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	<updated>2026-06-04T01:53:20Z</updated>
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		<id>https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=2166</id>
		<title>Version History</title>
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		<updated>2025-05-28T14:38:39Z</updated>

		<summary type="html">&lt;p&gt;Henrus: space space star -&amp;gt; star star&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 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 = {{#formatdate:28 May 2025}}&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 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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate:11 May 2023|dmy}}&lt;br /&gt;
| video = YocmuecAJM0&lt;br /&gt;
| video_caption = Update video recorded on {{#formatdate:7 May 2023|dmy}}&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 = {{#formatdate:30 March 2023|dmy}}&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 = {{#formatdate:27 January 2023|dmy}}&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>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=2165</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=2165"/>
		<updated>2025-05-28T14:36:57Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Fixed more formatting problems.&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 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 = {{#formatdate:28 May 2025}}&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 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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate:11 May 2023|dmy}}&lt;br /&gt;
| video = YocmuecAJM0&lt;br /&gt;
| video_caption = Update video recorded on {{#formatdate:7 May 2023|dmy}}&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 = {{#formatdate:30 March 2023|dmy}}&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 = {{#formatdate:27 January 2023|dmy}}&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>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=2164</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=2164"/>
		<updated>2025-05-28T14:36:00Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Fixed a few oopsies.&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 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 = {{#formatdate:28 May 2025}}&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 {{Issue|418|pre=Issue}} – Missing apostrophe in English for tutorial_stargatescreen1&lt;br /&gt;
** Issue {{Issue|419|pre=Issue}} – Inconsistent nomenclature for scrap (metal) in tutorial_smelterssalvage&lt;br /&gt;
** Issue {{Issue|420|pre=Issue}} – Inconsistent capitalization of &amp;quot;TRADE SCREEN&amp;quot; in tutorial_fleettrade&lt;br /&gt;
** Issue {{Issue|422|pre=Issue}} – Inconsistent term for refined Tilium (English) - tutorial_miningsuccess&lt;br /&gt;
** Issue {{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 {{Issue|339|pre=Issue}} – Shuttle doesn&#039;t leave under specific conditions&lt;br /&gt;
* Issue {{Issue|397|pre=Issue}} – Assembly Tables retain components after build&lt;br /&gt;
* Issue {{Issue|421|pre=Issue}} – TranslatorAssist doesn&#039;t affect tutorial dialogs&lt;br /&gt;
* Issue {{Issue|445|pre=Issue}} – System references don’t use S*X&lt;br /&gt;
* Issue {{Issue|447|pre=Issue}} – Robot Arm/Storage Crate loop bug&lt;br /&gt;
* Issue {{Issue|451|pre=Issue}} – Drones drop logistics items incorrectly&lt;br /&gt;
* Issue {{Issue|458|pre=Issue}} – Robot arms not unloading&lt;br /&gt;
* Issue {{Issue|449|pre=Issue}} – Ships obscure editor in Creative Mode&lt;br /&gt;
* Issue {{Issue|465|pre=Issue}} – Ships over 100% damage not destroyed&lt;br /&gt;
* Issue {{Issue|470|pre=Issue}} – Hydroponics draw water when powered down&lt;br /&gt;
* Issue {{Issue|474|pre=Issue}} – Ship Editor deletes engine when deleting hull&lt;br /&gt;
* Issue {{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 {{Issue|493|pre=Issue}} – Zoom limits not respected when using Q/E&lt;br /&gt;
* Issue {{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 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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate:11 May 2023|dmy}}&lt;br /&gt;
| video = YocmuecAJM0&lt;br /&gt;
| video_caption = Update video recorded on {{#formatdate:7 May 2023|dmy}}&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 = {{#formatdate:30 March 2023|dmy}}&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 = {{#formatdate:27 January 2023|dmy}}&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>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=2163</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=2163"/>
		<updated>2025-05-28T14:34:35Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Formatted alpha 15 patch notes.&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 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 = {{#formatdate:28 May 2025}}&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;Phase 5:&#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;Phase 6:&#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;Neubidium Ore → Neubidium Ingot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Zeleon Gas → Stable Zeleon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Phase 7:&#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 {{Issue|418|pre=Issue}} – Missing apostrophe in English for tutorial_stargatescreen1&lt;br /&gt;
  * Issue {{Issue|419|pre=Issue}} – Inconsistent nomenclature for scrap (metal) in tutorial_smelterssalvage&lt;br /&gt;
  * Issue {{Issue|420|pre=Issue}} – Inconsistent capitalization of &amp;quot;TRADE SCREEN&amp;quot; in tutorial_fleettrade&lt;br /&gt;
  * Issue {{Issue|422|pre=Issue}} – Inconsistent term for refined Tilium (English) - tutorial_miningsuccess&lt;br /&gt;
  * Issue {{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 {{Issue|424|pre=Issue}} – Inconsistent space (or lack) in &amp;quot;Qz 247&amp;quot;&lt;br /&gt;
  * Issue {{Issue|425|pre=Issue}} – Incorrect capitalization of &amp;quot;brother&amp;quot; in English blackhole_part3_setup4&lt;br /&gt;
  * Issue {{Issue|428|pre=Issue}} – Incorrect spacing in ellipsis in Tiddlet strings&lt;br /&gt;
  * Issue {{Issue|430|pre=Issue}} – Awkward use of &amp;quot;Dr.&amp;quot; title in tiddlets_part2_return2&lt;br /&gt;
  * Issue {{Issue|431|pre=Issue}} – Missing space after ellipsis in tiddlets_part4_random_swanson&lt;br /&gt;
  * Issue {{Issue|432|pre=Issue}} – Inconsistent capitalization of &amp;quot;marketplace&amp;quot; in dsi_part1_phase2_xcall4&lt;br /&gt;
  * Issue {{Issue|434|pre=Issue}} – Missing space after ellipsis in dsi_part2_thirdpartcomplete3&lt;br /&gt;
  * Issue {{Issue|444|pre=Issue}} – Missing possessive apostrophe in English text for object_engine_description&lt;br /&gt;
  * Issue {{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 {{Issue|339|pre=Issue}} – Shuttle doesn&#039;t leave under specific conditions&lt;br /&gt;
* Issue {{Issue|397|pre=Issue}} – Assembly Tables retain components after build&lt;br /&gt;
* Issue {{Issue|421|pre=Issue}} – TranslatorAssist doesn&#039;t affect tutorial dialogs&lt;br /&gt;
* Issue {{Issue|445|pre=Issue}} – System references don’t use S*X&lt;br /&gt;
* Issue {{Issue|447|pre=Issue}} – Robot Arm/Storage Crate loop bug&lt;br /&gt;
* Issue {{Issue|451|pre=Issue}} – Drones drop logistics items incorrectly&lt;br /&gt;
* Issue {{Issue|458|pre=Issue}} – Robot arms not unloading&lt;br /&gt;
* Issue {{Issue|449|pre=Issue}} – Ships obscure editor in Creative Mode&lt;br /&gt;
* Issue {{Issue|465|pre=Issue}} – Ships over 100% damage not destroyed&lt;br /&gt;
* Issue {{Issue|470|pre=Issue}} – Hydroponics draw water when powered down&lt;br /&gt;
* Issue {{Issue|474|pre=Issue}} – Ship Editor deletes engine when deleting hull&lt;br /&gt;
* Issue {{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 {{Issue|493|pre=Issue}} – Zoom limits not respected when using Q/E&lt;br /&gt;
* Issue {{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 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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate:11 May 2023|dmy}}&lt;br /&gt;
| video = YocmuecAJM0&lt;br /&gt;
| video_caption = Update video recorded on {{#formatdate:7 May 2023|dmy}}&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 = {{#formatdate:30 March 2023|dmy}}&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 = {{#formatdate:27 January 2023|dmy}}&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>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=2162</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=2162"/>
		<updated>2025-05-28T14:26:07Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Fixed title of Alpha 15.&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 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 = {{#formatdate:28 May 2025}}&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;
&lt;br /&gt;
Each sector now has a massive Jumpgate in the final system. This Jumpgate is how you make the longer distance jump to the next sector.&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 and further in Survival Mode, more and more problems will occur with the Jumpgates. In these cases a special mission will be created for the sector, listing the steps that must be completed before the Jumpgate can be used.&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;
They require a set of specific components to repair the gate. You must acquire or fabricate them.&lt;br /&gt;
Pirates running a blockade on the Jumpgate. You must eliminate them and prevent further damage.&lt;br /&gt;
&lt;br /&gt;
Nb. Thanks to Johnny Struggles for the Jump Gate ship design.&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 will spawn in its own column at the start of the battle.&lt;br /&gt;
&lt;br /&gt;
&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 on their trade price AND on their combat rating.&lt;br /&gt;
&lt;br /&gt;
There is a new GENERATE button that will automatically create a roughly balanced opponent&lt;br /&gt;
&lt;br /&gt;
The following research is unlocked 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;
&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 phase 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phase 5 (The power-on test) now unlocks access to an entirely new and Uncharted sector!&lt;br /&gt;
Once the power-on test is complete, the stargate must be continuously supplied with 100MW of power to remain open&lt;br /&gt;
From this point onward you can jump ships to the Uncharted sector to explore and gather materials&lt;br /&gt;
There are new minerals and gases that are only found in this Uncharted Sector.&lt;br /&gt;
Collecting them will unlock further research projects to refine them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phase 6 requires you to refine a small quantity of those new minerals and gases.&lt;br /&gt;
You will first have to complete a couple of research projects&lt;br /&gt;
You will need to bring the refined resources back to the home sector to supply them to the Stargate Project.&lt;br /&gt;
Neubidium Ore -&amp;gt; Neubidium Ingot&lt;br /&gt;
Zeleon Gas -&amp;gt; Stable Zeleon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phase 7 is a much more complex and involved production cycle, requiring a large quantity of advanced materials.&lt;br /&gt;
These materials are fast to produce and come in large quantities, so automation (rather than crew labour) is the way to go.&lt;br /&gt;
Zeleon Energy Cell&lt;br /&gt;
Neubidium Capacitor&lt;br /&gt;
Lots of the new resources will be required&lt;br /&gt;
By phase 7, hostile elements will have moved in to claim the valuable new resources&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Exterior Rendering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We are developing a new method for rendering the exterior of all ships&lt;br /&gt;
Exterior of ships are now lit from a common direction, and have simple normal maps for surface details&lt;br /&gt;
Texture filtering on exterior textures much improved&lt;br /&gt;
Added a pencil outline to all ships&lt;br /&gt;
Improved rendering of scaffolding to be sharper when zoomed out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam Cloud Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Steam Cloud Saves are now enabled on all platforms.&lt;br /&gt;
When making a new save game you will now see a tickbox to enable saving to the cloud&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localisation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New translations have been 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;
&lt;br /&gt;
- Lots of improvements to Spanish translation.&lt;br /&gt;
- Issue #418 - Missing apostrophe in English for tutorial_stargatescreen1&lt;br /&gt;
- Issue #419 - Inconsistent nomenclature for scrap (metal) in tutorial_smelterssalvage&lt;br /&gt;
- Issue #420 - Inconsistent capitalization of &amp;quot;TRADE SCREEN&amp;quot; in tutorial_fleettrade&lt;br /&gt;
- Issue #422 - Inconsistent term for refined Tilium (English) - tutorial_miningsuccess&lt;br /&gt;
- Issue #423 - Inconsistent capitalization of &amp;quot;Tilium Crystals&amp;quot; in blackhole_part2_return1 and blackhole_part2_return2&lt;br /&gt;
- Issue #424 - Inconsistent space (or lack) in &amp;quot;Qz 247&amp;quot;&lt;br /&gt;
- Issue #425 - Incorrect capitalization of &amp;quot;brother&amp;quot; in English blackhole_part3_setup4&lt;br /&gt;
- Issue #428 - Incorrect spacing in ellipsis in Tiddlet strings&lt;br /&gt;
- Issue #430 - Awkward use of &amp;quot;Dr.&amp;quot; title in tiddlets_part2_return2&lt;br /&gt;
- Issue #431 - Missing space after ellipsis in tiddlets_part4_random_swanson&lt;br /&gt;
- Issue #432 - Inconsistent capitalization of &amp;quot;marketplace&amp;quot; in dsi_part1_phase2_xcall4&lt;br /&gt;
- Issue #434 - Missing space after ellipsis in dsi_part2_thirdpartcomplete3&lt;br /&gt;
- Issue #444 - Missing possessive apostrophe in English text for object_engine_description&lt;br /&gt;
- Issue #463 - Logistics jam, things just stop sometimes until you turn it off and on&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scaffold now adds a small mass to the ship&lt;br /&gt;
Survival mode is now unlocked by completing ANY story episode in Boldly Go mode&lt;br /&gt;
External equipment will no longer block incoming shots once it has been destroyed. (Prevents an impenetrable shield of destroyed solar panels)&lt;br /&gt;
Drones can now patch holes in severely damaged ships&lt;br /&gt;
Add a placeholder thumbnail to save files and ship files without thumbnails&lt;br /&gt;
Game save thumbnails images are created on load if they are not found&lt;br /&gt;
Ship thumbnails images are created on load/import if they are not found&lt;br /&gt;
When docked ships are exported together, they are all included in the thumbnail&lt;br /&gt;
Track install preview now matches selected orientation&lt;br /&gt;
Robot arm install preview now matches appropriate length and rotation of installed robot arm&lt;br /&gt;
Low power warning bolts are no longer shown when power has been turned off from the powergrid&lt;br /&gt;
Automically deactivate tactical mode when clicking prepare jump&lt;br /&gt;
Auto-trades can be cancelled while the delivery shuttle is on its way&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMUNITY AND OFFICIAL SHIPS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lots of fixes for the following common problems:&lt;br /&gt;
Fix Equipment embedded in walls&lt;br /&gt;
Fix Ladders exiting into walls&lt;br /&gt;
Fix Doors not filling gap&lt;br /&gt;
Fix Interior cells outside of ship&lt;br /&gt;
Fix Armour not attached to ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fix being able to separate ships in FTL on Survival mode&lt;br /&gt;
Fixed: Sometimes loot would be spawned at completely the wrong place when a ship explodes (bug with storage crates)&lt;br /&gt;
Fix for rendering objects at the wrong position in Tactical View, when they were stored in a Container (would appear floating in space)&lt;br /&gt;
Fix gas collector in DSI Part 2 not being present in system&lt;br /&gt;
Fixed an issue with Oxygen being lost rapidly on large ships with lots of airducts. Each airduct was over-providing, resulting in lost oxygen.&lt;br /&gt;
Fixed an issue where selling items would not decrease the value of a ship until the items were delivered.&lt;br /&gt;
Fixed an issue where selling a ship with active logistics transfers gave you the value of the items and still continued the transfers.&lt;br /&gt;
Fix where auto-orders would not calculate ship stock correctly for non-containers (e.g. drones and spacesuits)&lt;br /&gt;
Fix drones being counted twice in logistics menu if they are stored in a storage crate&lt;br /&gt;
Fix for light space dust around asteroid belts becoming thick, heavy space dust after saving and reloading&lt;br /&gt;
&lt;br /&gt;
Issue #339 - Shuttle doesn&#039;t leave under specific circumstances&lt;br /&gt;
Issue #397 - Assembly Tables on ships built at Shipyard retain their loaded components and build histories, should be empty/ zero&lt;br /&gt;
issue #421 - TranslatorAssist setting doesn&#039;t affect tutorial dialogs&lt;br /&gt;
Issue #445 - References to systems don&#039;t use S*X&lt;br /&gt;
Issue #447 - Robot Arm and Storage Crate stuck in a loop&lt;br /&gt;
Issue #451 - Drones dropping logistics transfer items when they shouldn&#039;t&lt;br /&gt;
Issue #458 - Robot arms not unloading&lt;br /&gt;
Issue #449 - Other ships can obscure the editor when loading Creative Mode&lt;br /&gt;
Issue #465 - Fix Ship over 100% damage not destroyed&lt;br /&gt;
Issue #470 - Hydroponics Gardens still draw water when powered down&lt;br /&gt;
Issue #474 - Engine deleted by Ship Editor: Delete hull function&lt;br /&gt;
Issue #488.1 - Nothing ships can now only be created in a Ship Yard and cannot be FTL jumped.&lt;br /&gt;
Issue #493 - Zoom limits not working when using Q and E&lt;br /&gt;
Issue #495 - Infinite Money Glitch - can buy new ship for free and then sell for millions&lt;br /&gt;
&lt;br /&gt;
Crash in when Fighter about to be launched and there is no free space.&lt;br /&gt;
Crash in calculating the value of a ship that has a boxed storage crate.&lt;br /&gt;
Crash when guns look for cell to attack on zero width or height ships.&lt;br /&gt;
Crash when an object is unloaded from another object that is not equipment. Validate save game for correctness. before loading.&lt;br /&gt;
Crash when a drone carries out logistics orders after completing another mission.&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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate:11 May 2023|dmy}}&lt;br /&gt;
| video = YocmuecAJM0&lt;br /&gt;
| video_caption = Update video recorded on {{#formatdate:7 May 2023|dmy}}&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 = {{#formatdate:30 March 2023|dmy}}&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 = {{#formatdate:27 January 2023|dmy}}&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>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=2161</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=2161"/>
		<updated>2025-05-28T14:25:42Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Added Alpha 15.&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 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 = {{#formatdate:28 May 2025}}&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;
&lt;br /&gt;
Each sector now has a massive Jumpgate in the final system. This Jumpgate is how you make the longer distance jump to the next sector.&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 and further in Survival Mode, more and more problems will occur with the Jumpgates. In these cases a special mission will be created for the sector, listing the steps that must be completed before the Jumpgate can be used.&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;
They require a set of specific components to repair the gate. You must acquire or fabricate them.&lt;br /&gt;
Pirates running a blockade on the Jumpgate. You must eliminate them and prevent further damage.&lt;br /&gt;
&lt;br /&gt;
Nb. Thanks to Johnny Struggles for the Jump Gate ship design.&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 will spawn in its own column at the start of the battle.&lt;br /&gt;
&lt;br /&gt;
&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 on their trade price AND on their combat rating.&lt;br /&gt;
&lt;br /&gt;
There is a new GENERATE button that will automatically create a roughly balanced opponent&lt;br /&gt;
&lt;br /&gt;
The following research is unlocked 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;
&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 phase 7.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phase 5 (The power-on test) now unlocks access to an entirely new and Uncharted sector!&lt;br /&gt;
Once the power-on test is complete, the stargate must be continuously supplied with 100MW of power to remain open&lt;br /&gt;
From this point onward you can jump ships to the Uncharted sector to explore and gather materials&lt;br /&gt;
There are new minerals and gases that are only found in this Uncharted Sector.&lt;br /&gt;
Collecting them will unlock further research projects to refine them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phase 6 requires you to refine a small quantity of those new minerals and gases.&lt;br /&gt;
You will first have to complete a couple of research projects&lt;br /&gt;
You will need to bring the refined resources back to the home sector to supply them to the Stargate Project.&lt;br /&gt;
Neubidium Ore -&amp;gt; Neubidium Ingot&lt;br /&gt;
Zeleon Gas -&amp;gt; Stable Zeleon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phase 7 is a much more complex and involved production cycle, requiring a large quantity of advanced materials.&lt;br /&gt;
These materials are fast to produce and come in large quantities, so automation (rather than crew labour) is the way to go.&lt;br /&gt;
Zeleon Energy Cell&lt;br /&gt;
Neubidium Capacitor&lt;br /&gt;
Lots of the new resources will be required&lt;br /&gt;
By phase 7, hostile elements will have moved in to claim the valuable new resources&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Exterior Rendering&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We are developing a new method for rendering the exterior of all ships&lt;br /&gt;
Exterior of ships are now lit from a common direction, and have simple normal maps for surface details&lt;br /&gt;
Texture filtering on exterior textures much improved&lt;br /&gt;
Added a pencil outline to all ships&lt;br /&gt;
Improved rendering of scaffolding to be sharper when zoomed out&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Steam Cloud Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Steam Cloud Saves are now enabled on all platforms.&lt;br /&gt;
When making a new save game you will now see a tickbox to enable saving to the cloud&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Localisation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
New translations have been 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;
&lt;br /&gt;
- Lots of improvements to Spanish translation.&lt;br /&gt;
- Issue #418 - Missing apostrophe in English for tutorial_stargatescreen1&lt;br /&gt;
- Issue #419 - Inconsistent nomenclature for scrap (metal) in tutorial_smelterssalvage&lt;br /&gt;
- Issue #420 - Inconsistent capitalization of &amp;quot;TRADE SCREEN&amp;quot; in tutorial_fleettrade&lt;br /&gt;
- Issue #422 - Inconsistent term for refined Tilium (English) - tutorial_miningsuccess&lt;br /&gt;
- Issue #423 - Inconsistent capitalization of &amp;quot;Tilium Crystals&amp;quot; in blackhole_part2_return1 and blackhole_part2_return2&lt;br /&gt;
- Issue #424 - Inconsistent space (or lack) in &amp;quot;Qz 247&amp;quot;&lt;br /&gt;
- Issue #425 - Incorrect capitalization of &amp;quot;brother&amp;quot; in English blackhole_part3_setup4&lt;br /&gt;
- Issue #428 - Incorrect spacing in ellipsis in Tiddlet strings&lt;br /&gt;
- Issue #430 - Awkward use of &amp;quot;Dr.&amp;quot; title in tiddlets_part2_return2&lt;br /&gt;
- Issue #431 - Missing space after ellipsis in tiddlets_part4_random_swanson&lt;br /&gt;
- Issue #432 - Inconsistent capitalization of &amp;quot;marketplace&amp;quot; in dsi_part1_phase2_xcall4&lt;br /&gt;
- Issue #434 - Missing space after ellipsis in dsi_part2_thirdpartcomplete3&lt;br /&gt;
- Issue #444 - Missing possessive apostrophe in English text for object_engine_description&lt;br /&gt;
- Issue #463 - Logistics jam, things just stop sometimes until you turn it off and on&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SMALL CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scaffold now adds a small mass to the ship&lt;br /&gt;
Survival mode is now unlocked by completing ANY story episode in Boldly Go mode&lt;br /&gt;
External equipment will no longer block incoming shots once it has been destroyed. (Prevents an impenetrable shield of destroyed solar panels)&lt;br /&gt;
Drones can now patch holes in severely damaged ships&lt;br /&gt;
Add a placeholder thumbnail to save files and ship files without thumbnails&lt;br /&gt;
Game save thumbnails images are created on load if they are not found&lt;br /&gt;
Ship thumbnails images are created on load/import if they are not found&lt;br /&gt;
When docked ships are exported together, they are all included in the thumbnail&lt;br /&gt;
Track install preview now matches selected orientation&lt;br /&gt;
Robot arm install preview now matches appropriate length and rotation of installed robot arm&lt;br /&gt;
Low power warning bolts are no longer shown when power has been turned off from the powergrid&lt;br /&gt;
Automically deactivate tactical mode when clicking prepare jump&lt;br /&gt;
Auto-trades can be cancelled while the delivery shuttle is on its way&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMUNITY AND OFFICIAL SHIPS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lots of fixes for the following common problems:&lt;br /&gt;
Fix Equipment embedded in walls&lt;br /&gt;
Fix Ladders exiting into walls&lt;br /&gt;
Fix Doors not filling gap&lt;br /&gt;
Fix Interior cells outside of ship&lt;br /&gt;
Fix Armour not attached to ship&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUG FIXES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fix being able to separate ships in FTL on Survival mode&lt;br /&gt;
Fixed: Sometimes loot would be spawned at completely the wrong place when a ship explodes (bug with storage crates)&lt;br /&gt;
Fix for rendering objects at the wrong position in Tactical View, when they were stored in a Container (would appear floating in space)&lt;br /&gt;
Fix gas collector in DSI Part 2 not being present in system&lt;br /&gt;
Fixed an issue with Oxygen being lost rapidly on large ships with lots of airducts. Each airduct was over-providing, resulting in lost oxygen.&lt;br /&gt;
Fixed an issue where selling items would not decrease the value of a ship until the items were delivered.&lt;br /&gt;
Fixed an issue where selling a ship with active logistics transfers gave you the value of the items and still continued the transfers.&lt;br /&gt;
Fix where auto-orders would not calculate ship stock correctly for non-containers (e.g. drones and spacesuits)&lt;br /&gt;
Fix drones being counted twice in logistics menu if they are stored in a storage crate&lt;br /&gt;
Fix for light space dust around asteroid belts becoming thick, heavy space dust after saving and reloading&lt;br /&gt;
&lt;br /&gt;
Issue #339 - Shuttle doesn&#039;t leave under specific circumstances&lt;br /&gt;
Issue #397 - Assembly Tables on ships built at Shipyard retain their loaded components and build histories, should be empty/ zero&lt;br /&gt;
issue #421 - TranslatorAssist setting doesn&#039;t affect tutorial dialogs&lt;br /&gt;
Issue #445 - References to systems don&#039;t use S*X&lt;br /&gt;
Issue #447 - Robot Arm and Storage Crate stuck in a loop&lt;br /&gt;
Issue #451 - Drones dropping logistics transfer items when they shouldn&#039;t&lt;br /&gt;
Issue #458 - Robot arms not unloading&lt;br /&gt;
Issue #449 - Other ships can obscure the editor when loading Creative Mode&lt;br /&gt;
Issue #465 - Fix Ship over 100% damage not destroyed&lt;br /&gt;
Issue #470 - Hydroponics Gardens still draw water when powered down&lt;br /&gt;
Issue #474 - Engine deleted by Ship Editor: Delete hull function&lt;br /&gt;
Issue #488.1 - Nothing ships can now only be created in a Ship Yard and cannot be FTL jumped.&lt;br /&gt;
Issue #493 - Zoom limits not working when using Q and E&lt;br /&gt;
Issue #495 - Infinite Money Glitch - can buy new ship for free and then sell for millions&lt;br /&gt;
&lt;br /&gt;
Crash in when Fighter about to be launched and there is no free space.&lt;br /&gt;
Crash in calculating the value of a ship that has a boxed storage crate.&lt;br /&gt;
Crash when guns look for cell to attack on zero width or height ships.&lt;br /&gt;
Crash when an object is unloaded from another object that is not equipment. Validate save game for correctness. before loading.&lt;br /&gt;
Crash when a drone carries out logistics orders after completing another mission.&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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate:11 May 2023|dmy}}&lt;br /&gt;
| video = YocmuecAJM0&lt;br /&gt;
| video_caption = Update video recorded on {{#formatdate:7 May 2023|dmy}}&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 = {{#formatdate:30 March 2023|dmy}}&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 = {{#formatdate:27 January 2023|dmy}}&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>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=1826</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=1826"/>
		<updated>2024-07-16T19:11:30Z</updated>

