.txt file:&lt;br /&gt;
    UnlockSurvival    true&lt;br /&gt;
    UnlockFreeRoam    true&lt;br /&gt;
&lt;br /&gt;
* Battle Stations button is now available in Tactical mode&lt;br /&gt;
* Changed drone behaviour to look to use any available Drone Bays&lt;br /&gt;
* FTL user interface improved. You can now include other ships after clicking the Prepare Jump button&lt;br /&gt;
* Clicking Prepare Jump from the System Map will now prepare a jump with just that ship, even if another jump is in progress.&lt;br /&gt;
* The OPPOSITION system that sends hostiles to attack the Stargate on a timer has been completely disabled (it sucked)&lt;br /&gt;
* Mining Laser now require to be installed either in a wall (like the guns) or on a piece of scaffold.&lt;br /&gt;
* When installing Mining Lasers they will now auto-rotate to fit the wall/scaffold.&lt;br /&gt;
* Allow to buy/sell entire stack by ctrl clicking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* {{Issue|258|pre=Issue}}: In creative mode, when entering ship name / author name the key strokes execute in the background&lt;br /&gt;
* {{Issue|259|pre=Issue}}: If you outgun the pirate you can kill the ship leading to a hardlock and game CTD.&lt;br /&gt;
* {{Issue|260|pre=Issue}}: Docking Tutorial window doesn&#039;t go away when you click skip.&lt;br /&gt;
* {{Issue|261|pre=Issue}}: The Wolf in sheep clothing mission is available to start from the beginning after completing it.&lt;br /&gt;
* {{Issue|267|pre=Issue}}: Only selected ship rotates to align for jump in creative / survival / free roam.&lt;br /&gt;
* {{Issue|241|pre=Issue}}: Orders not saved correctly in stargate mode because not copying system id when copying orders.&lt;br /&gt;
* {{Issue|243|pre=Issue}}: Meteor shower during resin collection phase of tutorial.&lt;br /&gt;
* {{Issue|277|pre=Issue}}: Scavenger still hails you even if destroyed.&lt;br /&gt;
* {{Issue|247|pre=Issue}}: Some imported/bought ships will have the crew dying of suffocation.&lt;br /&gt;
* {{Issue|161|pre=Issue}}: Install order disappearing when closest box of desired item to install is on a track.&lt;br /&gt;
* {{Issue|233|pre=Issue}}: Netural fighters attacking player when in meteor shower.&lt;br /&gt;
* {{Issue|229|pre=Issue}}: Turning with thrusters uses engines when another ship is preparing a jump.&lt;br /&gt;
* {{Issue|231|pre=Issue}}: If a window is open (eg: FTL jump) and you go to tatical mode, tactical mode stops tracking cursor.&lt;br /&gt;
* {{Issue|279|pre=Issue}}: Docking Port flipped on reloading ship, if placed at top of grid in edit mode.&lt;br /&gt;
* {{Issue|288|pre=Issue}}: Rescue mission does not fail and disappear if the ship is destroyed.&lt;br /&gt;
* {{Issue|225|pre=Issue}}: Weapons consoles not activating connected weapons&lt;br /&gt;
* {{Issue|221|pre=Issue}}: Hostile ship not attacking after some ships jump away&lt;br /&gt;
* {{Issue|198|pre=Issue}}: Can jump ship when docked with other ship that isn&#039;t jumping but ships stay docked.&lt;br /&gt;
* {{Issue|234|pre=Issue}}: Stargate progress is incorrect.&lt;br /&gt;
* {{Issue|153|pre=Issue}}: Money duplication glitch when buying ship at shipyard.&lt;br /&gt;
* Fix spelling mistake in the title of the Tech Tree Window: &#039;RESERACH&#039; -&amp;gt; &#039;RESEARCH&#039;.&lt;br /&gt;
* Fix window not closing when window close button is pressed.&lt;br /&gt;
* Performance slow down with ships arriving / leaving. Should be better with improvements to particle and layer rendering.&lt;br /&gt;
* Fix flightready mission causing crash when selling original ship and FTL jumping with another ship.&lt;br /&gt;
* Fix camera moving to wrong place when switching out of tactical if ship moved while in tactical.&lt;br /&gt;
* Fix tutorial coming back after skipping tutorial.&lt;br /&gt;
* Preserve ids of layers and objects when restoring a system archive, but still rebase time.&lt;br /&gt;
* Fix crash on loading a rescue mission on a ship that has been archived.&lt;br /&gt;
* Docking tutorial now dismisses itself if the target ship is derelict or non-existent.&lt;br /&gt;
* Track performance in certain situations improved.&lt;br /&gt;
* Fix install FTL objective not completing in flightready mission.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 10c ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 10c&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/6338336761816401397&lt;br /&gt;
| release_date = 16 July 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 10c was released slightly later to Alpha 10 and fixed some critical bugs relating to missions:&lt;br /&gt;
&lt;br /&gt;
* Fix crash when removing a piece of track in a loop.&lt;br /&gt;
* Fix crash in Main Menu when viewing long file lists.&lt;br /&gt;
* Fix crash in Tiddle particle creation when they catch fire&lt;br /&gt;
* Fix crash in Drone rendering.&lt;br /&gt;
* Fix Wolf 3 episode not showing up in contracts selection when loading older save games.&lt;br /&gt;
* Fix analytics not reporting for Wolf 3.&lt;br /&gt;
* Fix Blackhole 2 issues (repeating phone call, impossible to complete in some circumstances)&lt;br /&gt;
&lt;br /&gt;
== Alpha 9 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 9&lt;br /&gt;
| nickname = Atreides and Harkonnen&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4101162602042836767&lt;br /&gt;
| release_date = 13 March 2024&lt;br /&gt;
| video = WiqYv5GZHbE&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/6 Milestone 6]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New mission interface&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* We have substantially upgraded and improved the mission system and all associated screens.&lt;br /&gt;
* We can now create rich, detailed missions with multiple stages and multiple objectives.&lt;br /&gt;
* The Communicator has also been upgraded and better integrated with the mission screen.&lt;br /&gt;
* Characters can now call you with information and instructions, and a log of those calls will be added to your mission screen.&lt;br /&gt;
&lt;br /&gt;
Quality of Life improvements for the Mission Summary (top left of the screen):&lt;br /&gt;
&lt;br /&gt;
* You can now &#039;Turn In&#039; any completed mission directly from the mission summary&lt;br /&gt;
* A new diamond shaped location icon has been added to any objective that specifies a destination. Clicking the diamond will immediately bring up the sector map and highlight that location. This makes it very easy to navigate to the required locations for a mission.&lt;br /&gt;
* There is now a &#039;Prepare to jump&#039; button in the Sector Map, for quick and easy alignment&lt;br /&gt;
* All mission types updated to take advantage of these new buttons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Story Episodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* We have begun work on a series of story-based episodes.&lt;br /&gt;
* The general idea is to tell short stories with a rich cast of characters, and each story episode will be broken down into 2 or 3 parts.&lt;br /&gt;
* This involved the creation of a new Episode Manager system and a substantial upgrade of the Mission system.&lt;br /&gt;
* Story Episodes will automatically become available in the Mission Interface at the appropriate time.&lt;br /&gt;
* We have plans to add many more story episodes, now that this system is complete.&lt;br /&gt;
* Nb. Story episodes are available in Stargate mode, and in Free-roam mode. They are not available in survival mode. The Tiddlets mission remains available in Survival mode only.&lt;br /&gt;
* New Episodes:&lt;br /&gt;
** A Wolf in sheep&#039;s clothing - part 1&lt;br /&gt;
** A Wolf in sheep&#039;s clothing - part 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Docking Tutorial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A new Docking tutorial has been created, and is used directly in the episode Wolf Part 2.&lt;br /&gt;
* The tutorial will also show whenever a player is attempting a rescue mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The time between waves of hostile forces attacking the Stargate has been tripled&lt;br /&gt;
* New graphics for crew in a space suit when they are outside the ship&lt;br /&gt;
* Reduced the radius at which a system blocks your FTL flight path (from 15 down to 4)&lt;br /&gt;
* The star background now shifts into an angry red when &#039;Battle Stations&#039; is enabled&lt;br /&gt;
* Crew now walk 33% faster, and are slowed down less when carrying cargo&lt;br /&gt;
* New graphics for dead crew&lt;br /&gt;
* After loading a saved game, any ships where the crew are all dead due to suffocation will be recalled automatically under autopilot, and will leave the system&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW AUDIO WORK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Battle stations!&lt;br /&gt;
* Gun Turrets extending, retracting&lt;br /&gt;
* Mission Interface&lt;br /&gt;
* Music for the new story episodes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* DOCTORX - DRX Helican Omicron&lt;br /&gt;
: DRX Helican&lt;br /&gt;
: DRX Psychopath&lt;br /&gt;
: DRX Abyss&lt;br /&gt;
: DRX Scarab&lt;br /&gt;
&lt;br /&gt;
* JOHNNY STRUGGLES - The Altair Citadel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can no longer pause the game during the introductory flyby&lt;br /&gt;
* Fixed: Weapons Consoles are now correctly powered as part of the Weapons power category, not the Science power category&lt;br /&gt;
* Fix for drones incorrectly returning home when another ship in the local fleet is planning to jump to hyperspace&lt;br /&gt;
* Fixed: Fleet logistics transfers of the same item in opposite directions now cancel each other.&lt;br /&gt;
* Fix crash caused by invalid Researching Node.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 9c ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 9c&lt;br /&gt;
| release_date = 14 March 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 9c is a hotfix build for [[#Alpha 9|Alpha 9]] fixing UI issues with the tactical screen.&lt;br /&gt;
&lt;br /&gt;
Another [https://steamdb.info/depot/1857082/history/?changeid=M:3577530168993901596 build of Alpha 9c] was released for Windows on {{#formatdate:7 May 2024}}, but it is unclear what changed.&lt;br /&gt;
&lt;br /&gt;
== Alpha 8 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 8&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3886108111271512496&lt;br /&gt;
| release_date = 18 December 2023&lt;br /&gt;
| video = VwQ7DgIIk0E&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/5 Milestone 5]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Equipment &amp;amp; Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fusion Reactor&#039;&#039;&#039;&lt;br /&gt;
** Uses Deuterium fuel pods and requires at least 500Mw for about 10 seconds to activate.&lt;br /&gt;
** Produces a power output of 50-500Mw.&lt;br /&gt;
** &#039;&#039;Deuterium&#039;&#039; (fuel pod)&lt;br /&gt;
** &#039;&#039;Deuterium Recipe&#039;&#039; (Chemical Lab)&lt;br /&gt;
* &#039;&#039;&#039;Solar Panels&#039;&#039;&#039;&lt;br /&gt;
** Must be installed on the outside of the ship, built onto scaffold beams.&lt;br /&gt;
** Produces 10Mw normally.&lt;br /&gt;
** This reduces to 5Mw in a nebula, and 0Mw in Hyperspace.&lt;br /&gt;
** &#039;&#039;Solar Panel recipe&#039;&#039; (Assembly Table)&lt;br /&gt;
* &#039;&#039;&#039;Tutorial (continued)&#039;&#039;&#039;&lt;br /&gt;
** Work continues on the in-game tutorial for new players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New audio work&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Suit radio chatter&#039;&#039; for crew when they are wearing spacesuits&lt;br /&gt;
* New UI sounds for &#039;&#039;construction, pipes, cables, installation, deconstruction&#039;&#039;&lt;br /&gt;
* New ambiences for common equipment: &#039;&#039;reactors, fabricators, smelters, assembly tables&#039;&#039;&lt;br /&gt;
* &#039;&#039;Delivery shuttle engine sounds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New &#039;Exterior&#039; graphics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* New graphics for all &#039;&#039;gun turrets&#039;&#039; when viewed from exterior&lt;br /&gt;
* Docking port exterior view improved&lt;br /&gt;
* &#039;&#039;Thrusters&#039;&#039; now more visible in exterior view and tactical view&lt;br /&gt;
* New exterior graphics for &#039;&#039;Small Tank, Medium Tank, Large Tank, Battery&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; can now be distinguished in Tactical View&lt;br /&gt;
** &#039;&#039;Railgun&#039;&#039; - a long single line&lt;br /&gt;
** &#039;&#039;Cannon&#039;&#039; - two medium-length parallel lines&lt;br /&gt;
** &#039;&#039;Gatling gun&#039;&#039; - three short parallel lines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ZORBANE&#039;&#039;&#039;&lt;br /&gt;
** DragonFly-A&lt;br /&gt;
* &#039;&#039;&#039;RUSH&#039;&#039;&#039;&lt;br /&gt;
** Andromeda&#039;s Fury&lt;br /&gt;
* &#039;&#039;&#039;R0NALXD&#039;&#039;&#039;&lt;br /&gt;
** Chakrali Corvetter&lt;br /&gt;
** Chakrali Frigate&lt;br /&gt;
** Chakrali Miner&lt;br /&gt;
** Chakrali Starbase&lt;br /&gt;
* &#039;&#039;&#039;JOHNNY STRUGGLES&#039;&#039;&#039;&lt;br /&gt;
** Big Martha&lt;br /&gt;
** Defense Platform MK1/MK2/MK3&lt;br /&gt;
** The Gas Man&lt;br /&gt;
** The Wild Goose&lt;br /&gt;
** Fat Duck Fighter&lt;br /&gt;
** The Leviathan&lt;br /&gt;
** Scavenger JS&lt;br /&gt;
** Florence Bulk Hauler&lt;br /&gt;
** Angry Frog Mining Rig&lt;br /&gt;
* &#039;&#039;&#039;ORION INDUSTRIES&#039;&#039;&#039;&lt;br /&gt;
** Bellatrix Frigate&lt;br /&gt;
** Hawk Light Fighter Mk1/Mk2&lt;br /&gt;
** Krait Mk2 Fuel Rat&lt;br /&gt;
** Mighty Miner&lt;br /&gt;
** Minor-Miner Mk1/Mk2&lt;br /&gt;
** Orthrus&lt;br /&gt;
** Procyon Cruiser&lt;br /&gt;
** Rescue Shuttle&lt;br /&gt;
** Rigel Heavy Corvette Mk2&lt;br /&gt;
** Roadrunner Corvette&lt;br /&gt;
** Starhopper&lt;br /&gt;
** Trident Heavy Fighter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;PAUSED and SLOWMO messages&#039;&#039; will now flash, to minimize players not realizing why the game has stopped&lt;br /&gt;
* New &#039;&#039;STARGATE games&#039;&#039; will no longer generate a distress call in the starting map. This is because new players would often get very confused trying to do the rescue - without thrusters and without any skills in docking. &#039;&#039;Nb.&#039;&#039; Rescue Missions are still generated in the mission board&lt;br /&gt;
* Fleet orders for &#039;&#039;gathering salvage, gathering minerals, and repairing hull&#039;&#039; now default to ON&lt;br /&gt;
* &#039;&#039;Drones&#039;&#039; will now automatically return to their home ship if that ship is preparing to jump to FTL, regardless of Fleet Orders&lt;br /&gt;
* Hostile forces in &#039;&#039;stargate mode&#039;&#039; will now correctly attack the player, and not random NPC vessels&lt;br /&gt;
* &#039;&#039;Deconstruction UI&#039;&#039; effects improved&lt;br /&gt;
* If the player destroys a Neutral ship, all other neutral ships in the system will immediately turn hostile to the player&lt;br /&gt;
* Added a new Fleet Order: &amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;&#039;&#039;Mining&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;. This enables and disables all active mining from Mining Lasers within the current system.&lt;br /&gt;
* &#039;&#039;Schematic view&#039;&#039; has been made more tidy and clear.&lt;br /&gt;
* Improved the visuals when laying pipes and cables - removed unnecessary distracting visuals&lt;br /&gt;
* &#039;&#039;Weapons Officers&#039;&#039; now wear a &#039;&#039;RED uniform&#039;&#039;, to distinguish them from regular crew&lt;br /&gt;
* &#039;&#039;Weapons Consoles&#039;&#039; now support up to four guns, without requiring any research. Removed the research tree for Weapons Console Additional Slots.&lt;br /&gt;
* Player-owned ships will now always render on top of other ships, derelicts, etc&lt;br /&gt;
* Derelicts will be removed from the list of all ships after 3 minutes&lt;br /&gt;
* Derelicts now slowly erode away to nothing over time&lt;br /&gt;
* Damaged and Destroyed engines now belch flames&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* FIXED: The &#039;&#039;equipment panel&#039;&#039; will now close if you select another ship or another location&lt;br /&gt;
* FIXED: issues with the &#039;&#039;Equipment Panel&#039;&#039; not popping up when you right-clicked because it was &#039;blocked&#039; by the open construction menu&lt;br /&gt;
* FIXED: Missing pickup and drop sounds when crew is working&lt;br /&gt;
* FIXED: The tick sound effect when installing equipment was wrong when the equipment had an even width or height&lt;br /&gt;
* FIXED: Issue with &#039;&#039;Delivery Missions&#039;&#039; with a difficulty of 84 and 890 boxes!&lt;br /&gt;
* FIXED: Main Menu ambience continued to play after clicking Import Friendly or Import Hostile&lt;br /&gt;
* {{Issue|175|pre=Issue}} - After an &#039;&#039;FTL-jump&#039;&#039;, the suits are turned off. Orders are now carried through from system to system when FTL jumping unless you already have a fleet at the destination.&lt;br /&gt;
* {{Issue|179|pre=Issue}} - (&#039;&#039;Survival&#039;&#039;) Cross-sector &#039;&#039;passenger missions&#039;&#039; can never be delivered&lt;br /&gt;
* {{Issue|183|pre=Issue}} - &#039;&#039;Tutorial text modal&#039;&#039; not advancing correctly. Fix overlap problem and tutorial loop.&lt;br /&gt;
* {{Issue|188|pre=Issue}} - &#039;&#039;Derelict ships&#039;&#039; will now automatically remove themselves from the layer list after some time.&lt;br /&gt;
* {{Issue|190|pre=Issue}} - &#039;&#039;Fighters&#039;&#039; can attack a ship in another system&lt;br /&gt;
* {{Issue|195|pre=Issue}} - &#039;&#039;Fuel canisters&#039;&#039; aren&#039;t getting loaded. Validate existing fleet transfers to ensure that they are still satisfying requests.&lt;br /&gt;
* {{Issue|194|pre=Issue}} - A full &amp;quot;circular&amp;quot; track gets jammed and doesn&#039;t move. Allow tracks to move more freely.&lt;br /&gt;
* {{Issue|196|pre=Issue}} - Can&#039;t see all ships in logistics screen. Fix a bug where the ships were overflowing the window. Present ships in the same order as the ship list on the right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undocumented changes (not shown in original changelog&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Max zoom level is now 5000 (rather than unlimited)&lt;br /&gt;
* Percentages removed from tanks in schematic view (only absolute values displayed)&lt;br /&gt;
* Hyperspace isotopes can be refined into stable isotopes, which can be turned into deuterium in the chemistry lab&lt;br /&gt;
* Stranded Ships from Rescue contracts are NeutralShips instead of Derelicts&lt;br /&gt;
&lt;br /&gt;
== Alpha 7 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 7&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/5913850762873923353&lt;br /&gt;
| release_date = 17 November 2023&lt;br /&gt;
}}&lt;br /&gt;
Alpha 7 is an interim build with no update video, GitHub milestone, or nickname. Changes are covered in the update video for [[#Alpha 8|Alpha 8]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-system Simulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Multiple locations within a sector are now simulated all at once.&amp;lt;br&amp;gt;&lt;br /&gt;
This means you can split up your fleet, have ships in one system mining an asteroid belt, while your combat vessels in another system do battle.&amp;lt;br&amp;gt;&lt;br /&gt;
You can freely and instantly move focus between different ships of yours within all active systems.&amp;lt;br&amp;gt;&lt;br /&gt;
Different collections of ships can be in FTL at the same time, travelling to different destinations.&amp;lt;br&amp;gt;&lt;br /&gt;
You can (for example) create mining and gathering ships and leave them in a nebula or asteroid belt, and they will continue to mine and operate while you attend to other locations.&lt;br /&gt;
&lt;br /&gt;
* NPC ships updated. Star systems are now much more busy, as NPC ships come and go. NPC ships will also engage in mining and salvage where appropriate.&lt;br /&gt;
* All NPC ships are now based on either official ship designs or community ships, or ships you have subscribed to on Steam Workshop.&lt;br /&gt;
* NPC ship system &#039;faking&#039; has been largely removed. You can now see inside any NPC neutral ship, and observe the crew and equipment operating normally.&lt;br /&gt;
* NPC ships will turn hostile if you attack them, but will generally try to escape rather than fight to the death.&lt;br /&gt;
* Subscribe to more ships via the Steam Workshop, and these ships will appear in your game world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tutorial / on-boarding&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The tutorial continues to be updated, with the aim to provide a complete introduction to the game and the STARGATE PROJECT.&amp;lt;br&amp;gt;&lt;br /&gt;
It is still a work in progress, but takes the player all the way up to receiving a second ship.&amp;lt;br&amp;gt;&lt;br /&gt;
The primary aim is to bring entirely new players into the STARGATE industry mode.&amp;lt;br&amp;gt;&lt;br /&gt;
You can now skip the entire tutorial by clicking the X in the top right of the tutorial window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stargate Project&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The stargate project now has six working phases that must be completed, each building on the last.&amp;lt;br&amp;gt;&lt;br /&gt;
All phases have been redesigned and rebalanced.&amp;lt;br&amp;gt;&lt;br /&gt;
All production times for Fabricators and Assembly tables have been shortened and balanced.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiple phases of the stargate project now require research unlocks to progress.&amp;lt;br&amp;gt;&lt;br /&gt;
Enemy forces will now attack any ships engaged in the stargate project, starting around phase 3. Each subsequent attack will be more dangerous than the last.&lt;br /&gt;
&lt;br /&gt;
* The game now automatically starts in STARGATE mode on first playthrough&lt;br /&gt;
* Introductory flyby sequence updated&lt;br /&gt;
* The TRADE screen now shows sellable Stargate parts highlighted in GOLD&lt;br /&gt;
* Fabricator buildings no longer produce outputs endlessly, filling up your cargo space (eg frames, coils).&lt;br /&gt;
: Instead they will produce an item and then wait until that item has been taken to be used somewhere before producing another.&lt;br /&gt;
* The stargate sector now contains hostile fleets (difficult!), distress calls, derelict ships, asteroid belts, gas clouds, as well as colonies and shipyards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission System&#039;&#039;&#039;&lt;br /&gt;
- New missions are now continuously generated at all locations in the sector&lt;br /&gt;
- Old missions are removed after some time, if nobody claims them.&lt;br /&gt;
- All mission types scale in response to your ratings within the appropriate category.&lt;br /&gt;
- STARGATE industry mode now has all mission types available: delivery, passenger, combat, rescue, production, mining&lt;br /&gt;
- Completed Missions are now removed from the contract board after 60 seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game controls&#039;&#039;&#039;&lt;br /&gt;
* Spacebar now pauses the game.&lt;br /&gt;
: This is to allow for more consideration and precision during space battles.&lt;br /&gt;
* You can hold SHIFT for dramatic slow-mo. You can toggle slow-mo with Caps-Lock&lt;br /&gt;
* Tactical mode camera no longer tracks position or rotation of any ship. You can freely pan around.&lt;br /&gt;
* Normal view mode automatically tracks position and rotation of the current ship, aligning automatically so you can see the interior.&lt;br /&gt;
* The compass / toggle tracking button has been removed&lt;br /&gt;
* Tactical mode: Weapons list now scales when there are lots of weapons, to ensure they all fit on screen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
* {{Issue|164|pre=Issue}} - Cargo Space not recognising new zoning&lt;br /&gt;
* You can no longer try to install boxed equipment on a ship that the box isn&#039;t on&lt;br /&gt;
* Thousands more bug fixes but honestly we lost track somewhere along the way&lt;br /&gt;
&lt;br /&gt;
=== Alpha 7c ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 7c&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/5913850762877483119&lt;br /&gt;
| release_date = 18 November 2023&lt;br /&gt;
}}&lt;br /&gt;
Alpha 7c is a hotfix build for [[#Alpha 7|Alpha 7]] fixing some FTL issues.&lt;br /&gt;
&lt;br /&gt;
