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This article contains changelog information for the [[Early Access]] period of [[The Last Starship]], which followed the closed [[playtest]].
This article contains changelog information for the [[Early Access]] period of [[The Last Starship]], which followed the closed [[playtest]].
== Contents ==
{| class="wikitable sortable"
! Version !! Release Date !! Summary
|-
| [[Version History#Update 18|Update 18]] || 24 October 2025 || Marks the start of the '''Beta phase''', introducing a new '''Docking Assistant''', major improvements to '''Drone Bays''' and '''Docking Port unloading''', and extensive quality-of-life and localisation updates.
|-
| [[Version History#Alpha 17g hotfix|Alpha 17g hotfix]] || 30 September 2025 || Minor hotfix with updated German translations, asteroid composition display fix, and small powergrid UI adjustments.
|-
| [[Version History#Alpha 17|Alpha 17]] || 26 September 2025 || Adds a proper ending to '''Survival Mode''' (escape through the Sector 12 Stargate), introduces '''Stargate Phases 8 & 9''', improved automation tools, interior painting, and extensive bug fixes.
|-
| [[Version History#Alpha 16|Alpha 16]] || 24 June 2025 || Introduces the '''Ship Painting Mode''' for exterior hulls, asteroid cracking, new crew furniture, translation updates, and many quality-of-life improvements.
|-
| [[Version History#Alpha 15|Alpha 15]] || 28 May 2025 || Expands '''Survival Mode''' with multi-sector progression, enhances Arena Mode, advances the Stargate Project storyline, and improves performance and UI.
|-
| [[Version History#Alpha 14|Alpha 14]] || 11 March 2025 || Adds '''Arena Mode''', '''Auto-Trade''', and major updates to pipes, crossings, and the overall Survival gameplay loop.
|-
| [[Version History#Alpha 13|Alpha 13]] || 18 December 2024 || Introduces the '''Deflector Weapon System''', expands research, adds storage crates, and delivers new story episodes.
|-
| [[Version History#Alpha 12|Alpha 12]] || 19 November 2024 || Major content expansion including new story missions, parallax effects, and performance and visual improvements.
|-
| [[Version History#Alpha 11|Alpha 11]] || 30 August 2024 || Revamped HUD, reworked tutorials, and improved mission discovery; significant user interface overhaul.
|-
| [[Version History#Alpha 10|Alpha 10]] || mid-2024 || Introduced early balancing changes, improved ship systems, and backend updates to support later story features.
|-
| [[Version History#Alpha 9|Alpha 9]] || early 2024 || Expanded core mechanics for resources and enemy AI; groundwork for industry and survival systems.
|-
| [[Version History#Alpha 8|Alpha 8]] || late 2023 || Added mining, manufacturing and trade economy systems; major step toward current gameplay loop.
|-
| [[Version History#Alpha 7|Alpha 7]] || mid 2023 || Introduced crew management, oxygen systems, and the first working life-support and shipboard jobs.
|-
| [[Version History#Alpha 6|Alpha 6]] || early 2023 || Added power distribution, resource handling, and basic combat systems.
|-
| [[Version History#Alpha 5|Alpha 5]] || late 2022 || First version with playable missions and early ship-building framework.
|-
| [[Version History#Alpha 4|Alpha 4]] || 2022 || Internal prototype milestone: modular ship design and early industry systems.
|-
| [[Version History#Alpha 3|Alpha 3]] || 2022 || Core engine stabilization and early AI testing.
|-
| [[Version History#Alpha 2|Alpha 2]] || 2021 || Expanded ship editor, first functional crew pathfinding.
|-
| [[Version History#Alpha 1|Alpha 1]] || 2021 || Initial public reveal build: base engine, ship movement, early visuals.
|}
== Update 18 ==
{{Infobox release
| name = Update 18 (Beta 1)
| release_news = https://store.steampowered.com/news/app/1857080/view/543372164837935701
| release_date = 24 October 2025
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/15 Milestone 15]
}}
A new Docking Assistant, major improvements to Drone Bays and Docking Port handling, and a variety of small fixes and localisation updates.
'''<u>Drone Bays and Docking Port Unloading</u>'''
Docking ports and Drone Bays frequently block up, with the crew unable to unload them fast enough, and drones waiting endlessly outside to drop off their loot.
This has been fixed with some new rules:
* If a Docking Port delivery zone becomes blocked up with cargo, the crew will now shuffle the blocking items into ANY nearby empty squares, to make space for more delivery items.
* This also means new players don't actually need to create cargo storage areas for a while — the crew will just keep moving things further from the blocked docking port.
* Drone Bays now have internal storage for up to 9 incoming items, meaning Drones don't have to wait before dropping off their items.
* If a Drone Bay is still blocked due to slow unloading, the crew will quickly unload the internal items into ANY nearby empty squares first.
These changes make docking ports and drone bays much faster to operate, and prevent them from blocking up so easily.