		<summary type="html">&lt;p&gt;Henrus: fixed a copypaste error that SOMEONE made&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 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 = {{#formatdate: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_date = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate:11 May 2023|dmy}}&lt;br /&gt;
| video = YocmuecAJM0&lt;br /&gt;
| video_caption = Update video recorded on {{#formatdate:7 May 2023|dmy}}&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 = {{#formatdate:30 March 2023|dmy}}&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 = {{#formatdate:27 January 2023|dmy}}&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>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Version_History&amp;diff=1825</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=1825"/>
		<updated>2024-07-16T19:10:49Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Added patch notes for alpha 10c&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 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 = {{#formatdate: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_date = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate:14 March 2024}}&lt;br /&gt;
}}&lt;br /&gt;
Alpha 9c is a hotfix build for [[#Alpha 7|Alpha 7]] 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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate: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 = {{#formatdate:11 May 2023|dmy}}&lt;br /&gt;
| video = YocmuecAJM0&lt;br /&gt;
| video_caption = Update video recorded on {{#formatdate:7 May 2023|dmy}}&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 = {{#formatdate:30 March 2023|dmy}}&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 = {{#formatdate:27 January 2023|dmy}}&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>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Talk:Main_Page/news&amp;diff=1824</id>
		<title>Talk:Main Page/news</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Talk:Main_Page/news&amp;diff=1824"/>
		<updated>2024-07-16T19:08:48Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Created page with &amp;quot;Add 10c released 16th July ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Add 10c released 16th July [[User:Henrus|Henrus]] ([[User talk:Henrus|talk]]) 12:08, 16 July 2024 (PDT)&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=User:Totengeist/Playtest_manifests&amp;diff=1720</id>
		<title>User:Totengeist/Playtest manifests</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=User:Totengeist/Playtest_manifests&amp;diff=1720"/>
		<updated>2023-07-31T18:55:53Z</updated>

		<summary type="html">&lt;p&gt;Henrus: as below&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[playtest]] manifests are no longer downloadable or playable. They are listed here for historical purposes. Currently available manifests are [[User:Totengeist/Steam manifests|here]].&lt;br /&gt;
&lt;br /&gt;
== Playtest Manifests ==&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
The list of manifests is available [https://steamdb.info/depot/2000352/manifests/ here].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Windows Manifests&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Date !! ID&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Demo Alpha1C}} || 26 January 2023 || [https://steamdb.info/depot/2214791/history/?changeid=M:2475065965479376335 2475065965479376335]&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Playtest Alpha1C}} || 27 January 2023 || [https://steamdb.info/depot/2000353/history/?changeid=M:6429126669785127135 6429126669785127135]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Alpha1A|Alpha1A]] || 10 January 2023 || [https://steamdb.info/depot/2000353/history/?changeid=M:1698374620122296935 1698374620122296935]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#DEMO3A|DEMO3A]] || 7 November 2022 || [https://steamdb.info/depot/2000352/history/?changeid=M:2129706068517183262 2129706068517183262]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#DEMO2B|DEMO2B]] || 19 October 2022 || [https://steamdb.info/depot/2000352/history/?changeid=M:8961416421434875439 8961416421434875439]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#DEMO1|DEMO1]] || 11 October 2022 || [https://steamdb.info/depot/2000352/history/?changeid=M:7448540200392880231 7448540200392880231]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Update2.rc3|Update2.rc3]] || 29 July 2022 || [https://steamdb.info/depot/2000352/history/?changeid=M:4706683327054964043 4706683327054964043]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Update2.rc1|Update2.rc1]] || 29 July 2022 || [https://steamdb.info/depot/2000352/history/?changeid=M:7996857607090521241 7996857607090521241]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Update1.rc2|Update1.rc2]] || 11 July 2022 || [https://steamdb.info/depot/2000352/history/?changeid=M:7149846068852562661 7149846068852562661]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mac ===&lt;br /&gt;
The list of manifests is available [https://steamdb.info/depot/2000353/manifests/ here].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Mac Manifests&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Date !! ID&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Demo Alpha1C}} || 10 January 2023 || [https://steamdb.info/depot/2214792/history/?changeid=M:5672429785896757136 5672429785896757136]&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Playtest Alpha1C}} || 27 January 2023 || [https://steamdb.info/depot/2000352/history/?changeid=M:2833332709784808766 2833332709784808766]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Alpha1A|Alpha1A]] || 10 January 2023 || [https://steamdb.info/depot/2000352/history/?changeid=M:9194422913156679873 9194422913156679873]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Alpha1A|Alpha1A]] || 10 January 2023 || [https://steamdb.info/depot/2000352/history/?changeid=M:3156600806036945369 3156600806036945369]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#DEMO3A|DEMO3A]] || 7 November 2022 || [https://steamdb.info/depot/2000353/history/?changeid=M:5677910715146265828 5677910715146265828]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#DEMO2B|DEMO2B]] || 19 October 2022 || [https://steamdb.info/depot/2000353/history/?changeid=M:1349756997243918433 1349756997243918433]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#DEMO1|DEMO1]] || 12 October 2022 || [https://steamdb.info/depot/2000353/history/?changeid=M:5446930853199314859 5446930853199314859]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#DEMO1|DEMO1]] || 11 October 2022 || [https://steamdb.info/depot/2000353/history/?changeid=M:3348459175313904917 3348459175313904917]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Update2.rc3|Update2.rc3]] || 29 July 2022 || [https://steamdb.info/depot/2000353/history/?changeid=M:1181817263519451784 1181817263519451784]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Update2.rc1|Update2.rc1]] || 29 July 2022 || [https://steamdb.info/depot/2000353/history/?changeid=M:1090367518419179776 1090367518419179776]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
There are currently no Linux manifests. The list of manifests is available [https://steamdb.info/depot/2000351/manifests/ here].&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=User:Totengeist/Playtest_manifests&amp;diff=1719</id>
		<title>User:Totengeist/Playtest manifests</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=User:Totengeist/Playtest_manifests&amp;diff=1719"/>
		<updated>2023-07-31T18:55:39Z</updated>

		<summary type="html">&lt;p&gt;Henrus: consistency with other page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[playtest]] manifests are no longer downloadable or playable. They are listed here for historical purposes. Currently available manifests are [[User:Totengeist/Steam manifests|here]].&lt;br /&gt;
&lt;br /&gt;
=== Playtest Manifests ===&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
The list of manifests is available [https://steamdb.info/depot/2000352/manifests/ here].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Windows Manifests&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Date !! ID&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Demo Alpha1C}} || 26 January 2023 || [https://steamdb.info/depot/2214791/history/?changeid=M:2475065965479376335 2475065965479376335]&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Playtest Alpha1C}} || 27 January 2023 || [https://steamdb.info/depot/2000353/history/?changeid=M:6429126669785127135 6429126669785127135]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Alpha1A|Alpha1A]] || 10 January 2023 || [https://steamdb.info/depot/2000353/history/?changeid=M:1698374620122296935 1698374620122296935]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#DEMO3A|DEMO3A]] || 7 November 2022 || [https://steamdb.info/depot/2000352/history/?changeid=M:2129706068517183262 2129706068517183262]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#DEMO2B|DEMO2B]] || 19 October 2022 || [https://steamdb.info/depot/2000352/history/?changeid=M:8961416421434875439 8961416421434875439]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#DEMO1|DEMO1]] || 11 October 2022 || [https://steamdb.info/depot/2000352/history/?changeid=M:7448540200392880231 7448540200392880231]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Update2.rc3|Update2.rc3]] || 29 July 2022 || [https://steamdb.info/depot/2000352/history/?changeid=M:4706683327054964043 4706683327054964043]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Update2.rc1|Update2.rc1]] || 29 July 2022 || [https://steamdb.info/depot/2000352/history/?changeid=M:7996857607090521241 7996857607090521241]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Update1.rc2|Update1.rc2]] || 11 July 2022 || [https://steamdb.info/depot/2000352/history/?changeid=M:7149846068852562661 7149846068852562661]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mac ===&lt;br /&gt;
The list of manifests is available [https://steamdb.info/depot/2000353/manifests/ here].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Mac Manifests&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Date !! ID&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Demo Alpha1C}} || 10 January 2023 || [https://steamdb.info/depot/2214792/history/?changeid=M:5672429785896757136 5672429785896757136]&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Playtest Alpha1C}} || 27 January 2023 || [https://steamdb.info/depot/2000352/history/?changeid=M:2833332709784808766 2833332709784808766]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Alpha1A|Alpha1A]] || 10 January 2023 || [https://steamdb.info/depot/2000352/history/?changeid=M:9194422913156679873 9194422913156679873]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Alpha1A|Alpha1A]] || 10 January 2023 || [https://steamdb.info/depot/2000352/history/?changeid=M:3156600806036945369 3156600806036945369]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#DEMO3A|DEMO3A]] || 7 November 2022 || [https://steamdb.info/depot/2000353/history/?changeid=M:5677910715146265828 5677910715146265828]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#DEMO2B|DEMO2B]] || 19 October 2022 || [https://steamdb.info/depot/2000353/history/?changeid=M:1349756997243918433 1349756997243918433]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#DEMO1|DEMO1]] || 12 October 2022 || [https://steamdb.info/depot/2000353/history/?changeid=M:5446930853199314859 5446930853199314859]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#DEMO1|DEMO1]] || 11 October 2022 || [https://steamdb.info/depot/2000353/history/?changeid=M:3348459175313904917 3348459175313904917]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Update2.rc3|Update2.rc3]] || 29 July 2022 || [https://steamdb.info/depot/2000353/history/?changeid=M:1181817263519451784 1181817263519451784]&lt;br /&gt;
|-&lt;br /&gt;
| [[Playtest#Update2.rc1|Update2.rc1]] || 29 July 2022 || [https://steamdb.info/depot/2000353/history/?changeid=M:1090367518419179776 1090367518419179776]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
There are currently no Linux manifests. The list of manifests is available [https://steamdb.info/depot/2000351/manifests/ here].&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=User:Totengeist/Steam_manifests&amp;diff=1718</id>
		<title>User:Totengeist/Steam manifests</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=User:Totengeist/Steam_manifests&amp;diff=1718"/>
		<updated>2023-07-31T18:53:02Z</updated>