* Loading an older save game (pre-alpha 7) will now automatically enable multi-system simulation. This fixes an issue where loading an older save game didn&#039;t enable multisystem simulation, preventing you from making FTL jumps with more than one ship at a time.&lt;br /&gt;
&lt;br /&gt;
* This enables multiple ships to do an FTL jump together in industry mode. Click on the STAY/JUMP button to toggle which ships are included in the jump. At least one ship in the group must have an enabled FTL drive.&lt;br /&gt;
&lt;br /&gt;
* Multi-system simulation is not yet enabled for the other game modes - SURVIVAL, FREE ROAM and CREATIVE. In those modes all ships will now jump together, as used to happen. This fixes the issue of only a single ship jumping.&lt;br /&gt;
&lt;br /&gt;
== Alpha 6 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 6&lt;br /&gt;
| nickname = Frodo &amp;amp; Sam&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3719466041717039148&lt;br /&gt;
| release_date = 13 September 2023&lt;br /&gt;
| video = 5dNaVX-gFKE&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/4 Milestone 4]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Buying ships at a shipyard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Any ship from the ship library can be bought in a system with a station or shipyard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tutorial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Beginnings of a Tutorial for Industry Mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW EQUIPMENT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weapons Control Centre&#039;&#039;&#039; =&amp;gt; Can connect to up to 4 weapons remotely and be controlled by a weapons officer, so that the connected weapons no longer require crew&lt;br /&gt;
* New Crew Type - Weapons Officer needed to crew the Weapons Control Centre&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Robot Arms now use Jobs to Move, Load, and Combine objects. This allows robot arms and crew to communicate, so they no longer compete to complete the same jobs at the same time.&lt;br /&gt;
* Robot Arms now stop moving an object if the destination can’t receive it anymore. If arm gets stuck like this, you can now cancel the arm in the right-click menu. Arms are now only stuck when an item is on the floor of the target cell.&lt;br /&gt;
* Missions that are in progress when you Hyperspace Jump are now returned to the open missions list so that you can return to the destination and finish them at a later date.&lt;br /&gt;
* Robot Arms now unload objects from factories that are not needed by the current recipe.&lt;br /&gt;
* When the current research project finishes a popup notification appears&lt;br /&gt;
* The atmospheric pressure is now shown as a percentage in a tooltip when hovering the mouse&lt;br /&gt;
* New Storage Zone UI&lt;br /&gt;
* Better job allocation/assignment to ensure that jobs can be completed by the entities that they are assigned to. This is noticeable when there a ship is divided into isolated areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Mission Cargo/Passengers/Refuges and Trade Deals that are in progress when you hyperspace jump are now cancelled correctly and not taken to the Docking Port&lt;br /&gt;
* Crew and Scientists take off spacesuits when doing longer jobs in a breathable atmosphere&lt;br /&gt;
* Factories will cancel jobs when the recipe changes and the jobs object is no longer required&lt;br /&gt;
* Changing/Removing a storage zone will now cancel any job coming to it if the new storage at the location is no longer compatible with what is coming to it.&lt;br /&gt;
* Equipment installation jobs will stop any movement jobs to storage zones in the same location. When/if the equipment gets fully installed, the storage zones are removed.&lt;br /&gt;
* Equipment installation will highlight the closest accessible box that will be used to install the equipment.&lt;br /&gt;
* You can no longer place a storage zone in the location of an in-progress equipment installation&lt;br /&gt;
* Research stations only draw power when required for the current research project (1MW standby draw otherwise)&lt;br /&gt;
* Research station blue light now blinks&lt;br /&gt;
* For exterior jobs crew no longer pick up and drop the item before acquiring a space suit&lt;br /&gt;
* For exterior dismantling jobs, the box is now brought inside by the crew after dismantling&lt;br /&gt;
* Visual fix to adjacent tracks connecting incorrectly. Tracks now only connect if they interact with each other.&lt;br /&gt;
* {{Issue|108|pre=Issue}}: Fixes transferring crew when requesting to transfer a spacesuit and all spacesuits are worn&lt;br /&gt;
* {{Issue|109|pre=Issue}}: Fixes logistics window scaling with the number of layers, rather than the number of friendly layers&lt;br /&gt;
* {{Issue|10|pre=Issue}}: Integer overflow with cash and ship value&lt;br /&gt;
* {{Issue|95|pre=Issue}} and {{Issue|95}}: Friendly ships added to fleet for free when flying to a shipyard&lt;br /&gt;
* {{Issue|114|pre=Issue}}: Powergrid settings are saved&lt;br /&gt;
* {{Issue|104|pre=Issue}}: Logistics screen now updates when the selected layer is switched&lt;br /&gt;
* {{Issue|81|pre=Issue}}: Mouse click and drag in the research window can no longer move the game camera&lt;br /&gt;
* {{Issue|92|pre=Issue}}: Objects can no longer be stored in non-exact cell positions&lt;br /&gt;
* {{Issue|122|pre=Issue}}: Robot Arms can now combine containers when they are on tracks&lt;br /&gt;
* {{Issue|72|pre=Issue}}: Robot Arms now indicate when they are stuck, and can be canceled.&lt;br /&gt;
* {{Issue|16|pre=Issue}}: Difficulty installing equipment in walls.&lt;br /&gt;
* {{Issue|66|pre=Issue}}: Jobs get created in inaccessible locations and get “stuck”&lt;br /&gt;
* {{Issue|53|pre=Issue}}: Crew try to store objects in a place they can’t access&lt;br /&gt;
&lt;br /&gt;
== Alpha 5 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 5&lt;br /&gt;
| nickname = Schwarzenegger &amp;amp; Stallone&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3649655808283414158&lt;br /&gt;
| release_date = 28 July 2023&lt;br /&gt;
| video = F1PWv6ZIMvE&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/3 Milestone 3]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;SCIENCE / RESEARCH SYSTEM&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There is a research &amp;amp; development system allowing you to unlock advanced technologies.&amp;lt;br&amp;gt;&lt;br /&gt;
All R&amp;amp;D is performed by Scientists (a new entity type) and uses Science Stations and Supercomputers.&amp;lt;br&amp;gt;&lt;br /&gt;
You can unlock equipment blueprints, performance enhancements, and Stargate Updates.&lt;br /&gt;
&lt;br /&gt;
NEW EQUIPMENT : Science station&amp;lt;br&amp;gt;&lt;br /&gt;
NEW EQUIPMENT : Super computer&amp;lt;br&amp;gt;&lt;br /&gt;
NEW EQUIPMENT : Energy Transmitter&amp;lt;br&amp;gt;&lt;br /&gt;
NEW CREW: Scientists&lt;br /&gt;
&lt;br /&gt;
A new research screen allows you to direct your science team efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INDUSTRY MODE AND STARGATE PROJECT, CONTINUED&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Phases 3 and 4 of the Stargate project are now available for completion.&lt;br /&gt;
&lt;br /&gt;
Phase 3 requires science research to complete.&amp;lt;br&amp;gt;&lt;br /&gt;
Phase 4 requires an energy test, with your ships providing sufficient energy to the stargate for a fixed period.&lt;br /&gt;
&lt;br /&gt;
Opposition - There are now hostile forces within the sector who oppose the construction of the stargate. Their threat level will slowly increase as you make progress.&lt;br /&gt;
&lt;br /&gt;
The central stargate system will now &#039;re-stock&#039; periodically on critical equipment and resources&amp;lt;br&amp;gt;&lt;br /&gt;
Asteroid minerals will now be merged into larger stacks when there are so many in space that it begins to affect performance (&amp;gt;1000 minerals close together)&lt;br /&gt;
&lt;br /&gt;
NEW EQUIPMENT: Small Robot Arm - A Robot Arm variant with an arm length of 1&amp;lt;br&amp;gt;&lt;br /&gt;
NEW EQUIPMENT: Smart Robot Arm =&amp;gt; A Robot Arm that only picks up specified objects&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Robot Arms now require 1MW of power each&amp;lt;br&amp;gt;&lt;br /&gt;
Robot Arms now combine containers of the same type like Entities&amp;lt;br&amp;gt;&lt;br /&gt;
New &amp;amp; Improved FTL window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|24|pre=Issue}}: Battle stations button missing&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|29|pre=Issue}}: Mission cargo not unloading (partially fixed in Alpha 4, but not with tiddlets)&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|39|pre=Issue}}: Destroyed spacesuit remaining on entity&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|30|pre=Issue}}: Fusion reactor rendering weird effects on ship&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|60|pre=Issue}}: Crew no longer invisible when deleting spacesuit&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|51|pre=Issue}}: Robot Arms can now add and remove fuel cannisters from fuel loaders. Robot Arms can now add and remove Compost and Seeds from Hydroponic Garden. Robot arms can now add and remove FTL Charges from FTL Drives. Robot Arms can now add drones to and remove Cargo from Drone Bays.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|52|pre=Issue}}: Crew in Spacesuits can no longer be picked up by Robot Arms or carried by Tracks&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|61|pre=Issue}}: Robot Arms picking up each other&#039;s items&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|73|pre=Issue}}: Robot Arms can no longer pick up items through walls&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|54|pre=Issue}}: Fixes Drones picking up Entities Issue&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|65|pre=Issue}}: Tracks no longer get stuck and unable to move an item into an &#039;empty&#039; space&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|67|pre=Issue}}: Fixes Storage Areas not persisting in save games if there is a track on top of them&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|56|pre=Issue}}: Craftable equipment no longer thinks it&#039;s a factory and is no longer right clickable&amp;lt;br&amp;gt;&lt;br /&gt;
Multiple jobs can no longer have the same Id&lt;br /&gt;
&lt;br /&gt;
== Alpha 4 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 4&lt;br /&gt;
| nickname = Cash Integer Overflow and Northern Pennies&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/6489171662417416640&lt;br /&gt;
| release_date = 22 June 2023&lt;br /&gt;
| video = Bo5xcKekv2Q&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/2 Milestone 2]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Industry mode&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An entirely new game mode with new starting conditions and new objectives.&amp;lt;br&amp;gt;&lt;br /&gt;
You are joining a mega-project to construct a Stargate to the Andromeda Galaxy.&amp;lt;br&amp;gt;&lt;br /&gt;
Industry, production and automation take centre stage.&lt;br /&gt;
&lt;br /&gt;
* New &#039;Industry&#039; game mode selector in New Game screen&lt;br /&gt;
* New starting ship, which is more of a ruined space station&lt;br /&gt;
* Starting ship contains &#039;Ruined Equipment&#039; which can be dismantled for Scrap Metal.&lt;br /&gt;
* There is only one Sector in industry mode&lt;br /&gt;
&lt;br /&gt;
* Stargate Project in the main menu. Shows what parts require manufacture to advance.&lt;br /&gt;
* Currently only Phase 1 and 2 of the Stargate have been created&lt;br /&gt;
* Sell your Stargate Parts at any trade station to earn money and progress the project.&lt;br /&gt;
&lt;br /&gt;
* NEW EQUIPMENT:&lt;br /&gt;
* Fabricator =&amp;gt; Makes components out of raw materials: Frame, Motor, Coil&lt;br /&gt;
* Assembler =&amp;gt; Makes Boxed equipment out of components (Eg Battery, or Stargate parts)&lt;br /&gt;
* Robot Arm =&amp;gt; Automatically lifts components and resources into and out of equipment&lt;br /&gt;
* Track =&amp;gt; Automatically moves components and resources along the direction of travel&lt;br /&gt;
&lt;br /&gt;
* Gas clouds and asteroid mineral nodes contain 100x as much raw material in Industry mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance / Small changes&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Gas Clouds now contain 10x as much gas in non-industry game modes&lt;br /&gt;
* Hydroponics now uses half as much water&lt;br /&gt;
* Hydroponics now loses 25% of compost per harvest. Previously 50% of compost was lost&lt;br /&gt;
* Gatling Guns are now unmanned, and will automatically extend and fire when &#039;Battle Stations&#039; is called&lt;br /&gt;
* Munitions Factory has been renamed to Munitions Bench, as it is operated by a crew member&lt;br /&gt;
* The &#039;Battle Stations&#039; button will no longer show until you have at least one weapon system installed&lt;br /&gt;
* Added &amp;quot;--safe-mode&amp;quot; command line argument to start game in windowed mode&lt;br /&gt;
* The Install menu now auto-selects the next identical type of equipment,&amp;lt;br&amp;gt;and groups all identical equipment into a single row&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can now begin a new game straight from within Creative Mode.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As soon as you perform your first FTL jump, creative mode ends&amp;lt;br&amp;gt;&lt;br /&gt;
and you are placed into &#039;Free Roam&#039; mode with $150k credits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam Workshop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Updated subscribed and published items kick off updating local corresponding preview images&amp;lt;br&amp;gt;&lt;br /&gt;
All previously-updated subscribed and published items, prior to the above feature, will have their preview images also updated&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug fixes&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Crew trade themselves and turn invisible if they are wearing the spacesuit nearest to a docking port when a spacesuit is sold&lt;br /&gt;
* Fixed: Refinery, Chemical Lab, Munitions Factory can be placed outside the ship or in walls&lt;br /&gt;
* Fatal error when the ship grid is clicked in spawn mode and no equipment is selected&lt;br /&gt;
* Hard rescue missions being generated early in the game (self-destruct timer/moving under thrust)&lt;br /&gt;
* [ and ] able to rotate ship without thrusters&lt;br /&gt;
* Fix audio glitch when mousing over overlapping buttons.&lt;br /&gt;
* Fix phantom crew members that block job execution after transferring crew between ships&lt;br /&gt;
* {{Issue|41|Crash on hyperspace jump}}&lt;br /&gt;
* {{Issue|20|Ship/Ftl limit - buttons now appear at top of the list and are always clickable}}&lt;br /&gt;
* {{Issue|32|Crew is abandoned when jumping}}&lt;br /&gt;
* {{Issue|15|Dismantling airduct leads to immediate loss of all oxygen to the ship}}&lt;br /&gt;
&lt;br /&gt;
== Alpha 3 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 3&lt;br /&gt;
| nickname = Will and Harry&amp;lt;ref&amp;gt;https://forums.introversion.co.uk/viewtopic.php?f=17&amp;amp;t=64524&amp;lt;/ref&amp;gt;&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3680048129696261275&lt;br /&gt;
| release_date = 11 May 2023&lt;br /&gt;
| video = YocmuecAJM0&lt;br /&gt;
| video_caption = Update video recorded on {{#formatdate:7 May 2023}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;FULL CHANGE LIST&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydroponics&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
New &#039;Hydroponics Garden&#039; equipment is now available to buy.&amp;lt;br&amp;gt;&lt;br /&gt;
Requires power, piped water, compost (from Waste Processing), and Seeds (also available to buy).&amp;lt;br&amp;gt;&lt;br /&gt;
If all of these ingredients are provided, vegetables will be grown in the individual plots.&amp;lt;br&amp;gt;&lt;br /&gt;
If water or power is cut during growth, the crop will suffer.&amp;lt;br&amp;gt;&lt;br /&gt;
Eventually the vegetables will be harvested, producing Food and more Seeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crew stations&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Some pieces of equipment now require crew to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
The crew station can be seen in schematic view as a green circle, and must be clear from obstructions&amp;lt;br&amp;gt;&lt;br /&gt;
These include:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Gatling Guns&lt;br /&gt;
* Cannons&lt;br /&gt;
* Railguns&lt;br /&gt;
* Munitions table&lt;br /&gt;
&lt;br /&gt;
More will be added in future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Stations&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
All weapon systems in your fleet now default to &#039;inactive&#039;, and will appear retracted into the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
To activate your weapons, click the &#039;Battle Stations&#039; button in the bottom right of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
Each weapon system requires one crew member to operate, before it can fire.&amp;lt;br&amp;gt;&lt;br /&gt;
Nb. The order to Battle Stations is fleet wide.&amp;lt;br&amp;gt;&lt;br /&gt;
As soon as you disable Battle Stations, crew will return to normal duties and all weapon systems will retract.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Changes&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* You can now sell any of your ships at a Shipyard.&lt;br /&gt;
: Just click the SELL button next to the layer name, top right of the screen.&lt;br /&gt;
: Nb. You cannot sell your final ship - ie you always need one ship in the fleet.&lt;br /&gt;
&lt;br /&gt;
* Added Vertical Symmetry to Ship Editor&lt;br /&gt;
&lt;br /&gt;
* Ship Editor state saved/restored between sessions&lt;br /&gt;
&lt;br /&gt;
* Docked ships can now be included when exporting a ship&lt;br /&gt;
&lt;br /&gt;
* Fixed crash with docking cycles (they can also no longer be created)&lt;br /&gt;
&lt;br /&gt;
* Settings menu now has options for Windowed/Fullscreen/Resolution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam Workshop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Published items are cached locally&lt;br /&gt;
* Published items and preview images get downloaded if not already cached locally (such as on a reinstall of the game or using the game on another computer)&lt;br /&gt;
* Remotely updated published items get updated locally&lt;br /&gt;
* Remotely updated subscribed items get updated locally&lt;br /&gt;
&lt;br /&gt;
== Alpha 2 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 2&lt;br /&gt;
| nickname = Fred &amp;amp; Barny&amp;lt;ref&amp;gt;https://forums.introversion.co.uk/viewtopic.php?f=17&amp;amp;t=64390&amp;lt;/ref&amp;gt;&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/5458966262288548968&lt;br /&gt;
| release_date = 30 March 2023&lt;br /&gt;
| video = 0rJVuS6CfH0&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;NEW CONTENT&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Industry&lt;br /&gt;
&lt;br /&gt;
New industrial equipment has been added to the game, permitting self-sufficient creation of many critical resources. New resources have also been added, with new methods of gathering those resources&lt;br /&gt;
&lt;br /&gt;
* New Resource : Metreon Gas Clouds - found randomly across a sector, and visible from the map&lt;br /&gt;
&lt;br /&gt;
* New Resource : Metallic Minerals - found in asteroid belts&lt;br /&gt;
&lt;br /&gt;
* New Resource : Hyperspace Isotopes - gathered when in Hyperspace&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Gas Collector =&amp;gt; Metreon Gas&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Hyperspace Scoop =&amp;gt; Hyperspace Isotopes&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Refinery&lt;br /&gt;
: Metreon Gas =&amp;gt; Refined Metreon&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Chemical Lab&lt;br /&gt;
: Refined Metreon =&amp;gt; Fuel&lt;br /&gt;
: Refined Metreon =&amp;gt; Explosives&lt;br /&gt;
: Hyperspace Isotopes + Refined Tilium =&amp;gt; FTL Charge&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Munitions Factory&lt;br /&gt;
: Metal Ingots + Explosives =&amp;gt; Cannon Shells&lt;br /&gt;
: Metal Ingots + Explosives =&amp;gt; Bullets&lt;br /&gt;
: Metal Ingots =&amp;gt; Railgun slugs&lt;br /&gt;
&lt;br /&gt;
* Smelter&lt;br /&gt;
: Metallic Minerals =&amp;gt; Metal Ingots&lt;br /&gt;
: Scrap Metal =&amp;gt; Metal Ingots&lt;br /&gt;
: Tilium Ore =&amp;gt; Refined Tilium&lt;br /&gt;
: Precious Ore =&amp;gt; Precious Metals&lt;br /&gt;
&lt;br /&gt;
* New popup panel for all Industrial equipment. Right click to access.&lt;br /&gt;
: Shows the process underway and the status of inputs and outputs.&lt;br /&gt;
: Allows for changing the Recipe if the equipment supports multiple recipes.&lt;br /&gt;
&lt;br /&gt;
* All trade prices rebalanced to ensure the market is sensible.&lt;br /&gt;
: (Roughly 100% markup for each stage of production)&lt;br /&gt;
&lt;br /&gt;
*  New Production Mission&lt;br /&gt;
: You will be asked to produce X stacks of a specific resource.&lt;br /&gt;
: You are free to buy or gather or refine the resource through any means.&lt;br /&gt;
: The buyers will pay a premium of around 30-50% over the market price.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intership Logistics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now transfer resources, crew, drones &amp;amp; equipment between your ships&amp;lt;br&amp;gt;&lt;br /&gt;
Click on the &#039;Logistics&#039; button in the main toolbar (Available once you have two or more ships)&lt;br /&gt;
&lt;br /&gt;
* Drones will perform the requested transfers, if both ships have functioning Drone Bays&lt;br /&gt;
&lt;br /&gt;
* Can be enabled / disabled in the Fleet Orders list&lt;br /&gt;
&lt;br /&gt;
* Ship Docking : You can now dock your ships together by aligning their docking ports in Tactical View.&lt;br /&gt;
: Once docked, you can use the same Logistics menu to transfer items and crew between docked ships&lt;br /&gt;
&lt;br /&gt;
* Loaders can now be configured to run in three possible modes. This allows you to extract resources stored in tanks into carryable containers, then use the Logistics System to transfer those containers to other ships.&lt;br /&gt;
: LOAD : The contents of the container are pumped into the pipes (previous default)&lt;br /&gt;
: UNLOAD : Containers are filled from the connected pipes&lt;br /&gt;
: STOP : Don&#039;t do anything&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Modes and starting conditions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now select the game mode when creating a new game from the main menu.&lt;br /&gt;
&lt;br /&gt;
SURVIVAL - The previous game mode - stay ahead of the Anomaly&lt;br /&gt;
&lt;br /&gt;
FREE ROAM [NEW] - There is no Anomaly to run from - a more chilled experience&lt;br /&gt;
&lt;br /&gt;
CREATIVE - Unlimited budget and instant construction&lt;br /&gt;
&lt;br /&gt;
* You now start the game with $150k cash&lt;br /&gt;
&lt;br /&gt;
* You automatically receive a delivery of equipment worth $450k :&lt;br /&gt;
: Engines x 2, Reactor, FTL drive, Fuel x 2, FTL charges x 2&lt;br /&gt;
&lt;br /&gt;
* You can start in any saved ship (community, steam workshop, or your own creation) with a value up to $1M&lt;br /&gt;
&lt;br /&gt;
* The game will also let you start in any ship hull, so long as the hull value is less than $1M.&lt;br /&gt;
: All equipment and cargo will be removed from the ship when starting a game this way.&lt;br /&gt;
: In this scenario you will also start with $150k cash and $450k equipment delivered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lots of big rendering performance wins - the game will now render much smoother when in a busy system.&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed serious frame drop when loading in a big ship for the first time (generating exterior panels)&amp;lt;br&amp;gt;&lt;br /&gt;
Large improvements to rendering performance of ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;SMALL CHANGES&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Creative Mode: When using the SPAWN tool to create equipment and items, you can now Right-Click on any equipment or item to instantly destroy it&lt;br /&gt;
&lt;br /&gt;
* Creative Mode: You can now &#039;Import Friendly&#039; to add a saved ship directly into your fleet&lt;br /&gt;
&lt;br /&gt;
* Trade screen now shows &#039;out of stock&#039; items (greyed out) at the bottom of the list&lt;br /&gt;