'''<u>New Docking Assistant</u>'''
Docking has been made much easier, with a new docking assistant that automatically takes care of the final manoeuvres when close enough. 
You can override the docking assistant at any time by using your thrusters or engines manually.
'''<u>Small Changes</u>'''
* Add low deuterium alert
* Factories will dump their inventory contents before being dismantled
* The camera will now detach if you are focussed on an NPC ship that performs an FTL jump
* Removed 'Generator' and 'Energy Cell' from the game entirely
* Grated floors are available in the ship editor
* Trade screen resets category when closed
* Partially filled containers and incomplete components can now be sold in the trade menu
* Mac OS X: Don't map ctrl-click to right-click (allows ctrl to be used with left-click to select all items for sale/purchase)
* Toggle splitters with CTRL + RMB instead of only RMB
* Drone changes:
** Split drone state 'abandoned' into 3 states: home layer FTL’d out, home drone bay destroyed, home layer destroyed. This allows for better handling of the different cases.
** Drones carry on doing what they were doing instead of returning home when FTL jump cancelled.
** Drones carry on doing what they were doing if they can when left behind in an FTL jump (gathering, logistics...).
** Drones finish logistics transfers if their home layer is destroyed.
* Add "Cancel Trade And Refund" button to Trade Screen, to cancel all pending trades and refund the money due/owed.
* Added search box to equipment panel.
'''<u>Bug Fixes</u>'''
* Fixed: starting Phase 5 test before Phase 4 is completed
* Fixed: not being able to use the equipment panel when rendered over an award
* Fixed: Asteroid mineral composition was not showing up once an asteroid had been mined out
* Fixed: Sector-Destroy-Hostiles mission not being generated early in a survival game
* Fixed: If you export a ship with a shuttle attached, then load that exported ship, the shuttle shows up in the Logistics transfer list
* Fixed: Cannon shells have bubbles (other ammunition looks fine)
* Fixed: Meteor Showers are no longer possible at Jumpgates
* Fixed: When loading a game with a ship in hyperspace, resume the hyperspace jump correctly
* Fixed: When selling items in the trade screen, don't allow selling items being carried by tracks
* Fixed: Shuttle tooltip showing incorrect number of containers expected when partial containers are expected
* Fixed: Splitter track doesn't switch outputs when the output is full
* {{Issue|538|pre=Issue}}: Drones heading in one direction forever
* {{Issue|548|pre=Issue}}: Triangular paint rotated on reload
'''<u>Localisation</u>'''
* Russian Translation Updated (Thanks to skoniks and Ennorion)
* French Translation Updated (Thanks to Flooter)
* Now translated (Thanks to Flooter for pointing these out):
** HUD Overlay buttons
** Idle Crew in Crew Tooltip
** Resource tooltips (Hunger Per Person, Consuming Per Hour, Dehydration Per Person)
** HUD / Editor "Ship By Author"
** Engine THRUST in Schematic mode
** Derelict / For Sale ordering of words
** NEW OBJECTIVE in communicator / mission log
** (X) (BUY X) (SELL X) (SACK X) in Trade Window
** Reactor Efficiency / Activating %
** Research Window Complete
** STARGATE system in Galaxy Map
** Ship status: HULL, O2, BATTERY, POWER SHORTAGE
== Alpha 17g hotfix ==
{{Infobox release
| name = Alpha 17g (Hotfix)
| release_news = https://store.steampowered.com/news/app/1857080/view/515222130291377460
| release_date = 30 September 2025
}}
A small hotfix addressing translation updates, ship editor painting, and minor interface adjustments.
'''<u>Changes</u>'''
* Latest German Translations (Thanks to Lord Kazzak)
* Fixed bug when painting triangular shapes in the Ship Editor
* Asteroid composition now shows when the asteroid is exhausted
* Powergrid window tweaks
== Alpha 17 ==
{{Infobox release
| name = Alpha 17
| release_news = https://store.steampowered.com/news/app/1857080/view/515222130291376723
| release_date = 26 September 2025
| video = OP1oFZLee3c
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/14 Milestone 14]
}}
Survival Mode can now be completed — or continued forever — alongside late-stage Stargate Project phases, improved automation tools, and a huge number of fixes and improvements.
'''<u>Survival Mode – Completion Event</u>'''
It is now (finally!) possible to complete Survival Mode, by taking your fleet through the Stargate in Sector 12.
If you wish to continue surviving forever in a kind of hellish endless mode, you are free to travel past the Stargate and on to Sector 13 onward.