		<summary type="html">&lt;p&gt;Henrus: version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page collects information about The Last Starship gathered from SteamDB. This is for my reference to keep track of what has changed and needs to be added to or researched for the wiki. For historical purposes, information about the [[playtest]] manifests is [[User:Totengeist/Playtest manifests|here]].&lt;br /&gt;
&lt;br /&gt;
== Manifests ==&lt;br /&gt;
Steam manifests (and thereby, old game versions) can be downloaded by players with the game in their Steam library using [https://github.com/SteamRE/DepotDownloader DepotDownloader]. For some notes, please see [https://steamdb.info/blog/manifest-request-codes/ Limits on downloading old game versions indicated in new Steam Beta] on SteamDB.&lt;br /&gt;
&lt;br /&gt;
=== Windows ===&lt;br /&gt;
The list of manifests is available [https://steamdb.info/depot/1857082/manifests/ here].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Windows Manifests&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Date !! ID&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Alpha 5}} || 28 July 2023 || [https://steamdb.info/depot/1857082/history/?changeid=M:3562370973883192558 3562370973883192558]&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Alpha 4}} || 22 June 2023 || [https://steamdb.info/depot/1857082/history/?changeid=M:8864510927151595699 8864510927151595699]&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Alpha 3}} || 11 May 2023 || [https://steamdb.info/depot/1857082/history/?changeid=M:4588949108528470348 4588949108528470348]&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Alpha 2}} || 30 March 2023 || [https://steamdb.info/depot/1857082/history/?changeid=M:6159537649696312240 6159537649696312240]&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Alpha1D}} || 15 February 2023 || [https://steamdb.info/depot/1857082/history/?changeid=M:5277103169549062884 5277103169549062884]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mac ===&lt;br /&gt;
The list of manifests is available [https://steamdb.info/depot/1857083/manifests/ here].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Mac Manifests&lt;br /&gt;
|-&lt;br /&gt;
! Version !! Date !! ID&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Alpha 5}} || 28 July 2023 || [https://steamdb.info/depot/1857082/history/?changeid=M:8840234035099738216 8840234035099738216]&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Alpha 4}} || 22 June 2023 || [https://steamdb.info/depot/1857082/history/?changeid=M:4330419033054867660 4330419033054867660]&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Alpha 3}} || 11 May 2023 || [https://steamdb.info/depot/1857082/history/?changeid=M:4770756727832098112 4770756727832098112]&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Alpha 2}} || 30 March 2023 || [https://steamdb.info/depot/1857083/history/?changeid=M:2469173785951150103 2469173785951150103]&lt;br /&gt;
|-&lt;br /&gt;
| {{Version|Alpha1D}} || 10 January 2023 || [https://steamdb.info/depot/1857083/history/?changeid=M:1630625796582682667 1630625796582682667]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Linux ===&lt;br /&gt;
There are currently no Linux manifests. The list of manifests is currently also not available.&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Cannister&amp;diff=1715</id>
		<title>Cannister</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Cannister&amp;diff=1715"/>
		<updated>2023-07-29T15:07:37Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Redirected page to Container&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Container]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Oxygen&amp;diff=1714</id>
		<title>Oxygen</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Oxygen&amp;diff=1714"/>
		<updated>2023-07-29T15:06:29Z</updated>

		<summary type="html">&lt;p&gt;Henrus: canister / cannister -&amp;gt; container&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oxygen is a light blue gas transportable via [[pipe]]s. [[Container]]s of oxygen can be purchased from traders or salvaged by [[Logistics Drone]]s. Each container contains 1,000 units &lt;br /&gt;
&lt;br /&gt;
Oxygen is a life requirement for the [[population]]. The [[atmosphere]] must be rich in oxygen and poor in [[CO2|CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;]] for long term survival.&lt;br /&gt;
&lt;br /&gt;
Oxygen is added to the atmosphere by an [[airduct]] connected to an oxygen supply. Oxygen can be added to pipes using [[Loader]]s, created using an [[Oxygen Maker|oxygen maker]], reprocessed with an [[Air Reprocessor|air reprocessor]] and [[CO2 Scrubber|CO2 scrubber]], or supplied via an existing [[tank]].&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=1713</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Getting_Started&amp;diff=1713"/>
		<updated>2023-07-29T15:04:34Z</updated>

		<summary type="html">&lt;p&gt;Henrus: canister / cannister -&amp;gt; container&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Last Starship is a sandbox spaceship management game developed by Introversion Software. It is currently in Early Access development. For this reason, there is currently relatively little guidance on getting started with the game.&lt;br /&gt;
&lt;br /&gt;
Some of the game&#039;s controls are undocumented - a complete list can be found at [[Controls]].&lt;br /&gt;
&lt;br /&gt;
== Game Modes ==&lt;br /&gt;
&lt;br /&gt;
; Survival&lt;br /&gt;
: Scientists have discovered a vacuum-collapse [[anomaly]] expanding in space near you. Build your ship and escape the anomaly, completing contracts along the way.&lt;br /&gt;
&lt;br /&gt;
; Free Roam&lt;br /&gt;
: Without the push of the anomaly to force you to move on, explore sectors and complete contracts at your leisure.&lt;br /&gt;
&lt;br /&gt;
; Creative Mode&lt;br /&gt;
: Creative mode enables editors to build a ship without regard for cost of the components.&lt;br /&gt;
&lt;br /&gt;
== Setting up the Praxis (step-by-step guide) ==&lt;br /&gt;
{{#ev:youtube|c-6R6pmOXis|360|right|Guide to help you get started with the Praxis in Alpha 1}}&lt;br /&gt;
After beginning the game with the Praxis, you will find yourself with a basic ship layout stocked with a handful of starting resources and 5 crew members. The following steps will get you from an empty ship to one which has completed the starting contract &#039;[[Contract#Make your new ship ready for flight|Make your new ship ready for flight]]&#039; by successfully jumping to the next system.&lt;br /&gt;
&lt;br /&gt;
First, follow the guidance drawn on the ship floor to install your Reactor and a Loader, by clicking the Construction menu in the bottom-left corner of the screen and selecting Install. Click the equipment to select it, then place it in the designated position.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide1.png|In the Construction menu, select Install and then click the Reactor object.&lt;br /&gt;
File:Guide2.png|Install the Reactor, then do the same for the Loader. Connect the two with pipes via the Pipes button in the Construction menu.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Your crew should load fuel into the Loader, and the Reactor should come to life shortly thereafter.&lt;br /&gt;
&lt;br /&gt;
Next, we need to install engines, or this ship isn&#039;t going anywhere. From the Install menu, select one of the Engine objects, and install it in on the left side of your ship (engines cannot be rotated).&lt;br /&gt;
&lt;br /&gt;
Reactors need both power and fuel inputs, so connect them to your existing Pipes, and plug them in to your Reactor with cables.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide3.png|Engines can be installed on vertical walls wherever the highlight is green.&lt;br /&gt;
File:Guide4.png|Install cables and pipes to connect the engines to the Reactor and Loader.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Your ship can now move! Press T, or click the Tactical button in the top right, to enter tactical view. From here, you can click to rotate your ship in a direction and use the Throttle bar at the bottom to control your engines. Right-clicking on the screen will have your crew fly your ship to that location.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide5.jpg|The tactical view is where you&#039;ll spend most of your time during combat missions!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;So you&#039;ve got a ship that can fly. Unfortunately, your crew is still stuck in their spacesuits, because there&#039;s no oxygen inside the ship. To get them comfortable, we need to install the Oxygen Loader and Airduct.&lt;br /&gt;
After installing both, connect the Loader output to the Airduct input with Pipes.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide6.jpg|The Airduct and Loader. They can be placed anywhere on the ship.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Although your ship can now move around, it can&#039;t yet reach other star systems. To do so, it will need an FTL Drive, so get your crew to install one anywhere on your ship.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide7.jpg|The FTL Drive will be loaded with special FTL Charges. Make sure you don&#039;t run out!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Although you now have a ship capable of maneuvering and jumping between systems, there are two more things to do before we proceed: installing tanks and designating storage areas.&lt;br /&gt;
If you&#039;ve had your Reactor running for long enough, you might have noticed a brief power cut as the Fuel ran out and had to be swapped out for another one by a crewmember. This causes a break in engine power and requires them to charge up again. You don&#039;t want that happening in the middle of a fight! To remedy this, we can install the Medium Tank and connect it to the fuel pipes. The tank will fill up with excess Fuel and keep things running when your Fuel needs swapping out, ensuring the smooth running of your ship. We can also install the Small Tank between the Oxygen Loader and the Airduct.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide8.jpg|The Medium Tank can be placed anywhere as long as it&#039;s connected to the fuel pipes.&lt;br /&gt;
File:Guide9.jpg|We don&#039;t need to worry as much about brief downtime with the Oxygen supply, so we&#039;ll just use a small tank.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;Lastly, your crew has left their spacesuits around the ship and you still have a handful of supplies sat around in the open. We can designate storage areas to tidy these away closer to where they&#039;ll be used. Click Construction and then Storage. You can designate storage areas for specific items, or for Equipment (the things you&#039;ve been installing on your ship), or for all ship cargo, which includes items you pick up for transport during the game. For now, just designate storage areas for Spacesuits, Fuel, Oxygen, FTL Charges, Equipment, and Cargo.&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide11.jpg|It&#039;s helpful to place storage areas for resources like Fuel near where they&#039;ll be loaded.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;You&#039;ve now got a fully functional ship! Keep it well stocked with the essentials - FTL Charges, Fuel, Oxygen, Food, and Water.&lt;br /&gt;
&lt;br /&gt;
To jump to the next system, press M or click the Sector Map button at the bottom of the screen. Click a sector to lock it in, then close the window by pressing M or clicking the X in the top right.&lt;br /&gt;
&lt;br /&gt;
Next, click the FTL button and Prepare Jump. Your ship will orient in the correct direction, and the Jump button will become visible. Click it to begin your journey!&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Guide12.jpg|At the start of the game you will have a specific first destination marked. After that, your destination is up to you!&lt;br /&gt;
File:Guide13.jpg|Your ship will need to orient before the Jump button is shown.&lt;br /&gt;
File:Guide14.jpg|Enjoy the game!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Building your first ship ==&lt;br /&gt;
{{#ev:youtube|bJvsBq87H98|360|right|A tutorial on Ship Editor, showing how to build a functioning ship from nothing}}&lt;br /&gt;
:&#039;&#039;For advanced information on building various ship systems, see our other [[:Category:Getting started|Getting Started]] articles. This article focuses mostly on the early stage of the game, where money is tight.&#039;&#039;&lt;br /&gt;
At the start of a normal game, you have only an empty vessel in a system with [[trade]] and [[Contract|story contracts]], but no [[shipyard]]. The exceptions are the [[The Praxis]], which starts with some materials, and Shipyard, which starts the game in a system with a shipyard. A few [[crew member]]s in [[spacesuit]]s arrive via [[Cargo Shuttle]] in the first few moments of the game, and it is up to the player to turn this vessel into a functioning ship.&lt;br /&gt;
&lt;br /&gt;
The [[Contract#Make your new ship ready for flight|Make your new ship ready for flight]] contract involves setting up these systems and is accepted by default. It is also a good idea to skim the rest of this article. It is currently impossible to rotate engines. Therefore, it is essential to plan the layout to account for this.&lt;br /&gt;
&lt;br /&gt;
A grey hint layout is shown in the Praxis ship, initially just displaying a [[Reactor]], [[Fuel Loader]], and adjoining pipes to guide players in installing their first equipment.&lt;br /&gt;
=== Power ===&lt;br /&gt;
Before installing any systems, you must have power on the ship. Almost every piece of equipment available requires a source of power. If you selected the Praxis vessel, you should already have some or all necessary items. Otherwise, purchase the following items from the [[Trade]] screen. &lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Loader]]s&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
Place the reactor and one loader together somewhere in your vessel&#039;s interior. It may be most efficient to place this close to where you intend to build your engines, as the reactor and engines are the main components that require fuel. Connect the reactor&#039;s fuel connector to the loader&#039;s output. A crew member should immediately pick up a fuel [[container]] and deposit it on the loader. After a moment of spinup, your reactor will spring to life, ready to provide power to your ship.&lt;br /&gt;
=== Atmosphere ===&lt;br /&gt;
The crew members have enough oxygen to survive without an atmosphere for several minutes, so there is some flexibility in the order that the player can build systems. That said, a working atmosphere means the player doesn&#039;t need to rush and can lay things out the way they want. Therefore, we will establish essential [[life support]]. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
Similarly to how we set up our power system, place the airduct and loader together. Connect the airduct&#039;s oxygen connector to the loader&#039;s output and the power connector to the reactor&#039;s power output. Once a crew member has loaded an oxygen container into the loader, your airduct will begin pumping that oxygen into the ship&#039;s atmosphere.&lt;br /&gt;
&lt;br /&gt;
You can select the Atmosphere overlay to see the interior change from a lattice pattern to red horizontal lines. The lines will progress towards green and expand to fill their tiles as oxygen fills the atmosphere. Once the atmosphere is sufficient to sustain them, the crew members will remove their spacesuits and transfer them to the cargo storage area. Keeping the spacesuits on hand is good in a hull breach during battle or if there is a blockage in your life support system.&lt;br /&gt;
&lt;br /&gt;
=== Propulsion and FTL ===&lt;br /&gt;
Propulsion and FTL are necessary for your ship to travel within and between systems in a sector and to progress to new sectors. Purchase the following items from the [[Trade]] screen:&lt;br /&gt;
* [[Engine]]s - The size of a ship affects its mass and inertia, so large ships require more engines than smaller ships. Two engines are a good start for the Praxis and Sleek vessels.&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
Engines must be placed into the ship&#039;s outer hull, with propulsion directed to the left of the screen. It is currently not possible to rotate engines. Once placed, connect the engine&#039;s power and fuel connectors to the same pipe and cable setup from your reactor.&lt;br /&gt;
&lt;br /&gt;
In addition to engines and FTL, installing some thrusters on your ship is also a good idea. Thrusters allow for fine motor control during [[Contract#Combat|Combat]] or when [[Contract#Asteroid mining|mining asteroids]] or [[Contract#Rescue|docking with ships]].&lt;br /&gt;
[[Category:Getting started]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Praxis&amp;diff=1712</id>
		<title>Praxis</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Praxis&amp;diff=1712"/>
		<updated>2023-07-29T15:03:42Z</updated>

		<summary type="html">&lt;p&gt;Henrus: link fixes and capitals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PraxisInterior.jpg|thumb|The Praxis as is presented to the player at the start of the game.]]&lt;br /&gt;
The Praxis is one of the pre-built [[ships]] available for the player to start the game with, and unlike other pre-built Vessels, it includes the equipment, resources and [[crew]] necessary to start the journey. It features three main spaces, and it&#039;s docking port is on the right. This vessel is relatively small and simplistic compared to other pre-builts, nevertheless it provides an excellent starting point for any new player.&lt;br /&gt;
=== Included in Inventory ===&lt;br /&gt;
The Praxis comes bundled with the following equipment, which is all that is necessary for the ship to operate properly:&lt;br /&gt;
* 1 [[Reactor]]&lt;br /&gt;
* 1 [[FTL Drive]]&lt;br /&gt;
* 2 [[Engine]]s&lt;br /&gt;
* 2 [[Loader]]s&lt;br /&gt;
* 1 [[Airduct]]&lt;br /&gt;
In addition, The Praxis also comes with the following resources, enough to kick-start the player&#039;s journey without much trouble:&lt;br /&gt;
* 4 [[Fuel]] [[Container]]s (4000 Units)&lt;br /&gt;
* 7 [[FTL Charge]]s&lt;br /&gt;
* 3 [[Oxygen]] Containers (3000 Units)&lt;br /&gt;
* 2 [[Food]] Container (200 Units)&lt;br /&gt;
* 1 [[Water]] Container (1000 Units)&lt;br /&gt;
5 Crew are pre-hired to operate the ship as well.&lt;br /&gt;
=== General structure and engineering observations. ===&lt;br /&gt;
[[File:PraxisHabitation.jpg|thumb|As illustrated in the image above, the Praxis has only 8 slots as standard, courtesy of a small habitation deck.]]&lt;br /&gt;
The Praxis is a vessel that is designed to help the player along. It&#039;s two distinctive &amp;quot;Legs&amp;quot; are obvious spaces in which the engines may be placed, and the space immediately adjacent to them is just wide enough to fit another two engines. The &amp;quot;Walkway&amp;quot; that runs down the entire length of the ship, may be used as a reference to maintain symmetry when building hull extensions and installing equipment or weapons, and may also serve as a &amp;quot;main energy bus&amp;quot; of sorts, for if the player runs cable down the entire walkway, they will be able to easily manage all electrical connections without much trouble. The &amp;quot;Neck&amp;quot; of the ship (the corridor that connects the bow and the center section), also serves as an easy spot in which to place hyperspace sensors, drone bays, thrusters and other such equipment that can only be placed in walls. To a lesser extent, the same can be said of the front section of the vessel and the starboard and port walls of the &amp;quot;Engineering section&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Praxis is also laid out in such a way as to make main deck expansions towards aft and fore extremely easy, provided the engines were installed in the &amp;quot;Legs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Another thing the player must take into account is that the Praxis comes with a very small habitation deck as standard, having only 8 slots, of which 5 are occupied from the first moment by the crew. Expansion of the habitation deck is &#039;&#039;needed&#039;&#039; if the player wishes to make passenger runs.&lt;br /&gt;
&lt;br /&gt;
The Praxis has no armor whatsoever.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Praxis&amp;diff=1711</id>
		<title>Praxis</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Praxis&amp;diff=1711"/>
		<updated>2023-07-29T15:02:35Z</updated>