&lt;br /&gt;
* Rescue Mission removed from the Mission lists, and changed to a &#039;Distress Call&#039; visible in the sector map&lt;br /&gt;
&lt;br /&gt;
* New graphics for Comets, Asteroids, Minerals, all new Industrial equipment&lt;br /&gt;
&lt;br /&gt;
* New exterior view graphics for engines, drone bays, thrusters, docking ports&lt;br /&gt;
&lt;br /&gt;
* You will now receive an alert when there is no available storage for an item that is blocking equipment&lt;br /&gt;
&lt;br /&gt;
* Damaged armour is now automatically added to your ship editor plan, so you can easily repair it at the next shipyard&lt;br /&gt;
&lt;br /&gt;
* Volume settings in the Main Menu are now saved&lt;br /&gt;
&lt;br /&gt;
* Equipment will now power down and stop working if its position is invalid. For example if a Gun Turret becomes blocked by a wall.&lt;br /&gt;
&lt;br /&gt;
* In the Tactical View, the maneuvering controls widget now allows for finer grained control of the thrusters (no longer just on or off)&lt;br /&gt;
&lt;br /&gt;
* Armour made more resilient against Gatling Guns, but less effective against Railguns and Cannons&lt;br /&gt;
&lt;br /&gt;
* Fuel usage has been roughly halfed across the board:&lt;br /&gt;
: Reactors now use half as much fuel (1 fuel/sec for 100Mw max output)&lt;br /&gt;
: Reactors can now idle at a low of 2MW, wasting much less fuel (previously 10MW minimum)&lt;br /&gt;
: Engines now use half as much fuel (2 fuel/sec at max thrust)&lt;br /&gt;
: Engines now require half as much power when idling (2MW)&lt;br /&gt;
: (Nb. Engines still require 40MW at max thrust)&lt;br /&gt;
&lt;br /&gt;
* New community ships:&lt;br /&gt;
: Tokelvian Starbase - [[User:Johnny Struggles|Johnny Struggles]]&lt;br /&gt;
: Starbase Callisto - [[User:Johnny Struggles|Johnny Struggles]]&lt;br /&gt;
: Elara Shipyard - [[User:Johnny Struggles|Johnny Struggles]]&lt;br /&gt;
: Inverse Mk1 - Ed the Loon&lt;br /&gt;
: Meteor - Ed The Loon&lt;br /&gt;
: Vork Maraug - Brot Groggers&lt;br /&gt;
: Goteque Imperial Luxline - Brot Groggers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;BUG FIXES&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FIXED: Empty ship layers (created in the Ship Editor) will no longer prevent your fleet from doing an FTL jump&lt;br /&gt;
&lt;br /&gt;
FIXED: You can no longer apply modifications to your ship using the Ship Editor when in Hyperspace&lt;br /&gt;
&lt;br /&gt;
FIXED: Using the Destroy tool in the editor would cause equipment in the removed area to become broken and bugged&lt;br /&gt;
&lt;br /&gt;
FIXED: The Nomad special mission was paying out 10x the desired amount. You will now received a $10k bonus for the first 10 crew.&lt;br /&gt;
&lt;br /&gt;
FIXED: Crash bug in the Mission List if you had no ship selected&lt;br /&gt;
&lt;br /&gt;
== Alpha 1D == &lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 1D&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3667655623966334826&lt;br /&gt;
| release_date = 27 January 2023&lt;br /&gt;
}}&lt;br /&gt;
Alpha 1D was the first [[Early Access]] build and was released on Steam, GOG, and Humble Store. This marked the end of the [[playtest]] and rejoined the game modes from [[Playtest#Alpha1C|Alpha1C]] and [[Playtest#Demo Alpha1C|Demo Alpha1C]]. No other changes were made.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Last Starship]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=2380</id>
		<title>Version History</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=2380"/>
		<updated>2025-10-11T15:07:01Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article contains changelog information for the [[Early Access]] period of [[The Last Starship]], which followed the closed [[playtest]].&lt;br /&gt;
&lt;br /&gt;
== Alpha 17 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 17&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/524893265913240950&lt;br /&gt;
| release_date = 10 October 2025&lt;br /&gt;
| video = 6sLMoYcOQq4&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/14 Milestone 14]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Survival Mode can now be completed — or continued forever — alongside late-stage Stargate Project phases, improved automation tools, and a huge number of fixes and improvements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Survival Mode – Completion Event&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is now (finally!) possible to complete Survival Mode, by taking your fleet through the Stargate in Sector 12.&lt;br /&gt;
&lt;br /&gt;
If you wish to continue surviving forever in a kind of hellish endless mode, you are free to travel past the Stargate and on to Sector 13 onward.&lt;br /&gt;
&lt;br /&gt;
* Sector 12 now has an escape route, through the Stargate&lt;br /&gt;
* Your ships and crew must survive the long journey in intergalactic hyperspace&lt;br /&gt;
* Ship maximum occupancy limits enforced in Trade Screen, based on interior size&lt;br /&gt;
* NPC Ship density increases up to sector 12, then drops back to normal&lt;br /&gt;
* You can now &#039;sack&#039; civilians to get them off your ship, from the Trade Window&lt;br /&gt;
: Trade window improved with respect to sacking crew, and taking on civilians&lt;br /&gt;
* Credits &amp;amp; end sequence now shows during the final jump&lt;br /&gt;
* Your final score for Survival Mode is shown at the end&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Stargate Project&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Stargate phases 8 and 9 are now available for research and production&lt;br /&gt;
* One new product – &amp;quot;Charged Crystals&amp;quot; – must be produced in a new &#039;&#039;&#039;Laser Infuser&#039;&#039;&#039;&lt;br /&gt;
* Laser Infusers release radiation into the cabin, poisoning any crew not wearing spacesuits&lt;br /&gt;
* Radiation can be blocked using the new &#039;&#039;&#039;Radiation Blocker&#039;&#039;&#039; wall segments&lt;br /&gt;
* &#039;&#039;&#039;Brave New Sector&#039;&#039;&#039; – a new three-part storyline covering the later stages of the Stargate Project&lt;br /&gt;
* Added a button in the sector map to switch between the Stargate sector and the Undiscovered sector&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Industry / Automation Improvements&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A new &#039;&#039;&#039;Recipes window&#039;&#039;&#039; shows the required ingredients to manufacture any part&lt;br /&gt;
* Asteroids that are fully mined out will now list their internal mineral composition, making it easier to know which asteroids to crack open with Cannon fire&lt;br /&gt;
* New research: &#039;&#039;&#039;Mining Laser Precision II&#039;&#039;&#039; – triples the minerals released from each mining laser hit&lt;br /&gt;
* Assembly tables use pipe inputs for recipes where they previously required containers&lt;br /&gt;
* New type of track: &#039;&#039;&#039;Splitter&#039;&#039;&#039; – splits input items evenly between its output tracks (as best as it can)&lt;br /&gt;
* New research: &#039;&#039;&#039;Advanced Tracks&#039;&#039;&#039; – adds ability to convert tracks into splitters (and vice versa)&lt;br /&gt;
* Tracks are now more fair when merging&lt;br /&gt;
* Loaders can now have their resource type set manually (default behaviour &amp;quot;auto&amp;quot;)&lt;br /&gt;
* Improved equipment panel for all Factory equipment, making it clearer which items are loaded and which are still needed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Sector Scanning&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now scan a sector to reveal new locations.&lt;br /&gt;
Scanning can be done by any ship with a Hyperspace Sensor, and reveals any nearby anomalies.&lt;br /&gt;
Those anomalies must then be surveyed by a ship with at least one Super Computer.&lt;br /&gt;
&lt;br /&gt;
* Sector scans reveal lost derelict ships, where pilots can find a &#039;&#039;&#039;Research Credit&#039;&#039;&#039;.&lt;br /&gt;
: These new items unlock late-game research projects that further increase ship efficiency.&lt;br /&gt;
: These projects can be repeated endlessly; each one requires a Research Credit to begin.&lt;br /&gt;
* In Industry Mode, sector scans must be done in the Undiscovered Sector (after Stargate Phase 5).&lt;br /&gt;
: Scans in Industry Mode reveal:&lt;br /&gt;
** Gas Nebulas&lt;br /&gt;
** Storms with huge gas clouds&lt;br /&gt;
** Asteroid Belts&lt;br /&gt;
* Storms are incredibly dangerous, but can be mitigated with new &#039;&#039;&#039;Lightning Rod&#039;&#039;&#039; equipment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Ship Editor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Equipment Planning Mode&#039;&#039;&#039; – rapidly design ships and place equipment, even if you don’t have it in stock&lt;br /&gt;
: Auto-buy any equipment placed this way as soon as it becomes available&lt;br /&gt;
: Enables easy queueing for installation and purchasing of required parts&lt;br /&gt;
* New &#039;&#039;&#039;Oval brush shape&#039;&#039;&#039;&lt;br /&gt;
* The Alt Tool key (previously the Eyedropper key) can make the Box Tool into a square or the Oval Tool into a circle&lt;br /&gt;
* Export ships and palettes to the Steam Cloud&lt;br /&gt;
* You can now paint the interior floors of your ship&lt;br /&gt;
* You can also paint the walls of your ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Translation Work&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* New translations:&lt;br /&gt;
** Chinese (Traditional)&lt;br /&gt;
** Chinese (Simplified)&lt;br /&gt;
** Korean&lt;br /&gt;
** Japanese&lt;br /&gt;
* A translation editing tool can now be accessed while Translator Assist is enabled, allowing in-game translation fixes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Small Changes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* All crew now have surnames and a basic rank, shown in their tooltip&lt;br /&gt;
: Crew are &#039;&#039;&#039;Ens&#039;&#039;&#039;, Weapons Officers are &#039;&#039;&#039;Lt&#039;&#039;&#039;, Science Officers are &#039;&#039;&#039;Dr&#039;&#039;&#039;&lt;br /&gt;
* You can no longer place furniture outside the ship on scaffold or in walls&lt;br /&gt;
* Equipment is no longer deleted just for being outside the gridmap&lt;br /&gt;
: (If the ports are outside it will still get deleted, but you can’t place them that way anymore)&lt;br /&gt;
* Modified Powergrid window – more consistent layout with other windows&lt;br /&gt;
* Removed &amp;quot;Tweet My Starship&amp;quot; feature (wasn’t used)&lt;br /&gt;
* Lowered trade value of Precious Ore and Precious Metals (new money sources exist)&lt;br /&gt;
* Sector Map now shows all your ships as small green triangles and displays names when highlighted&lt;br /&gt;
* Uploading ships to the Steam Workshop now uploads screenshots of the ship’s exterior, interior, and schematic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Bug Fixes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Reworded stable isotopes collection dialogue in DSI Part 2&lt;br /&gt;
* Fix Translator Assist not working for communicator messages&lt;br /&gt;
* Fix fortress systems sometimes spawning on top of existing systems&lt;br /&gt;
* Fix assembly table phantom sprites still showing when item is fabricated&lt;br /&gt;
* Fix assembly table showing a phantom of itself when stopped with an item in output slot&lt;br /&gt;
* Fix DSI 2 Gas Collector sometimes spawning in Wolf systems&lt;br /&gt;
* Fixed bug in Survival Mode that could cause the Jumpgate to be blocked even without activation mission&lt;br /&gt;
* Fix auto-trades triggering in systems with no colony or shipyard&lt;br /&gt;
* Fix drones returning home to a layer in another system&lt;br /&gt;
* Fix user ships being used as shipyards and stations&lt;br /&gt;
* Fix drones stuck outside ship when drone bay dismantles mid-operation&lt;br /&gt;
* Fix tactical mode selection persisting when switching layers&lt;br /&gt;
* {{Issue|517|pre=Issue}}: Shuttle docks at different distances depending on docking port orientation&lt;br /&gt;
* {{Issue|520|pre=Issue}}: Jumpgate damaged but unrepairable – no external tiles available&lt;br /&gt;
* {{Issue|525|pre=Issue}}: Text too long on mission goal&lt;br /&gt;
* {{Issue|532|pre=Issue}}: Drone Bay deleted when saving/loading&lt;br /&gt;
* {{Issue|533|pre=Issue}}: CMDR Harken used as a mission destination&lt;br /&gt;
* {{Issue|536|pre=Issue}}: Crash on launch related to bad .ship file&lt;br /&gt;
* {{Issue|514|pre=Issue}}, {{Issue|539|pre=Issue}}: Storage crates ending unrelated jobs when changing options&lt;br /&gt;
* {{Issue|540|pre=Issue}}: File extensions removed twice on ship files&lt;br /&gt;
* {{Issue|541|pre=Issue}}: Shuttle gets stuck if civilians were moved before handing in passenger mission&lt;br /&gt;
* {{Issue|542|pre=Issue}}: Assembly Tables to have pipe input (thanks TomYeltz for suggested fix)&lt;br /&gt;
* {{Issue|543|pre=Issue}}: Sector Map shows jump transits from both sectors&lt;br /&gt;
* {{Issue|544|pre=Issue}}: Weppos have circles under their feet after being ejected into space &lt;br /&gt;
&lt;br /&gt;
== Alpha 16 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 16&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/506206052172169845&lt;br /&gt;
| release_date = 24 June 2025&lt;br /&gt;
| video = dOhT-BA70Tw&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/13 Milestone 13]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We have a brand new exterior painting tool that we think you&#039;ll absolutely love, along with new crew furniture, asteroid cracking, and lots of small changes and fixes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;New Ship Painting Mode&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A new painting mode has been added to the shipeditor.&lt;br /&gt;
&lt;br /&gt;
The painting mode allows you to colour the exterior of your ships.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can be painted?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Hull / Habitation / Scaffolding&lt;br /&gt;
&lt;br /&gt;
Paint can be applied diagonally, allowing up to 2 colours per gridcell. Scaffolding can only have 1 colour applied to it per cell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eyedropper tool:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paint Palettes:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Paints are stored in a palette, and can be dynamically altered after they have been applied to your ship&lt;br /&gt;
* Palettes can be exported or uploaded, for easy reuse&lt;br /&gt;
* Palettes can be imported from palette or ship files&lt;br /&gt;
* 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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Asteroid cracking&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now crack any asteroid into smaller parts by targetting it with Cannons.&lt;br /&gt;
&lt;br /&gt;
This will generate new mineral patches on the new smaller asteroids.&lt;br /&gt;
&lt;br /&gt;
Nb. This only works on asteroids that once contained mineral patches.&lt;br /&gt;
&lt;br /&gt;
Cannons will fire on manually targetted asteroids even when &#039;Battle Stations&#039; is not enabled.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Furniture&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Nb. The pot plant does not actually consume water or oxygen.    &lt;br /&gt;
&lt;br /&gt;
Added Table, Chair, Sofa, Small Table, Pot Plant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Translation Work&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Updates to German (Thanks to Michael Wäsch)&lt;br /&gt;
* New translations:&lt;br /&gt;
** Turkish&lt;br /&gt;
** Norwegian&lt;br /&gt;
* Exposed &#039;Accent Insensitive Search&#039; and &#039;Translator Search&#039; in the Other settings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Small Changes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Research for Stargate Phase 6 and 7 components are slightly cheaper&lt;br /&gt;
* Research for Stargate Phase 7 is now hidden until Phase 6 is unlocked&lt;br /&gt;
* Empty tanks reset their held resource when empty&lt;br /&gt;
* Tiddlets will hop towards the port in Tiddlets 1&lt;br /&gt;
* Removed the confusing weapon FIRE/HOLD button in the [[Tactical Screen]].&lt;br /&gt;
* Gatling guns will now target drones repairing hostile ships&lt;br /&gt;
* Gatling guns will now automatically fire during meteor storms, without requiring &#039;Battle Stations&#039;&lt;br /&gt;
* Destroyed drones now leave behind a processor and some scrap metal&lt;br /&gt;
* Auto-trades can now be disabled per ship from the ORDERS menu&lt;br /&gt;
* The settings menu has been redesigned and categorised into Visuals / Audio / Gameplay / Other&lt;br /&gt;
* A new micro tutorial helps players to activate Battle Stations mode for the first time when required&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* Exit saves - The game will now automatically create &amp;quot;exitsave.space&amp;quot; when you quit a game for any reason&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* UI Highlight bounce effect - All UI buttons now bounce slightly when highlighted.&lt;br /&gt;
: Nb. You can disable this effect from the settings menu&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* There is now a Command line tool to calculate ship stats, as requested by Zenrath.&lt;br /&gt;
: Run the game with the command line &amp;quot;--calculate-ship-stats {path to ship/folder of ships}&amp;quot;&lt;br /&gt;
: Stores results in appdata save folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Bug Fixes&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix Andromeda Project Part 3 unlock text including Phase 6&lt;br /&gt;
* Fix install jobs not being assigned on newly created ships until a reload&lt;br /&gt;
* Fix DSI Part 1 not taking stargate frames from storage crates&lt;br /&gt;
* Fix incorrect station name in DSI Part 2 objective&lt;br /&gt;
* Fix multi-system simulation sometimes being enabled on modes other than Boldly Go&lt;br /&gt;
* Fix storage crates getting stuck in dumping mode&lt;br /&gt;
* Fix some mission objectives not being shown in the mission summary&lt;br /&gt;
* Fix ships rescued in survival mode sometimes not having any crew&lt;br /&gt;
* Fix resolution and language scrollbars not scrolling in game settings&lt;br /&gt;
* Fix auto-sold items sometimes not cancelling when an auto-trade is cancelled&lt;br /&gt;
* Return ability for players to decide if a ship thumbnail is exterior or interior&lt;br /&gt;
* {{Issue|242|pre=Issue}}: Key bindings can now be edited in UI and also in keybindings.txt.&lt;br /&gt;
* {{Issue|487|pre=Issue}}: Unable to complete distress mission&lt;br /&gt;
* {{Issue|496|pre=Issue}}: Crash Loading a Save Game in OS X with Rescue Mission in progress.&lt;br /&gt;
* {{Issue|518|pre=Issue}}: Disable manoeuvring thruster keyboard shortcuts when in the editor / install menu.&lt;br /&gt;
* {{Issue|519|pre=Issue}}: Stargate vanishes after Phase 7&lt;br /&gt;
* Crash when creating a storage crate if its contents no longer exist&lt;br /&gt;
&lt;br /&gt;
== Alpha 15 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 15&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/506204150025945341&lt;br /&gt;
| release_date = 28 May 2025&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/12 Milestone 12]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 15 did not have an update video, but it did come with a whole heap of fixes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SURVIVAL MODE, CONTINUED&#039;&#039;&#039;&lt;br /&gt;
* Each sector now has a massive Jumpgate in the final system.&lt;br /&gt;
* This Jumpgate is how you make the longer distance jump to the next sector.&lt;br /&gt;
* You must bring all of the ships in your fleet into the Jumpgate and then align together before you can activate it.&lt;br /&gt;
* However, the Jumpgate is not always immediately available.&lt;br /&gt;
* As you progress further in Survival Mode, more problems will occur with the Jumpgates.&lt;br /&gt;
* A special mission will be created listing the steps needed to activate the Jumpgate.&lt;br /&gt;
&lt;br /&gt;
Common problems that prevent the Jumpgate from being activated:&lt;br /&gt;
* You must pay a transit fee.&lt;br /&gt;
* Damaged: You must repair the gate using Drones.&lt;br /&gt;
* Specific components are required to repair the gate: you must acquire or fabricate them.&lt;br /&gt;
* Pirates running a blockade: you must eliminate them and prevent further damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks to Johnny Struggles for the Jump Gate ship design.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ARENA MODE, CONTINUED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now create battles between multiple different types of ships on each side of the fight.&lt;br /&gt;
* Each type of ship spawns in its own column at the start of the battle.&lt;br /&gt;
* New display at the bottom of the screen compares the relative strengths of the two fleets.&lt;br /&gt;
** Ships are compared by trade price and combat rating.&lt;br /&gt;
* A new &#039;&#039;&#039;GENERATE&#039;&#039;&#039; button creates a roughly balanced opponent.&lt;br /&gt;
&lt;br /&gt;
* Unlocked research for all ships in Arena Mode:&lt;br /&gt;
** Drone Speed 2 (drones fly twice as fast)&lt;br /&gt;
** Drone Intelligence (drones collect resources in batches)&lt;br /&gt;
** Track Speed 2 (tracks are three times as fast)&lt;br /&gt;
** Robot Arm Speed (robot arms twice as fast)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STARGATE PROJECT, CONTINUED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Work continues on the epic Stargate Project.&lt;br /&gt;
* The project can now be completed up to and including &#039;&#039;Phase 7&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 5:&#039;&#039;&#039;&lt;br /&gt;
* The power-on test now unlocks an entirely new and Uncharted sector.&lt;br /&gt;
* Once complete, the Stargate must be continuously supplied with &#039;&#039;&#039;100MW&#039;&#039;&#039; of power to remain open.&lt;br /&gt;
* You can jump ships to the Uncharted sector to explore and gather materials.&lt;br /&gt;
* New minerals and gases are only found in the Uncharted Sector.&lt;br /&gt;
* Collecting them unlocks research projects to refine them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 6:&#039;&#039;&#039;&lt;br /&gt;
* Requires refining a small quantity of the new minerals and gases.&lt;br /&gt;
* You must complete related research projects.&lt;br /&gt;
* Refined resources must be returned to the home sector.&lt;br /&gt;
** &#039;&#039;&#039;Neubidium Ore → Neubidium Ingot&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Zeleon Gas → Stable Zeleon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase 7:&#039;&#039;&#039;&lt;br /&gt;
* Involves a complex production cycle with advanced materials.&lt;br /&gt;
* Production is fast and high volume — automation is preferred.&lt;br /&gt;
** Zeleon Energy Cell&lt;br /&gt;
** Neubidium Capacitor&lt;br /&gt;
* Hostile elements move in to claim valuable new resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW EXTERIOR RENDERING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Developing a new method for rendering ship exteriors.&lt;br /&gt;
* Ships are now lit from a common direction and have simple normal maps for surface details.&lt;br /&gt;
* Texture filtering on exterior textures improved.&lt;br /&gt;
* Pencil outline added to all ships.&lt;br /&gt;
* Scaffolding now renders sharply when zoomed out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STEAM CLOUD SAVES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Steam Cloud Saves now enabled on all platforms.&lt;br /&gt;
* New save games include a checkbox to enable cloud saving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOCALISATION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* New translations added:&lt;br /&gt;
** Dutch&lt;br /&gt;
** Italian&lt;br /&gt;
** Polish&lt;br /&gt;
** Brazilian Portuguese&lt;br /&gt;
** Russian&lt;br /&gt;
** Swedish&lt;br /&gt;
* Other improvements and fixes:&lt;br /&gt;