* Sector 12 now has an escape route, through the Stargate
* Your ships and crew must survive the long journey in intergalactic hyperspace
* Ship maximum occupancy limits enforced in Trade Screen, based on interior size
* NPC Ship density increases up to sector 12, then drops back to normal
* You can now 'sack' civilians to get them off your ship, from the Trade Window
: Trade window improved with respect to sacking crew, and taking on civilians
* Credits & end sequence now shows during the final jump
* Your final score for Survival Mode is shown at the end
'''<u>Stargate Project</u>'''
* Stargate phases 8 and 9 are now available for research and production
* One new product – "Charged Crystals" – must be produced in a new '''Laser Infuser'''
* Laser Infusers release radiation into the cabin, poisoning any crew not wearing spacesuits
* Radiation can be blocked using the new '''Radiation Blocker''' wall segments
* '''Brave New Sector''' – a new three-part storyline covering the later stages of the Stargate Project
* Added a button in the sector map to switch between the Stargate sector and the Undiscovered sector
'''<u>Industry / Automation Improvements</u>'''
* A new '''Recipes window''' shows the required ingredients to manufacture any part
* Asteroids that are fully mined out will now list their internal mineral composition, making it easier to know which asteroids to crack open with Cannon fire
* New research: '''Mining Laser Precision II''' – triples the minerals released from each mining laser hit
* Assembly tables use pipe inputs for recipes where they previously required containers
* New type of track: '''Splitter''' – splits input items evenly between its output tracks (as best as it can)
* New research: '''Advanced Tracks''' – adds ability to convert tracks into splitters (and vice versa)
* Tracks are now more fair when merging
* Loaders can now have their resource type set manually (default behaviour "auto")
* Improved equipment panel for all Factory equipment, making it clearer which items are loaded and which are still needed
'''<u>Sector Scanning</u>'''
You can now scan a sector to reveal new locations.
Scanning can be done by any ship with a Hyperspace Sensor, and reveals any nearby anomalies.
Those anomalies must then be surveyed by a ship with at least one Super Computer.
* Sector scans reveal lost derelict ships, where pilots can find a '''Research Credit'''. These new items unlock late-game research projects that further increase ship efficiency. These projects can be repeated endlessly; each one requires a Research Credit to begin.
* In Industry Mode, sector scans must be done in the Undiscovered Sector (after Stargate Phase 5). Scans in Industry Mode reveal:
** Gas Nebulas
** Storms with huge gas clouds
** Asteroid Belts
* Storms are incredibly dangerous, but can be mitigated with new '''Lightning Rod''' equipment
'''<u>Ship Editor</u>'''
* '''Equipment Planning Mode''' – rapidly design ships and place equipment, even if you don’t have it in stock
: Auto-buy any equipment placed this way as soon as it becomes available
: Enables easy queueing for installation and purchasing of required parts
* New '''Oval brush shape'''
* The Alt Tool key (previously the Eyedropper key) can make the Box Tool into a square or the Oval Tool into a circle
* Export ships and palettes to the Steam Cloud
* You can now paint the interior floors of your ship
* You can also paint the walls of your ship
'''<u>Translation Work</u>'''
* New translations:
** Chinese (Traditional)
** Chinese (Simplified)
** Korean
** Japanese
* A translation editing tool can now be accessed while Translator Assist is enabled, allowing in-game translation fixes
'''<u>Small Changes</u>'''
* All crew now have surnames and a basic rank, shown in their tooltip
: Crew are '''Ens''', Weapons Officers are '''Lt''', Science Officers are '''Dr'''
* You can no longer place furniture outside the ship on scaffold or in walls
* Equipment is no longer deleted just for being outside the gridmap
: (If the ports are outside it will still get deleted, but you can’t place them that way anymore)
* Modified Powergrid window – more consistent layout with other windows
* Removed "Tweet My Starship" feature (wasn’t used)
* Lowered trade value of Precious Ore and Precious Metals (new money sources exist)
* Sector Map now shows all your ships as small green triangles and displays names when highlighted
* Uploading ships to the Steam Workshop now uploads screenshots of the ship’s exterior, interior, and schematic
'''<u>Bug Fixes</u>'''
* Reworded stable isotopes collection dialogue in DSI Part 2
* Fix Translator Assist not working for communicator messages
* Fix fortress systems sometimes spawning on top of existing systems
* Fix assembly table phantom sprites still showing when item is fabricated
* Fix assembly table showing a phantom of itself when stopped with an item in output slot
* Fix DSI 2 Gas Collector sometimes spawning in Wolf systems
* Fixed bug in Survival Mode that could cause the Jumpgate to be blocked even without activation mission
* Fix auto-trades triggering in systems with no colony or shipyard
* Fix drones returning home to a layer in another system
* Fix user ships being used as shipyards and stations
* Fix drones stuck outside ship when drone bay dismantles mid-operation
* Fix tactical mode selection persisting when switching layers
* {{Issue|517|pre=Issue}}: Shuttle docks at different distances depending on docking port orientation
* {{Issue|520|pre=Issue}}: Jumpgate damaged but unrepairable – no external tiles available
* {{Issue|525|pre=Issue}}: Text too long on mission goal
* {{Issue|532|pre=Issue}}: Drone Bay deleted when saving/loading
* {{Issue|533|pre=Issue}}: CMDR Harken used as a mission destination
* {{Issue|536|pre=Issue}}: Crash on launch related to bad .ship file
* {{Issue|514|pre=Issue}}, {{Issue|539|pre=Issue}}: Storage crates ending unrelated jobs when changing options
* {{Issue|540|pre=Issue}}: File extensions removed twice on ship files
* {{Issue|541|pre=Issue}}: Shuttle gets stuck if civilians were moved before handing in passenger mission
* {{Issue|542|pre=Issue}}: Assembly Tables to have pipe input (thanks TomYeltz for suggested fix)
* {{Issue|543|pre=Issue}}: Sector Map shows jump transits from both sectors
* {{Issue|544|pre=Issue}}: Weppos have circles under their feet after being ejected into space
== Alpha 16 ==
{{Infobox release
| name = Alpha 16
| release_news = https://store.steampowered.com/news/app/1857080/view/506206052172169845
| release_date = 24 June 2025
| video = dOhT-BA70Tw
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/13 Milestone 13]
}}
We have a brand new exterior painting tool that we think you'll absolutely love, along with new crew furniture, asteroid cracking, and lots of small changes and fixes.