		<summary type="html">&lt;p&gt;Henrus: canister / cannister -&amp;gt; container&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PraxisInterior.jpg|thumb|The Praxis as is presented to the player at the start of the game.]]&lt;br /&gt;
The Praxis is one of the pre-built [[ships]] available for the player to start the game with, and unlike other pre-built Vessels, it includes the equipment, resources and crew necessary to start the Journey. It features three main spaces, and it&#039;s docking port is on the right. This vessel is relatively small and simplistic compared to other pre-builts, nevertheless it provides an excellent starting point for any new player.&lt;br /&gt;
=== Included in Inventory ===&lt;br /&gt;
The Praxis comes bundled with the following equipment, which is all that is necessary for the ship to operate properly:&lt;br /&gt;
* 1 [[Reactor]]&lt;br /&gt;
* 1 [[FTL Drive]]&lt;br /&gt;
* 2 [[Engine]]s&lt;br /&gt;
* 2 [[Loader]]s&lt;br /&gt;
* 1 [[Airduct]]&lt;br /&gt;
In addition, The Praxis also comes with the following resources, enough to kick-start the player&#039;s journey without much trouble:&lt;br /&gt;
* 4 [[Fuel]] [[Container]]s (4000 Units)&lt;br /&gt;
* 7 [[FTL Charge]]s&lt;br /&gt;
* 3 [[Oxygen]] Containers (3000 Units)&lt;br /&gt;
* 2 [[Food]] Container (200 Units)&lt;br /&gt;
* 1 [[Water]] Container (1000 Units)&lt;br /&gt;
5 Crew members are pre-hired to operate the ship as well.&lt;br /&gt;
=== General structure and engineering observations. ===&lt;br /&gt;
[[File:PraxisHabitation.jpg|thumb|As illustrated in the image above, the Praxis has only 8 slots as standard, courtesy of a small habitation deck.]]&lt;br /&gt;
The Praxis is a vessel that is designed to help the player along. It&#039;s two distinctive &amp;quot;Legs&amp;quot; are obvious spaces in which the engines may be placed, and the space immediately adjacent to them is just wide enough to fit another two engines. The &amp;quot;Walkway&amp;quot; that runs down the entire length of the ship, may be used as a reference to maintain symmetry when building hull extensions and installing equipment or weapons, and may also serve as a &amp;quot;main energy bus&amp;quot; of sorts, for if the player runs cable down the entire walkway, they will be able to easily manage all electrical connections without much trouble. The &amp;quot;Neck&amp;quot; of the ship (the corridor that connects the bow and the center section), also serves as an easy spot in which to place hyperspace sensors, drone bays, thrusters and other such equipment that can only be placed in walls. To a lesser extent, the same can be said of the front section of the vessel and the starboard and port walls of the &amp;quot;Engineering section&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Praxis is also laid out in such a way as to make main deck expansions towards aft and fore extremely easy, provided the engines were installed in the &amp;quot;Legs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Another thing the player must take into account is that the Praxis comes with a very small habitation deck as standard, having only 8 slots, of which 5 are occupied from the first moment by the crew. Expansion of the habitation deck is &#039;&#039;needed&#039;&#039; if the player wishes to make passenger runs.&lt;br /&gt;
&lt;br /&gt;
The Praxis has no armor whatsoever.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Life_support&amp;diff=1710</id>
		<title>Life support</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Life_support&amp;diff=1710"/>
		<updated>2023-07-29T15:00:41Z</updated>

		<summary type="html">&lt;p&gt;Henrus: canister / cannister -&amp;gt; container&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Life support is vital to the survival of a [[ship]]&#039;s [[Crew Member|crew]] and [[Civilian|passengers]]. It consists of systems that regulate an oxygen-rich, [[CO2|CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;]]-poor [[atmosphere]] of the engineering and [[Habitation Deck|habitation]] decks.&lt;br /&gt;
&lt;br /&gt;
The [[Getting Started#Atmosphere|most basic life support system]] consists only of an [[airduct]] connected to [[oxygen]] and [[power]] sources. During a standard game, this will likely consist of a [[reactor]] and an airduct, each connected to loaders and supplied with [[oxygen]] and [[fuel]] [[container]]s. However, this system&#039;s shortcomings become apparent as the CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; level rises.&lt;br /&gt;
&lt;br /&gt;
== Removing CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
The ship&#039;s population will slowly generate CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;, which will build up in the atmosphere. If the CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; level becomes too great, the population will begin to suffocate. To keep a healthy atmosphere, the CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; must be removed by using a [[CO2 Scrubber]], which can be connected to an [[Air Reprocessor]] to generate oxygen.&lt;br /&gt;
&lt;br /&gt;
If the CO2 Scrubber says it is &amp;quot;blocked,&amp;quot; this means that the output has nowhere to go. In this case, connecting a tank to the CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt; pipe is good practice.&lt;br /&gt;
&lt;br /&gt;
== Refilling spacesuits ==&lt;br /&gt;
&lt;br /&gt;
[[Spacesuit]]s contain 100 units of oxygen each, allowing crew members access to a breathable atmosphere in the event of a hull breach. Spacesuits can be refilled by installing a [[Spacesuit Pod]] connected to an oxygen line. Crew members will bring the suits, one by one, to the pod to refill the oxygen tanks.&lt;br /&gt;
&lt;br /&gt;
== Separating atmospheres ==&lt;br /&gt;
&lt;br /&gt;
On vessels that carry civilians, it is advisable to create separate atmospheres. Civilians can&#039;t wear spacesuits, and the atmosphere passes freely through ladders to and from the [[Habitation Deck]]. If the area beneath a ladder loses atmosphere, so does the area of [[Habitation Deck]] it is connected to. The player can help keep civilians alive in case of hull breaches by separating the ladder area from the rest of the ship&#039;s atmosphere by installing a hull, a door, and an airduct with a proper oxygen supply.&lt;br /&gt;
&lt;br /&gt;
== Connecting to other systems ==&lt;br /&gt;
&lt;br /&gt;
When creating a self-sufficient ship, players can look into connecting the output of a functioning [[Logistics#Sewage processing|sewage processing system]] to the life support system via an [[Oxygen Maker]]. This helps to create oxygen from [[water]] but also requires keeping an eye on the oxygen and water levels to ensure they are within reasonable levels. In some cases, the oxygen maker might overproduce oxygen and leave no water for the population to drink, leading to dehydration.&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting started]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Tank&amp;diff=1709</id>
		<title>Tank</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Tank&amp;diff=1709"/>
		<updated>2023-07-29T14:59:47Z</updated>

		<summary type="html">&lt;p&gt;Henrus: canister / cannister -&amp;gt; container&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Tank]]s provide storage for [[oxygen]], [[CO2|CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;]], [[water]], [[fuel]], [[sewage]], [[waste water]], and [[Deuterium]]. They can provide a stable supply of resources for equipment (e.g., fuel for reactors). [[Crew member]]s will refill tanks from [[container]]s using set up [[Loader]]s when necessary.&lt;br /&gt;
&lt;br /&gt;
The crew can repair damaged tanks.&lt;br /&gt;
&lt;br /&gt;
When a tank is destroyed, all contents are lost and irrecoverable.&lt;br /&gt;
==Huge Tank==&lt;br /&gt;
Huge tanks can hold up to 22,500 units and stand on a 3x5 base.&lt;br /&gt;
They can be looted from enemies or derelict ship.&lt;br /&gt;
==Medium Tank==&lt;br /&gt;
Medium tanks can hold up to 9,000 units and stand on a 2x3 base.&lt;br /&gt;
They can be bought from [[Trade|Traders]] and looted from enemies or derelict ship.&lt;br /&gt;
==Small Tank==&lt;br /&gt;
Small tanks can hold up to 6,000 units and stand on a 2x2 base.&lt;br /&gt;
They can be bought from traders and looted from enemies or derelict ship.&lt;br /&gt;
==Production==&lt;br /&gt;
A tank delivers as many units per second as demanded. It also takes as many units per second as provided. Currently there are no known limits.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{Prehistory|Update 1.rc2|Introduced.}}&lt;br /&gt;
{{Prehistory|Alpha1A|Renamed Large Tank to Huge Tank and add texture.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Power_generation&amp;diff=1708</id>
		<title>Power generation</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Power_generation&amp;diff=1708"/>
		<updated>2023-07-29T14:58:58Z</updated>

		<summary type="html">&lt;p&gt;Henrus: canister / cannister -&amp;gt; container&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Power]] generation&#039;&#039;&#039; is vital to a healthy ship as most equipment in the game requires power to operate. The [[Getting_Started#Power|most basic power system]] consists only of a [[reactor]] and a [[loader]], with a steady supply of [[fuel]] [[container]]s. However, this system&#039;s shortcomings become apparent as a ship&#039;s power requirements grow, and keeping a constant flow of power becomes more important.&lt;br /&gt;
&lt;br /&gt;
== Emergency backup ==&lt;br /&gt;
If a ship with a reactor-based power system runs out of fuel, the ship is effectively dead in space, unable to produce power to run the [[FTL Drive|FTL drive]]. To allow for fuel rationing in case of emergencies, players can purchase a [[generator]] and [[Energy Cell|energy cells]] to inject power into a system without the need for fuel. Reactors can be temporarily disconnected from fuel pipes during this time.&lt;br /&gt;
&lt;br /&gt;
== Constant power flow ==&lt;br /&gt;
One of the first shortcomings players are likely to notice is a loss of power when a fuel container runs dry, and it takes time for a crew member to retrieve a new tank. This delay will depend on the availability of crew members to retrieve a new tank and the distance between the fuel storage and the loader. This kind of delay can cause significant problems during a time-sensitive mission.&lt;br /&gt;
&lt;br /&gt;
The issue can be solved by introducing a [[tank]] and a [[battery]] into the system. The tank can store more fuel, and crew members will continue to replace fuel container until the tank is full. This means that fuel will be available even as a container is replaced. It takes some time for a battery to fill and distribute power, but once it has started, it will provide a constant power flow to the equipment until it drains completely. The battery will constantly refill from available power sources. As reactors take time to increase or decrease power production, batteries help to keep sudden increases in power demand from overwhelming them.&lt;br /&gt;
&lt;br /&gt;
== Power efficiency ==&lt;br /&gt;
The more equipment is installed on a ship, the faster power drains from batteries and reactors. Eventually, the power demand will be higher than a reactor or battery can contain, and the player will need to add additional units to supply enough power. This will require faster fuel usage and more space used by generators. A [[Fusion Reactor|fusion reactor]] can provide the same output as several reactors while using much less space. Fusion reactors use deuterium instead of fuel, ensuring fuel can be saved for engines.&lt;br /&gt;
&lt;br /&gt;
Fusion reactors need a small starting charge to spin up. This charge can be provided either by a reactor connected to fuel, a generator and power cell, or a battery with sufficient capacity.&lt;br /&gt;
&lt;br /&gt;
[[Category:Getting started]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Loader&amp;diff=1707</id>
		<title>Loader</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Loader&amp;diff=1707"/>
		<updated>2023-07-29T14:58:09Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Containers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox object&lt;br /&gt;
| name = {{PAGENAME}}&lt;br /&gt;
| image1 = [[File:LoaderHorizontal.png|120px|frameless|alt=Loader Sprite]]&lt;br /&gt;
| grid_size = 1 x 2&lt;br /&gt;
| inputs = [[Container]]&lt;br /&gt;
| outputs = Container&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Loaders&#039;&#039;&#039; are used to transfer [[:Category:Resources|resources]] from a [[container]] to a [[pipe]]. They are used to add resources to [[:Category:Equipment|equipment]] and systems that require resources such as [[fuel]], [[water]], and other fluid resources.&lt;br /&gt;
&lt;br /&gt;
Loaders are an item listed in orange bought from [[trade]]rs or salvaged by [[Logistics Drone]]s.&lt;br /&gt;
== Specialist Variants ==&lt;br /&gt;
=== Fuel Loader ===&lt;br /&gt;
{{Infobox object&lt;br /&gt;
| name = Fuel Loader&lt;br /&gt;
| image1 = [[File:FuelLoaderHorizontal.png|120px|frameless|alt=Fuel Loader Sprite]]&lt;br /&gt;
| grid_size = 1 x 2&lt;br /&gt;
| inputs = [[Fuel]] Container&lt;br /&gt;
| outputs = Fuel Container&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Fuel Loader&#039;&#039;&#039; exclusively puts in and takes out fuel from the network. It is automatically provided in every ship upon creating one and features in the tutorial of the [[Praxis]].&lt;br /&gt;
=== Oxygen Loader ===&lt;br /&gt;
{{Infobox object&lt;br /&gt;
| name = Oxygen Loader&lt;br /&gt;
| image1 = [[File:OxygenLoaderHorizontal.png|120px|frameless|alt=Oxygen Loader Sprite]]&lt;br /&gt;
| grid_size = 1 x 2&lt;br /&gt;
| inputs = [[Oxygen]] Container&lt;br /&gt;
| outputs = Oxygen Container&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Oxygen Loaders&#039;&#039;&#039; work with oxygen container only. Unlike the Fuel Loader, it is only automatically provided on Praxis and [[JMC Mining Station]].&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
It delivers 20 units per second from any provided container to its output.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{Prehistory|Update 1.rc2|Introduced.}}&lt;br /&gt;
{{Prehistory|DEMO3A|Added Fuel and Oxygen loaders.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Loader&amp;diff=1706</id>
		<title>Loader</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Loader&amp;diff=1706"/>
		<updated>2023-07-29T14:56:08Z</updated>

		<summary type="html">&lt;p&gt;Henrus: canister / cannister -&amp;gt; container&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox object&lt;br /&gt;
| name = {{PAGENAME}}&lt;br /&gt;
| image1 = [[File:LoaderHorizontal.png|120px|frameless|alt=Loader Sprite]]&lt;br /&gt;
| grid_size = 1 x 2&lt;br /&gt;
| inputs = [[Container]]&lt;br /&gt;
| outputs = [[Container]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Loaders&#039;&#039;&#039; are used to transfer [[:Category:Resources|resources]] from a [[container]] to a [[pipe]]. They are used to add resources to [[:Category:Equipment|equipment]] and systems that require resources such as [[fuel]], [[water]], and other fluid resources.&lt;br /&gt;
&lt;br /&gt;
Loaders are an item listed in orange bought from [[trade]]rs or salvaged by [[Logistics Drone]]s.&lt;br /&gt;
== Specialist Variants ==&lt;br /&gt;
=== Fuel Loader ===&lt;br /&gt;
{{Infobox object&lt;br /&gt;
| name = Fuel Loader&lt;br /&gt;
| image1 = [[File:FuelLoaderHorizontal.png|120px|frameless|alt=Fuel Loader Sprite]]&lt;br /&gt;
| grid_size = 1 x 2&lt;br /&gt;
| inputs = Fuel&lt;br /&gt;
| outputs = Fuel&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Fuel Loader&#039;&#039;&#039; exclusively puts in and takes out fuel from the network. It is automatically provided in every ship upon creating one and features in the tutorial of the [[Praxis]].&lt;br /&gt;
=== Oxygen Loader ===&lt;br /&gt;
{{Infobox object&lt;br /&gt;
| name = Oxygen Loader&lt;br /&gt;
| image1 = [[File:OxygenLoaderHorizontal.png|120px|frameless|alt=Oxygen Loader Sprite]]&lt;br /&gt;
| grid_size = 1 x 2&lt;br /&gt;
| inputs = Oxygen&lt;br /&gt;
| outputs = Oxygen&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Oxygen Loaders&#039;&#039;&#039; work with oxygen container only. Unlike the Fuel Loader, it is only automatically provided on Praxis and [[JMC Mining Station]].&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
It delivers 20 units per second from any provided container to its output.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{Prehistory|Update 1.rc2|Introduced.}}&lt;br /&gt;
{{Prehistory|DEMO3A|Added Fuel and Oxygen loaders.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Water&amp;diff=1705</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Water&amp;diff=1705"/>
		<updated>2023-07-29T14:55:32Z</updated>

		<summary type="html">&lt;p&gt;Henrus: canister / cannister -&amp;gt; container&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Water&#039;&#039;&#039; is a dark blue liquid, transportable via [[Pipe|pipes]]. [[Container]]s of water can be purchased from [[Trade|traders]] or salvaged by [[Logistics Drone|logistics drones]]. Each container contains 1,000 units.  &lt;br /&gt;
&lt;br /&gt;
Water is a life requirement for the [[population]], and must be present on the ship for long term survival.&lt;br /&gt;
&lt;br /&gt;
The population will consume water that is in containers or in tanks at a rate of 4 per cycle per individual. Water can be transferred to pipes and objects via a [[loader]].&lt;br /&gt;
&lt;br /&gt;
In addition to consumption by the population, water can be used to generate [[oxygen]] using an [[Oxygen Maker|oxygen maker]].&lt;br /&gt;
&lt;br /&gt;
Water can be reprocessed from [[sewage]] by connecting a [[Sewage Pipe|sewage pipe]] to a [[Waste Treatment Machine|waste treatment machine]], and then to a [[Water Purifier|water purifier]] and connecting them all to a [[power]] source.&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Oxygen&amp;diff=1704</id>
		<title>Oxygen</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Oxygen&amp;diff=1704"/>
		<updated>2023-07-29T14:54:53Z</updated>