** Lots of improvements to Spanish translation.&lt;br /&gt;
** {{Issue|418|pre=Issue}} – Missing apostrophe in English for tutorial_stargatescreen1&lt;br /&gt;
** {{Issue|419|pre=Issue}} – Inconsistent nomenclature for scrap (metal) in tutorial_smelterssalvage&lt;br /&gt;
** {{Issue|420|pre=Issue}} – Inconsistent capitalization of &amp;quot;TRADE SCREEN&amp;quot; in tutorial_fleettrade&lt;br /&gt;
** {{Issue|422|pre=Issue}} – Inconsistent term for refined Tilium (English) - tutorial_miningsuccess&lt;br /&gt;
** {{Issue|423|pre=Issue}} – Inconsistent capitalization of &amp;quot;Tilium Crystals&amp;quot; in blackhole_part2_return1 and blackhole_part2_return2&lt;br /&gt;
** {{Issue|424|pre=Issue}} – Inconsistent space (or lack) in &amp;quot;Qz 247&amp;quot;&lt;br /&gt;
** {{Issue|425|pre=Issue}} – Incorrect capitalization of &amp;quot;brother&amp;quot; in English blackhole_part3_setup4&lt;br /&gt;
** {{Issue|428|pre=Issue}} – Incorrect spacing in ellipsis in Tiddlet strings&lt;br /&gt;
** {{Issue|430|pre=Issue}} – Awkward use of &amp;quot;Dr.&amp;quot; title in tiddlets_part2_return2&lt;br /&gt;
** {{Issue|431|pre=Issue}} – Missing space after ellipsis in tiddlets_part4_random_swanson&lt;br /&gt;
** {{Issue|432|pre=Issue}} – Inconsistent capitalization of &amp;quot;marketplace&amp;quot; in dsi_part1_phase2_xcall4&lt;br /&gt;
** {{Issue|434|pre=Issue}} – Missing space after ellipsis in dsi_part2_thirdpartcomplete3&lt;br /&gt;
** {{Issue|444|pre=Issue}} – Missing possessive apostrophe in English text for object_engine_description&lt;br /&gt;
** {{Issue|463|pre=Issue}} – Logistics jam, things just stop sometimes until you turn it off and on&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Scaffold adds small mass to ship.&lt;br /&gt;
* Survival mode is unlocked by completing any story episode in Boldly Go mode.&lt;br /&gt;
* External equipment no longer blocks shots after being destroyed.&lt;br /&gt;
* Drones can now patch holes in severely damaged ships.&lt;br /&gt;
* Placeholder thumbnails added to save/ship files without them.&lt;br /&gt;
* Game and ship thumbnails are generated on load if missing.&lt;br /&gt;
* Docked ships exported together are all included in thumbnails.&lt;br /&gt;
* Track and robot arm install previews improved for accuracy.&lt;br /&gt;
* Low power warning bolts no longer show when power is disabled.&lt;br /&gt;
* Automatically deactivate tactical mode when clicking Prepare Jump.&lt;br /&gt;
* Auto-trades can be cancelled while shuttle is en route.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMMUNITY AND OFFICIAL SHIPS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix Equipment embedded in walls&lt;br /&gt;
* Fix Ladders exiting into walls&lt;br /&gt;
* Fix Doors not filling gaps&lt;br /&gt;
* Fix Interior cells outside ship&lt;br /&gt;
* Fix Armour not attached to ship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix separating ships during FTL in Survival mode.&lt;br /&gt;
* Fix loot spawning incorrectly after ship explosions.&lt;br /&gt;
* Fix Tactical View rendering issue with stored items.&lt;br /&gt;
* Fix gas collector in DSI Part 2 not appearing.&lt;br /&gt;
* Fix oxygen loss on large ships with many airducts.&lt;br /&gt;
* Fix ship value not decreasing after selling items until delivery.&lt;br /&gt;
* Fix logistics transfers continuing after ship sale.&lt;br /&gt;
* Fix auto-orders miscounting non-container items.&lt;br /&gt;
* Fix drones double-counted in logistics when stored.&lt;br /&gt;
* Fix heavy space dust bug after saving/loading.&lt;br /&gt;
&lt;br /&gt;
* {{Issue|339|pre=Issue}} – Shuttle doesn&#039;t leave under specific conditions&lt;br /&gt;
* {{Issue|397|pre=Issue}} – Assembly Tables retain components after build&lt;br /&gt;
* {{Issue|421|pre=Issue}} – TranslatorAssist doesn&#039;t affect tutorial dialogs&lt;br /&gt;
* {{Issue|445|pre=Issue}} – System references don’t use S*X&lt;br /&gt;
* {{Issue|447|pre=Issue}} – Robot Arm/Storage Crate loop bug&lt;br /&gt;
* {{Issue|451|pre=Issue}} – Drones drop logistics items incorrectly&lt;br /&gt;
* {{Issue|458|pre=Issue}} – Robot arms not unloading&lt;br /&gt;
* {{Issue|449|pre=Issue}} – Ships obscure editor in Creative Mode&lt;br /&gt;
* {{Issue|465|pre=Issue}} – Ships over 100% damage not destroyed&lt;br /&gt;
* {{Issue|470|pre=Issue}} – Hydroponics draw water when powered down&lt;br /&gt;
* {{Issue|474|pre=Issue}} – Ship Editor deletes engine when deleting hull&lt;br /&gt;
* {{Issue|488|pre=Issue}}.1 – &amp;quot;Nothing&amp;quot; ships now only creatable in Ship Yard; can’t FTL jump&lt;br /&gt;
* {{Issue|493|pre=Issue}} – Zoom limits not respected when using Q/E&lt;br /&gt;
* {{Issue|495|pre=Issue}} – Infinite money glitch: buy/sell exploit&lt;br /&gt;
&lt;br /&gt;
* Crash when fighter is launched with no free space.&lt;br /&gt;
* Crash calculating value of ship with boxed storage crate.&lt;br /&gt;
* Crash when guns attack on zero-dimension ships.&lt;br /&gt;
* Crash unloading objects from non-equipment containers.&lt;br /&gt;
* Crash from drone logistics after completing another mission.&lt;br /&gt;
&lt;br /&gt;
Alpha 15 received a Windows-only hotfix to resolve issues with the game crashing and with the new array textures.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 15 hotfix ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 15 hotfix&lt;br /&gt;
| release_date = 05 June 2025&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 15 received a Windows-only hotfix to resolve issues with the game crashing and the new array textures.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 15d===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 15 hotfix&lt;br /&gt;
| release_date = 05 June 2025&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 15d is a Windows-only hotfix release that addresses only the game crashes caused by the new array textures.&lt;br /&gt;
&lt;br /&gt;
== Alpha 14 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 14&lt;br /&gt;
| nickname = Buzzsaw and Dynamo&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/523085041260037994&lt;br /&gt;
| release_date = 11 March 2025&lt;br /&gt;
| video = q28rHubv52M&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/11 Milestone 11]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Who has the best ship design when it comes to combat? We&#039;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.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve finally solved the problem of pipes crossing over each other, and we&#039;ve introduced a new AUTOTRADE system that lets you automate the process of buying and selling common items whenever you visit a trading post.&lt;br /&gt;
&lt;br /&gt;
On top of all of that, we&#039;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&#039;s vital resources, but also more capabilities, and more cabin space for your survivors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW FEATURES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arena mode&#039;&#039;&#039;&lt;br /&gt;
** A new game mode available from the main menu.&lt;br /&gt;
** You can choose any two ship designs, and watch them fight it out to the death.&lt;br /&gt;
** You can choose 1v1 or set how many of each ship design to include in the battle.&lt;br /&gt;
** You can choose to control the Green team if you wish, or watch an entirely AI v AI battle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pipe Crossing&#039;&#039;&#039;&lt;br /&gt;
** Pipes can now optionally cross over each other without touching.&lt;br /&gt;
** You can click on any pipe crossing to toggle between two pipes connected, or two pipes crossing over.&lt;br /&gt;
** Pipes can be removed without disturbing cross pipes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Auto-Trade&#039;&#039;&#039;&lt;br /&gt;
** You can now create automatic rules for buying and selling of all resources and equipment.&lt;br /&gt;
** Click on the triangle at the end of each trade item row to set this up.&lt;br /&gt;
** You can set values to buy when below, or to sell when above a specific quantity. You can also ctrl-click to set &#039;Buy All&#039; or &#039;Sell All&#039;.&lt;br /&gt;
** A new entry in the Trade window shows all currently active autotrade rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Language support&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The game now supports translation to other languages. You can change the current language from the Settings screen.&lt;br /&gt;
* If you&#039;d like to help us with translation, click the new &#039;Help us Translate&#039; button from the main menu.&lt;br /&gt;
* New translations:&lt;br /&gt;
** German&lt;br /&gt;
** Spanish (Thanks to EMAP0707 for this translation)&lt;br /&gt;
** French (Thanks to FABISIMS for this translation)&lt;br /&gt;
&lt;br /&gt;
* Text input has been much improved, you should be able to input characters from any language provided that the game font supports it.&lt;br /&gt;
* The Vector Text font has been updated to support French, Spanish and German directly.&lt;br /&gt;
* Fallback to the default font for other languages.&lt;br /&gt;
* Different keyboard layouts, such as French (AZERTY) are now supported.&lt;br /&gt;
* The tutorial and interface will show the new key bindings for your keyboard layout.&lt;br /&gt;
* You can now type accents in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SURVIVAL MODE UPDATED&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Survival Mode has been revisited and has undergone some major changes, with more still to come in future alphas.&lt;br /&gt;
* The intention is to make this a more complete game mode, with a clear objective and slowly escalating challenge.&lt;br /&gt;
* It is designed for experienced players, and should feel quite different to &#039;Boldly Go&#039; mode.&lt;br /&gt;
* The ultimate aim is to evacuate as many civilians as possible through the STARGATE, before it too is destroyed by the expanding anomaly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Starting conditions made more generous:&#039;&#039;&#039;&lt;br /&gt;
** You can start with any hull up to a value of $1.5M (increased from $1M).&lt;br /&gt;
** The starting budget remains at $150k.&lt;br /&gt;
** Hulls need at least one Docking Port and at least one Cabin space.&lt;br /&gt;
** You can also start with the &amp;quot;BUILD NEW SHIP&amp;quot; option, which places you at a shipyard with $1.5M in cash to build your own vessel.&lt;br /&gt;
** Your first delivery will contain a &#039;starter kit&#039; containing any critical equipment/resources you don&#039;t already have (engines, reactor, ftl, airduct, loaders, supplies, crew).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Critical resource shortages&#039;&#039;&#039;&lt;br /&gt;
** Critical resources (Fuel, Food, Water, Oxygen, FTL charges &amp;amp; Ammo) become much more scarce (and expensive) as you progress through the sectors.&lt;br /&gt;
** In addition, critical resources will become much more scarce and expensive when close to the rim of the Anomaly.&lt;br /&gt;
** Beyond sector 5 there will be virtually zero critical resources available for sale, anywhere.&lt;br /&gt;
** Recycling and Production within your fleet are your only hope of long-term survival.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Civilians&#039;&#039;&#039;&lt;br /&gt;
** You can now collect civilians from any colony or shipyard, and they will pay for a place within your fleet.&lt;br /&gt;
** The number of civilians available will increase as the Anomaly expands, and the money offered will also increase.&lt;br /&gt;
** The count of rescued civilians will be your final &#039;score&#039; in survival mode (eventually).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;New &#039;Protect&#039; mission&#039;&#039;&#039;&lt;br /&gt;
** A new mission type that occurs up to once per sector. It will be visible in the Sector Map as a DISTRESS CALL marker.&lt;br /&gt;
** A ship is under attack, and they won&#039;t survive long without your assistance.&lt;br /&gt;
** Your task is to intercept and destroy the pirates, before the stricken ship is destroyed.&lt;br /&gt;
** 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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Other survival mode changes&#039;&#039;&#039;&lt;br /&gt;
** The old (obsolete) Tiddlets storyline has been removed.&lt;br /&gt;
** The Stargate project and all associated research is no longer available in Survival Mode.&lt;br /&gt;
** Introduced some new starting ships in the &#039;New Game&#039; screen.&lt;br /&gt;
** The New Game screen now shows useful ship stats: Total Mass, Total Cabins, Hull Value, Armour coverage.&lt;br /&gt;
** Ice Comets are now more common (one in MOST sectors), and now release 5x as much water ice per shot when mined.&lt;br /&gt;
** Rebalanced food &amp;amp; water consumption, waste recycling, water purifying, hydroponics, and ice grinding.&lt;br /&gt;
** All have been made more efficient, consuming less and producing more.&lt;br /&gt;
** All recycling starts at 66% efficient, and can be upgraded in the research screen, up to a maximum of 100% efficient.&lt;br /&gt;
** New research to increase crop yield from Hydroponics and unlock schematics to manufacture Hydroponics Gardens on an Assembly Table.&lt;br /&gt;
** Made fuel production via Metreon Gas more forgiving. Gas refining takes less time and is more efficient, producing more output.&lt;br /&gt;
** Hostile ships will no longer respawn in systems marked &amp;quot;HOSTILE&amp;quot; on the map. Once they&#039;re gone, they&#039;re gone.&lt;br /&gt;
** 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.&lt;br /&gt;
** The sector-wide &#039;Destroy All Hostiles&#039; mission has returned.&lt;br /&gt;
** You will receive a cash bonus after clearing out each hostile system in the sector.&lt;br /&gt;
** This is a very dangerous but lucrative mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMBAT CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Deflectors will now count toward the Combat Rating of a ship.&lt;br /&gt;
* Gun Turrets will no longer autotarget exterior scaffold.&lt;br /&gt;
* 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.&lt;br /&gt;
* This should fix AUTOTARGET turrets being far less effective than manually targetted turrets.&lt;br /&gt;
* Evasion has been rebalanced. The benefit tails off at higher speeds, approaching a maximum of 90% for the fastest and most nimble vessels.&lt;br /&gt;
* You can now disable the auto-slowdown effect during combat, from an option in the Settings menu.&lt;br /&gt;
* Fixed a bug that prevented cannon shells &amp;amp; railgun slugs from impacting exterior equipment.&lt;br /&gt;
* Fixed issue with Weapons Consoles not being manned on AI driven ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Parallax rendering of Boxes fixed.&lt;br /&gt;
* Industry (Mining) missions item collection fixed when ship has more than one docking port.&lt;br /&gt;
* Option to cancel the deal with X in DSI not present in pre-Alpha 13 saves&lt;br /&gt;
* Fix tiddlet jump ranges displaying when not in a system with a ship containing tiddlets.&lt;br /&gt;
* Fix storage crates not having contents wiped when fabricating a ship.&lt;br /&gt;
* Fix negative quantities sometimes appearing in containers taken from crates.&lt;br /&gt;
* Fix &amp;quot;Drones Deployed&amp;quot; warning in FTL tooltip showing *X instead of the number of drones.&lt;br /&gt;
* Fix formatting of prices and balances over one billion.&lt;br /&gt;
* Fix ship value inconsistencies between fabricating and selling a ship (there may still be a small difference as the sell price is rounded.)&lt;br /&gt;
* Fix Tiddlet Farm being sellable in The Trouble With Tiddlets Part 3.&lt;br /&gt;
* Increased metallic mineral trade availability during construction of Stargate phase 2.&lt;br /&gt;
* Fixed the player sometimes receiving free ships if an NPC ship with docked ships arrives in a system.&lt;br /&gt;
* Fixed certain episode ships (Tiddlet Farm, Short Hopper) not restocking on critical resources, leading to crew dying. Seen in #353.&lt;br /&gt;
* {{Issue|344|pre=Issue}}: Can&#039;t turn in trouble with tiddlets part 3.&lt;br /&gt;
* {{Issue|350|pre=Issue}}: 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).&lt;br /&gt;
* {{Issue|351|pre=Issue}}: Items in Storage Crates not counted towards mission achievements.&lt;br /&gt;
* {{Issue|352|pre=Issue}}: When the game is paused, the stargate still rotates.&lt;br /&gt;
* {{Issue|353|pre=Issue}}: Trouble with Tiddlets Part 3: Tiddlet Farm has mostly dead crew.&lt;br /&gt;
* {{Issue|359|pre=Issue}}: Logistics drones can&#039;t be moved via logistics menu if one docked ship doesn&#039;t have a logistics drone bay.&lt;br /&gt;
* {{Issue|361|pre=Issue}}: Can&#039;t pay X, no option given.&lt;br /&gt;
* {{Issue|366|pre=Issue}}: Can&#039;t progress past Stargate Phase 4 if Andromeda Project Part 3 is unlocked before starting DSI part 2.&lt;br /&gt;
* {{Issue|372|pre=Issue}}: Crash when trying to load a storage crate but no slots are available&lt;br /&gt;
* {{Issue|375|pre=Issue}}: Resin/Isotope objectives in DSI part 2 sometimes don&#039;t update.&lt;br /&gt;
* {{Issue|377|pre=Issue}}: Storage crate shows wrong spacesuit sprite.&lt;br /&gt;
* {{Issue|382|pre=Issue}}: Memory Leak in Vertex Arrays&lt;br /&gt;
* {{Issue|383|pre=Issue}}: Missions require ranks greater than the maximum rank&lt;br /&gt;
* {{Issue|385|pre=Issue}}: Deep Space Industrialists - typo in character text.&lt;br /&gt;
* {{Issue|390|pre=Issue}}: Can&#039;t turn on battle stations when you only have deflectors installed&lt;br /&gt;
* {{Issue|402|pre=Issue}}: Tiddlets 2 can be assigned to ship that is not player-controlled&lt;br /&gt;
* Crash in Tiddlets Part 3 if Short Hopper runs out of charges or the FTL Drive is dismantled.&lt;br /&gt;
* Fixed components salvaged from derelict ships having a quantity of 0, which made them impossible to sell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW COMMUNITY SHIPS - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* JOHNNY STRUGGLES - Defense Platform Mk4, Grumpy Sardine + Lots of updates.&lt;br /&gt;
* RAKRENT - DRX Anvil, DRX Torana, DRX Monaro + Lots of updates.&lt;br /&gt;
&lt;br /&gt;
== Alpha 13 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 13&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/506189573340004378&lt;br /&gt;
| release_date = 18 December 2024&lt;br /&gt;
| video = 4HKSXeGuSHc&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/10 Milestone 10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We have added a new high-tech defensive weapon system - The Deflector Beam - that can deflect incoming cannon shells, a total game changer in serious engagements. But use them carefully because they will drain your power reserves quickly without a proper reactor setup behind them.&lt;br /&gt;
&lt;br /&gt;
New Storage Crates can be used to tidy your ships and factories, and to facilitate better automation of production lines for the Stargate Project. And we&#039;ve expanded the Research tree with tons of new options to speed up drones, mining lasers, tracks, smelters, and robot arms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW STORY EPISODES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The trouble with Tiddlets, Part 4&#039;&#039;&#039;&lt;br /&gt;
: The final part of the Tiddlets saga is ready to play.&lt;br /&gt;
* &#039;&#039;&#039;Deep Space Industrialists (continued)&#039;&#039;&#039;&lt;br /&gt;
** Stations in DSI are no longer taken away from the player when the episode is completed successfully.&lt;br /&gt;
** The contract with Alexander Elistar can now be terminated by the player, ending the episode. (The button is in the contracts screen.)&lt;br /&gt;
** The Stargate Project can now be independently unlocked in the Research screen, bypassing the DSI episodes entirely.&lt;br /&gt;
* &#039;&#039;&#039;Black Hole Sun - Part 3&#039;&#039;&#039;&lt;br /&gt;
: New sound and music added for the climactic rescue in BHS Part 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storage Crates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two new pieces of equipment to facilitate better organization of products in your ships.&amp;lt;br&amp;gt;&lt;br /&gt;
The Storage Crate is 4x3 and has a storage capacity of 70 items or stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
The Small Storage Crate is 3x2 and has a storage capacity of 36 items or stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
Storage Crates can be accessed by crew or by robot arms.&lt;br /&gt;
&lt;br /&gt;
Right-click on a Storage Crate to set its properties:&lt;br /&gt;
&lt;br /&gt;
* Choose the product to store inside. Note: Storage Crates can only store one type of item.&lt;br /&gt;
* You can use the plus and minus controls to set a limit on items to be stored inside.&lt;br /&gt;
* There is a tickbox for &#039;Crew Loading&#039;, which permits crew members to load items in. (Otherwise only robot arms can.)&lt;br /&gt;
* There is a tickbox for &#039;Crew Unloading,&#039; which permits crew to take items from the crate. (Otherwise only robot arms can.)&lt;br /&gt;
* There is a toggle for controlling priority:&lt;br /&gt;
** Prioritize Zones: Your crew will store items in storage zones until they are full before using this crate.&lt;br /&gt;
** Prioritize Crate: Your crew will store items in this crate in priority to storage zones.&lt;br /&gt;
&lt;br /&gt;
* The recipe for storage crates can be unlocked from the Research Tree, meaning you can fabricate your own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflector Beams&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A new defensive technology that deflects incoming cannon shells using an energy beam.&amp;lt;br&amp;gt;&lt;br /&gt;
They have a maximum range and angle as with any turret. The nearest incoming cannon shell within that cone will be diverted.&amp;lt;br&amp;gt;&lt;br /&gt;
Deflector beams use a great deal of power when they are deflecting and can be easily overloaded with too many incoming rockets.&amp;lt;br&amp;gt;&lt;br /&gt;
Deflector beams cannot be purchased. They must first be unlocked in the Research Tree, then fabricated on an assembly table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW RESEARCH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The research tech tree has been heavily overhauled, with many new research items added.&lt;br /&gt;
&lt;br /&gt;
* Drone batch gathering - drones will gather up entire stacks of a resource before returning to a drone bay.&lt;br /&gt;
* Drone top speed (1.5x/2x).&lt;br /&gt;
* Drone Assembly recipe (build your own drones!).&lt;br /&gt;
* Track Speed (2x/3x).&lt;br /&gt;
* Robot Arm Speed (2x).&lt;br /&gt;
* Mining Laser Accuracy - each blast releases twice as many minerals.&lt;br /&gt;
* Increased Metallurgy bonus to +50% and +100% (Smelters produce more output from the same input).&lt;br /&gt;
* Reactor Efficiency (1.1x) - increases the power output of all reactors.&lt;br /&gt;
* Fixed bug with researched performance boosts not reloading properly.&lt;br /&gt;
* New component: Processor (Copper + Precious Metals).&lt;br /&gt;
* You can now fabricate your own Logistics Drones! Requires Frame, Motor, Coil, Lens, Processor.&lt;br /&gt;
* Fabricating batteries now requires precious metals.&lt;br /&gt;
* Stargate phases are now locked behind three tiers of research (or can be auto-unlocked by completing the DSI episodes).&lt;br /&gt;
* Older saves will automatically have all 3 tiers of the Stargate research unlocked.&lt;br /&gt;
* Storage Crate assembly is now found under Logistics.&lt;br /&gt;
* Deflector assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* When losing control of a ship (e.g., selling a ship, getting it destroyed), all non-episode missions assigned to it are failed.&lt;br /&gt;
* Episodes can no longer be assigned to ships from other episodes (e.g., A.J.E Foundry).&lt;br /&gt;
* FTL toolbar icon now shows alignment progress for jump.&lt;br /&gt;
* Jumps that are ready can be performed by right-clicking the FTL icon.&lt;br /&gt;
* Research toolbar icon now shows progress towards current research.&lt;br /&gt;
* After completing the tutorial and making your first FTL Jump, Cmdr Harken will call you with a request for help.&lt;br /&gt;
* All mineral patches now contain 100x as many minerals as before.&lt;br /&gt;
: (Note: &#039;Boldly Go&#039; mode already had this setting, so this only affects Creative/Survival/Free Roam modes.)&lt;br /&gt;
* The recipe for Deuterium now produces twice as much Deuterium as before.&lt;br /&gt;
* Stable Isotopes are now faster to produce (4 secs instead of 6).&lt;br /&gt;
* Some additional items will now be found at derelicts: Ingots, Deuterium, Components.&lt;br /&gt;
* In the Trade Window, if you search, the list shows ALL items that match that search filter, ignoring any category you have selected.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Fuel Loader can now be rotated.&lt;br /&gt;
* Track now takes 3 seconds to assemble, down from 10 seconds previously.&lt;br /&gt;
* The range of weapons is now shown as a light circle when highlighting that weapon.&lt;br /&gt;