'''<u>New Ship Painting Mode</u>'''
A new painting mode has been added to the shipeditor.
The painting mode allows you to colour the exterior of your ships.
'''What can be painted?'''
* Hull / Habitation / Scaffolding
Paint can be applied diagonally, allowing up to 2 colours per gridcell. Scaffolding can only have 1 colour applied to it per cell.
'''Eyedropper tool:'''
While using the painting tool, if you press the shift key, you will switch to the eyedropper tool. Using the eyedropper tool, you can select any point on your ship, and the paint tool will select the paint applied at that spot.
'''Paint Palettes:'''
* Paints are stored in a palette, and can be dynamically altered after they have been applied to your ship
* Palettes can be exported or uploaded, for easy reuse
* Palettes can be imported from palette or ship files
* Arena mode will also apply a simple paint palette to each team, ensuring they have matching colours. This overwrites the standard paints, as well as the base unpainted hull colour
'''<u>Asteroid cracking</u>'''
You can now crack any asteroid into smaller parts by targetting it with Cannons.
This will generate new mineral patches on the new smaller asteroids.
Nb. This only works on asteroids that once contained mineral patches.
Cannons will fire on manually targetted asteroids even when 'Battle Stations' is not enabled.
   
'''<u>Furniture</u>'''
New cosmetic furniture is available to buy from any good trading post. Crew will use this furniture to relax when they are not needed for work.
There is also a Pot Plant which takes some time to grow. It will slowly die if there are water or oxygen shortages on the ship.
Nb. The pot plant does not actually consume water or oxygen.   
Added Table, Chair, Sofa, Small Table, Pot Plant
'''<u>Translation Work</u>'''
* Updates to German (Thanks to Michael Wäsch)
* New translations:
** Turkish
** Norwegian
* Exposed 'Accent Insensitive Search' and 'Translator Search' in the Other settings.
'''<u>Small Changes</u>'''
* Research for Stargate Phase 6 and 7 components are slightly cheaper
* Research for Stargate Phase 7 is now hidden until Phase 6 is unlocked
* Empty tanks reset their held resource when empty
* Tiddlets will hop towards the port in Tiddlets 1
* Removed the confusing weapon FIRE/HOLD button in the [[Tactical Screen]].
* Gatling guns will now target drones repairing hostile ships
* Gatling guns will now automatically fire during meteor storms, without requiring 'Battle Stations'
* Destroyed drones now leave behind a processor and some scrap metal
* Auto-trades can now be disabled per ship from the ORDERS menu
* The settings menu has been redesigned and categorised into Visuals / Audio / Gameplay / Other
* A new micro tutorial helps players to activate Battle Stations mode for the first time when required
<br>
* Exit saves - The game will now automatically create "exitsave.space" when you quit a game for any reason
<br>
* UI Highlight bounce effect - All UI buttons now bounce slightly when highlighted.
: Nb. You can disable this effect from the settings menu
<br>
* There is now a Command line tool to calculate ship stats, as requested by Zenrath.
: Run the game with the command line "--calculate-ship-stats {path to ship/folder of ships}"
: Stores results in appdata save folder.
'''<u>Bug Fixes</u>'''
* Fix Andromeda Project Part 3 unlock text including Phase 6
* Fix install jobs not being assigned on newly created ships until a reload
* Fix DSI Part 1 not taking stargate frames from storage crates
* Fix incorrect station name in DSI Part 2 objective
* Fix multi-system simulation sometimes being enabled on modes other than Boldly Go
* Fix storage crates getting stuck in dumping mode
* Fix some mission objectives not being shown in the mission summary
* Fix ships rescued in survival mode sometimes not having any crew
* Fix resolution and language scrollbars not scrolling in game settings
* Fix auto-sold items sometimes not cancelling when an auto-trade is cancelled
* Return ability for players to decide if a ship thumbnail is exterior or interior
* {{Issue|242|pre=Issue}}: Key bindings can now be edited in UI and also in keybindings.txt.