		<summary type="html">&lt;p&gt;Henrus: canister / cannister -&amp;gt; container, link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oxygen is a light blue gas transportable via [[pipe]]s. [[Container]]s of oxygen can be purchased from traders or salvaged by [[Logistics Drone]]s. Each canister contains 1,000 units &lt;br /&gt;
&lt;br /&gt;
Oxygen is a life requirement for the [[population]]. The [[atmosphere]] must be rich in oxygen and poor in [[CO2|CO&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;]] for long term survival.&lt;br /&gt;
&lt;br /&gt;
Oxygen is added to the atmosphere by an [[airduct]] connected to an oxygen supply. Oxygen can be added to pipes using [[Loader]]s, created using an [[Oxygen Maker|oxygen maker]], reprocessed with an [[Air Reprocessor|air reprocessor]] and [[CO2 Scrubber|CO2 scrubber]], or supplied via an existing [[tank]].&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Fuel&amp;diff=1703</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Fuel&amp;diff=1703"/>
		<updated>2023-07-29T14:54:13Z</updated>

		<summary type="html">&lt;p&gt;Henrus: small fix on link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Fuel]] is a yellow liquid, transportable via [[pipe]]s. [[Container]]s of fuel can be purchased from [[Trade|traders]] or salvaged by [[logistics drone]]s. [[Crew member]]s will transfer the fuel to [[pipe]]s and objects via a [[loader]].&lt;br /&gt;
It can be stored in [[tank]]s, and is needed for [[reactor]]s and [[engine]]s to function. &lt;br /&gt;
&lt;br /&gt;
Each container contains 1,000 units of fuel  &lt;br /&gt;
&lt;br /&gt;
Contracts to extract and deliver [[ore|tillium ore]] specify it is refined into fuel.&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Fuel&amp;diff=1702</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Fuel&amp;diff=1702"/>
		<updated>2023-07-29T14:53:46Z</updated>

		<summary type="html">&lt;p&gt;Henrus: canister / cannister -&amp;gt; container&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Fuel]] is a yellow liquid, transportable via [[pipe]]s. [[Containers]]s of fuel can be purchased from [[Trade|traders]] or salvaged by [[logistics drone]]s. [[Crew member]]s will transfer the fuel to [[pipe]]s and objects via a [[loader]].&lt;br /&gt;
It can be stored in [[tank]]s, and is needed for [[reactor]]s and [[engine]]s to function. &lt;br /&gt;
&lt;br /&gt;
Each container contains 1,000 units of fuel  &lt;br /&gt;
&lt;br /&gt;
Contracts to extract and deliver [[ore|tillium ore]] specify it is refined into fuel.&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Energy_Cell&amp;diff=1701</id>
		<title>Energy Cell</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Energy_Cell&amp;diff=1701"/>
		<updated>2023-07-29T14:53:20Z</updated>

		<summary type="html">&lt;p&gt;Henrus: canister / cannister -&amp;gt; container&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Energy Cells&#039;&#039;&#039; are a special type of [[container]] which contains [[Power]]. They are unloaded using [[Generator]]s. A full energy cell container stores 1000 MWs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Container&amp;diff=1700</id>
		<title>Container</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Container&amp;diff=1700"/>
		<updated>2023-07-29T14:52:13Z</updated>

		<summary type="html">&lt;p&gt;Henrus: canister / cannister -&amp;gt; container&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Containers&#039;&#039;&#039; are the containers that hold most [[:Category:Resources|resources]] when they arrive on your [[ship]]. The resources can be accessed using [[loader]]s connected to [[pipe]]s, or in some cases, the container will be attached directly to the relevant equipment, such as with the [[FTL Drive]]. When the container is empty, it will disappear and automatically be replaced if there is an available container of the same type. There is currently no way to create or fill a container. Fluid resources can only be sold to a [[Trade|trader]] while in a container.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{Prehistory|Update1.rc2|Introduced.}}&lt;br /&gt;
{{Prehistory|Alpha1C|Added flat resource container textures for salvage.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Canister&amp;diff=1699</id>
		<title>Canister</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Canister&amp;diff=1699"/>
		<updated>2023-07-29T14:51:36Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Henrus moved page Canister to Container: Dev guidance on naming conventions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Container]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Container&amp;diff=1698</id>
		<title>Container</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Container&amp;diff=1698"/>
		<updated>2023-07-29T14:51:36Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Henrus moved page Canister to Container: Dev guidance on naming conventions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Canisters&#039;&#039;&#039; are the containers that hold most [[:Category:Resources|resources]] when they arrive on your [[ship]]. The resources can be accessed using [[loader]]s connected to [[pipe]]s, or in some cases, the canister will be attached directly to the relevant equipment, such as with the [[FTL Drive]]. When the canister is empty, it will disappear and automatically be replaced if there is an available canister of the same type. There is currently no way to create or fill a canister. Fluid resources can only be sold to a [[Trade|trader]] while in a canister.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{Prehistory|Update1.rc2|Introduced.}}&lt;br /&gt;
{{Prehistory|Alpha1C|Added flat resource container textures for salvage.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:IndustryInterior.jpg&amp;diff=1696</id>
		<title>File:IndustryInterior.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:IndustryInterior.jpg&amp;diff=1696"/>
		<updated>2023-07-29T09:05:39Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Henrus moved page File:IndustryInterior.jpg to File:JMCMiningStationInterior.jpg: Updated to reflect name in game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:JMCMiningStationInterior.jpg]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:JMCMiningStationInterior.jpg&amp;diff=1695</id>
		<title>File:JMCMiningStationInterior.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:JMCMiningStationInterior.jpg&amp;diff=1695"/>
		<updated>2023-07-29T09:05:39Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Henrus moved page File:IndustryInterior.jpg to File:JMCMiningStationInterior.jpg: Updated to reflect name in game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Interior for the JMC Mining Station on Industry Mode.&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:JMCMiningStationInterior.jpg&amp;diff=1694</id>
		<title>File:JMCMiningStationInterior.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:JMCMiningStationInterior.jpg&amp;diff=1694"/>
		<updated>2023-07-29T09:05:02Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Henrus uploaded a new version of File:IndustryInterior.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Interior for the JMC Mining Station on Industry Mode.&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:TradeScreenExample.png&amp;diff=1693</id>
		<title>File:TradeScreenExample.png</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:TradeScreenExample.png&amp;diff=1693"/>
		<updated>2023-07-29T07:39:27Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Example of the Trade Screen. Taken from System 1 upon start-up of Praxis on Survival.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of the Trade Screen. Taken from System 1 upon start-up of Praxis on Survival.&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Trade&amp;diff=1692</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Trade&amp;diff=1692"/>
		<updated>2023-07-29T07:38:53Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Added image of trade screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TradeScreenExample.png|400px|thumb|right|alt=Example of the Trade Screen.|Example of the Trade Screen.]]&lt;br /&gt;
The [[Trade]] menu allows players to buy and sell goods acquired during travel. Goods are exchanged via a [[Cargo Shuttle]] that arrives at the [[Docking Bay]] of the [[ship]].&lt;br /&gt;
&lt;br /&gt;
All items may not be listed as purchasable at any given sector. It is simply luck of the draw to what the player gets. All objects prices increase as the player goes into a higher sector number as they should have more money to spend. In addition, if on the [[Survival]] [[gamemode]], prices may fluctuate based on the distance from the anomaly. Usually, objects have a lower price and items have a higher price when the player is closer to the [[anomaly]]; the maximum discount for objects is 80% and the largest price hike for items is 400% its original value.&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
=== Energy ===&lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Fusion Reactor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Medium Tank]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Fuel Loader]]&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
* [[Deuterium]]&lt;br /&gt;
=== Propulsion ===&lt;br /&gt;
* Medium Tank&lt;br /&gt;
* Loader&lt;br /&gt;
* Fuel Loader&lt;br /&gt;
* [[Engine]]&lt;br /&gt;
* [[Thruster]]&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
* Fuel&lt;br /&gt;
* [[FTL Charge]]&lt;br /&gt;
=== Habitation ===&lt;br /&gt;
* [[Small Tank]]&lt;br /&gt;
* Loader&lt;br /&gt;
* [[Oxygen Loader]]&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[CO2 Scrubber]]&lt;br /&gt;
* [[Spacesuit Pod]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Docking Port]]&lt;br /&gt;
* [[Sewage Pipe]]&lt;br /&gt;
* [[Waste Treatment Machine]]&lt;br /&gt;
* [[Water Purifier]]&lt;br /&gt;
* [[Oxygen Maker]]&lt;br /&gt;
* [[Air Reprocessor]]&lt;br /&gt;
* [[Ice Grinder]]&lt;br /&gt;
* [[Ladder]]&lt;br /&gt;
* [[Hydroponic Garden]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
* [[Water]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Sewage]]&lt;br /&gt;
* [[Waste Water]]&lt;br /&gt;
* [[Compost]]&lt;br /&gt;
* [[CO2]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Spacesuit]]&lt;br /&gt;
=== Defence ===&lt;br /&gt;
* [[Gatling Gun]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Munitions Bench]]&lt;br /&gt;
* [[Bullets]]&lt;br /&gt;
* [[Railgun Slugs]]&lt;br /&gt;
* [[Cannon Shells]]&lt;br /&gt;
* [[Explosives]]&lt;br /&gt;
=== Industry ===&lt;br /&gt;
* [[Mining Laser]]&lt;br /&gt;
* [[Drone Bay]]&lt;br /&gt;
* [[Smelter]]&lt;br /&gt;
* Ice Grinder&lt;br /&gt;
* [[Gas Collector]]&lt;br /&gt;
* [[Refinery]]&lt;br /&gt;
* [[Chemical Lab]]&lt;br /&gt;
* [[Hyperspace Scoop]]&lt;br /&gt;
* Munitions Bench&lt;br /&gt;
* [[Fabricator]]&lt;br /&gt;
* [[Assembly Table]]&lt;br /&gt;
* [[Robot Arm]]&lt;br /&gt;
* [[Short Robot Arm]]&lt;br /&gt;
* [[Smart Robot Arm]]&lt;br /&gt;
* [[Track]]&lt;br /&gt;
* [[Scrap Metal]]&lt;br /&gt;
* [[Metal Ingot]]&lt;br /&gt;
* [[Precious Ore]]&lt;br /&gt;
* [[Precious Metals]]&lt;br /&gt;
* [[Tilium Ore]]&lt;br /&gt;
* [[Tilium Crystals]]&lt;br /&gt;
* [[Metallic Minerals]]&lt;br /&gt;
* [[Copper Minerals]]&lt;br /&gt;
* [[Copper Ingot]]&lt;br /&gt;
* [[Metreon Gas]]&lt;br /&gt;
* [[Refined Metreon]]&lt;br /&gt;
* Explosives&lt;br /&gt;
* [[Hyperspace Isotopes]]&lt;br /&gt;
* [[Logistics Drone]]&lt;br /&gt;
=== Logistics ===&lt;br /&gt;
* [[Huge Tank]]&lt;br /&gt;
* Medium Tank&lt;br /&gt;
* Small Tank&lt;br /&gt;
* Loader&lt;br /&gt;
* Fuel Loader&lt;br /&gt;
* Oxygen Loader&lt;br /&gt;
* Drone Bay&lt;br /&gt;
* [[Docking Port]]&lt;br /&gt;
* Gas Collector&lt;br /&gt;
* Refinery&lt;br /&gt;
* Chemical Lab&lt;br /&gt;
* Hyperspace Scoop&lt;br /&gt;
* Munitions Bench&lt;br /&gt;
* Fabricator&lt;br /&gt;
* Assembly Table&lt;br /&gt;
* Hydroponic Garden&lt;br /&gt;
* Robot Arm&lt;br /&gt;
* Short Robot Arm&lt;br /&gt;
* Smart Robot Arm&lt;br /&gt;
* Track&lt;br /&gt;
* Logistics Drone&lt;br /&gt;
=== Science ===&lt;br /&gt;
* [[Hyperspace Sensor]]&lt;br /&gt;
* [[Hyperspace Sensor LR]]&lt;br /&gt;
* [[Science Station]]&lt;br /&gt;
* [[Supercomputer]]&lt;br /&gt;
* [[Energy Transmitter]]&lt;br /&gt;
* [[Scientist]]&lt;br /&gt;
=== Resources ===&lt;br /&gt;
* Fuel&lt;br /&gt;
* Oxygen&lt;br /&gt;
* [[Energy Cell]]&lt;br /&gt;
* FTL Charge&lt;br /&gt;
* Bullets&lt;br /&gt;
* Railgun Slugs&lt;br /&gt;
* Cannon Shells&lt;br /&gt;
* Water&lt;br /&gt;
* Food&lt;br /&gt;
* Sewage&lt;br /&gt;
* Waste Water&lt;br /&gt;
* Compost&lt;br /&gt;
* CO2&lt;br /&gt;
* Deuterium&lt;br /&gt;
* Scrap Metal&lt;br /&gt;
* Metal Ingot&lt;br /&gt;
* Precious Ore&lt;br /&gt;
* Precious Metals&lt;br /&gt;
* Tilium Ore&lt;br /&gt;
* Tilium Crystals&lt;br /&gt;
* Metallic Minerals&lt;br /&gt;
* Copper Minerals&lt;br /&gt;
* Copper Ingots&lt;br /&gt;
* Metreon Gas&lt;br /&gt;
* Refined Metreon&lt;br /&gt;
* Explosives&lt;br /&gt;
* Hyperspace Isotopes&lt;br /&gt;
* Seeds&lt;br /&gt;
=== Components ===&lt;br /&gt;
* [[Frame]]&lt;br /&gt;
* [[Motor]]&lt;br /&gt;
* [[Energy Coil]]&lt;br /&gt;
* [[Lens]]&lt;br /&gt;
* [[Stargate Frame]]&lt;br /&gt;
* [[Stargate Resin]]&lt;br /&gt;
* [[Stargate Actuator]]&lt;br /&gt;
* [[Stargate Receiver]]&lt;br /&gt;
=== Crew ===&lt;br /&gt;
* Spacesuit&lt;br /&gt;
* [[Crew]]&lt;br /&gt;
* Scientist&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{Prehistory|Update1.rc2|Introduced with different colour objects per category.}}&lt;br /&gt;
{{Prehistory|DEMO3A|Updated trade screen design with distinct categories.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:ContractScreen.png&amp;diff=1691</id>
		<title>File:ContractScreen.png</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:ContractScreen.png&amp;diff=1691"/>
		<updated>2023-07-29T07:34:44Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Henrus moved page File:ContractScreen.png to File:ContractScreenExample.png: Standardised with other example files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:ContractScreenExample.png]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=File:ContractScreenExample.png&amp;diff=1690</id>
		<title>File:ContractScreenExample.png</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=File:ContractScreenExample.png&amp;diff=1690"/>
		<updated>2023-07-29T07:34:44Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Henrus moved page File:ContractScreen.png to File:ContractScreenExample.png: Standardised with other example files&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Contract]] screen.&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Trade&amp;diff=1689</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Trade&amp;diff=1689"/>
		<updated>2023-07-29T07:31:21Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Added link to anomaly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Trade]] menu allows players to buy and sell goods acquired during travel. Goods are exchanged via a [[Cargo Shuttle]] that arrives at the [[Docking Bay]] of the [[ship]].&lt;br /&gt;
&lt;br /&gt;
All items may not be listed as purchasable at any given sector. It is simply luck of the draw to what the player gets. All objects prices increase as the player goes into a higher sector number as they should have more money to spend. In addition, if on the [[Survival]] [[gamemode]], prices may fluctuate based on the distance from the anomaly. Usually, objects have a lower price and items have a higher price when the player is closer to the [[anomaly]]; the maximum discount for objects is 80% and the largest price hike for items is 400% its original value.&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
=== Energy ===&lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Fusion Reactor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Medium Tank]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Fuel Loader]]&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
* [[Deuterium]]&lt;br /&gt;
=== Propulsion ===&lt;br /&gt;
* Medium Tank&lt;br /&gt;
* Loader&lt;br /&gt;
* Fuel Loader&lt;br /&gt;
* [[Engine]]&lt;br /&gt;
* [[Thruster]]&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
* Fuel&lt;br /&gt;
* [[FTL Charge]]&lt;br /&gt;
=== Habitation ===&lt;br /&gt;
* [[Small Tank]]&lt;br /&gt;
* Loader&lt;br /&gt;
* [[Oxygen Loader]]&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[CO2 Scrubber]]&lt;br /&gt;
* [[Spacesuit Pod]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Docking Port]]&lt;br /&gt;
* [[Sewage Pipe]]&lt;br /&gt;
* [[Waste Treatment Machine]]&lt;br /&gt;
* [[Water Purifier]]&lt;br /&gt;
* [[Oxygen Maker]]&lt;br /&gt;
* [[Air Reprocessor]]&lt;br /&gt;
* [[Ice Grinder]]&lt;br /&gt;
* [[Ladder]]&lt;br /&gt;
* [[Hydroponic Garden]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
* [[Water]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Sewage]]&lt;br /&gt;
* [[Waste Water]]&lt;br /&gt;
* [[Compost]]&lt;br /&gt;
* [[CO2]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Spacesuit]]&lt;br /&gt;
=== Defence ===&lt;br /&gt;
* [[Gatling Gun]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Munitions Bench]]&lt;br /&gt;
* [[Bullets]]&lt;br /&gt;
* [[Railgun Slugs]]&lt;br /&gt;
* [[Cannon Shells]]&lt;br /&gt;
* [[Explosives]]&lt;br /&gt;
=== Industry ===&lt;br /&gt;
* [[Mining Laser]]&lt;br /&gt;
* [[Drone Bay]]&lt;br /&gt;
* [[Smelter]]&lt;br /&gt;
* Ice Grinder&lt;br /&gt;
* [[Gas Collector]]&lt;br /&gt;
* [[Refinery]]&lt;br /&gt;
* [[Chemical Lab]]&lt;br /&gt;
* [[Hyperspace Scoop]]&lt;br /&gt;
* Munitions Bench&lt;br /&gt;
* [[Fabricator]]&lt;br /&gt;
* [[Assembly Table]]&lt;br /&gt;
* [[Robot Arm]]&lt;br /&gt;
* [[Short Robot Arm]]&lt;br /&gt;
* [[Smart Robot Arm]]&lt;br /&gt;
* [[Track]]&lt;br /&gt;
* [[Scrap Metal]]&lt;br /&gt;
* [[Metal Ingot]]&lt;br /&gt;
* [[Precious Ore]]&lt;br /&gt;
* [[Precious Metals]]&lt;br /&gt;
* [[Tilium Ore]]&lt;br /&gt;
* [[Tilium Crystals]]&lt;br /&gt;
* [[Metallic Minerals]]&lt;br /&gt;
* [[Copper Minerals]]&lt;br /&gt;
* [[Copper Ingot]]&lt;br /&gt;
* [[Metreon Gas]]&lt;br /&gt;
* [[Refined Metreon]]&lt;br /&gt;
* Explosives&lt;br /&gt;
* [[Hyperspace Isotopes]]&lt;br /&gt;
* [[Logistics Drone]]&lt;br /&gt;
=== Logistics ===&lt;br /&gt;
* [[Huge Tank]]&lt;br /&gt;
* Medium Tank&lt;br /&gt;
* Small Tank&lt;br /&gt;
* Loader&lt;br /&gt;
* Fuel Loader&lt;br /&gt;
* Oxygen Loader&lt;br /&gt;
* Drone Bay&lt;br /&gt;
* [[Docking Port]]&lt;br /&gt;
* Gas Collector&lt;br /&gt;
* Refinery&lt;br /&gt;
* Chemical Lab&lt;br /&gt;
* Hyperspace Scoop&lt;br /&gt;
* Munitions Bench&lt;br /&gt;
* Fabricator&lt;br /&gt;
* Assembly Table&lt;br /&gt;
* Hydroponic Garden&lt;br /&gt;
* Robot Arm&lt;br /&gt;
* Short Robot Arm&lt;br /&gt;
* Smart Robot Arm&lt;br /&gt;
* Track&lt;br /&gt;
* Logistics Drone&lt;br /&gt;
=== Science ===&lt;br /&gt;
* [[Hyperspace Sensor]]&lt;br /&gt;
* [[Hyperspace Sensor LR]]&lt;br /&gt;
* [[Science Station]]&lt;br /&gt;
* [[Supercomputer]]&lt;br /&gt;
* [[Energy Transmitter]]&lt;br /&gt;
* [[Scientist]]&lt;br /&gt;
=== Resources ===&lt;br /&gt;
* Fuel&lt;br /&gt;
* Oxygen&lt;br /&gt;
* [[Energy Cell]]&lt;br /&gt;
* FTL Charge&lt;br /&gt;
* Bullets&lt;br /&gt;
* Railgun Slugs&lt;br /&gt;
* Cannon Shells&lt;br /&gt;
* Water&lt;br /&gt;
* Food&lt;br /&gt;
* Sewage&lt;br /&gt;
* Waste Water&lt;br /&gt;
* Compost&lt;br /&gt;
* CO2&lt;br /&gt;
* Deuterium&lt;br /&gt;
* Scrap Metal&lt;br /&gt;
* Metal Ingot&lt;br /&gt;
* Precious Ore&lt;br /&gt;
* Precious Metals&lt;br /&gt;
* Tilium Ore&lt;br /&gt;
* Tilium Crystals&lt;br /&gt;
* Metallic Minerals&lt;br /&gt;
* Copper Minerals&lt;br /&gt;
* Copper Ingots&lt;br /&gt;
* Metreon Gas&lt;br /&gt;
* Refined Metreon&lt;br /&gt;
* Explosives&lt;br /&gt;
* Hyperspace Isotopes&lt;br /&gt;
* Seeds&lt;br /&gt;
=== Components ===&lt;br /&gt;
* [[Frame]]&lt;br /&gt;
* [[Motor]]&lt;br /&gt;
* [[Energy Coil]]&lt;br /&gt;
* [[Lens]]&lt;br /&gt;
* [[Stargate Frame]]&lt;br /&gt;
* [[Stargate Resin]]&lt;br /&gt;
* [[Stargate Actuator]]&lt;br /&gt;
* [[Stargate Receiver]]&lt;br /&gt;
=== Crew ===&lt;br /&gt;
* Spacesuit&lt;br /&gt;
* [[Crew]]&lt;br /&gt;
* Scientist&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{Prehistory|Update1.rc2|Introduced with different colour objects per category.}}&lt;br /&gt;
{{Prehistory|DEMO3A|Updated trade screen design with distinct categories.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Trade&amp;diff=1688</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Trade&amp;diff=1688"/>
		<updated>2023-07-29T07:30:31Z</updated>