* You can no longer use the REPAIR option at a shipyard if there is active combat underway in that system.&lt;br /&gt;
* Hostile ships will now launch fighters quicker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Fix wrong mission being accepted when more than one can be accepted in the mission summary window.&lt;br /&gt;
* Fix inability to enable battle-stations when a non-friendly ship is selected.&lt;br /&gt;
* Fix incorrect tutorial highlights during FTL stage of the introduction tutorial.&lt;br /&gt;
* Fix passengers getting stuck before being collected by shuttle on passenger missions.&lt;br /&gt;
* Fixed issue with Flight Recorders sometimes being completely unsalvageable, blocking the Wolf mission chain.&lt;br /&gt;
* Fixed issue with hostile ships unable to fire their weapons (ship exported with auto-target disabled on those weapons).&lt;br /&gt;
* Improved performance for AMD GPUs.&lt;br /&gt;
* Fix issue where an abandoned drone would drop unsalvageable cargo in free space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;JOHNNY STRUGGLES - Mini Beast&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Alpha 13d ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 13d&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/541096269502742722&lt;br /&gt;
| release_date = 30 January 2025&lt;br /&gt;
}}&lt;br /&gt;
Alpha 13d was released as a hotfix to Alpha 13:&lt;br /&gt;
&lt;br /&gt;
Please note that for episode fixes, it is necessary to play from before the bug occurs (the save game isn&#039;t automatically fixed once the bug has occurred).&lt;br /&gt;
&lt;br /&gt;
* Crash in Tiddlets Part 3 if Short Hopper runs out of charges or the FTL Drive is dismantled.&lt;br /&gt;
* Crash in Introduction Tutorial&lt;br /&gt;
* Fix negative quantities sometimes appearing in containers taken from crates.&lt;br /&gt;
* Fix &amp;quot;Drones Deployed&amp;quot; warning in FTL tooltip showing *X instead of the number of drones.&lt;br /&gt;
* {{Issue|344|pre=Issue}}: Can&#039;t turn in trouble with tiddlets part 3&lt;br /&gt;
* {{Issue|350|pre=Issue}}: Storage crates do not work with mission cargo. As a temporary fix, storage crates no longer store mission cargo to avoid cargo getting mixed up between different delivery missions. Old cargo will also get cleared.&lt;br /&gt;
* {{Issue|361|pre=Issue}}: Can&#039;t pay X, no option given&lt;br /&gt;
* {{Issue|366|pre=Issue}}: Can&#039;t progress past Stargate Phase 4 if Andromeda Project Part 3 is unlocked before starting DSI part 2.&lt;br /&gt;
* {{Issue|372|pre=Issue}}: Crash when trying to load a storage crate but no slots are available&lt;br /&gt;
* {{Issue|375|pre=Issue}}: Resin/Isotope objectives in DSI part 2 sometimes don&#039;t update.&lt;br /&gt;
* {{Issue|377|pre=Issue}}: Storage crate shows wrong spacesuit sprite.&lt;br /&gt;
* {{Issue|382|pre=Issue}}: Memory Leak in Vertex Arrays&lt;br /&gt;
* Storage crates should be cleared when Fabricating/Importing a ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DEMO2 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = DEMO2&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4467102902950824864&lt;br /&gt;
| release_date = 26 November 2024&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The demo received an update.&lt;br /&gt;
&lt;br /&gt;
* Save/Load is now supported.&lt;br /&gt;
: Note you cannot load saves from the full game, or autosaves from Demo1 - sorry about that.&lt;br /&gt;
* Modified the galaxy map to draw more attention to the special (gold) episodes&lt;br /&gt;
* A few small fixes&lt;br /&gt;
&lt;br /&gt;
== Alpha 12 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 12&lt;br /&gt;
| nickname = Michael Jackson and Quincy Jones&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/6632207880321761615&lt;br /&gt;
| release_date = 19 November 2024&lt;br /&gt;
| video = R85MUBMoO5s&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/9 Milestone 9]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Alpha 12 is a huge update, with new story episodes, new massive combat zones, new parallax effects, and a ton of bug fixes, balance changes and small updates. We hope you love it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW FREE DEMO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We now have a brand new playable demo which you can find on our Steam Store page. If you haven&#039;t tried the game yet, please give it a go!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW STORY EPISODES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* The trouble with Tiddlets, Part 2&lt;br /&gt;
* The trouble with Tiddlets, Part 3&lt;br /&gt;
* Professor Toppingbury continues his experiments on the newly discovered and adorable lifeform.&lt;br /&gt;
* Deep Space Industrialists, Part 1&lt;br /&gt;
* Deep Space Industrialists, Part 2&lt;br /&gt;
: This is the return of the Stargate Project, now driven by its own story episodes.&lt;br /&gt;
: Along with this new story episode, several Stargate changes have occurred:&lt;br /&gt;
** Stargate phases heavily rebalanced&lt;br /&gt;
** Existing progress in the Stargate Project has been reset&lt;br /&gt;
** The episode will ensure there is a &#039;safe&#039; nebula and asteroid belt - i.e., free from Hostiles and Meteors&lt;br /&gt;
** The Stargate project is now unlocked by completing part 1.&lt;br /&gt;
** Survival mode is now unlocked after completing Stargate Phase 2&lt;br /&gt;
** NB Stargate phases 4 onward are likely to be changed and reset in future alphas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIP EDITOR IMPROVEMENTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now switch the ship editor into ERASE mode, allowing you to easily remove habitation, armor, scaffold, and hull.&lt;br /&gt;
* 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.&lt;br /&gt;
* Editing the Habitation deck now shows the correct exterior preview of your work (rather than showing the interior of the Habitation deck).&lt;br /&gt;
* 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.&lt;br /&gt;
* 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.&lt;br /&gt;
* Placing a docking port in the editor now shows a preview of the docking port sprite.&lt;br /&gt;
* Added sounds to the editor (mouse moving on the grid, selection, cancel).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PARALLAX DEPTH&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* There is now a subtle depth/parallax effect on all objects floating in space.&lt;br /&gt;
* Ships are in the middle depth. Asteroids and derelict ships sit under, while minerals/containers/loot, etc., sit above.&lt;br /&gt;
* Drones sit slightly above ships in the middle depth.&lt;br /&gt;
* This effect can be toggled on and off from the Options menu.&lt;br /&gt;
* Improved the parallax effect on background planets (they move in the right direction now, lol).&lt;br /&gt;
* Added slight parallax effect to the Stargate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMBAT AND HOSTILE FORCES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There have been lots of improvements to combat in the game.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;SHIP COMBAT RATING&#039;&#039;&#039;&lt;br /&gt;
** Ships are now assessed by a new &#039;Combat Rating,&#039; rather than their Trade Value, when spawning enemy ships or fleets of combat vessels.&lt;br /&gt;
** The Combat Rating of a vessel is almost entirely down to the number and type of weapon systems installed.&lt;br /&gt;
** Armor affects the combat rating as a multiplier, based on the percentage of armor coverage. 100% armor coverage will double a combat rating.&lt;br /&gt;
** Hostile ships will show their combat rating under their name in Tactical mode. (Written as &#039;CLASS 3&#039;).&lt;br /&gt;
** You will now be awarded points based on the combat rating of the ships destroyed, rather than their trade value.&lt;br /&gt;
&lt;br /&gt;
* Existing &#039;HOSTILE&#039; systems have been extended to provide a more permanent combat zone.&lt;br /&gt;
** The player is free to visit a HOSTILE zone at any time if they wish and will come under immediate attack.&lt;br /&gt;
** Destroying all enemy ships will grant an award of combat points at the end of battle.&lt;br /&gt;
** The zone will no longer clear its HOSTILE status. It will remain permanently hostile.&lt;br /&gt;
** After a short break, new hostile ships will warp into the hostile zone.&lt;br /&gt;
** You will receive an alert when hostile forces are about a minute away from arrival.&lt;br /&gt;
** Hostile forces will arrive together via an FTL jump, in formation.&lt;br /&gt;
** Civilian/neutral ships will no longer jump into a hostile zone.&lt;br /&gt;
** New hostile ships will have their difficulty scaled based on two factors:&lt;br /&gt;
*** The combined Combat Rating of all the player ships in the system.&lt;br /&gt;
*** The player&#039;s Rank in Combat. This rank slowly increases as you are victorious in more and more battles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hostile ship AI (flight model) has been much improved:&lt;br /&gt;
** AI-driven ships now constantly assess their weapon systems, taking into account damage, ammo shortages, etc., and pick a flight plan accordingly.&lt;br /&gt;
** 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.&lt;br /&gt;
** (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).&lt;br /&gt;
** Hostile ships will sometimes switch targets to the most threatening and damaging of your ships as the battle progresses.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
* Fixed issues with cannons and railguns not firing when set to AUTO, even though the enemy is within their field of fire.&lt;br /&gt;
* Enemy ships will now sometimes drop valuable loot in the form of Precious Metals.&lt;br /&gt;
* Drones have been upgraded. They now fly 33% faster, repair 33% faster, and repair hull damage more completely.&lt;br /&gt;
* Drones will now prioritize repair work so long as BATTLE STATIONS is enabled. Otherwise, they will prioritize gathering and logistics.&lt;br /&gt;
* In the Tactical overlay, there is now an overall ammo counter for all three ammo types in the bottom left of the screen.&lt;br /&gt;
* Railguns will no longer target fighters.&lt;br /&gt;
* The Gatling Gun no longer has any &#039;Penetration,&#039; meaning it will not cause hull breaches nor damage any internal equipment protected by the hull.&lt;br /&gt;
* Gatling Guns are virtually useless against armored hulls.&lt;br /&gt;
* The &#039;Destroy all hostiles&#039; sector mission is no longer created, as hostile zones can no longer be cleared.&lt;br /&gt;
* Increased the general availability of cannon shells at trading posts.&lt;br /&gt;
* Mining Lasers will no longer acquire new targets when &amp;quot;Battle Stations&amp;quot; is ordered.&lt;br /&gt;
* Hostile NPC ships will no longer bother mining asteroids during battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HUMAN RESOURCES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now sack crew from the trade screen, under the &amp;quot;sell&amp;quot; tab&lt;br /&gt;
* Sacked crew will leave on the next available shuttle&lt;br /&gt;
* You don&#039;t receive any &amp;quot;sale price&amp;quot; for sacking crew&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLEET ORDERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Orders popup has been rebuilt&lt;br /&gt;
* Most orders are now ship-specific, meaning different ships can set different orders&lt;br /&gt;
* &#039;Fleet Logistics&#039; and &#039;Battle Stations&#039; are system-wide orders affecting all your ships in the system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The sounds of other ships will now fall silent in a few select places:&lt;br /&gt;
** The ship editor&lt;br /&gt;
** The sector map&lt;br /&gt;
** Schematic mode&lt;br /&gt;
&lt;br /&gt;
* Added DARK MODE for the galaxy map due to popular request, enabled from the Settings menu&lt;br /&gt;
* Doubled the amount of food harvested from Hydroponics per cycle&lt;br /&gt;
* The battery/power indicator bar at the top left of the screen now blinks with the message &amp;quot;POWER SHORTAGE&amp;quot; when your ship cannot power its equipment to 100% and has run out of battery charge&lt;br /&gt;
* We now un-pause the game when you change the game speed with keyboard shortcuts&lt;br /&gt;
* You can now double-click to select all text in a text input field&lt;br /&gt;
* Removed ability to rotate camera with &#039;,&#039; and &#039;.&#039; (useless)&lt;br /&gt;
* Changed the colour of mission summary text to stand apart from the objectives&lt;br /&gt;
* 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.&lt;br /&gt;
* Added a toggle to hide ships the player cannot afford in the fabricate window&lt;br /&gt;
* Drones will now collect Precious Metals found in space even if &#039;gather reagents&#039; is disabled&lt;br /&gt;
* There is now sometimes some light space dust and fog around asteroid belts and combat zones&lt;br /&gt;
* Entities will now use their &#039;dead&#039; sprite when unconscious&lt;br /&gt;
* 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&lt;br /&gt;
* Cancelling installation/dismantle jobs with RMB when paused will now work correctly&lt;br /&gt;
* NPC ships will now order drones at a trading post if they are short (aiming for at least 2 drones per drone bay)&lt;br /&gt;
* Mineral patch labels are now correctly rotated in tactical view&lt;br /&gt;
* Ship labels in tactical view are now rendered more clearly&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* {{Issue|204|pre=Issue}}: Game doesn&#039;t launch when Steam is offline&lt;br /&gt;
* {{Issue|244|pre=Issue}}: Fusion Reactor consumes fuel when off&lt;br /&gt;
* {{Issue|278|pre=Issue}}: FTL not found, even though I have an FTL&lt;br /&gt;
* {{Issue|318|pre=Issue}}: Drones flying off on big detours before delivering cargo.&lt;br /&gt;
* {{Issue|326|pre=Issue}}: If trying to install an object and then turning your view into Schematic mode, you will need to re-select the object&lt;br /&gt;
* {{Issue|328|pre=Issue}}: With the &amp;quot;Stargate&amp;quot; System now being renamed to NG0, there are inconsistencies in the contracts menu&lt;br /&gt;
* {{Issue|329|pre=Issue}}: Tutorial - Opening scene&lt;br /&gt;
* {{Issue|331|pre=Issue}}: NPC ships still dying off&lt;br /&gt;
* Fix saving and loading whilst in the opening shuttle flight cutscene turns the UI back on&lt;br /&gt;
* Fix A Wolf In Sheep&#039;s Clothing Part 1 Objective &#039;Recover the Flight Recorder from Scavenger Vessel&#039; by adding the missing location link&lt;br /&gt;
* Fix typo in Mining Tutorial: Travel to [an] asteroid belt with Tilium deposits.&lt;br /&gt;
* Fix typo in play mode: &#039;BOLDY GO&#039; -&amp;gt; &#039;BOLDLY GO&#039;&lt;br /&gt;
* Fix performance issues with tactical mode affecting AMD GPUs&lt;br /&gt;
* Fix full containers displaying the incorrect quantity in the hover tooltip&lt;br /&gt;
* Fix game not recognising caps lock&lt;br /&gt;
* Stop keyboard input being detected during the new game intro cutscene&lt;br /&gt;
* Fix keyboard input falling through to the game world when the map is open&lt;br /&gt;
* Fix being able to interact with the toolbar when you cannot see it because you have no layer selected&lt;br /&gt;
* Fix Black Hole Sun 1 Hyperspace Isotope count being incorrect&lt;br /&gt;
* Fix reward points earned for gameplay (e.g., logistics, combat, logistics...) being lost on save/load&lt;br /&gt;
* Fix awards given from missions being lost if you save/load before you have finished receiving them&lt;br /&gt;
* Fix &amp;quot;Upload To Steam&amp;quot; being available if we don&#039;t have a friendly ship selected&lt;br /&gt;
* Fix industry score increasing from industry performed on unfriendly ships&lt;br /&gt;
* Fix Exterior Jobs being attempted even if there are no available spacesuits&lt;br /&gt;
* Fix spurious No Storage warnings after unloading an item&lt;br /&gt;
* The bong sound from a Flight Recorder will no longer be audible if you are not focused on that system&lt;br /&gt;
* Introduction Tutorial: If you install the reactor before the tutorial instructs you to, the tutorial will recognise this and catch up&lt;br /&gt;
* Stargate Window: Show correct recipe for Stable Isotopes&lt;br /&gt;
* Fixed abandoned drones from enemy ships showing up as green in tactical view if the enemy ship was gone&lt;br /&gt;
* Mouse and Keyboard can now be used when the HUD is hidden&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;JOHNNY STRUGGLES:&#039;&#039;&#039; Acadia, Aberration of Light, Hesperia, Apophis&lt;br /&gt;
* &#039;&#039;&#039;RADKNITHAT:&#039;&#039;&#039; RnD Casus&lt;br /&gt;
&lt;br /&gt;
== Alpha 11 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 11&lt;br /&gt;
| nickname = Burke and Vasquez&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4597699678380481518&lt;br /&gt;
| release_date = 30 August 2024&lt;br /&gt;
| video = Bq1l6Wq-Dhg&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/8 Milestone 8]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW HUD&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The placeholder HUD has been revamped and almost completely replaced with a new design.&lt;br /&gt;
&lt;br /&gt;
* Critical resources are now shown bottom left of the screen.&lt;br /&gt;
* The toolbar is replaced with a set of icons.&lt;br /&gt;
* The different views are now a vertical stack of buttons in the bottom right of the screen.&lt;br /&gt;
* A new indicator top left shows the ship name, author, Hull status, Atmosphere status, and Power status.&lt;br /&gt;
* Shipyard services now appear at the top of the screen. (Repair ship, Buy ship, Sell ship, Fabricate ship)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The old HUD is still used temporarily in two areas that are unfinished:&lt;br /&gt;
&lt;br /&gt;
* Construction popup&lt;br /&gt;
* Fleet orders popup&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Story Episodes changes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Completely revamped introduction (much shorter), with a new ship and a new tutorial.&lt;br /&gt;
* The Stargate industry introduction has been removed. It will return as a story episode soon.&lt;br /&gt;
* All story episodes are now &amp;quot;discovered&amp;quot; on the sector map, rather than the Contracts screen.&lt;br /&gt;
* New gold highlights and tooltips for all special episode locations on the sector map.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;Black Hole Sun&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
** Part 3 Hidden until Julian calls you when he is ready to rescue his brother. The episode is then automatically accepted.&lt;br /&gt;
** The Black Hole Sun 3 &#039;Short Hop&#039; system is no longer a large distance away across the map.&lt;br /&gt;
** Fix Julian&#039;s ship from Black Hole Sun 3 being able to jump to any system.&lt;br /&gt;
** Fix any ship being able to rescue Marcus in Black Hole Sun 3, and not just Julian.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;The trouble with Tiddlets&amp;quot;&#039;&#039;&#039; has returned, and is now a playable episode (Part 1 only, for now).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
* NPC ships will now order critical supplies when in a trading location (Fuel, Oxygen, Water, Crew, Spacesuits) when required.&lt;br /&gt;
* When highlighting any piece of equipment, the extra tooltip information will only show when the ship is one of your fleet.&lt;br /&gt;
* Allow to transfer/cancel transfer entire stack by ctrl clicking.&lt;br /&gt;
* You can now freely select text in an input field by holding &#039;SHIFT&#039;.&lt;br /&gt;
* You can now select all text in an input field by pressing &#039;CTRL+A&#039;.&lt;br /&gt;
* Selected text is preserved when the input field is deselected.&lt;br /&gt;
* Ship Editor: Destroying cells now destroys any equipment in those cells.&lt;br /&gt;
* FTL drives on the selected ship are now preferred when choosing a drive for a hyperspace jump.&lt;br /&gt;
* The camera is now attached to the ship when in TACTICAL view, the same as normal view.&lt;br /&gt;
* Clicking a Location Link in the Missions Window or Missions Summary now also sets that system as an FTL destination.&lt;br /&gt;
* Location Links for mission objectives will no longer appear in the Missions Summary after that objective has been completed.&lt;br /&gt;
* You can now collapse mission summaries the same way as rating, by right-clicking to close and left-clicking to open.&lt;br /&gt;
* You can now filter search in all tabs of the trade window.&lt;br /&gt;
* The trade window now defaults to &#039;all items&#039; instead of being blank.&lt;br /&gt;
* Change the end of the introduction tutorial to fit with new episode discovery.&lt;br /&gt;
* Galaxy map now has special indicators for episodes:&lt;br /&gt;
** Episode starting systems are now gold.&lt;br /&gt;
** Regular systems you need to visit as part of an episode have a gold outline.&lt;br /&gt;
** Any system with a Location Link to it as part of an episode now has a tooltip on the map to see what you need to do there.&lt;br /&gt;
* The &#039;STARGATE&#039; location now has a normal location name - NG0.&lt;br /&gt;
* Drones now treat actual salvage as higher priority over raw materials.&lt;br /&gt;
* When you start a New Game your ship is now &#039;inside&#039; a shipyard.&lt;br /&gt;
* Save files are now filtered when saving a game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* {{Issue|217|pre=Issue}}: Fleet Logistics still makes drones faff when preparing to jump.&lt;br /&gt;
* {{Issue|283|pre=Issue}}: Short Robot Arm won&#039;t unload Black Box Recorder from Drone Bay onto Track.&lt;br /&gt;
* {{Issue|293|pre=Issue}}: Hydroponic garden won&#039;t grow.&lt;br /&gt;
* {{Issue|292|pre=Issue}}: Cargo items stacking to silly sizes.&lt;br /&gt;
* Crash when removing a piece of track that was in a loop.&lt;br /&gt;
* Fix crash in Main Menu when viewing long file lists.&lt;br /&gt;
* Fix crash in Tiddlet fire.&lt;br /&gt;
* Fix cargo being moved around unnecessarily. If a job exists to move cargo to a storage zone, and you place a new storage zone that is at least as good under it, the job to move it is now cancelled.&lt;br /&gt;
* Fix storage window not placing any storage when it is first opened.&lt;br /&gt;
* Fix A Wolf in Sheeps Clothing Part 3 not being playable after completing Part 2.&lt;br /&gt;
* Fix A Wolf in Sheeps Clothing Part 3 pirate attacking you in another mission&#039;s system.&lt;br /&gt;
* Fix shuttle leaving on reload.&lt;br /&gt;
* Only the FTL drive responsible for jumping will light up during a jump.&lt;br /&gt;
* Only the FTL drive responsible for jumping will consume the contents of its FTL charge.&lt;br /&gt;
** This caused the FTL resource counter to be off-by-one when you have multiple FTL drives on a ship.&lt;br /&gt;
* Fix Audio bug after the opening text when starting a new game.&lt;br /&gt;
* Fix objects remaining silent when you switch system and should hear them again.&lt;br /&gt;
* Fix some objects, such as engines, not pausing correctly when the main menu is open.&lt;br /&gt;
* You can no longer sell Julian&#039;s ship from Black Hole Sun at a Shipyard.&lt;br /&gt;
* Fix FTL window saying &#039;NO FTL FOUND&#039; when you have no ship selected to travel.&lt;br /&gt;
* Fix Trade window telling you you cannot afford a trade when it is for the exact amount of cash you have.&lt;br /&gt;
* Fix Black Hole Sun 3 game crash when trying to take control of Julian&#039;s ship outside of the Black Hole system.&lt;br /&gt;
* Fix Mouse clicks from game world being detected on the sector map.&lt;br /&gt;
* Fix ships undocking from each other when they are all FTL jumping in survival and creative mode.&lt;br /&gt;
* Fix the tutorial window blocking input to the game world after the tutorial is over.&lt;br /&gt;
* Fix it looking like you have placed a storage zone in the output of a docking port. Instead, the visual is cancelled immediately.&lt;br /&gt;
* Fix bug where you cannot interact with the tutorial window while the map is open.&lt;br /&gt;
* Fix bug where the tutorial window highlight for the FTL button is the wrong color.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;JOHNNY STRUGGLES&#039;&#039;&#039; - Improved Industrious&lt;br /&gt;
* &#039;&#039;&#039;Omega Naval Station&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Belfast Shipyard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Alpha 11d ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 11d&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4576308214477647189&lt;br /&gt;