* {{Issue|487|pre=Issue}}: Unable to complete distress mission
* {{Issue|496|pre=Issue}}: Crash Loading a Save Game in OS X with Rescue Mission in progress.
* {{Issue|518|pre=Issue}}: Disable manoeuvring thruster keyboard shortcuts when in the editor / install menu.
* {{Issue|519|pre=Issue}}: Stargate vanishes after Phase 7
* Crash when creating a storage crate if its contents no longer exist
== Alpha 15 ==
{{Infobox release
| name = Alpha 15
| release_news = https://store.steampowered.com/news/app/1857080/view/506204150025945341
| release_date = 28 May 2025
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/12 Milestone 12]
}}
Alpha 15 did not have an update video, but it did come with a whole heap of fixes.
'''SURVIVAL MODE, CONTINUED'''
* 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.
* You must bring all of the ships in your fleet into the Jumpgate and then align together before you can activate it.
* However, the Jumpgate is not always immediately available.
* As you progress further in Survival Mode, more problems will occur with the Jumpgates.
* A special mission will be created listing the steps needed to activate the Jumpgate.
Common problems that prevent the Jumpgate from being activated:
* You must pay a transit fee.
* Damaged: You must repair the gate using Drones.
* Specific components are required to repair the gate: you must acquire or fabricate them.
* Pirates running a blockade: you must eliminate them and prevent further damage.
''Thanks to Johnny Struggles for the Jump Gate ship design.''
'''ARENA MODE, CONTINUED'''
* You can now create battles between multiple different types of ships on each side of the fight.
* Each type of ship spawns in its own column at the start of the battle.
* New display at the bottom of the screen compares the relative strengths of the two fleets.
** Ships are compared by trade price and combat rating.
* A new '''GENERATE''' button creates a roughly balanced opponent.
* Unlocked research for all ships in Arena Mode:
** Drone Speed 2 (drones fly twice as fast)
** Drone Intelligence (drones collect resources in batches)
** Track Speed 2 (tracks are three times as fast)
** Robot Arm Speed (robot arms twice as fast)
'''STARGATE PROJECT, CONTINUED'''
* Work continues on the epic Stargate Project.
* The project can now be completed up to and including ''Phase 7''.
'''Phase 5:'''
* The power-on test now unlocks an entirely new and Uncharted sector.
* Once complete, the Stargate must be continuously supplied with '''100MW''' of power to remain open.
* You can jump ships to the Uncharted sector to explore and gather materials.
* New minerals and gases are only found in the Uncharted Sector.
* Collecting them unlocks research projects to refine them.
'''Phase 6:'''
* Requires refining a small quantity of the new minerals and gases.
* You must complete related research projects.
* Refined resources must be returned to the home sector.
** '''Neubidium Ore → Neubidium Ingot'''
** '''Zeleon Gas → Stable Zeleon'''
'''Phase 7:'''
* Involves a complex production cycle with advanced materials.
* Production is fast and high volume — automation is preferred.
** Zeleon Energy Cell
** Neubidium Capacitor
* Hostile elements move in to claim valuable new resources.
'''NEW EXTERIOR RENDERING'''
* Developing a new method for rendering ship exteriors.
* Ships are now lit from a common direction and have simple normal maps for surface details.
* Texture filtering on exterior textures improved.
* Pencil outline added to all ships.
* Scaffolding now renders sharply when zoomed out.
'''STEAM CLOUD SAVES'''
* Steam Cloud Saves now enabled on all platforms.
* New save games include a checkbox to enable cloud saving.
'''LOCALISATION'''
* New translations added:
** Dutch
** Italian
** Polish
** Brazilian Portuguese
** Russian
** Swedish
* Other improvements and fixes:
** Lots of improvements to Spanish translation.
** {{Issue|418|pre=Issue}} – Missing apostrophe in English for tutorial_stargatescreen1
** {{Issue|419|pre=Issue}} – Inconsistent nomenclature for scrap (metal) in tutorial_smelterssalvage
** {{Issue|420|pre=Issue}} – Inconsistent capitalization of "TRADE SCREEN" in tutorial_fleettrade
** {{Issue|422|pre=Issue}} – Inconsistent term for refined Tilium (English) - tutorial_miningsuccess
** {{Issue|423|pre=Issue}} – Inconsistent capitalization of "Tilium Crystals" in blackhole_part2_return1 and blackhole_part2_return2
** {{Issue|424|pre=Issue}} – Inconsistent space (or lack) in "Qz 247"
** {{Issue|425|pre=Issue}} – Incorrect capitalization of "brother" in English blackhole_part3_setup4
** {{Issue|428|pre=Issue}} – Incorrect spacing in ellipsis in Tiddlet strings
** {{Issue|430|pre=Issue}} – Awkward use of "Dr." title in tiddlets_part2_return2
** {{Issue|431|pre=Issue}} – Missing space after ellipsis in tiddlets_part4_random_swanson
** {{Issue|432|pre=Issue}} – Inconsistent capitalization of "marketplace" in dsi_part1_phase2_xcall4
** {{Issue|434|pre=Issue}} – Missing space after ellipsis in dsi_part2_thirdpartcomplete3
** {{Issue|444|pre=Issue}} – Missing possessive apostrophe in English text for object_engine_description
** {{Issue|463|pre=Issue}} – Logistics jam, things just stop sometimes until you turn it off and on
'''SMALL CHANGES'''
* Scaffold adds small mass to ship.