		<summary type="html">&lt;p&gt;Henrus: More details about prices&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Trade]] menu allows players to buy and sell goods acquired during travel. Goods are exchanged via a [[Cargo Shuttle]] that arrives at the [[Docking Bay]] of the [[ship]].&lt;br /&gt;
&lt;br /&gt;
All items may not be listed as purchasable at any given sector. It is simply luck of the draw to what the player gets. All objects prices increase as the player goes into a higher sector number as they should have more money to spend. In addition, if on the [[Survival]] [[gamemode]], prices may fluctuate based on the distance from the anomaly. Usually, objects have a lower price and items have a higher price when the player is close to the anomaly; the maximum discount for objects is 80% and the largest price hike for items is 400% its original value.&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
=== Energy ===&lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Fusion Reactor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Medium Tank]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Fuel Loader]]&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
* [[Deuterium]]&lt;br /&gt;
=== Propulsion ===&lt;br /&gt;
* Medium Tank&lt;br /&gt;
* Loader&lt;br /&gt;
* Fuel Loader&lt;br /&gt;
* [[Engine]]&lt;br /&gt;
* [[Thruster]]&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
* Fuel&lt;br /&gt;
* [[FTL Charge]]&lt;br /&gt;
=== Habitation ===&lt;br /&gt;
* [[Small Tank]]&lt;br /&gt;
* Loader&lt;br /&gt;
* [[Oxygen Loader]]&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[CO2 Scrubber]]&lt;br /&gt;
* [[Spacesuit Pod]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Docking Port]]&lt;br /&gt;
* [[Sewage Pipe]]&lt;br /&gt;
* [[Waste Treatment Machine]]&lt;br /&gt;
* [[Water Purifier]]&lt;br /&gt;
* [[Oxygen Maker]]&lt;br /&gt;
* [[Air Reprocessor]]&lt;br /&gt;
* [[Ice Grinder]]&lt;br /&gt;
* [[Ladder]]&lt;br /&gt;
* [[Hydroponic Garden]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
* [[Water]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Sewage]]&lt;br /&gt;
* [[Waste Water]]&lt;br /&gt;
* [[Compost]]&lt;br /&gt;
* [[CO2]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Spacesuit]]&lt;br /&gt;
=== Defence ===&lt;br /&gt;
* [[Gatling Gun]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Munitions Bench]]&lt;br /&gt;
* [[Bullets]]&lt;br /&gt;
* [[Railgun Slugs]]&lt;br /&gt;
* [[Cannon Shells]]&lt;br /&gt;
* [[Explosives]]&lt;br /&gt;
=== Industry ===&lt;br /&gt;
* [[Mining Laser]]&lt;br /&gt;
* [[Drone Bay]]&lt;br /&gt;
* [[Smelter]]&lt;br /&gt;
* Ice Grinder&lt;br /&gt;
* [[Gas Collector]]&lt;br /&gt;
* [[Refinery]]&lt;br /&gt;
* [[Chemical Lab]]&lt;br /&gt;
* [[Hyperspace Scoop]]&lt;br /&gt;
* Munitions Bench&lt;br /&gt;
* [[Fabricator]]&lt;br /&gt;
* [[Assembly Table]]&lt;br /&gt;
* [[Robot Arm]]&lt;br /&gt;
* [[Short Robot Arm]]&lt;br /&gt;
* [[Smart Robot Arm]]&lt;br /&gt;
* [[Track]]&lt;br /&gt;
* [[Scrap Metal]]&lt;br /&gt;
* [[Metal Ingot]]&lt;br /&gt;
* [[Precious Ore]]&lt;br /&gt;
* [[Precious Metals]]&lt;br /&gt;
* [[Tilium Ore]]&lt;br /&gt;
* [[Tilium Crystals]]&lt;br /&gt;
* [[Metallic Minerals]]&lt;br /&gt;
* [[Copper Minerals]]&lt;br /&gt;
* [[Copper Ingot]]&lt;br /&gt;
* [[Metreon Gas]]&lt;br /&gt;
* [[Refined Metreon]]&lt;br /&gt;
* Explosives&lt;br /&gt;
* [[Hyperspace Isotopes]]&lt;br /&gt;
* [[Logistics Drone]]&lt;br /&gt;
=== Logistics ===&lt;br /&gt;
* [[Huge Tank]]&lt;br /&gt;
* Medium Tank&lt;br /&gt;
* Small Tank&lt;br /&gt;
* Loader&lt;br /&gt;
* Fuel Loader&lt;br /&gt;
* Oxygen Loader&lt;br /&gt;
* Drone Bay&lt;br /&gt;
* [[Docking Port]]&lt;br /&gt;
* Gas Collector&lt;br /&gt;
* Refinery&lt;br /&gt;
* Chemical Lab&lt;br /&gt;
* Hyperspace Scoop&lt;br /&gt;
* Munitions Bench&lt;br /&gt;
* Fabricator&lt;br /&gt;
* Assembly Table&lt;br /&gt;
* Hydroponic Garden&lt;br /&gt;
* Robot Arm&lt;br /&gt;
* Short Robot Arm&lt;br /&gt;
* Smart Robot Arm&lt;br /&gt;
* Track&lt;br /&gt;
* Logistics Drone&lt;br /&gt;
=== Science ===&lt;br /&gt;
* [[Hyperspace Sensor]]&lt;br /&gt;
* [[Hyperspace Sensor LR]]&lt;br /&gt;
* [[Science Station]]&lt;br /&gt;
* [[Supercomputer]]&lt;br /&gt;
* [[Energy Transmitter]]&lt;br /&gt;
* [[Scientist]]&lt;br /&gt;
=== Resources ===&lt;br /&gt;
* Fuel&lt;br /&gt;
* Oxygen&lt;br /&gt;
* [[Energy Cell]]&lt;br /&gt;
* FTL Charge&lt;br /&gt;
* Bullets&lt;br /&gt;
* Railgun Slugs&lt;br /&gt;
* Cannon Shells&lt;br /&gt;
* Water&lt;br /&gt;
* Food&lt;br /&gt;
* Sewage&lt;br /&gt;
* Waste Water&lt;br /&gt;
* Compost&lt;br /&gt;
* CO2&lt;br /&gt;
* Deuterium&lt;br /&gt;
* Scrap Metal&lt;br /&gt;
* Metal Ingot&lt;br /&gt;
* Precious Ore&lt;br /&gt;
* Precious Metals&lt;br /&gt;
* Tilium Ore&lt;br /&gt;
* Tilium Crystals&lt;br /&gt;
* Metallic Minerals&lt;br /&gt;
* Copper Minerals&lt;br /&gt;
* Copper Ingots&lt;br /&gt;
* Metreon Gas&lt;br /&gt;
* Refined Metreon&lt;br /&gt;
* Explosives&lt;br /&gt;
* Hyperspace Isotopes&lt;br /&gt;
* Seeds&lt;br /&gt;
=== Components ===&lt;br /&gt;
* [[Frame]]&lt;br /&gt;
* [[Motor]]&lt;br /&gt;
* [[Energy Coil]]&lt;br /&gt;
* [[Lens]]&lt;br /&gt;
* [[Stargate Frame]]&lt;br /&gt;
* [[Stargate Resin]]&lt;br /&gt;
* [[Stargate Actuator]]&lt;br /&gt;
* [[Stargate Receiver]]&lt;br /&gt;
=== Crew ===&lt;br /&gt;
* Spacesuit&lt;br /&gt;
* [[Crew]]&lt;br /&gt;
* Scientist&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{Prehistory|Update1.rc2|Introduced with different colour objects per category.}}&lt;br /&gt;
{{Prehistory|DEMO3A|Updated trade screen design with distinct categories.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Trade&amp;diff=1687</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Trade&amp;diff=1687"/>
		<updated>2023-07-29T07:15:20Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Added list of the trade objects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Trade]] menu allows players to buy and sell goods acquired during travel. Goods are exchanged via a [[Cargo Shuttle]] that arrives at the [[Docking Bay]] of the [[ship]].&lt;br /&gt;
&lt;br /&gt;
Prices change with every new visit (i.e, once you leave the [[sector]]).&lt;br /&gt;
&lt;br /&gt;
Some items, such as compost, which can be generated on the player&#039;s [[ship]], sell for more closer to the [[void]]. Other items that can be created, such as ingots via [[Smelter|smelting]], always sell for the same price.&lt;br /&gt;
&lt;br /&gt;
Logistics Drones appear to only buy/sell between 2,000 and 2,200.&lt;br /&gt;
&lt;br /&gt;
[[Spacesuit]] price ranges between 1,000 and 1,200.&lt;br /&gt;
&lt;br /&gt;
All orange and green items show a percentage next to the price. This is the markup or discount from the accepted value of the item on the market.&lt;br /&gt;
&lt;br /&gt;
== Categories ===&lt;br /&gt;
=== Energy ===&lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Fusion Reactor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Medium Tank]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Fuel Loader]]&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
* [[Deuterium]]&lt;br /&gt;
=== Propulsion ===&lt;br /&gt;
* Medium Tank&lt;br /&gt;
* Loader&lt;br /&gt;
* Fuel Loader&lt;br /&gt;
* [[Engine]]&lt;br /&gt;
* [[Thruster]]&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
* Fuel&lt;br /&gt;
* [[FTL Charge]]&lt;br /&gt;
=== Habitation ===&lt;br /&gt;
* [[Small Tank]]&lt;br /&gt;
* Loader&lt;br /&gt;
* [[Oxygen Loader]]&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[CO2 Scrubber]]&lt;br /&gt;
* [[Spacesuit Pod]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Docking Port]]&lt;br /&gt;
* [[Sewage Pipe]]&lt;br /&gt;
* [[Waste Treatment Machine]]&lt;br /&gt;
* [[Water Purifier]]&lt;br /&gt;
* [[Oxygen Maker]]&lt;br /&gt;
* [[Air Reprocessor]]&lt;br /&gt;
* [[Ice Grinder]]&lt;br /&gt;
* [[Ladder]]&lt;br /&gt;
* [[Hydroponic Garden]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
* [[Water]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Sewage]]&lt;br /&gt;
* [[Waste Water]]&lt;br /&gt;
* [[Compost]]&lt;br /&gt;
* [[CO2]]&lt;br /&gt;
* [[Seeds]]&lt;br /&gt;
* [[Spacesuit]]&lt;br /&gt;
=== Defence ===&lt;br /&gt;
* [[Gatling Gun]]&lt;br /&gt;
* [[Railgun]]&lt;br /&gt;
* [[Cannon]]&lt;br /&gt;
* [[Munitions Bench]]&lt;br /&gt;
* [[Bullets]]&lt;br /&gt;
* [[Railgun Slugs]]&lt;br /&gt;
* [[Cannon Shells]]&lt;br /&gt;
* [[Explosives]]&lt;br /&gt;
=== Industry ===&lt;br /&gt;
* [[Mining Laser]]&lt;br /&gt;
* [[Drone Bay]]&lt;br /&gt;
* [[Smelter]]&lt;br /&gt;
* Ice Grinder&lt;br /&gt;
* [[Gas Collector]]&lt;br /&gt;
* [[Refinery]]&lt;br /&gt;
* [[Chemical Lab]]&lt;br /&gt;
* [[Hyperspace Scoop]]&lt;br /&gt;
* Munitions Bench&lt;br /&gt;
* [[Fabricator]]&lt;br /&gt;
* [[Assembly Table]]&lt;br /&gt;
* [[Robot Arm]]&lt;br /&gt;
* [[Short Robot Arm]]&lt;br /&gt;
* [[Smart Robot Arm]]&lt;br /&gt;
* [[Track]]&lt;br /&gt;
* [[Scrap Metal]]&lt;br /&gt;
* [[Metal Ingot]]&lt;br /&gt;
* [[Precious Ore]]&lt;br /&gt;
* [[Precious Metals]]&lt;br /&gt;
* [[Tilium Ore]]&lt;br /&gt;
* [[Tilium Crystals]]&lt;br /&gt;
* [[Metallic Minerals]]&lt;br /&gt;
* [[Copper Minerals]]&lt;br /&gt;
* [[Copper Ingot]]&lt;br /&gt;
* [[Metreon Gas]]&lt;br /&gt;
* [[Refined Metreon]]&lt;br /&gt;
* Explosives&lt;br /&gt;
* [[Hyperspace Isotopes]]&lt;br /&gt;
* [[Logistics Drone]]&lt;br /&gt;
=== Logistics ===&lt;br /&gt;
* [[Huge Tank]]&lt;br /&gt;
* Medium Tank&lt;br /&gt;
* Small Tank&lt;br /&gt;
* Loader&lt;br /&gt;
* Fuel Loader&lt;br /&gt;
* Oxygen Loader&lt;br /&gt;
* Drone Bay&lt;br /&gt;
* [[Docking Port]]&lt;br /&gt;
* Gas Collector&lt;br /&gt;
* Refinery&lt;br /&gt;
* Chemical Lab&lt;br /&gt;
* Hyperspace Scoop&lt;br /&gt;
* Munitions Bench&lt;br /&gt;
* Fabricator&lt;br /&gt;
* Assembly Table&lt;br /&gt;
* Hydroponic Garden&lt;br /&gt;
* Robot Arm&lt;br /&gt;
* Short Robot Arm&lt;br /&gt;
* Smart Robot Arm&lt;br /&gt;
* Track&lt;br /&gt;
* Logistics Drone&lt;br /&gt;
=== Science ===&lt;br /&gt;
* [[Hyperspace Sensor]]&lt;br /&gt;
* [[Hyperspace Sensor LR]]&lt;br /&gt;
* [[Science Station]]&lt;br /&gt;
* [[Supercomputer]]&lt;br /&gt;
* [[Energy Transmitter]]&lt;br /&gt;
* [[Scientist]]&lt;br /&gt;
=== Resources ===&lt;br /&gt;
* Fuel&lt;br /&gt;
* Oxygen&lt;br /&gt;
* [[Energy Cell]]&lt;br /&gt;
* FTL Charge&lt;br /&gt;
* Bullets&lt;br /&gt;
* Railgun Slugs&lt;br /&gt;
* Cannon Shells&lt;br /&gt;
* Water&lt;br /&gt;
* Food&lt;br /&gt;
* Sewage&lt;br /&gt;
* Waste Water&lt;br /&gt;
* Compost&lt;br /&gt;
* CO2&lt;br /&gt;
* Deuterium&lt;br /&gt;
* Scrap Metal&lt;br /&gt;
* Metal Ingot&lt;br /&gt;
* Precious Ore&lt;br /&gt;
* Precious Metals&lt;br /&gt;
* Tilium Ore&lt;br /&gt;
* Tilium Crystals&lt;br /&gt;
* Metallic Minerals&lt;br /&gt;
* Copper Minerals&lt;br /&gt;
* Copper Ingots&lt;br /&gt;
* Metreon Gas&lt;br /&gt;
* Refined Metreon&lt;br /&gt;
* Explosives&lt;br /&gt;
* Hyperspace Isotopes&lt;br /&gt;
* Seeds&lt;br /&gt;
=== Components ===&lt;br /&gt;
* [[Frame]]&lt;br /&gt;
* [[Motor]]&lt;br /&gt;
* [[Energy Coil]]&lt;br /&gt;
* [[Lens]]&lt;br /&gt;
* [[Stargate Frame]]&lt;br /&gt;
* [[Stargate Resin]]&lt;br /&gt;
* [[Stargate Actuator]]&lt;br /&gt;
* [[Stargate Receiver]]&lt;br /&gt;
=== Crew ===&lt;br /&gt;
* Spacesuit&lt;br /&gt;
* [[Crew]]&lt;br /&gt;
* Scientist&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{Prehistory|Update1.rc2|Introduced with different colour objects per category.}}&lt;br /&gt;
{{Prehistory|DEMO3A|Updated trade screen design with distinct categories.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Cannon_Shells&amp;diff=1686</id>
		<title>Cannon Shells</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Cannon_Shells&amp;diff=1686"/>
		<updated>2023-07-29T06:49:03Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Redirected page to Ammo#Cannon Shells&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ammo#Cannon Shells]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Railgun_Slugs&amp;diff=1685</id>
		<title>Railgun Slugs</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Railgun_Slugs&amp;diff=1685"/>
		<updated>2023-07-29T06:48:51Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Redirected page to Ammo#Railgun Slugs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ammo#Railgun Slugs]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Ammo&amp;diff=1684</id>
		<title>Ammo</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Ammo&amp;diff=1684"/>
		<updated>2023-07-29T06:48:21Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Fixed links and renamed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ammo&#039;&#039;&#039; is bought from [[trade]]rs, crafted in a [[Munitions Bench]] or salvaged by [[Logistics Drone]]s, and is required to use [[Weapon]]s.&lt;br /&gt;
&lt;br /&gt;
All ammo loads the first round upon being placed on a weapon.&lt;br /&gt;
&lt;br /&gt;
== Bullets ==&lt;br /&gt;
&lt;br /&gt;
Bullets are used by [[Weapon#Gatling Gun|Gatling Guns]] and come in stacks of 300.&lt;br /&gt;
&lt;br /&gt;
== Railgun Slugs ==&lt;br /&gt;
&lt;br /&gt;
Railgun Slugs are used by [[Weapon#Railgun|Railguns]] and come in stacks of 10.&lt;br /&gt;
&lt;br /&gt;
== Cannon Shells ==&lt;br /&gt;
&lt;br /&gt;
Cannon Shells are used by [[Weapon#Cannon|Cannons]] and come in stacks of 6.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{Prehistory|Update1.rc2|Introduced.}}&lt;br /&gt;
{{Prehistory|Alpha1A|Added textures.}}&lt;br /&gt;
{{History|Alpha 3|Allowed all types to be craftable in a Munitions Factory.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Ammo&amp;diff=1683</id>
		<title>Ammo</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Ammo&amp;diff=1683"/>
		<updated>2023-07-29T06:47:51Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Added craftable in alpha 3 basically&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ammo&#039;&#039;&#039; is bought from [[trade]]rs, crafted in a [[Munitions Factory]] or salvaged by [[Logistics Drone]]s, and is required to use [[Weapon]]s.&lt;br /&gt;
&lt;br /&gt;
All ammo loads the first round upon being placed on a weapon.&lt;br /&gt;
&lt;br /&gt;
== Bullets ==&lt;br /&gt;
&lt;br /&gt;
Bullets are used by [[Weapon#Gatling Gun|Gatling Guns]] and come in stacks of 300.&lt;br /&gt;
&lt;br /&gt;
== Railgun Slugs ==&lt;br /&gt;
&lt;br /&gt;
Railgun Slugs are used by [[Weapon#Railgun|Railguns]] and come in stacks of 10.&lt;br /&gt;
&lt;br /&gt;
== Cannon Shells ==&lt;br /&gt;
&lt;br /&gt;
Cannon Shells are used by [[Weapon#Cannon|Cannons]] and come in stacks of 6.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{Prehistory|Update1.rc2|Introduced.}}&lt;br /&gt;
{{Prehistory|Alpha1A|Added textures.}}&lt;br /&gt;
{{History|Alpha 3|Allowed all types to be craftable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Bullets&amp;diff=1682</id>
		<title>Bullets</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Bullets&amp;diff=1682"/>
		<updated>2023-07-29T06:46:47Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Redirected page to Ammo#Bullets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Ammo#Bullets]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Gatling_Gun&amp;diff=1681</id>
		<title>Gatling Gun</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Gatling_Gun&amp;diff=1681"/>
		<updated>2023-07-29T06:46:28Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Redirected page to Weapon#Gatling Gun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Weapon#Gatling Gun]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Cannon&amp;diff=1680</id>
		<title>Cannon</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Cannon&amp;diff=1680"/>
		<updated>2023-07-29T06:46:13Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Redirected page to Weapon#Cannon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Weapon#Cannon]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Railgun&amp;diff=1679</id>
		<title>Railgun</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Railgun&amp;diff=1679"/>
		<updated>2023-07-29T06:45:56Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Redirected page to Weapon#Railgun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Weapon#Railgun]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Trade&amp;diff=1678</id>
		<title>Trade</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Trade&amp;diff=1678"/>
		<updated>2023-07-29T06:44:05Z</updated>