| release_date = 6 September 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 11d was released to make the game playable offline and fix some performance issues on AMD graphics cards:&lt;br /&gt;
&lt;br /&gt;
* Game can now be played in offline mode.&lt;br /&gt;
* Improved performance with particles in tactical mode on certain AMD graphics cards&lt;br /&gt;
&lt;br /&gt;
=== Alpha 11d hotfix ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 11d&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4576308214487815247&lt;br /&gt;
| release_date = 9 September 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 11d hotfix was released to make the game playable offline and fix some performance issues on AMD graphics cards:&lt;br /&gt;
&lt;br /&gt;
* The game can now be launched and played when offline.&lt;br /&gt;
* Performance improvement when lots of particles on screen in tactical mode (relevant to AMD graphics cards).&lt;br /&gt;
&lt;br /&gt;
== Alpha 10 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 10&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4200250669022467483&lt;br /&gt;
| release_date = 24 June 2024&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/7 Milestone 7]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Episodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* Black Hole Sun - Part 1&lt;br /&gt;
* Black Hole Sun - Part 2&lt;br /&gt;
* Black Hole Sun - Part 3&lt;br /&gt;
* A wolf in Sheeps Clothing - Part 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Tutorials&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are short tutorials and are generally incorporated into the story episodes. But will pop up whenever you are trying to do these things for the first time:&lt;br /&gt;
&lt;br /&gt;
* Docking Tutorial&lt;br /&gt;
* Mining Tutorial&lt;br /&gt;
* Combat Tutorial&lt;br /&gt;
* Crew transfer Tutorial&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Large improvement to drones when searching for repair works.&lt;br /&gt;
* Reduced the particle density on ships arriving and departing, to help with performance&lt;br /&gt;
* Make FindNearby only look at given layer and given object type if object type given. Helps with drone performance.&lt;br /&gt;
* Calculate incoming quantities of each container only once in TryStoreCargo, improves WorkQueue Update performance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Text Input&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can now filter any long list of files/saves/ships etc by typing a short word&lt;br /&gt;
* You can now freely move the cursor in a text field and delete characters in any position.&lt;br /&gt;
** &#039;LEFT&#039; or &#039;RIGHT&#039; to move the cursor backwards or forwards one character.&lt;br /&gt;
** &#039;HOME&#039; or &#039;DOWN&#039; to move the cursor to the beginning of the input.&lt;br /&gt;
** &#039;END&#039; or &#039;UP&#039; to move the cursor to the end of the input.&lt;br /&gt;
** &#039;DEL&#039; now forward deletes text in a text input field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The game mode &#039;Survival&#039; is now locked until the player completes phase 1 of the stargate&lt;br /&gt;
* The game mode &#039;Free Roam&#039; is now locked until the player completes the &#039;Flight Ready&#039; mission in Creative or Survival mode&lt;br /&gt;
* Nb. Both modes can be easily unlocked by editing the preferences.txt file:&lt;br /&gt;
    UnlockSurvival    true&lt;br /&gt;
    UnlockFreeRoam    true&lt;br /&gt;
&lt;br /&gt;
* Battle Stations button is now available in Tactical mode&lt;br /&gt;
* Changed drone behaviour to look to use any available Drone Bays&lt;br /&gt;
* FTL user interface improved. You can now include other ships after clicking the Prepare Jump button&lt;br /&gt;
* Clicking Prepare Jump from the System Map will now prepare a jump with just that ship, even if another jump is in progress.&lt;br /&gt;
* The OPPOSITION system that sends hostiles to attack the Stargate on a timer has been completely disabled (it sucked)&lt;br /&gt;
* Mining Laser now require to be installed either in a wall (like the guns) or on a piece of scaffold.&lt;br /&gt;
* When installing Mining Lasers they will now auto-rotate to fit the wall/scaffold.&lt;br /&gt;
* Allow to buy/sell entire stack by ctrl clicking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* {{Issue|258|pre=Issue}}: In creative mode, when entering ship name / author name the key strokes execute in the background&lt;br /&gt;
* {{Issue|259|pre=Issue}}: If you outgun the pirate you can kill the ship leading to a hardlock and game CTD.&lt;br /&gt;
* {{Issue|260|pre=Issue}}: Docking Tutorial window doesn&#039;t go away when you click skip.&lt;br /&gt;
* {{Issue|261|pre=Issue}}: The Wolf in sheep clothing mission is available to start from the beginning after completing it.&lt;br /&gt;
* {{Issue|267|pre=Issue}}: Only selected ship rotates to align for jump in creative / survival / free roam.&lt;br /&gt;
* {{Issue|241|pre=Issue}}: Orders not saved correctly in stargate mode because not copying system id when copying orders.&lt;br /&gt;
* {{Issue|243|pre=Issue}}: Meteor shower during resin collection phase of tutorial.&lt;br /&gt;
* {{Issue|277|pre=Issue}}: Scavenger still hails you even if destroyed.&lt;br /&gt;
* {{Issue|247|pre=Issue}}: Some imported/bought ships will have the crew dying of suffocation.&lt;br /&gt;
* {{Issue|161|pre=Issue}}: Install order disappearing when closest box of desired item to install is on a track.&lt;br /&gt;
* {{Issue|233|pre=Issue}}: Netural fighters attacking player when in meteor shower.&lt;br /&gt;
* {{Issue|229|pre=Issue}}: Turning with thrusters uses engines when another ship is preparing a jump.&lt;br /&gt;
* {{Issue|231|pre=Issue}}: If a window is open (eg: FTL jump) and you go to tatical mode, tactical mode stops tracking cursor.&lt;br /&gt;
* {{Issue|279|pre=Issue}}: Docking Port flipped on reloading ship, if placed at top of grid in edit mode.&lt;br /&gt;
* {{Issue|288|pre=Issue}}: Rescue mission does not fail and disappear if the ship is destroyed.&lt;br /&gt;
* {{Issue|225|pre=Issue}}: Weapons consoles not activating connected weapons&lt;br /&gt;
* {{Issue|221|pre=Issue}}: Hostile ship not attacking after some ships jump away&lt;br /&gt;
* {{Issue|198|pre=Issue}}: Can jump ship when docked with other ship that isn&#039;t jumping but ships stay docked.&lt;br /&gt;
* {{Issue|234|pre=Issue}}: Stargate progress is incorrect.&lt;br /&gt;
* {{Issue|153|pre=Issue}}: Money duplication glitch when buying ship at shipyard.&lt;br /&gt;
* Fix spelling mistake in the title of the Tech Tree Window: &#039;RESERACH&#039; -&amp;gt; &#039;RESEARCH&#039;.&lt;br /&gt;
* Fix window not closing when window close button is pressed.&lt;br /&gt;
* Performance slow down with ships arriving / leaving. Should be better with improvements to particle and layer rendering.&lt;br /&gt;
* Fix flightready mission causing crash when selling original ship and FTL jumping with another ship.&lt;br /&gt;
* Fix camera moving to wrong place when switching out of tactical if ship moved while in tactical.&lt;br /&gt;
* Fix tutorial coming back after skipping tutorial.&lt;br /&gt;
* Preserve ids of layers and objects when restoring a system archive, but still rebase time.&lt;br /&gt;
* Fix crash on loading a rescue mission on a ship that has been archived.&lt;br /&gt;
* Docking tutorial now dismisses itself if the target ship is derelict or non-existent.&lt;br /&gt;
* Track performance in certain situations improved.&lt;br /&gt;
* Fix install FTL objective not completing in flightready mission.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 10c ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 10c&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/6338336761816401397&lt;br /&gt;
| release_date = 16 July 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 10c was released slightly later to Alpha 10 and fixed some critical bugs relating to missions:&lt;br /&gt;
&lt;br /&gt;
* Fix crash when removing a piece of track in a loop.&lt;br /&gt;
* Fix crash in Main Menu when viewing long file lists.&lt;br /&gt;
* Fix crash in Tiddle particle creation when they catch fire&lt;br /&gt;
* Fix crash in Drone rendering.&lt;br /&gt;
* Fix Wolf 3 episode not showing up in contracts selection when loading older save games.&lt;br /&gt;
* Fix analytics not reporting for Wolf 3.&lt;br /&gt;
* Fix Blackhole 2 issues (repeating phone call, impossible to complete in some circumstances)&lt;br /&gt;
&lt;br /&gt;
== Alpha 9 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 9&lt;br /&gt;
| nickname = Atreides and Harkonnen&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/4101162602042836767&lt;br /&gt;
| release_date = 13 March 2024&lt;br /&gt;
| video = WiqYv5GZHbE&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/6 Milestone 6]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New mission interface&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* We have substantially upgraded and improved the mission system and all associated screens.&lt;br /&gt;
* We can now create rich, detailed missions with multiple stages and multiple objectives.&lt;br /&gt;
* The Communicator has also been upgraded and better integrated with the mission screen.&lt;br /&gt;
* Characters can now call you with information and instructions, and a log of those calls will be added to your mission screen.&lt;br /&gt;
&lt;br /&gt;
Quality of Life improvements for the Mission Summary (top left of the screen):&lt;br /&gt;
&lt;br /&gt;
* You can now &#039;Turn In&#039; any completed mission directly from the mission summary&lt;br /&gt;
* A new diamond shaped location icon has been added to any objective that specifies a destination. Clicking the diamond will immediately bring up the sector map and highlight that location. This makes it very easy to navigate to the required locations for a mission.&lt;br /&gt;
* There is now a &#039;Prepare to jump&#039; button in the Sector Map, for quick and easy alignment&lt;br /&gt;
* All mission types updated to take advantage of these new buttons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Story Episodes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* We have begun work on a series of story-based episodes.&lt;br /&gt;
* The general idea is to tell short stories with a rich cast of characters, and each story episode will be broken down into 2 or 3 parts.&lt;br /&gt;
* This involved the creation of a new Episode Manager system and a substantial upgrade of the Mission system.&lt;br /&gt;
* Story Episodes will automatically become available in the Mission Interface at the appropriate time.&lt;br /&gt;
* We have plans to add many more story episodes, now that this system is complete.&lt;br /&gt;
* Nb. Story episodes are available in Stargate mode, and in Free-roam mode. They are not available in survival mode. The Tiddlets mission remains available in Survival mode only.&lt;br /&gt;
* New Episodes:&lt;br /&gt;
** A Wolf in sheep&#039;s clothing - part 1&lt;br /&gt;
** A Wolf in sheep&#039;s clothing - part 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Docking Tutorial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A new Docking tutorial has been created, and is used directly in the episode Wolf Part 2.&lt;br /&gt;
* The tutorial will also show whenever a player is attempting a rescue mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The time between waves of hostile forces attacking the Stargate has been tripled&lt;br /&gt;
* New graphics for crew in a space suit when they are outside the ship&lt;br /&gt;
* Reduced the radius at which a system blocks your FTL flight path (from 15 down to 4)&lt;br /&gt;
* The star background now shifts into an angry red when &#039;Battle Stations&#039; is enabled&lt;br /&gt;
* Crew now walk 33% faster, and are slowed down less when carrying cargo&lt;br /&gt;
* New graphics for dead crew&lt;br /&gt;
* After loading a saved game, any ships where the crew are all dead due to suffocation will be recalled automatically under autopilot, and will leave the system&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW AUDIO WORK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Battle stations!&lt;br /&gt;
* Gun Turrets extending, retracting&lt;br /&gt;
* Mission Interface&lt;br /&gt;
* Music for the new story episodes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* DOCTORX - DRX Helican Omicron&lt;br /&gt;
: DRX Helican&lt;br /&gt;
: DRX Psychopath&lt;br /&gt;
: DRX Abyss&lt;br /&gt;
: DRX Scarab&lt;br /&gt;
&lt;br /&gt;
* JOHNNY STRUGGLES - The Altair Citadel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* You can no longer pause the game during the introductory flyby&lt;br /&gt;
* Fixed: Weapons Consoles are now correctly powered as part of the Weapons power category, not the Science power category&lt;br /&gt;
* Fix for drones incorrectly returning home when another ship in the local fleet is planning to jump to hyperspace&lt;br /&gt;
* Fixed: Fleet logistics transfers of the same item in opposite directions now cancel each other.&lt;br /&gt;
* Fix crash caused by invalid Researching Node.&lt;br /&gt;
&lt;br /&gt;
=== Alpha 9c ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 9c&lt;br /&gt;
| release_date = 14 March 2024&lt;br /&gt;
}}&lt;br /&gt;
Alpha 9c is a hotfix build for [[#Alpha 9|Alpha 9]] fixing UI issues with the tactical screen.&lt;br /&gt;
&lt;br /&gt;
Another [https://steamdb.info/depot/1857082/history/?changeid=M:3577530168993901596 build of Alpha 9c] was released for Windows on {{#formatdate:7 May 2024}}, but it is unclear what changed.&lt;br /&gt;
&lt;br /&gt;
== Alpha 8 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 8&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3886108111271512496&lt;br /&gt;
| release_date = 18 December 2023&lt;br /&gt;
| video = VwQ7DgIIk0E&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/5 Milestone 5]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Equipment &amp;amp; Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fusion Reactor&#039;&#039;&#039;&lt;br /&gt;
** Uses Deuterium fuel pods and requires at least 500Mw for about 10 seconds to activate.&lt;br /&gt;
** Produces a power output of 50-500Mw.&lt;br /&gt;
** &#039;&#039;Deuterium&#039;&#039; (fuel pod)&lt;br /&gt;
** &#039;&#039;Deuterium Recipe&#039;&#039; (Chemical Lab)&lt;br /&gt;
* &#039;&#039;&#039;Solar Panels&#039;&#039;&#039;&lt;br /&gt;
** Must be installed on the outside of the ship, built onto scaffold beams.&lt;br /&gt;
** Produces 10Mw normally.&lt;br /&gt;
** This reduces to 5Mw in a nebula, and 0Mw in Hyperspace.&lt;br /&gt;
** &#039;&#039;Solar Panel recipe&#039;&#039; (Assembly Table)&lt;br /&gt;
* &#039;&#039;&#039;Tutorial (continued)&#039;&#039;&#039;&lt;br /&gt;
** Work continues on the in-game tutorial for new players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New audio work&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Suit radio chatter&#039;&#039; for crew when they are wearing spacesuits&lt;br /&gt;
* New UI sounds for &#039;&#039;construction, pipes, cables, installation, deconstruction&#039;&#039;&lt;br /&gt;
* New ambiences for common equipment: &#039;&#039;reactors, fabricators, smelters, assembly tables&#039;&#039;&lt;br /&gt;
* &#039;&#039;Delivery shuttle engine sounds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New &#039;Exterior&#039; graphics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* New graphics for all &#039;&#039;gun turrets&#039;&#039; when viewed from exterior&lt;br /&gt;
* Docking port exterior view improved&lt;br /&gt;
* &#039;&#039;Thrusters&#039;&#039; now more visible in exterior view and tactical view&lt;br /&gt;
* New exterior graphics for &#039;&#039;Small Tank, Medium Tank, Large Tank, Battery&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Gun Turrets&#039;&#039;&#039; can now be distinguished in Tactical View&lt;br /&gt;
** &#039;&#039;Railgun&#039;&#039; - a long single line&lt;br /&gt;
** &#039;&#039;Cannon&#039;&#039; - two medium-length parallel lines&lt;br /&gt;
** &#039;&#039;Gatling gun&#039;&#039; - three short parallel lines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New community ships added to the base game - thank you!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ZORBANE&#039;&#039;&#039;&lt;br /&gt;
** DragonFly-A&lt;br /&gt;
* &#039;&#039;&#039;RUSH&#039;&#039;&#039;&lt;br /&gt;
** Andromeda&#039;s Fury&lt;br /&gt;
* &#039;&#039;&#039;R0NALXD&#039;&#039;&#039;&lt;br /&gt;
** Chakrali Corvetter&lt;br /&gt;
** Chakrali Frigate&lt;br /&gt;
** Chakrali Miner&lt;br /&gt;
** Chakrali Starbase&lt;br /&gt;
* &#039;&#039;&#039;JOHNNY STRUGGLES&#039;&#039;&#039;&lt;br /&gt;
** Big Martha&lt;br /&gt;
** Defense Platform MK1/MK2/MK3&lt;br /&gt;
** The Gas Man&lt;br /&gt;
** The Wild Goose&lt;br /&gt;
** Fat Duck Fighter&lt;br /&gt;
** The Leviathan&lt;br /&gt;
** Scavenger JS&lt;br /&gt;
** Florence Bulk Hauler&lt;br /&gt;
** Angry Frog Mining Rig&lt;br /&gt;
* &#039;&#039;&#039;ORION INDUSTRIES&#039;&#039;&#039;&lt;br /&gt;
** Bellatrix Frigate&lt;br /&gt;
** Hawk Light Fighter Mk1/Mk2&lt;br /&gt;
** Krait Mk2 Fuel Rat&lt;br /&gt;
** Mighty Miner&lt;br /&gt;
** Minor-Miner Mk1/Mk2&lt;br /&gt;
** Orthrus&lt;br /&gt;
** Procyon Cruiser&lt;br /&gt;
** Rescue Shuttle&lt;br /&gt;
** Rigel Heavy Corvette Mk2&lt;br /&gt;
** Roadrunner Corvette&lt;br /&gt;
** Starhopper&lt;br /&gt;
** Trident Heavy Fighter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;PAUSED and SLOWMO messages&#039;&#039; will now flash, to minimize players not realizing why the game has stopped&lt;br /&gt;
* New &#039;&#039;STARGATE games&#039;&#039; will no longer generate a distress call in the starting map. This is because new players would often get very confused trying to do the rescue - without thrusters and without any skills in docking. &#039;&#039;Nb.&#039;&#039; Rescue Missions are still generated in the mission board&lt;br /&gt;
* Fleet orders for &#039;&#039;gathering salvage, gathering minerals, and repairing hull&#039;&#039; now default to ON&lt;br /&gt;
* &#039;&#039;Drones&#039;&#039; will now automatically return to their home ship if that ship is preparing to jump to FTL, regardless of Fleet Orders&lt;br /&gt;
* Hostile forces in &#039;&#039;stargate mode&#039;&#039; will now correctly attack the player, and not random NPC vessels&lt;br /&gt;
* &#039;&#039;Deconstruction UI&#039;&#039; effects improved&lt;br /&gt;
* If the player destroys a Neutral ship, all other neutral ships in the system will immediately turn hostile to the player&lt;br /&gt;
* Added a new Fleet Order: &amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;&#039;&#039;Mining&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;. This enables and disables all active mining from Mining Lasers within the current system.&lt;br /&gt;
* &#039;&#039;Schematic view&#039;&#039; has been made more tidy and clear.&lt;br /&gt;
* Improved the visuals when laying pipes and cables - removed unnecessary distracting visuals&lt;br /&gt;
* &#039;&#039;Weapons Officers&#039;&#039; now wear a &#039;&#039;RED uniform&#039;&#039;, to distinguish them from regular crew&lt;br /&gt;
* &#039;&#039;Weapons Consoles&#039;&#039; now support up to four guns, without requiring any research. Removed the research tree for Weapons Console Additional Slots.&lt;br /&gt;
* Player-owned ships will now always render on top of other ships, derelicts, etc&lt;br /&gt;
* Derelicts will be removed from the list of all ships after 3 minutes&lt;br /&gt;
* Derelicts now slowly erode away to nothing over time&lt;br /&gt;
* Damaged and Destroyed engines now belch flames&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* FIXED: The &#039;&#039;equipment panel&#039;&#039; will now close if you select another ship or another location&lt;br /&gt;
* FIXED: issues with the &#039;&#039;Equipment Panel&#039;&#039; not popping up when you right-clicked because it was &#039;blocked&#039; by the open construction menu&lt;br /&gt;
* FIXED: Missing pickup and drop sounds when crew is working&lt;br /&gt;
* FIXED: The tick sound effect when installing equipment was wrong when the equipment had an even width or height&lt;br /&gt;
* FIXED: Issue with &#039;&#039;Delivery Missions&#039;&#039; with a difficulty of 84 and 890 boxes!&lt;br /&gt;
* FIXED: Main Menu ambience continued to play after clicking Import Friendly or Import Hostile&lt;br /&gt;
* {{Issue|175|pre=Issue}} - After an &#039;&#039;FTL-jump&#039;&#039;, the suits are turned off. Orders are now carried through from system to system when FTL jumping unless you already have a fleet at the destination.&lt;br /&gt;
* {{Issue|179|pre=Issue}} - (&#039;&#039;Survival&#039;&#039;) Cross-sector &#039;&#039;passenger missions&#039;&#039; can never be delivered&lt;br /&gt;
* {{Issue|183|pre=Issue}} - &#039;&#039;Tutorial text modal&#039;&#039; not advancing correctly. Fix overlap problem and tutorial loop.&lt;br /&gt;
* {{Issue|188|pre=Issue}} - &#039;&#039;Derelict ships&#039;&#039; will now automatically remove themselves from the layer list after some time.&lt;br /&gt;
* {{Issue|190|pre=Issue}} - &#039;&#039;Fighters&#039;&#039; can attack a ship in another system&lt;br /&gt;
* {{Issue|195|pre=Issue}} - &#039;&#039;Fuel canisters&#039;&#039; aren&#039;t getting loaded. Validate existing fleet transfers to ensure that they are still satisfying requests.&lt;br /&gt;
* {{Issue|194|pre=Issue}} - A full &amp;quot;circular&amp;quot; track gets jammed and doesn&#039;t move. Allow tracks to move more freely.&lt;br /&gt;
* {{Issue|196|pre=Issue}} - Can&#039;t see all ships in logistics screen. Fix a bug where the ships were overflowing the window. Present ships in the same order as the ship list on the right.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undocumented changes (not shown in original changelog&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Max zoom level is now 5000 (rather than unlimited)&lt;br /&gt;
* Percentages removed from tanks in schematic view (only absolute values displayed)&lt;br /&gt;
* Hyperspace isotopes can be refined into stable isotopes, which can be turned into deuterium in the chemistry lab&lt;br /&gt;
* Stranded Ships from Rescue contracts are NeutralShips instead of Derelicts&lt;br /&gt;
&lt;br /&gt;
== Alpha 7 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 7&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/5913850762873923353&lt;br /&gt;
| release_date = 17 November 2023&lt;br /&gt;
}}&lt;br /&gt;
Alpha 7 is an interim build with no update video, GitHub milestone, or nickname. Changes are covered in the update video for [[#Alpha 8|Alpha 8]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multi-system Simulation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Multiple locations within a sector are now simulated all at once.&amp;lt;br&amp;gt;&lt;br /&gt;
This means you can split up your fleet, have ships in one system mining an asteroid belt, while your combat vessels in another system do battle.&amp;lt;br&amp;gt;&lt;br /&gt;
You can freely and instantly move focus between different ships of yours within all active systems.&amp;lt;br&amp;gt;&lt;br /&gt;
Different collections of ships can be in FTL at the same time, travelling to different destinations.&amp;lt;br&amp;gt;&lt;br /&gt;
You can (for example) create mining and gathering ships and leave them in a nebula or asteroid belt, and they will continue to mine and operate while you attend to other locations.&lt;br /&gt;
&lt;br /&gt;
* NPC ships updated. Star systems are now much more busy, as NPC ships come and go. NPC ships will also engage in mining and salvage where appropriate.&lt;br /&gt;
* All NPC ships are now based on either official ship designs or community ships, or ships you have subscribed to on Steam Workshop.&lt;br /&gt;
* NPC ship system &#039;faking&#039; has been largely removed. You can now see inside any NPC neutral ship, and observe the crew and equipment operating normally.&lt;br /&gt;
* NPC ships will turn hostile if you attack them, but will generally try to escape rather than fight to the death.&lt;br /&gt;
* Subscribe to more ships via the Steam Workshop, and these ships will appear in your game world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tutorial / on-boarding&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The tutorial continues to be updated, with the aim to provide a complete introduction to the game and the STARGATE PROJECT.&amp;lt;br&amp;gt;&lt;br /&gt;
It is still a work in progress, but takes the player all the way up to receiving a second ship.&amp;lt;br&amp;gt;&lt;br /&gt;
The primary aim is to bring entirely new players into the STARGATE industry mode.&amp;lt;br&amp;gt;&lt;br /&gt;