* Survival mode is unlocked by completing any story episode in Boldly Go mode.
* External equipment no longer blocks shots after being destroyed.
* Drones can now patch holes in severely damaged ships.
* Placeholder thumbnails added to save/ship files without them.
* Game and ship thumbnails are generated on load if missing.
* Docked ships exported together are all included in thumbnails.
* Track and robot arm install previews improved for accuracy.
* Low power warning bolts no longer show when power is disabled.
* Automatically deactivate tactical mode when clicking Prepare Jump.
* Auto-trades can be cancelled while shuttle is en route.
'''COMMMUNITY AND OFFICIAL SHIPS'''
* Fix Equipment embedded in walls
* Fix Ladders exiting into walls
* Fix Doors not filling gaps
* Fix Interior cells outside ship
* Fix Armour not attached to ship
'''BUG FIXES'''
* Fix separating ships during FTL in Survival mode.
* Fix loot spawning incorrectly after ship explosions.
* Fix Tactical View rendering issue with stored items.
* Fix gas collector in DSI Part 2 not appearing.
* Fix oxygen loss on large ships with many airducts.
* Fix ship value not decreasing after selling items until delivery.
* Fix logistics transfers continuing after ship sale.
* Fix auto-orders miscounting non-container items.
* Fix drones double-counted in logistics when stored.
* Fix heavy space dust bug after saving/loading.
* {{Issue|339|pre=Issue}} – Shuttle doesn't leave under specific conditions
* {{Issue|397|pre=Issue}} – Assembly Tables retain components after build
* {{Issue|421|pre=Issue}} – TranslatorAssist doesn't affect tutorial dialogs
* {{Issue|445|pre=Issue}} – System references don’t use S*X
* {{Issue|447|pre=Issue}} – Robot Arm/Storage Crate loop bug
* {{Issue|451|pre=Issue}} – Drones drop logistics items incorrectly
* {{Issue|458|pre=Issue}} – Robot arms not unloading
* {{Issue|449|pre=Issue}} – Ships obscure editor in Creative Mode
* {{Issue|465|pre=Issue}} – Ships over 100% damage not destroyed
* {{Issue|470|pre=Issue}} – Hydroponics draw water when powered down
* {{Issue|474|pre=Issue}} – Ship Editor deletes engine when deleting hull
* {{Issue|488|pre=Issue}}.1 – "Nothing" ships now only creatable in Ship Yard; can’t FTL jump
* {{Issue|493|pre=Issue}} – Zoom limits not respected when using Q/E
* {{Issue|495|pre=Issue}} – Infinite money glitch: buy/sell exploit
* Crash when fighter is launched with no free space.
* Crash calculating value of ship with boxed storage crate.
* Crash when guns attack on zero-dimension ships.
* Crash unloading objects from non-equipment containers.
* Crash from drone logistics after completing another mission.
Alpha 15 received a Windows-only hotfix to resolve issues with the game crashing and with the new array textures.
=== Alpha 15 hotfix ===
{{Infobox release
| name = Alpha 15 hotfix
| release_date = 05 June 2025
}}
Alpha 15 received a Windows-only hotfix to resolve issues with the game crashing and the new array textures.
=== Alpha 15d ===
{{Infobox release
| name = Alpha 15 hotfix
| release_date = 05 June 2025
}}
Alpha 15d is a Windows-only hotfix release that addresses only the game crashes caused by the new array textures.
== Alpha 14 ==
{{Infobox release
| name = Alpha 14
| nickname = Buzzsaw and Dynamo
| release_news = https://store.steampowered.com/news/app/1857080/view/523085041260037994
| release_date = 11 March 2025
| video = q28rHubv52M
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/11 Milestone 11]
}}
Who has the best ship design when it comes to combat? We've created an entirely new ARENA mode in which you can battle fleets of ships against each other, and answer that question once and for all.
We've finally solved the problem of pipes crossing over each other, and we've introduced a new AUTOTRADE system that lets you automate the process of buying and selling common items whenever you visit a trading post.