		<summary type="html">&lt;p&gt;Henrus: Updating history ready for page overhaul&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Trade]] menu allows players to buy and sell goods acquired during travel. Goods are exchanged via a [[Cargo Shuttle]] that arrives at the [[Docking Bay]] of the [[ship]].&lt;br /&gt;
&lt;br /&gt;
Items are split into colour groups, loosely correlated to their function. Each item in a colour group is affected by the same price changes. Prices change with every new visit (i.e, once you leave the [[sector]]).&lt;br /&gt;
&lt;br /&gt;
Some items, such as compost, which can be generated on the player&#039;s [[ship]], sell for more closer to the [[void]]. Other items that can be created, such as ingots via [[Smelter|smelting]], always sell for the same price.&lt;br /&gt;
&lt;br /&gt;
Logistics Drones appear to only buy/sell between 2,000 and 2,200.&lt;br /&gt;
&lt;br /&gt;
[[Spacesuit]] price ranges between 1,000 and 1,200.&lt;br /&gt;
&lt;br /&gt;
All orange and green items show a percentage next to the price. This is the markup or discount from the accepted value of the item on the market.&lt;br /&gt;
&lt;br /&gt;
== White ==&lt;br /&gt;
&lt;br /&gt;
* [[Ingot]]&lt;br /&gt;
* [[Ore]]&lt;br /&gt;
* [[Metal]]&lt;br /&gt;
&lt;br /&gt;
== Red ==&lt;br /&gt;
&lt;br /&gt;
* [[Spacesuit]]&lt;br /&gt;
* [[Logistics Drone]]&lt;br /&gt;
&lt;br /&gt;
== Blue ==&lt;br /&gt;
&lt;br /&gt;
* [[Crew Member|Crew]]&lt;br /&gt;
&lt;br /&gt;
== Orange ==&lt;br /&gt;
&lt;br /&gt;
* [[Reactor]]&lt;br /&gt;
* [[Battery]]&lt;br /&gt;
* [[Tank|Medium Tank]]&lt;br /&gt;
* [[Tank|Small Tank]]&lt;br /&gt;
* [[Loader]]&lt;br /&gt;
* [[Airduct]]&lt;br /&gt;
* [[CO2 Scrubber]]&lt;br /&gt;
* [[Engine]]&lt;br /&gt;
* [[Thruster]]&lt;br /&gt;
* [[Spacesuit Pod]]&lt;br /&gt;
* [[FTL Drive]]&lt;br /&gt;
* [[Weapon#Gatling Gun|Gatling Gun]]&lt;br /&gt;
* [[Weapon#Railgun|Railgun]]&lt;br /&gt;
* [[Weapon#Cannon|Cannon]]&lt;br /&gt;
* [[Mining Laser]]&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Drone Bay]]&lt;br /&gt;
* [[Smelter]]&lt;br /&gt;
* [[Sewage Pipe]]&lt;br /&gt;
* [[Waste Treatment Machine]]&lt;br /&gt;
* [[Water Purifier]]&lt;br /&gt;
* [[Oxygen Maker]]&lt;br /&gt;
* [[Ice Grinder]] &lt;br /&gt;
* [[Air Reprocessor]]&lt;br /&gt;
* [[Ladder]]&lt;br /&gt;
* [[Hyperspace Sensor]]&lt;br /&gt;
* Other [[:Category:Equipment|equipment]]&lt;br /&gt;
&lt;br /&gt;
== Green ==&lt;br /&gt;
&lt;br /&gt;
* [[Compost]]&lt;br /&gt;
* [[Fuel]]&lt;br /&gt;
* [[Oxygen]]&lt;br /&gt;
* [[Energy Cell]]&lt;br /&gt;
* [[FTL Charge]]&lt;br /&gt;
* [[Ammo#Bullets|Bullets]]&lt;br /&gt;
* [[Ammo#Railgun Slugs|Railgun Slugs]]&lt;br /&gt;
* [[Ammo#Cannon Shells|Cannon Shells]]&lt;br /&gt;
* [[Water]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Deuterium]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{Prehistory|Update1.rc2|Introduced with different colour objects per category.}}&lt;br /&gt;
{{Prehistory|DEMO3A|Updated trade screen design with distinct categories.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
	<entry>
		<id>https://www.tls-wiki.com/w/index.php?title=Playtest&amp;diff=1671</id>
		<title>Playtest</title>
		<link rel="alternate" type="text/html" href="https://www.tls-wiki.com/w/index.php?title=Playtest&amp;diff=1671"/>
		<updated>2023-07-28T17:12:43Z</updated>