You can now skip the entire tutorial by clicking the X in the top right of the tutorial window.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stargate Project&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The stargate project now has six working phases that must be completed, each building on the last.&amp;lt;br&amp;gt;&lt;br /&gt;
All phases have been redesigned and rebalanced.&amp;lt;br&amp;gt;&lt;br /&gt;
All production times for Fabricators and Assembly tables have been shortened and balanced.&amp;lt;br&amp;gt;&lt;br /&gt;
Multiple phases of the stargate project now require research unlocks to progress.&amp;lt;br&amp;gt;&lt;br /&gt;
Enemy forces will now attack any ships engaged in the stargate project, starting around phase 3. Each subsequent attack will be more dangerous than the last.&lt;br /&gt;
&lt;br /&gt;
* The game now automatically starts in STARGATE mode on first playthrough&lt;br /&gt;
* Introductory flyby sequence updated&lt;br /&gt;
* The TRADE screen now shows sellable Stargate parts highlighted in GOLD&lt;br /&gt;
* Fabricator buildings no longer produce outputs endlessly, filling up your cargo space (eg frames, coils).&lt;br /&gt;
: Instead they will produce an item and then wait until that item has been taken to be used somewhere before producing another.&lt;br /&gt;
* The stargate sector now contains hostile fleets (difficult!), distress calls, derelict ships, asteroid belts, gas clouds, as well as colonies and shipyards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission System&#039;&#039;&#039;&lt;br /&gt;
- New missions are now continuously generated at all locations in the sector&lt;br /&gt;
- Old missions are removed after some time, if nobody claims them.&lt;br /&gt;
- All mission types scale in response to your ratings within the appropriate category.&lt;br /&gt;
- STARGATE industry mode now has all mission types available: delivery, passenger, combat, rescue, production, mining&lt;br /&gt;
- Completed Missions are now removed from the contract board after 60 seconds&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game controls&#039;&#039;&#039;&lt;br /&gt;
* Spacebar now pauses the game.&lt;br /&gt;
: This is to allow for more consideration and precision during space battles.&lt;br /&gt;
* You can hold SHIFT for dramatic slow-mo. You can toggle slow-mo with Caps-Lock&lt;br /&gt;
* Tactical mode camera no longer tracks position or rotation of any ship. You can freely pan around.&lt;br /&gt;
* Normal view mode automatically tracks position and rotation of the current ship, aligning automatically so you can see the interior.&lt;br /&gt;
* The compass / toggle tracking button has been removed&lt;br /&gt;
* Tactical mode: Weapons list now scales when there are lots of weapons, to ensure they all fit on screen&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
* {{Issue|164|pre=Issue}} - Cargo Space not recognising new zoning&lt;br /&gt;
* You can no longer try to install boxed equipment on a ship that the box isn&#039;t on&lt;br /&gt;
* Thousands more bug fixes but honestly we lost track somewhere along the way&lt;br /&gt;
&lt;br /&gt;
=== Alpha 7c ===&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 7c&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/5913850762877483119&lt;br /&gt;
| release_date = 18 November 2023&lt;br /&gt;
}}&lt;br /&gt;
Alpha 7c is a hotfix build for [[#Alpha 7|Alpha 7]] fixing some FTL issues.&lt;br /&gt;
&lt;br /&gt;
* Loading an older save game (pre-alpha 7) will now automatically enable multi-system simulation. This fixes an issue where loading an older save game didn&#039;t enable multisystem simulation, preventing you from making FTL jumps with more than one ship at a time.&lt;br /&gt;
&lt;br /&gt;
* This enables multiple ships to do an FTL jump together in industry mode. Click on the STAY/JUMP button to toggle which ships are included in the jump. At least one ship in the group must have an enabled FTL drive.&lt;br /&gt;
&lt;br /&gt;
* Multi-system simulation is not yet enabled for the other game modes - SURVIVAL, FREE ROAM and CREATIVE. In those modes all ships will now jump together, as used to happen. This fixes the issue of only a single ship jumping.&lt;br /&gt;
&lt;br /&gt;
== Alpha 6 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 6&lt;br /&gt;
| nickname = Frodo &amp;amp; Sam&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3719466041717039148&lt;br /&gt;
| release_date = 13 September 2023&lt;br /&gt;
| video = 5dNaVX-gFKE&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/4 Milestone 4]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Buying ships at a shipyard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Any ship from the ship library can be bought in a system with a station or shipyard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tutorial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Beginnings of a Tutorial for Industry Mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW EQUIPMENT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weapons Control Centre&#039;&#039;&#039; =&amp;gt; Can connect to up to 4 weapons remotely and be controlled by a weapons officer, so that the connected weapons no longer require crew&lt;br /&gt;
* New Crew Type - Weapons Officer needed to crew the Weapons Control Centre&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Robot Arms now use Jobs to Move, Load, and Combine objects. This allows robot arms and crew to communicate, so they no longer compete to complete the same jobs at the same time.&lt;br /&gt;
* Robot Arms now stop moving an object if the destination can’t receive it anymore. If arm gets stuck like this, you can now cancel the arm in the right-click menu. Arms are now only stuck when an item is on the floor of the target cell.&lt;br /&gt;
* Missions that are in progress when you Hyperspace Jump are now returned to the open missions list so that you can return to the destination and finish them at a later date.&lt;br /&gt;
* Robot Arms now unload objects from factories that are not needed by the current recipe.&lt;br /&gt;
* When the current research project finishes a popup notification appears&lt;br /&gt;
* The atmospheric pressure is now shown as a percentage in a tooltip when hovering the mouse&lt;br /&gt;
* New Storage Zone UI&lt;br /&gt;
* Better job allocation/assignment to ensure that jobs can be completed by the entities that they are assigned to. This is noticeable when there a ship is divided into isolated areas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Mission Cargo/Passengers/Refuges and Trade Deals that are in progress when you hyperspace jump are now cancelled correctly and not taken to the Docking Port&lt;br /&gt;
* Crew and Scientists take off spacesuits when doing longer jobs in a breathable atmosphere&lt;br /&gt;
* Factories will cancel jobs when the recipe changes and the jobs object is no longer required&lt;br /&gt;
* Changing/Removing a storage zone will now cancel any job coming to it if the new storage at the location is no longer compatible with what is coming to it.&lt;br /&gt;
* Equipment installation jobs will stop any movement jobs to storage zones in the same location. When/if the equipment gets fully installed, the storage zones are removed.&lt;br /&gt;
* Equipment installation will highlight the closest accessible box that will be used to install the equipment.&lt;br /&gt;
* You can no longer place a storage zone in the location of an in-progress equipment installation&lt;br /&gt;
* Research stations only draw power when required for the current research project (1MW standby draw otherwise)&lt;br /&gt;
* Research station blue light now blinks&lt;br /&gt;
* For exterior jobs crew no longer pick up and drop the item before acquiring a space suit&lt;br /&gt;
* For exterior dismantling jobs, the box is now brought inside by the crew after dismantling&lt;br /&gt;
* Visual fix to adjacent tracks connecting incorrectly. Tracks now only connect if they interact with each other.&lt;br /&gt;
* {{Issue|108|pre=Issue}}: Fixes transferring crew when requesting to transfer a spacesuit and all spacesuits are worn&lt;br /&gt;
* {{Issue|109|pre=Issue}}: Fixes logistics window scaling with the number of layers, rather than the number of friendly layers&lt;br /&gt;
* {{Issue|10|pre=Issue}}: Integer overflow with cash and ship value&lt;br /&gt;
* {{Issue|95|pre=Issue}} and {{Issue|95}}: Friendly ships added to fleet for free when flying to a shipyard&lt;br /&gt;
* {{Issue|114|pre=Issue}}: Powergrid settings are saved&lt;br /&gt;
* {{Issue|104|pre=Issue}}: Logistics screen now updates when the selected layer is switched&lt;br /&gt;
* {{Issue|81|pre=Issue}}: Mouse click and drag in the research window can no longer move the game camera&lt;br /&gt;
* {{Issue|92|pre=Issue}}: Objects can no longer be stored in non-exact cell positions&lt;br /&gt;
* {{Issue|122|pre=Issue}}: Robot Arms can now combine containers when they are on tracks&lt;br /&gt;
* {{Issue|72|pre=Issue}}: Robot Arms now indicate when they are stuck, and can be canceled.&lt;br /&gt;
* {{Issue|16|pre=Issue}}: Difficulty installing equipment in walls.&lt;br /&gt;
* {{Issue|66|pre=Issue}}: Jobs get created in inaccessible locations and get “stuck”&lt;br /&gt;
* {{Issue|53|pre=Issue}}: Crew try to store objects in a place they can’t access&lt;br /&gt;
&lt;br /&gt;
== Alpha 5 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 5&lt;br /&gt;
| nickname = Schwarzenegger &amp;amp; Stallone&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3649655808283414158&lt;br /&gt;
| release_date = 28 July 2023&lt;br /&gt;
| video = F1PWv6ZIMvE&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/3 Milestone 3]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;SCIENCE / RESEARCH SYSTEM&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
There is a research &amp;amp; development system allowing you to unlock advanced technologies.&amp;lt;br&amp;gt;&lt;br /&gt;
All R&amp;amp;D is performed by Scientists (a new entity type) and uses Science Stations and Supercomputers.&amp;lt;br&amp;gt;&lt;br /&gt;
You can unlock equipment blueprints, performance enhancements, and Stargate Updates.&lt;br /&gt;
&lt;br /&gt;
NEW EQUIPMENT : Science station&amp;lt;br&amp;gt;&lt;br /&gt;
NEW EQUIPMENT : Super computer&amp;lt;br&amp;gt;&lt;br /&gt;
NEW EQUIPMENT : Energy Transmitter&amp;lt;br&amp;gt;&lt;br /&gt;
NEW CREW: Scientists&lt;br /&gt;
&lt;br /&gt;
A new research screen allows you to direct your science team efforts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INDUSTRY MODE AND STARGATE PROJECT, CONTINUED&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Phases 3 and 4 of the Stargate project are now available for completion.&lt;br /&gt;
&lt;br /&gt;
Phase 3 requires science research to complete.&amp;lt;br&amp;gt;&lt;br /&gt;
Phase 4 requires an energy test, with your ships providing sufficient energy to the stargate for a fixed period.&lt;br /&gt;
&lt;br /&gt;
Opposition - There are now hostile forces within the sector who oppose the construction of the stargate. Their threat level will slowly increase as you make progress.&lt;br /&gt;
&lt;br /&gt;
The central stargate system will now &#039;re-stock&#039; periodically on critical equipment and resources&amp;lt;br&amp;gt;&lt;br /&gt;
Asteroid minerals will now be merged into larger stacks when there are so many in space that it begins to affect performance (&amp;gt;1000 minerals close together)&lt;br /&gt;
&lt;br /&gt;
NEW EQUIPMENT: Small Robot Arm - A Robot Arm variant with an arm length of 1&amp;lt;br&amp;gt;&lt;br /&gt;
NEW EQUIPMENT: Smart Robot Arm =&amp;gt; A Robot Arm that only picks up specified objects&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Robot Arms now require 1MW of power each&amp;lt;br&amp;gt;&lt;br /&gt;
Robot Arms now combine containers of the same type like Entities&amp;lt;br&amp;gt;&lt;br /&gt;
New &amp;amp; Improved FTL window&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|24|pre=Issue}}: Battle stations button missing&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|29|pre=Issue}}: Mission cargo not unloading (partially fixed in Alpha 4, but not with tiddlets)&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|39|pre=Issue}}: Destroyed spacesuit remaining on entity&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|30|pre=Issue}}: Fusion reactor rendering weird effects on ship&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|60|pre=Issue}}: Crew no longer invisible when deleting spacesuit&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|51|pre=Issue}}: Robot Arms can now add and remove fuel cannisters from fuel loaders. Robot Arms can now add and remove Compost and Seeds from Hydroponic Garden. Robot arms can now add and remove FTL Charges from FTL Drives. Robot Arms can now add drones to and remove Cargo from Drone Bays.&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|52|pre=Issue}}: Crew in Spacesuits can no longer be picked up by Robot Arms or carried by Tracks&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|61|pre=Issue}}: Robot Arms picking up each other&#039;s items&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|73|pre=Issue}}: Robot Arms can no longer pick up items through walls&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|54|pre=Issue}}: Fixes Drones picking up Entities Issue&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|65|pre=Issue}}: Tracks no longer get stuck and unable to move an item into an &#039;empty&#039; space&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|67|pre=Issue}}: Fixes Storage Areas not persisting in save games if there is a track on top of them&amp;lt;br&amp;gt;&lt;br /&gt;
{{Issue|56|pre=Issue}}: Craftable equipment no longer thinks it&#039;s a factory and is no longer right clickable&amp;lt;br&amp;gt;&lt;br /&gt;
Multiple jobs can no longer have the same Id&lt;br /&gt;
&lt;br /&gt;
== Alpha 4 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 4&lt;br /&gt;
| nickname = Cash Integer Overflow and Northern Pennies&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/6489171662417416640&lt;br /&gt;
| release_date = 22 June 2023&lt;br /&gt;
| video = Bo5xcKekv2Q&lt;br /&gt;
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/2 Milestone 2]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Industry mode&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An entirely new game mode with new starting conditions and new objectives.&amp;lt;br&amp;gt;&lt;br /&gt;
You are joining a mega-project to construct a Stargate to the Andromeda Galaxy.&amp;lt;br&amp;gt;&lt;br /&gt;
Industry, production and automation take centre stage.&lt;br /&gt;
&lt;br /&gt;
* New &#039;Industry&#039; game mode selector in New Game screen&lt;br /&gt;
* New starting ship, which is more of a ruined space station&lt;br /&gt;
* Starting ship contains &#039;Ruined Equipment&#039; which can be dismantled for Scrap Metal.&lt;br /&gt;
* There is only one Sector in industry mode&lt;br /&gt;
&lt;br /&gt;
* Stargate Project in the main menu. Shows what parts require manufacture to advance.&lt;br /&gt;
* Currently only Phase 1 and 2 of the Stargate have been created&lt;br /&gt;
* Sell your Stargate Parts at any trade station to earn money and progress the project.&lt;br /&gt;
&lt;br /&gt;
* NEW EQUIPMENT:&lt;br /&gt;
* Fabricator =&amp;gt; Makes components out of raw materials: Frame, Motor, Coil&lt;br /&gt;
* Assembler =&amp;gt; Makes Boxed equipment out of components (Eg Battery, or Stargate parts)&lt;br /&gt;
* Robot Arm =&amp;gt; Automatically lifts components and resources into and out of equipment&lt;br /&gt;
* Track =&amp;gt; Automatically moves components and resources along the direction of travel&lt;br /&gt;
&lt;br /&gt;
* Gas clouds and asteroid mineral nodes contain 100x as much raw material in Industry mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Balance / Small changes&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Gas Clouds now contain 10x as much gas in non-industry game modes&lt;br /&gt;
* Hydroponics now uses half as much water&lt;br /&gt;
* Hydroponics now loses 25% of compost per harvest. Previously 50% of compost was lost&lt;br /&gt;
* Gatling Guns are now unmanned, and will automatically extend and fire when &#039;Battle Stations&#039; is called&lt;br /&gt;
* Munitions Factory has been renamed to Munitions Bench, as it is operated by a crew member&lt;br /&gt;
* The &#039;Battle Stations&#039; button will no longer show until you have at least one weapon system installed&lt;br /&gt;
* Added &amp;quot;--safe-mode&amp;quot; command line argument to start game in windowed mode&lt;br /&gt;
* The Install menu now auto-selects the next identical type of equipment,&amp;lt;br&amp;gt;and groups all identical equipment into a single row&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You can now begin a new game straight from within Creative Mode.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As soon as you perform your first FTL jump, creative mode ends&amp;lt;br&amp;gt;&lt;br /&gt;
and you are placed into &#039;Free Roam&#039; mode with $150k credits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam Workshop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Updated subscribed and published items kick off updating local corresponding preview images&amp;lt;br&amp;gt;&lt;br /&gt;
All previously-updated subscribed and published items, prior to the above feature, will have their preview images also updated&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bug fixes&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Crew trade themselves and turn invisible if they are wearing the spacesuit nearest to a docking port when a spacesuit is sold&lt;br /&gt;
* Fixed: Refinery, Chemical Lab, Munitions Factory can be placed outside the ship or in walls&lt;br /&gt;
* Fatal error when the ship grid is clicked in spawn mode and no equipment is selected&lt;br /&gt;
* Hard rescue missions being generated early in the game (self-destruct timer/moving under thrust)&lt;br /&gt;
* [ and ] able to rotate ship without thrusters&lt;br /&gt;
* Fix audio glitch when mousing over overlapping buttons.&lt;br /&gt;
* Fix phantom crew members that block job execution after transferring crew between ships&lt;br /&gt;
* {{Issue|41|Crash on hyperspace jump}}&lt;br /&gt;
* {{Issue|20|Ship/Ftl limit - buttons now appear at top of the list and are always clickable}}&lt;br /&gt;
* {{Issue|32|Crew is abandoned when jumping}}&lt;br /&gt;
* {{Issue|15|Dismantling airduct leads to immediate loss of all oxygen to the ship}}&lt;br /&gt;
&lt;br /&gt;
== Alpha 3 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 3&lt;br /&gt;
| nickname = Will and Harry&amp;lt;ref&amp;gt;https://forums.introversion.co.uk/viewtopic.php?f=17&amp;amp;t=64524&amp;lt;/ref&amp;gt;&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3680048129696261275&lt;br /&gt;
| release_date = 11 May 2023&lt;br /&gt;
| video = YocmuecAJM0&lt;br /&gt;
| video_caption = Update video recorded on {{#formatdate:7 May 2023}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;FULL CHANGE LIST&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hydroponics&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
New &#039;Hydroponics Garden&#039; equipment is now available to buy.&amp;lt;br&amp;gt;&lt;br /&gt;
Requires power, piped water, compost (from Waste Processing), and Seeds (also available to buy).&amp;lt;br&amp;gt;&lt;br /&gt;
If all of these ingredients are provided, vegetables will be grown in the individual plots.&amp;lt;br&amp;gt;&lt;br /&gt;
If water or power is cut during growth, the crop will suffer.&amp;lt;br&amp;gt;&lt;br /&gt;
Eventually the vegetables will be harvested, producing Food and more Seeds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crew stations&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Some pieces of equipment now require crew to operate.&amp;lt;br&amp;gt;&lt;br /&gt;
The crew station can be seen in schematic view as a green circle, and must be clear from obstructions&amp;lt;br&amp;gt;&lt;br /&gt;
These include:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Gatling Guns&lt;br /&gt;
* Cannons&lt;br /&gt;
* Railguns&lt;br /&gt;
* Munitions table&lt;br /&gt;
&lt;br /&gt;
More will be added in future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Stations&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
All weapon systems in your fleet now default to &#039;inactive&#039;, and will appear retracted into the ship.&amp;lt;br&amp;gt;&lt;br /&gt;
To activate your weapons, click the &#039;Battle Stations&#039; button in the bottom right of the screen.&amp;lt;br&amp;gt;&lt;br /&gt;
Each weapon system requires one crew member to operate, before it can fire.&amp;lt;br&amp;gt;&lt;br /&gt;
Nb. The order to Battle Stations is fleet wide.&amp;lt;br&amp;gt;&lt;br /&gt;
As soon as you disable Battle Stations, crew will return to normal duties and all weapon systems will retract.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Changes&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* You can now sell any of your ships at a Shipyard.&lt;br /&gt;
: Just click the SELL button next to the layer name, top right of the screen.&lt;br /&gt;
: Nb. You cannot sell your final ship - ie you always need one ship in the fleet.&lt;br /&gt;
&lt;br /&gt;
* Added Vertical Symmetry to Ship Editor&lt;br /&gt;
&lt;br /&gt;
* Ship Editor state saved/restored between sessions&lt;br /&gt;
&lt;br /&gt;
* Docked ships can now be included when exporting a ship&lt;br /&gt;
&lt;br /&gt;
* Fixed crash with docking cycles (they can also no longer be created)&lt;br /&gt;
&lt;br /&gt;
* Settings menu now has options for Windowed/Fullscreen/Resolution&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam Workshop&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* Published items are cached locally&lt;br /&gt;
* Published items and preview images get downloaded if not already cached locally (such as on a reinstall of the game or using the game on another computer)&lt;br /&gt;
* Remotely updated published items get updated locally&lt;br /&gt;
* Remotely updated subscribed items get updated locally&lt;br /&gt;
&lt;br /&gt;
== Alpha 2 ==&lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 2&lt;br /&gt;
| nickname = Fred &amp;amp; Barny&amp;lt;ref&amp;gt;https://forums.introversion.co.uk/viewtopic.php?f=17&amp;amp;t=64390&amp;lt;/ref&amp;gt;&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/5458966262288548968&lt;br /&gt;
| release_date = 30 March 2023&lt;br /&gt;
| video = 0rJVuS6CfH0&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;NEW CONTENT&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Industry&lt;br /&gt;
&lt;br /&gt;
New industrial equipment has been added to the game, permitting self-sufficient creation of many critical resources. New resources have also been added, with new methods of gathering those resources&lt;br /&gt;
&lt;br /&gt;
* New Resource : Metreon Gas Clouds - found randomly across a sector, and visible from the map&lt;br /&gt;
&lt;br /&gt;
* New Resource : Metallic Minerals - found in asteroid belts&lt;br /&gt;
&lt;br /&gt;
* New Resource : Hyperspace Isotopes - gathered when in Hyperspace&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Gas Collector =&amp;gt; Metreon Gas&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Hyperspace Scoop =&amp;gt; Hyperspace Isotopes&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Refinery&lt;br /&gt;
: Metreon Gas =&amp;gt; Refined Metreon&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Chemical Lab&lt;br /&gt;
: Refined Metreon =&amp;gt; Fuel&lt;br /&gt;
: Refined Metreon =&amp;gt; Explosives&lt;br /&gt;
: Hyperspace Isotopes + Refined Tilium =&amp;gt; FTL Charge&lt;br /&gt;
&lt;br /&gt;
* New Equipment : Munitions Factory&lt;br /&gt;
: Metal Ingots + Explosives =&amp;gt; Cannon Shells&lt;br /&gt;
: Metal Ingots + Explosives =&amp;gt; Bullets&lt;br /&gt;
: Metal Ingots =&amp;gt; Railgun slugs&lt;br /&gt;
&lt;br /&gt;
* Smelter&lt;br /&gt;
: Metallic Minerals =&amp;gt; Metal Ingots&lt;br /&gt;
: Scrap Metal =&amp;gt; Metal Ingots&lt;br /&gt;
: Tilium Ore =&amp;gt; Refined Tilium&lt;br /&gt;
: Precious Ore =&amp;gt; Precious Metals&lt;br /&gt;
&lt;br /&gt;
* New popup panel for all Industrial equipment. Right click to access.&lt;br /&gt;
: Shows the process underway and the status of inputs and outputs.&lt;br /&gt;
: Allows for changing the Recipe if the equipment supports multiple recipes.&lt;br /&gt;
&lt;br /&gt;
* All trade prices rebalanced to ensure the market is sensible.&lt;br /&gt;
: (Roughly 100% markup for each stage of production)&lt;br /&gt;
&lt;br /&gt;
*  New Production Mission&lt;br /&gt;