On top of all of that, we've turned our attention back to the original SURVIVAL mode, and embarked on a major reworking. Survival mode is now more of a challenge intended for experienced players, but is also more balanced. Your ultimate objective is the safe evacuation of as many civilians as possible - and to that end, there is now a new DISTRESS CALL mission in which a ship under attack needs urgent assistance. Destroy the pirates and you have a choice - take the reward money, or welcome the rescued ship into your fleet. More mouths to feed, more of a burden on your fleet's vital resources, but also more capabilities, and more cabin space for your survivors.
'''NEW FEATURES'''
* '''Arena mode'''
** A new game mode available from the main menu.
** You can choose any two ship designs, and watch them fight it out to the death.
** You can choose 1v1 or set how many of each ship design to include in the battle.
** You can choose to control the Green team if you wish, or watch an entirely AI v AI battle.
* '''Pipe Crossing'''
** Pipes can now optionally cross over each other without touching.
** You can click on any pipe crossing to toggle between two pipes connected, or two pipes crossing over.
** Pipes can be removed without disturbing cross pipes.
* '''Auto-Trade'''
** You can now create automatic rules for buying and selling of all resources and equipment.
** Click on the triangle at the end of each trade item row to set this up.
** You can set values to buy when below, or to sell when above a specific quantity. You can also ctrl-click to set 'Buy All' or 'Sell All'.
** A new entry in the Trade window shows all currently active autotrade rules.
'''Language support'''
* The game now supports translation to other languages. You can change the current language from the Settings screen.
* If you'd like to help us with translation, click the new 'Help us Translate' button from the main menu.
* New translations:
** German
** Spanish (Thanks to EMAP0707 for this translation)
** French (Thanks to FABISIMS for this translation)
* Text input has been much improved, you should be able to input characters from any language provided that the game font supports it.
* The Vector Text font has been updated to support French, Spanish and German directly.
* Fallback to the default font for other languages.
* Different keyboard layouts, such as French (AZERTY) are now supported.
* The tutorial and interface will show the new key bindings for your keyboard layout.
* You can now type accents in the game.
'''SURVIVAL MODE UPDATED'''
* Survival Mode has been revisited and has undergone some major changes, with more still to come in future alphas.
* The intention is to make this a more complete game mode, with a clear objective and slowly escalating challenge.
* It is designed for experienced players, and should feel quite different to 'Boldly Go' mode.
* The ultimate aim is to evacuate as many civilians as possible through the STARGATE, before it too is destroyed by the expanding anomaly.
* '''Starting conditions made more generous:'''
** You can start with any hull up to a value of $1.5M (increased from $1M).
** The starting budget remains at $150k.
** Hulls need at least one Docking Port and at least one Cabin space.
** You can also start with the "BUILD NEW SHIP" option, which places you at a shipyard with $1.5M in cash to build your own vessel.
** Your first delivery will contain a 'starter kit' containing any critical equipment/resources you don't already have (engines, reactor, ftl, airduct, loaders, supplies, crew).
* '''Critical resource shortages'''
** Critical resources (Fuel, Food, Water, Oxygen, FTL charges & Ammo) become much more scarce (and expensive) as you progress through the sectors.
** In addition, critical resources will become much more scarce and expensive when close to the rim of the Anomaly.
** Beyond sector 5 there will be virtually zero critical resources available for sale, anywhere.
** Recycling and Production within your fleet are your only hope of long-term survival.
* '''Civilians'''
** You can now collect civilians from any colony or shipyard, and they will pay for a place within your fleet.
** The number of civilians available will increase as the Anomaly expands, and the money offered will also increase.
** The count of rescued civilians will be your final 'score' in survival mode (eventually).
* '''New 'Protect' mission'''
** A new mission type that occurs up to once per sector. It will be visible in the Sector Map as a DISTRESS CALL marker.
** A ship is under attack, and they won't survive long without your assistance.
** Your task is to intercept and destroy the pirates, before the stricken ship is destroyed.
** 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.
* '''Other survival mode changes'''
** The old (obsolete) Tiddlets storyline has been removed.
** The Stargate project and all associated research is no longer available in Survival Mode.
** Introduced some new starting ships in the 'New Game' screen.
** The New Game screen now shows useful ship stats: Total Mass, Total Cabins, Hull Value, Armour coverage.
** Ice Comets are now more common (one in MOST sectors), and now release 5x as much water ice per shot when mined.
** Rebalanced food & water consumption, waste recycling, water purifying, hydroponics, and ice grinding.
** All have been made more efficient, consuming less and producing more.
** All recycling starts at 66% efficient, and can be upgraded in the research screen, up to a maximum of 100% efficient.
** New research to increase crop yield from Hydroponics and unlock schematics to manufacture Hydroponics Gardens on an Assembly Table.
** Made fuel production via Metreon Gas more forgiving. Gas refining takes less time and is more efficient, producing more output.
** Hostile ships will no longer respawn in systems marked "HOSTILE" on the map. Once they're gone, they're gone.
** 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.
** The sector-wide 'Destroy All Hostiles' mission has returned.
** You will receive a cash bonus after clearing out each hostile system in the sector.
** This is a very dangerous but lucrative mission.
'''COMBAT CHANGES'''
* Deflectors will now count toward the Combat Rating of a ship.