		<summary type="html">&lt;p&gt;Henrus: &amp;#039;Space suit&amp;#039; -&amp;gt; &amp;#039;Spacesuit&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On {{#formatdate:11 July 2022|dmy}}, [[Introversion Software]] first released [[The Last Starship]] to an initial set of playtesters who signed up on the Steam store page. Playtesters played the game and provided bug reports, suggestions, and general feedback via the Steam discussion forums. The playtest ended on {{#formatdate:15 February 2023|dmy}} with the start of the public [[Early Access]] release of {{Version|Alpha1D}}. The release of Early Access made the playtest builds inaccessible. The demo was removed sometime around {{#formatdate:20 February 2023|dmy}}. This changelog is provided for historical purposes.&lt;br /&gt;
&lt;br /&gt;
== Demo Alpha1C ==&lt;br /&gt;
&lt;br /&gt;
The public demo was [https://store.steampowered.com/news/app/1857080/view/3649639324203267958 released] on {{#formatdate:26 January 2023|dmy}}. This demo included only the New Game game mode and was paired with [[Playtest#Alpha1C|Playtest Alpha1C]], containing Creative Mode. No official changelog was released.&lt;br /&gt;
&lt;br /&gt;
== Alpha1C == &lt;br /&gt;
&lt;br /&gt;
The seventh update to the playtest was [https://store.steampowered.com/news/app/1857080/view/3649639324206215740 released] on {{#formatdate:27 January 2023|dmy}}.&lt;br /&gt;
&lt;br /&gt;
We have updated the Playtest build to include the latest ship editor and Creative Mode. We have disabled the other parts of the game for now - we&#039;d appreciate it if you could help us test the editor and creative mode, and provide feedback for those. Thanks!&lt;br /&gt;
&lt;br /&gt;
; Creative Mode&lt;br /&gt;
&lt;br /&gt;
: Unlimited budget to create whatever ship you can think of&lt;br /&gt;
: Instant spawn equipment &amp;amp; resources, with no constraints&lt;br /&gt;
: BUT you cannot leave the system&lt;br /&gt;
: New menu option &#039;Import Hostile&#039;, for combat testing against your ship library  &lt;br /&gt;
&lt;br /&gt;
; Ship Editor (Continued))&lt;br /&gt;
&lt;br /&gt;
* Ship Editor now supports dragging a box shape to fill large areas, as well as drawing freehand&lt;br /&gt;
* Ship Editor now shows Mass, Toughness, Crew Capacity, and $Value at the top of the screen&lt;br /&gt;
* New &#039;Spawn&#039; button when in Creative Mode, which permits instant spawn of any Equipment, Resource or Item&lt;br /&gt;
&lt;br /&gt;
; New Alert System&lt;br /&gt;
&lt;br /&gt;
: This replaces the previous fullscreen alert system&lt;br /&gt;
: Onscreen alerts for dangerous events -&lt;br /&gt;
: Hostiles, meteors, critical resource shortages, hull breaches, reactor shut downs, low batteries etc&lt;br /&gt;
: With helpful tooltips to guide new players&amp;lt;&lt;br /&gt;
: Hull breaches are located with a line from the alert&lt;br /&gt;
&lt;br /&gt;
; SMALL CHANGES&lt;br /&gt;
&lt;br /&gt;
* Auto-save after FTL jump now captures thumbnail like manual save.&lt;br /&gt;
* &amp;quot;Create Storage Hint&amp;quot; now displayed when a Drone Bay becomes clogged with items&lt;br /&gt;
:which do not have a storage place set on the ship.&lt;br /&gt;
* Loading a ship in the editor will no longer send a cargo shuttle with 5 new crew&lt;br /&gt;
* New graphics for crew and passenger bodies in space&lt;br /&gt;
* Enemy ships will always spawn dead bodies after destruction&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; BUG FIXES&lt;br /&gt;
&lt;br /&gt;
* The docking port is now available for sale at shipyards and stations&lt;br /&gt;
* Pressing J no longer draws boxes around the toolbar at the bottom.&lt;br /&gt;
&lt;br /&gt;
== Alpha1A ==&lt;br /&gt;
&lt;br /&gt;
The sixth update to the playtest was [https://steamcommunity.com/games/1857080/announcements/detail/3667652000897376511 released] on {{#formatdate:10 January 2023|dmy}}. An updated Windows build was released the same day. &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;
; Ship Editor&lt;br /&gt;
: An entirely new in-game ship editor that allows you to change your fleet ships, or desgn and build new ones.&lt;br /&gt;
: You must be at a shipyard to commit any changes, but you can make design changes at any time.&lt;br /&gt;
: You can load any ship directly into the ship editor from the Main Menu.&lt;br /&gt;
: Any ships you create with a value of less than $1M will be usable as New Game start ships&lt;br /&gt;
: Ships can be exported locally, or uploaded to Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; New Ship Library&lt;br /&gt;
* We now have a library of ship designs, including many sourced from our talented Playtest community.&lt;br /&gt;
* When you visit a shipyard, you will find many ships for sale, including those designed by the community.&lt;br /&gt;
* Some ships for sale will be just the empty hull. Others will be pre-equipped and ready to fly, if you can afford them.&lt;br /&gt;
* Any ships you subscribe to from the Steam Workshop will be automatically included for consideration&lt;br /&gt;
* Any ships in the library with a value of less than $1M will now be available to start in the New Game menu.&lt;br /&gt;
* Ships you create are added to the ship library and will be available for purchase in game, at shipyards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Steam Workshop integration&lt;br /&gt;
: You can now share any ship you create from the main menu, by clicking the &amp;quot;Upload To Steam&amp;quot; button&lt;br /&gt;
: You can subscribe to any ship on the Steam Workshop, and it will be included in your game world via the Ship Library&lt;br /&gt;
: You may encounter that ship as an enemy vessel, or as a ship for sale.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Combat encounters improved&lt;br /&gt;
: Combat encounters now use the Ship Library to create suitable enemy forces.&lt;br /&gt;
: You will now encounter a much larger variety of enemy vessels.&lt;br /&gt;
: The enemy forces will scale in difficulty based on the capability of your fleet, and your combat rank.&lt;br /&gt;
: Sometimes you will face just one or two very powerful enemy vessels. Other times you will face a large fleet of much smaller ships.&lt;br /&gt;
: Enemy ships have been given a rudimentary pilot AI, but this will improve in future&lt;br /&gt;
* The old boring combat mission has been removed&lt;br /&gt;
* It has been replaced with a sector-wide objective to eradicate all hostiles, which resets after each sector.&lt;br /&gt;
* You can earn big money by cleaning up each sector this way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Evasion chance&lt;br /&gt;
: During combat your ships now have a chance to evade incoming weapons fire&lt;br /&gt;
* This is based on the incidence angle between the ordnance and your ship&lt;br /&gt;
: (head on into fire gives no evasion chance. Side on (travelling fast and close to the enemy turrets) gives max evasion chance&lt;br /&gt;
* The faster you are travelling, the greater your evasion chance&lt;br /&gt;
* The faster you are turning, the greater your evasion chance&lt;br /&gt;
* Small ships gain the most from this. Large, slow heavily armoured beasts gain the least.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; On-screen award system&lt;br /&gt;
: Completing any mission or objective will now show an on-screen award&lt;br /&gt;
: The award shows your money earned, as well as any XP points gained, ranks increased etc&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Compass widget / detach camera control&lt;br /&gt;
: There is a new compass widget at the top of the screen, that shows the direction the camera is facing.&lt;br /&gt;
: You can click it to toggle if the camera is attached to the current ship, or moving freely.&lt;br /&gt;
: This is very useful during heavy combat where you can detach the camera from any one ship&lt;br /&gt;
&lt;br /&gt;
; Settings menu (Main Menu)&lt;br /&gt;
* Controls for UI Scale&lt;br /&gt;
* Controls for Sound Volume&lt;br /&gt;
: (More to come)&lt;br /&gt;
&lt;br /&gt;
; Lots of new artwork&lt;br /&gt;
; Lots of new audio&lt;br /&gt;
&lt;br /&gt;
; Equipment resizing&lt;br /&gt;
: Lots of placeholder artwork has been replaced with final art, and some equipment has changed size.&lt;br /&gt;
* Thrusters are now 3x1 and sit entirely within a wall&lt;br /&gt;
* Engines now resized to 7x4 to better fit their sprite footprint&lt;br /&gt;
* Docking Ports are now 6x2, to better fit their sprite, and to give more delivery space&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;
* The visualisation when placing equipment is now different, and is based on the normal view rather than the schematic view&lt;br /&gt;
* The basic Praxis starting ship now has a Small tank and a Medium tank onboard&lt;br /&gt;
* You can now repair structural damage from the SHIPYARD menu (when at a shipyard)&lt;br /&gt;
* FTL Charges now come in a stack of 1 (previously 100)&lt;br /&gt;
* FTL Travel has been sped up&lt;br /&gt;
* FTL drive now draws 80MW of energy when charging, instead of 100. (So as not to shut everything else down)&lt;br /&gt;
* Void Collapse slowed down and made to start further away in each sector, so you have longer before it arrives&lt;br /&gt;
* &#039;Weapons Free&#039; and &#039;Exterior Work&#039; are now enabled at the start of a game by default&lt;br /&gt;
* Passengers will now sometimes stay on deck during transport&lt;br /&gt;
* Travelling in hyperspace &#039;through&#039; the void now causes structural damage. Be careful!&lt;br /&gt;
* NPC miners will now leave after mining a small amount&lt;br /&gt;
* Ice Comets are now shown in the sector map&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;
* You can no longer &#039;turn in&#039; the flight ready mission&lt;br /&gt;
* You can no longer turn in an industry/mining mission unless you have enough ore&lt;br /&gt;
* The Void Collapse predicted size is now accurate when in Home Sector&lt;br /&gt;
* Drones will no longer continue repairing a ship that has been destroyed&lt;br /&gt;
* Drones will now properly deactivate when their home ship is destroyed&lt;br /&gt;
* You will no longer receive CO2 warnings from enemy/neutral ships&lt;br /&gt;
* NASTY BUG: You will no longer lose tons of money sometimes after completing a mission (happens when revisiting previously visited star systems straight after)&lt;br /&gt;
&lt;br /&gt;
== DEMO3A ==&lt;br /&gt;
&lt;br /&gt;
The fifth update to the playtest was [https://store.steampowered.com/news/app/2000350/view/3386171148635066517 released] on {{#formatdate:7 November 2022|dmy}}.&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;
; Revamped Trade Screen&lt;br /&gt;
: The trade screen now groups all items into categories such as Power, Resources, Weapons etc.&lt;br /&gt;
: Click to buy 1 of any item, or hold shift and click to buy 5. Use the right-mouse to cancel orders.&lt;br /&gt;
: Selling now has its own dedicated tab where all of your sellable resources and equipment are listed&lt;br /&gt;
: Your trade-in-progress is shown at the bottom of the screen&lt;br /&gt;
&lt;br /&gt;
; Clear Proximity Mines (contract)&lt;br /&gt;
: There is now an incredibly low risk combat mission available early in the game, to clear proximity mines&lt;br /&gt;
: Designed to allow players to practice combat with virtually zero risk&lt;br /&gt;
: (Requires a weapon system of some kind)&lt;br /&gt;
&lt;br /&gt;
; Loaders reconsidered&lt;br /&gt;
: We have noticed many players getting stuck when trying to figure out Loaders for the first time.&lt;br /&gt;
: You now start the game with a &#039;Fuel Loader&#039; and an &#039;Oxygen Loader&#039;. These operate identically to the old Loader, but only for their resource.&lt;br /&gt;
: The original loader is still available and can supply any resource as before.&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;
* The HUD will now choose a sensible scale value when you first run the game, taking into account your screen resolution. Use + and - to change.&lt;br /&gt;
* Logistics drones will no longer collect dead bodies, or spacesuits containing bodies&lt;br /&gt;
* New graphics for Railgun, Cannon, Mining Laser, Loaders&lt;br /&gt;
* Some equipment sizes have changed: Railgun, Cannon, Mining Laser&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;
* If a drone collected a dead body, it would jam up the drone bay forever&lt;br /&gt;
* The Shipyward window will no longer remain open when you jump to hyperspace&lt;br /&gt;
&lt;br /&gt;
== DEMO2B ==&lt;br /&gt;
The fourth update to the playtest was [https://store.steampowered.com/news/app/2000350/view/3396302964501693748 released] on {{#formatdate:19 October 2022|dmy}}.&lt;br /&gt;
&lt;br /&gt;
; SMALL CHANGES&lt;br /&gt;
* The Flight Ready mission now requires a jump to the nearest [[Colony|COLONISED system]] (so players find the [[contract]]s board)&lt;br /&gt;
* Removed the ‘Nomad’ and ‘Evacuation’ missions from the demo, as they are longer term objectives&lt;br /&gt;
* The first two starting [[ship]]s are now available in the demo&lt;br /&gt;
* The starting ship now has 25 cabins (to permit early Passenger missions)&lt;br /&gt;
* Guarantee a Delivery mission will always be available in the first sector&lt;br /&gt;
* Guarantee a Passenger mission will always be available in the first sector&lt;br /&gt;
* The science mission now has a ‘Research Institute’ that will phone you to inform you of rewards given&lt;br /&gt;
* New UI sound effects&lt;br /&gt;
&lt;br /&gt;
; [[Tiddlet|TIDDLET]] IMPROVEMENTS&lt;br /&gt;
* The tiddlet mission is now guaranteed to start at the entry system to the sector&lt;br /&gt;
* Guarantee there will be no hostiles in that system&lt;br /&gt;
* Guarantee there will be no hostiles in the destination system either&lt;br /&gt;
* The player now receives a call at the start of the tiddlet mission, to encourage them to find the job&lt;br /&gt;
* The Tiddlet mission now shows up at the top of the list with the other special missions&lt;br /&gt;
* Added character portrait for the tiddlet breeder&lt;br /&gt;
&lt;br /&gt;
; BUG FIXES&lt;br /&gt;
* The special [[Hyperspace Sensor|Hyperspace Sensor (LR)]] is now correctly categorised as Logistics in the Power Usage screen&lt;br /&gt;
&lt;br /&gt;
; Playtest sector limit increased to 5&lt;br /&gt;
&lt;br /&gt;
== DEMO1 ==&lt;br /&gt;
The third update to the playtest was [https://store.steampowered.com/news/app/2000350/view/3288215215611916431 released] on {{#formatdate:11 October 2022|dmy}}. An updated Mac build was released on {{#formatdate:12 October 2022|dmy}}, which fixed a typo in the game&#039;s text. Any other changes are unknown.&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;
; DEMO (Playtest)&lt;br /&gt;
* Brand new story episode (experimental) in second sector : &#039;[[The trouble with Tiddlets]]&#039;. Treat them well!&lt;br /&gt;
* New music for new games and for the first hyperspace jump etc&lt;br /&gt;
* New tutorial / help elements at the start of a new game to aid new players, based on EGX feedback&lt;br /&gt;
* Made the &#039;[[Contract#Make your new ship ready for flight|Flight Ready]]&#039; mission more intuitive and informative, based on EGX feedback&lt;br /&gt;
* All new game scenarios locked on start, except the simple [[The Praxis|PRAXIS]] one&lt;br /&gt;
* [[Spacesuit]] [[Oxygen|O2]] level is now much more forgiving in the very first system - so players have a chance to find their feet&lt;br /&gt;
&lt;br /&gt;
; New Main Menu treatment&lt;br /&gt;
* All saved games and ship exports now have thumbnails (after saving)&lt;br /&gt;
* The game now pauses when the Main Menu is open&lt;br /&gt;
&lt;br /&gt;
; Shipyard reconsidered&lt;br /&gt;
* The [shipyard] no longer permits ad-hoc modification of the hull or interior of a ship&lt;br /&gt;
* You can still install armour or expand habitation, and construct [[scaffolding|scaffold]]&lt;br /&gt;
&lt;br /&gt;
; External work&lt;br /&gt;
* Your crew can now install some equipment on scaffold, entirely outside the ship. Eg [[Mining Laser|mining lasers]].&lt;br /&gt;
* Crew can also repair and dismantle external equipment&lt;br /&gt;
* New ORDERS option - &amp;quot;Exterior Work&amp;quot;, which permits or forbids your crew to do work outside in spacesuits.&lt;br /&gt;
&lt;br /&gt;
; New &#039;Exterior view&#039; graphics for all ships (work in progress)&lt;br /&gt;
&lt;br /&gt;
; Other [[ships]] in the world&lt;br /&gt;
You will now encounter more ships in your travels, performing jobs such as mining and scavenging, and coming and going from [[trade]] posts&lt;br /&gt;
* Mining vessels in [[asteroid]] belts&lt;br /&gt;
* Scavengers near [[Derelict Ship|derilicts]]&lt;br /&gt;
* Trade ships near [[Colony|colonies]] and shipyards&lt;br /&gt;
* Evacuation ships near colonies in danger&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;
* New gfx for Spacesuits / [[Crew Member|Crew]] / [[Civilian]]s, lots of equipment&lt;br /&gt;
* Tooltips added to all &#039;Processing&#039; machines to show recipe&lt;br /&gt;
* [[Logistics Drone|Drones]] will now find a new [[Drone Bay]] if their home drone bay is destroyed or dismantled&lt;br /&gt;
* Lots of new sound effects for UI and equipment, and Music added to early game&lt;br /&gt;
* If the [[Docking Port|docking port]] delivery zone becomes blocked, a message is shown to encourage creation of storage zones&lt;br /&gt;
* If a player has far too many jobs and far too few crew, the game will give them a warning &amp;quot;Crew shortage&amp;quot;&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 : You can no longer accept missions and accidentally assign them to ships you don&#039;t own (eg if you have another ship selected)&lt;br /&gt;
* Fixed : Bug that stopped the science mission sensors from being delivered&lt;br /&gt;
* Fixed : Neutral and hostile drones no longer count towards your &#039;Drones Deployed&#039; value in the FTL window&lt;br /&gt;
* Fixed : Hyperspace effects did not scale correctly when fully zoomed out&lt;br /&gt;
* Fixed : Mining missions can be accepted when all your drones are deployed&lt;br /&gt;
&lt;br /&gt;
== Update2.rc3 ==&lt;br /&gt;
The second update to the playtest was released on {{#formatdate:29 July 2022|dmy}}, only a few hours after Update 2.rc1. The build is dated {{#formatdate:29 July 2022|dmy}}. It is unclear what was changed in this build as the only file changed was the game executable.&lt;br /&gt;
&lt;br /&gt;
== Update2.rc1 ==&lt;br /&gt;
The first update to the playtest was [https://steamcommunity.com/ogg/1857080/announcements/detail/3388414055893834257 released] on {{#formatdate:29 July 2022|dmy}} following the [https://www.youtube.com/watch?v=4UAIWNZW12Y Update 2 video]. The build is dated {{#formatdate:28 July 2022|dmy}}. This update is the first available to Mac OS X players.&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;
;[[Ice Comet]]s / [[Ice Grinder]]&lt;br /&gt;
:Ice comets occur randomly and travel through a system. Mine them for [[Ice]].&lt;br /&gt;
:The Ice Grinder is a new piece of [[:Category:Equipment|equipment]] to grind and melt ice into [[Waste Water|dirty water]].&lt;br /&gt;
&lt;br /&gt;
;[[Spacesuit Pod]]&lt;br /&gt;
:Replenishes the oxygen on any [[Spacesuit]].&lt;br /&gt;
&lt;br /&gt;
;[[Ratings]] - Combat / Industry / Humanitarian / Logistics&lt;br /&gt;
:You will gain XP as you perform these activities and your rating will slowly increase.&lt;br /&gt;
:Many missions now require a minimum rating to be accepted.&lt;br /&gt;
&lt;br /&gt;
;Parallel [[pipe]]s&lt;br /&gt;
:Pipes can now be constructed next to other pipes without automatic (unwanted) connection&lt;br /&gt;
&lt;br /&gt;
;Tooltips&lt;br /&gt;
:Plus a whole raft of usability improvements to help new players&lt;br /&gt;
:Including text descriptions of almost all equipment&lt;br /&gt;
&lt;br /&gt;
;[[Star System|Star system]] save persistence&lt;br /&gt;
:You can now revisit star systems and they will reload as you left them&lt;br /&gt;
&lt;br /&gt;
;Tweet my [[Ship|Starship]]&lt;br /&gt;
:Click this from the [[Main Menu]]. A picture of your starship is copied to the clipboard.&lt;br /&gt;
:Paste it into your tweet to show the world your brilliance!&lt;br /&gt;
&lt;br /&gt;
;Playtest [[sector]] limit increased to 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;PERFORMANCE&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Render performance improved&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;
* It now costs money to hire [[Crew Member|crew]]&lt;br /&gt;
* Crew will no longer disembark the delivery shuttle if there is no [[atmosphere]], and a warning message is shown&lt;br /&gt;
* [[Smelter]]s can now refine [[Ore#Tilium Ore|Tilium]] into [[Metal#Refined Tilium|Refined Tilium]] (which you can sell)&lt;br /&gt;
* The initial [[Contract#Make your new ship ready for flight|ship-readiness mission]] is automatically accepted at the start of a new game&lt;br /&gt;
* All starting ships now have some [[Habitation Deck|cabin space]]&lt;br /&gt;
* You can now press the HOME key to re-center the view on the current ship&lt;br /&gt;
* There will always be at least one [[shipyard]] in the starting sector&lt;br /&gt;
* [[CO2 Scrubber|CO2 scrubbers]] are now twice as fast at extracting [[CO2]] from the atmosphere&lt;br /&gt;
* Scientists have determined the [[void]] is now expanding slower than before&lt;br /&gt;
* Pipe and port graphics have been changed to give better hints when things are wrong&lt;br /&gt;
* Hostile ships will no longer randomly camp the sector exit system (permitting a peaceful playthrough if desired)&lt;br /&gt;
* Updated graphics for CO2 Scrubber, [[Tank#Small Tank|Small Tank]], [[Docking Port]], Box, [[Smelter]], [[Spacesuit]]&lt;br /&gt;
* You can now click on a Smelter to cycle its recipe setting&lt;br /&gt;
* ESC now closes any currently open window, before it will open the main menu&lt;br /&gt;
* Hull Damage is now shown in the top status bar&lt;br /&gt;
* The [[Contract]]s list will now highlight any contract that occurs in a system you are already due to visit with a blue diamond&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;
* Mission descriptions now correctly show the ship name they are assigned to, instead of the layer number&lt;br /&gt;
* Broken floor tiles are now straightened after [[Logistics Drone|Drone]] or Ship Yard repair.&lt;br /&gt;
* The game world will no longer receive keyboard and mouse input when the Main Menu is open&lt;br /&gt;
* Objects that extend off the gridmap can now be placed.&lt;br /&gt;
* Properly restore the view on game load.&lt;br /&gt;
* You can now sell materials even when your stacks aren&#039;t 100% full&lt;br /&gt;
* Docking Port sound effects would play continuously after loading a save game sometimes&lt;br /&gt;
* Crew can now install/dismantle/repair equipment that is entirely inside a wall, so long as they can access a neighbouring square&lt;br /&gt;
* Fixed navigation bugs that meant crew and passengers would sometimes get stuck on corners&lt;br /&gt;
* Crew would sometimes put suits on before attempting jobs in a wall&lt;br /&gt;
&lt;br /&gt;
== Update1.rc2 ==&lt;br /&gt;
The initial build was [https://steamcommunity.com/games/1857080/announcements/detail/3362516632916821830 released] to [[playtest]]ers on {{#formatdate:11 July 2022|dmy}} following the [https://www.youtube.com/watch?v=cRRo9zig9VY Update 1 video]. The build is dated {{#formatdate:8 July 2022|dmy}}.&lt;br /&gt;
&lt;br /&gt;
[[Category:The Last Starship]]&lt;/div&gt;</summary>
		<author><name>Henrus</name></author>
	</entry>
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