: You will be asked to produce X stacks of a specific resource.&lt;br /&gt;
: You are free to buy or gather or refine the resource through any means.&lt;br /&gt;
: The buyers will pay a premium of around 30-50% over the market price.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intership Logistics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now transfer resources, crew, drones &amp;amp; equipment between your ships&amp;lt;br&amp;gt;&lt;br /&gt;
Click on the &#039;Logistics&#039; button in the main toolbar (Available once you have two or more ships)&lt;br /&gt;
&lt;br /&gt;
* Drones will perform the requested transfers, if both ships have functioning Drone Bays&lt;br /&gt;
&lt;br /&gt;
* Can be enabled / disabled in the Fleet Orders list&lt;br /&gt;
&lt;br /&gt;
* Ship Docking : You can now dock your ships together by aligning their docking ports in Tactical View.&lt;br /&gt;
: Once docked, you can use the same Logistics menu to transfer items and crew between docked ships&lt;br /&gt;
&lt;br /&gt;
* Loaders can now be configured to run in three possible modes. This allows you to extract resources stored in tanks into carryable containers, then use the Logistics System to transfer those containers to other ships.&lt;br /&gt;
: LOAD : The contents of the container are pumped into the pipes (previous default)&lt;br /&gt;
: UNLOAD : Containers are filled from the connected pipes&lt;br /&gt;
: STOP : Don&#039;t do anything&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Modes and starting conditions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can now select the game mode when creating a new game from the main menu.&lt;br /&gt;
&lt;br /&gt;
SURVIVAL - The previous game mode - stay ahead of the Anomaly&lt;br /&gt;
&lt;br /&gt;
FREE ROAM [NEW] - There is no Anomaly to run from - a more chilled experience&lt;br /&gt;
&lt;br /&gt;
CREATIVE - Unlimited budget and instant construction&lt;br /&gt;
&lt;br /&gt;
* You now start the game with $150k cash&lt;br /&gt;
&lt;br /&gt;
* You automatically receive a delivery of equipment worth $450k :&lt;br /&gt;
: Engines x 2, Reactor, FTL drive, Fuel x 2, FTL charges x 2&lt;br /&gt;
&lt;br /&gt;
* You can start in any saved ship (community, steam workshop, or your own creation) with a value up to $1M&lt;br /&gt;
&lt;br /&gt;
* The game will also let you start in any ship hull, so long as the hull value is less than $1M.&lt;br /&gt;
: All equipment and cargo will be removed from the ship when starting a game this way.&lt;br /&gt;
: In this scenario you will also start with $150k cash and $450k equipment delivered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Performance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lots of big rendering performance wins - the game will now render much smoother when in a busy system.&amp;lt;br&amp;gt;&lt;br /&gt;
Fixed serious frame drop when loading in a big ship for the first time (generating exterior panels)&amp;lt;br&amp;gt;&lt;br /&gt;
Large improvements to rendering performance of ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;SMALL CHANGES&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Creative Mode: When using the SPAWN tool to create equipment and items, you can now Right-Click on any equipment or item to instantly destroy it&lt;br /&gt;
&lt;br /&gt;
* Creative Mode: You can now &#039;Import Friendly&#039; to add a saved ship directly into your fleet&lt;br /&gt;
&lt;br /&gt;
* Trade screen now shows &#039;out of stock&#039; items (greyed out) at the bottom of the list&lt;br /&gt;
&lt;br /&gt;
* Rescue Mission removed from the Mission lists, and changed to a &#039;Distress Call&#039; visible in the sector map&lt;br /&gt;
&lt;br /&gt;
* New graphics for Comets, Asteroids, Minerals, all new Industrial equipment&lt;br /&gt;
&lt;br /&gt;
* New exterior view graphics for engines, drone bays, thrusters, docking ports&lt;br /&gt;
&lt;br /&gt;
* You will now receive an alert when there is no available storage for an item that is blocking equipment&lt;br /&gt;
&lt;br /&gt;
* Damaged armour is now automatically added to your ship editor plan, so you can easily repair it at the next shipyard&lt;br /&gt;
&lt;br /&gt;
* Volume settings in the Main Menu are now saved&lt;br /&gt;
&lt;br /&gt;
* Equipment will now power down and stop working if its position is invalid. For example if a Gun Turret becomes blocked by a wall.&lt;br /&gt;
&lt;br /&gt;
* In the Tactical View, the maneuvering controls widget now allows for finer grained control of the thrusters (no longer just on or off)&lt;br /&gt;
&lt;br /&gt;
* Armour made more resilient against Gatling Guns, but less effective against Railguns and Cannons&lt;br /&gt;
&lt;br /&gt;
* Fuel usage has been roughly halfed across the board:&lt;br /&gt;
: Reactors now use half as much fuel (1 fuel/sec for 100Mw max output)&lt;br /&gt;
: Reactors can now idle at a low of 2MW, wasting much less fuel (previously 10MW minimum)&lt;br /&gt;
: Engines now use half as much fuel (2 fuel/sec at max thrust)&lt;br /&gt;
: Engines now require half as much power when idling (2MW)&lt;br /&gt;
: (Nb. Engines still require 40MW at max thrust)&lt;br /&gt;
&lt;br /&gt;
* New community ships:&lt;br /&gt;
: Tokelvian Starbase - [[User:Johnny Struggles|Johnny Struggles]]&lt;br /&gt;
: Starbase Callisto - [[User:Johnny Struggles|Johnny Struggles]]&lt;br /&gt;
: Elara Shipyard - [[User:Johnny Struggles|Johnny Struggles]]&lt;br /&gt;
: Inverse Mk1 - Ed the Loon&lt;br /&gt;
: Meteor - Ed The Loon&lt;br /&gt;
: Vork Maraug - Brot Groggers&lt;br /&gt;
: Goteque Imperial Luxline - Brot Groggers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;BUG FIXES&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
FIXED: Empty ship layers (created in the Ship Editor) will no longer prevent your fleet from doing an FTL jump&lt;br /&gt;
&lt;br /&gt;
FIXED: You can no longer apply modifications to your ship using the Ship Editor when in Hyperspace&lt;br /&gt;
&lt;br /&gt;
FIXED: Using the Destroy tool in the editor would cause equipment in the removed area to become broken and bugged&lt;br /&gt;
&lt;br /&gt;
FIXED: The Nomad special mission was paying out 10x the desired amount. You will now received a $10k bonus for the first 10 crew.&lt;br /&gt;
&lt;br /&gt;
FIXED: Crash bug in the Mission List if you had no ship selected&lt;br /&gt;
&lt;br /&gt;
== Alpha 1D == &lt;br /&gt;
{{Infobox release&lt;br /&gt;
| name = Alpha 1D&lt;br /&gt;
| release_news = https://store.steampowered.com/news/app/1857080/view/3667655623966334826&lt;br /&gt;
| release_date = 27 January 2023&lt;br /&gt;
}}&lt;br /&gt;
Alpha 1D was the first [[Early Access]] build and was released on Steam, GOG, and Humble Store. This marked the end of the [[playtest]] and rejoined the game modes from [[Playtest#Alpha1C|Alpha1C]] and [[Playtest#Demo Alpha1C|Demo Alpha1C]]. No other changes were made.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Last Starship]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Asteroid&amp;diff=2379</id>
		<title>Asteroid</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Asteroid&amp;diff=2379"/>
		<updated>2025-09-27T23:52:58Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Asteroids&#039;&#039;&#039; are stationary objects within [[Star System]]s which can contain various [[Ore]]s. They only appear in [[Star System#Asteroid Belt|asteroid belts]].&lt;br /&gt;
&lt;br /&gt;
Ore is mined from asteroids using [[Mining Laser]]s and harvested with [[Logistics Drone]]s.&lt;br /&gt;
&lt;br /&gt;
The amount of ore is finite, indicated by a number in the &#039;&#039;Tactical View&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once depleted, an asteroid can be shattered by shooting it with [[Cannon]]s. This procedure may replenish the previously present ores. [[Ore#Tilium Ore|Tilium Ore]] can also be partially replenished by initiating an asteroid mining [[Contract]].&lt;br /&gt;
&lt;br /&gt;
Like asteroids, [[Ice Comet]]s can be mined for [[Ice]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{Prehistory|Update 1.rc2|Introduced.}}&lt;br /&gt;
{{Prehistory|Alpha 1C|Added textures.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Asteroid&amp;diff=2378</id>
		<title>Asteroid</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Asteroid&amp;diff=2378"/>
		<updated>2025-09-27T23:52:34Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Asteroids&#039;&#039;&#039; are stationary objects within [[Star System]]s which can contain various [[Ore]]s. They only appear in [[Star System#Asteroid Belt|asteroid belts]].&lt;br /&gt;
&lt;br /&gt;
Ore is mined from asteroids using [[Mining Laser]]s and harvested with [[Logistics Drone]]s.&lt;br /&gt;
&lt;br /&gt;
The amount of ore is finite, indicated by a number in the &#039;&#039;Tactical View&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once depleted, an asteroid can be shattered by shooting it with cannons. This procedure may replenish the previously present ores. [[Ore#Tilium Ore|Tilium Ore]] can also be partially replenished by initiating an asteroid mining [[Contract]].&lt;br /&gt;
&lt;br /&gt;
Like asteroids, [[Ice Comet]]s can be mined for [[Ice]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{Prehistory|Update 1.rc2|Introduced.}}&lt;br /&gt;
{{Prehistory|Alpha 1C|Added textures.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Asteroid&amp;diff=2377</id>
		<title>Asteroid</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Asteroid&amp;diff=2377"/>
		<updated>2025-09-27T23:52:08Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Asteroids&#039;&#039;&#039; are stationary objects within [[Star System]]s which can contain various [[Ore]]s. They only appear in [[Star System#Asteroid Belt|asteroid belts]].&lt;br /&gt;
&lt;br /&gt;
Ore is mined from asteroids using [[Mining Laser]]s and harvested with [[Logistics Drone]]s.&lt;br /&gt;
&lt;br /&gt;
The amount of ore is finite, indicated by a number in the &#039;&#039;Tactical View&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once depleted, an asteroid can be shattered by shooting it with cannons. This procedure may replenish the previously present ores. [[Tilium Ore]] can also be partially replenished by initiating an asteroid mining [[Contract]].&lt;br /&gt;
&lt;br /&gt;
Like asteroids, [[Ice Comet]]s can be mined for [[Ice]].&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{Prehistory|Update 1.rc2|Introduced.}}&lt;br /&gt;
{{Prehistory|Alpha 1C|Added textures.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Star_System&amp;diff=2376</id>
		<title>Star System</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Star_System&amp;diff=2376"/>
		<updated>2025-09-27T23:48:54Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Star Systems&#039;&#039;&#039; are the main play area of the game, hosting your ships and providing [[:Category:Resources|resources]], services, and [[Contract]]s. They exist within [[Sector]]s, and are numbered sequentially on the [[Sector Map]].&lt;br /&gt;
&lt;br /&gt;
== Services and POIs ==&lt;br /&gt;
Service and points of interest in star systems include:&lt;br /&gt;
* [[Shipyard]]s for ship construction&lt;br /&gt;
* [[Colony|Colonies]] for trading and contracts&lt;br /&gt;
* [[Contract]] points of interest, including procedural and story contracts&lt;br /&gt;
* [[Derelict Ship]]s containing salvageable items or [[Research#Research Credit|Research Credits]]&lt;br /&gt;
* (In Survival game mode) The sector&#039;s final system, which allows the fleet to move on to the next sector&lt;br /&gt;
&lt;br /&gt;
== Asteroid Belt ==&lt;br /&gt;
Asteroid Belts are star systems containing numerous asteroids with various resources that can be mined by the player. Some belts feature natural [[Star System#Meteor Shower|Meteor Shower]] events, which may damage unprotected ships, while others remain calm and safe for extended mining operations.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Provides multiple mineable resources&lt;br /&gt;
* Some belts include meteor showers as environmental hazards&lt;br /&gt;
&lt;br /&gt;
== Metreon Nebula ==&lt;br /&gt;
Metreon Nebulae are gaseous clouds containing [[Metreon Gas]]. These nebulae are generally calm and do not pose direct hazards to ships.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Contains metreon gas for collection&lt;br /&gt;
* Typically tranquil environments with no inherent environmental hazards&lt;br /&gt;
&lt;br /&gt;
== Zeleon Storm ==&lt;br /&gt;
Zeleon Storms are volatile nebulae rich in [[Zeleon Gas]]. These storms are characterized by frequent electrical discharges ([[EMP]] events) that can temporarily disable ship systems. Meteor showers are also common, adding additional challenges.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Contains zeleon gas for collection&lt;br /&gt;
* EMP storms can disable ship systems&lt;br /&gt;
* Frequent meteor showers present hazards&lt;br /&gt;
&lt;br /&gt;
== Meteor Shower ==&lt;br /&gt;
Meteor showers pose a serious threat to unprotected ships, as a meteor hitting a ship can inflict severe damage. Players can protect their ships by employing [[Gatling Gun]]s to destroy meteors and installing [[Armour]] for greater resilience.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{Prehistory|Update 1.rc2|Introduced.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Star_System&amp;diff=2375</id>
		<title>Star System</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Star_System&amp;diff=2375"/>
		<updated>2025-09-27T23:48:23Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Star Systems&#039;&#039;&#039; are the main play area of the game, hosting your ships and providing [[:Category:Resources|resources]], services, and [[Contract]]s. They exist within [[Sector]]s, and are numbered sequentially on the [[Sector Map]].&lt;br /&gt;
&lt;br /&gt;
== Services and POIs ==&lt;br /&gt;
Service and points of interest in star systems include:&lt;br /&gt;
* [[Shipyard]]s for ship construction&lt;br /&gt;
* [[Colony|Colonies]] for trading and contracts&lt;br /&gt;
* [[Contract]] points of interest, including procedural and story contracts&lt;br /&gt;
* [[Derelict Ship]]s containing salvageable items or [[Research#Research Credit|Research Credits]]&lt;br /&gt;
* (In Survival game mode) The sector&#039;s final system, which allows the fleet to move on to the next sector&lt;br /&gt;
&lt;br /&gt;
== Asteroid Belt ==&lt;br /&gt;
Asteroid Belts are star systems containing numerous asteroids with various resources that can be mined by the player. Some belts feature natural [[Star System#Meteor Shower|Meteor Shower]] events, which may damage unprotected ships, while others remain calm and safe for extended mining operations.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Provides multiple mineable resources&lt;br /&gt;
* Some belts include meteor showers as environmental hazards&lt;br /&gt;
&lt;br /&gt;
== Metreon Nebula ==&lt;br /&gt;
Metreon Nebulae are gaseous clouds containing [[Metreon Gas]]. These nebulae are generally calm and do not pose direct hazards to ships.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Contains metreon gas for collection&lt;br /&gt;
* Typically tranquil environments with no inherent environmental hazards&lt;br /&gt;
&lt;br /&gt;
== Zeleon Storm ==&lt;br /&gt;
Zeleon Storms are volatile nebulae rich in [[Zeleon Gas]]. These storms are characterized by frequent electrical discharges ([[EMP]] events) that can temporarily disable ship systems. Meteor showers are also common, adding additional challenges.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Contains zeleon gas for collection&lt;br /&gt;
* EMP storms can disable ship systems&lt;br /&gt;
* Frequent meteor showers present hazards&lt;br /&gt;
&lt;br /&gt;
== Meteor Shower ==&lt;br /&gt;
Meteor showers pose a serious threat to unprotected ships, as a meteor hitting a ship can inflict severe damage. Players can protect their ships by employing [[Gattling Gun]]s to destroy meteors and installing [[Armour]] for greater resilience.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{Prehistory|Update 1.rc2|Introduced.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Star_System&amp;diff=2374</id>
		<title>Star System</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Star_System&amp;diff=2374"/>
		<updated>2025-09-27T23:47:44Z</updated>

		<summary type="html">&lt;p&gt;Eichi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Star Systems&#039;&#039;&#039; are the main play area of the game, hosting your ships and providing [[:Category:Resources|resources]], services, and [[Contract]]s. They exist within [[Sector]]s, and are numbered sequentially on the [[Sector Map]].&lt;br /&gt;
&lt;br /&gt;
Services and points of interest in star systems include:&lt;br /&gt;
* [[Shipyard]]s for ship construction&lt;br /&gt;
* [[Colony|Colonies]] for trading and contracts&lt;br /&gt;
* [[Contract]] points of interest, including procedural and story contracts&lt;br /&gt;
* [[Derelict Ship]]s containing salvageable items or [[Research#Research Credit|Research Credits]]&lt;br /&gt;
* (In Survival game mode) The sector&#039;s final system, which allows the fleet to move on to the next sector&lt;br /&gt;
&lt;br /&gt;
== Asteroid Belt ==&lt;br /&gt;
Asteroid Belts are star systems containing numerous asteroids with various resources that can be mined by the player. Some belts feature natural [[Star System#Meteor Shower|Meteor Shower]] events, which may damage unprotected ships, while others remain calm and safe for extended mining operations.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Provides multiple mineable resources&lt;br /&gt;
* Some belts include meteor showers as environmental hazards&lt;br /&gt;
&lt;br /&gt;
== Metreon Nebula ==&lt;br /&gt;
Metreon Nebulae are gaseous clouds containing [[Metreon Gas]]. These nebulae are generally calm and do not pose direct hazards to ships.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Contains metreon gas for collection&lt;br /&gt;
* Typically tranquil environments with no inherent environmental hazards&lt;br /&gt;
&lt;br /&gt;
== Zeleon Storm ==&lt;br /&gt;
Zeleon Storms are volatile nebulae rich in [[Zeleon Gas]]. These storms are characterized by frequent electrical discharges ([[EMP]] events) that can temporarily disable ship systems. Meteor showers are also common, adding additional challenges.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
* Contains zeleon gas for collection&lt;br /&gt;
* EMP storms can disable ship systems&lt;br /&gt;
* Frequent meteor showers present hazards&lt;br /&gt;
&lt;br /&gt;
== Meteor Shower ==&lt;br /&gt;
Meteor showers pose a serious threat to unprotected ships, as a meteor hitting a ship can inflict severe damage. Players can protect their ships by employing [[Gattling Gun]]s to destroy meteors and installing [[Armour]] for greater resilience.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{Prehistory|Update 1.rc2|Introduced.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Stargate_Project,_Phase_7&amp;diff=2373</id>
		<title>Stargate Project, Phase 7</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Stargate_Project,_Phase_7&amp;diff=2373"/>
		<updated>2025-09-27T23:33:22Z</updated>

		<summary type="html">&lt;p&gt;Eichi: /* Sector Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Stargate Project, Phase 7&#039;&#039;&#039; is the seventh phase of the gameplay event [[Stargate Project]]. It begins immediately after completing [[Stargate Project, Phase 6]], when the player is contacted by [[Commander Harken]]. She reports that additional [[Star System]]s have been discovered in the remote [[Sector]], but warns that pirate factions appear to have moved in first. Several systems now contain fortified pirate installations surrounding key [[Neubidium Ore]] resources. The player is advised to proceed with caution and be prepared for combat.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
To complete Phase 7, the player must deliver:&lt;br /&gt;
&lt;br /&gt;
* 140 [[Zeleon Energy Cell]]&lt;br /&gt;
* 160 [[Neubidium Capacitor]]&lt;br /&gt;
&lt;br /&gt;
As in Phase 6, the Stargate must be continuously supplied with 100 MW of power throughout this phase.&lt;br /&gt;
&lt;br /&gt;
== Required Technologies and Production ==&lt;br /&gt;
The required materials can be produced using technologies unlocked earlier in the Stargate Project:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Neubidium Fabrication]]&#039;&#039;&#039; – Requires 4 RP and 3 CP. Unlocks:&lt;br /&gt;
** [[Energy Cell Frame Blueprint]]&lt;br /&gt;
** [[Neubidium Capacitor Blueprint]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Zeleon Energy Containment]]&#039;&#039;&#039; – Requires 4 RP and 3 CP. Unlocks:&lt;br /&gt;
** [[Shielded Canister Blueprint]]&lt;br /&gt;
** [[Shielded Zeleon Blueprint]]&lt;br /&gt;
** [[Zeleon Energy Cell Blueprint]]&lt;br /&gt;
&lt;br /&gt;
These research tasks must be completed by a [[Crew Member#Scientist|Scientist]] aboard a ship equipped with a [[Supercomputer]] and a [[Science Station]].&lt;br /&gt;
&lt;br /&gt;
=== Manufacturing ===&lt;br /&gt;
* The neubidium capacitor is crafted at an [[Assembly Table]] using:&lt;br /&gt;
** 1 [[Stargate Capacitor]]&lt;br /&gt;
** 5 [[Neubidium Ingot]]s&lt;br /&gt;
&lt;br /&gt;
* The zeleon energy cell requires multiple production steps:&lt;br /&gt;
** Produce a [[Shielded Canister]] in a [[Fabricator]] using 1 [[Precious Metal]].&lt;br /&gt;
** Fill it with [[Stable Zeleon]] in a [[Chemical Lab]] to create [[Shielded Zeleon]].&lt;br /&gt;
** Combine the [[Shielded Zeleon]] and an [[Energy Cell Frame]] in an assembly table.&lt;br /&gt;
&lt;br /&gt;
== Sector Changes ==&lt;br /&gt;
When the player next enters the stargate sector after starting Phase 7:&lt;br /&gt;
&lt;br /&gt;
* A [[Shipyard]] appears in the starting system, enabling access to [[Contract]]s and a [[Trade]] station.&lt;br /&gt;
* Two additional star systems become available, each marked with a red &amp;quot;FORTRESS&amp;quot; label. These are heavily fortified pirate locations in asteroid belts.&lt;br /&gt;
* Additional star systems can be discovered by performing [[Sector Scan]]s.&lt;br /&gt;
** 5 [[Derelict Ship]]s&lt;br /&gt;
** 3 [[Star System#Asteroid Belt|Asteroid Belt]]s&lt;br /&gt;
** 2 [[Star System#Zeleon Storm|Zeleon Storm]]s (1 without a Meteor Shower)&lt;br /&gt;
** 2 [[Star System#Metreon Nebula|Metreon Nebula]]s&lt;br /&gt;
&lt;br /&gt;
== Pirate Fortresses ==&lt;br /&gt;
Each &amp;quot;FORTRESS&amp;quot; system contains:&lt;br /&gt;
&lt;br /&gt;
* A pirate-operated [[Weapons Platform]].&lt;br /&gt;
* Multiple pirate combat ships.&lt;br /&gt;
* Occasionally, allied ships may be present to assist.&lt;br /&gt;
* In some instances, pirate reinforcements will warp in shortly after combat begins — but this does not always occur.&lt;br /&gt;
&lt;br /&gt;
Once the initial pirate forces are destroyed, no additional reinforcements appear on re-entry. Systems remain cleared permanently.&lt;br /&gt;
&lt;br /&gt;
=== Tactical Recommendations ===&lt;br /&gt;
Combat in Fortress systems is challenging and demands preparation:&lt;br /&gt;
&lt;br /&gt;
* Powerful pirate ships may appear. Bring a ship optimized for combat.&lt;br /&gt;
* Tactical options include:&lt;br /&gt;
** **Elimination First** – Engage pirate ships at a distance before approaching the weapons platform.&lt;br /&gt;
** **Platform Focus** – Target the platform directly to prevent reinforcements. This carries risk and may lead to losses.&lt;br /&gt;
* Once the weapons platform is destroyed, reinforcements will no longer arrive.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
Currently, as of [[Version History#Alpha 16|Alpha 16]], Phase 7 does not have a scripted conclusion. Delivering the required materials and clearing the pirate fortresses does not trigger further objectives or events. The storyline is expected to continue in a future update.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* The Stargate must be powered with 100 MW during the entire phase.&lt;br /&gt;
* Pirate fortresses are static — once cleared, they remain cleared.&lt;br /&gt;
* Strong ships and proper tactics are essential for survival.&lt;br /&gt;
* At the beginning of Phase 7, shortly after being hailed by Commander Harken, the tutorial Sector Surveying starts. This introduces the player to performing a Sector Scan using either [[Hyperspace Sensor]]s or [[Hyperspace Sensor LR|Hyperspace Sensors LR]] to discover new systems or points of interest.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Stargate Project]]&lt;br /&gt;
* [[Stargate Project, Phase 6]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Stargate Project]]&lt;/div&gt;</summary>
		<author><name>Eichi</name></author>
	</entry>
</feed>