* Gun Turrets will no longer autotarget exterior scaffold.
* 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.
* This should fix AUTOTARGET turrets being far less effective than manually targetted turrets.
* Evasion has been rebalanced. The benefit tails off at higher speeds, approaching a maximum of 90% for the fastest and most nimble vessels.
* You can now disable the auto-slowdown effect during combat, from an option in the Settings menu.
* Fixed a bug that prevented cannon shells & railgun slugs from impacting exterior equipment.
* Fixed issue with Weapons Consoles not being manned on AI driven ships
'''BUG FIXES'''
* Parallax rendering of Boxes fixed.
* Industry (Mining) missions item collection fixed when ship has more than one docking port.
* Option to cancel the deal with X in DSI not present in pre-Alpha 13 saves
* Fix tiddlet jump ranges displaying when not in a system with a ship containing tiddlets.
* Fix storage crates not having contents wiped when fabricating a ship.
* Fix negative quantities sometimes appearing in containers taken from crates.
* Fix "Drones Deployed" warning in FTL tooltip showing *X instead of the number of drones.
* Fix formatting of prices and balances over one billion.
* Fix ship value inconsistencies between fabricating and selling a ship (there may still be a small difference as the sell price is rounded.)
* Fix Tiddlet Farm being sellable in The Trouble With Tiddlets Part 3.
* Increased metallic mineral trade availability during construction of Stargate phase 2.
* Fixed the player sometimes receiving free ships if an NPC ship with docked ships arrives in a system.
* Fixed certain episode ships (Tiddlet Farm, Short Hopper) not restocking on critical resources, leading to crew dying. Seen in #353.
* {{Issue|344|pre=Issue}}: Can't turn in trouble with tiddlets part 3.
* {{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).
* {{Issue|351|pre=Issue}}: Items in Storage Crates not counted towards mission achievements.
* {{Issue|352|pre=Issue}}: When the game is paused, the stargate still rotates.
* {{Issue|353|pre=Issue}}: Trouble with Tiddlets Part 3: Tiddlet Farm has mostly dead crew.
* {{Issue|359|pre=Issue}}: Logistics drones can't be moved via logistics menu if one docked ship doesn't have a logistics drone bay.
* {{Issue|361|pre=Issue}}: Can't pay X, no option given.
* {{Issue|366|pre=Issue}}: Can't progress past Stargate Phase 4 if Andromeda Project Part 3 is unlocked before starting DSI part 2.
* {{Issue|372|pre=Issue}}: Crash when trying to load a storage crate but no slots are available
* {{Issue|375|pre=Issue}}: Resin/Isotope objectives in DSI part 2 sometimes don't update.
* {{Issue|377|pre=Issue}}: Storage crate shows wrong spacesuit sprite.
* {{Issue|382|pre=Issue}}: Memory Leak in Vertex Arrays
* {{Issue|383|pre=Issue}}: Missions require ranks greater than the maximum rank
* {{Issue|385|pre=Issue}}: Deep Space Industrialists - typo in character text.
* {{Issue|390|pre=Issue}}: Can't turn on battle stations when you only have deflectors installed
* {{Issue|402|pre=Issue}}: Tiddlets 2 can be assigned to ship that is not player-controlled
* Crash in Tiddlets Part 3 if Short Hopper runs out of charges or the FTL Drive is dismantled.
* Fixed components salvaged from derelict ships having a quantity of 0, which made them impossible to sell
'''NEW COMMUNITY SHIPS - thank you!'''
* JOHNNY STRUGGLES - Defense Platform Mk4, Grumpy Sardine + Lots of updates.
* RAKRENT - DRX Anvil, DRX Torana, DRX Monaro + Lots of updates.
== Alpha 13 ==
{{Infobox release
| name = Alpha 13
| release_news = https://store.steampowered.com/news/app/1857080/view/506189573340004378
| release_date = 18 December 2024
| video = 4HKSXeGuSHc
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/10 Milestone 10]
}}
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.
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've expanded the Research tree with tons of new options to speed up drones, mining lasers, tracks, smelters, and robot arms.
'''NEW STORY EPISODES'''
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.
* '''The trouble with Tiddlets, Part 4'''
: The final part of the Tiddlets saga is ready to play.
* '''Deep Space Industrialists (continued)'''
** Stations in DSI are no longer taken away from the player when the episode is completed successfully.
** The contract with Alexander Elistar can now be terminated by the player, ending the episode. (The button is in the contracts screen.)
** The Stargate Project can now be independently unlocked in the Research screen, bypassing the DSI episodes entirely.
* '''Black Hole Sun - Part 3'''
: New sound and music added for the climactic rescue in BHS Part 3.
'''Storage Crates'''
Two new pieces of equipment to facilitate better organization of products in your ships.<br>
The Storage Crate is 4x3 and has a storage capacity of 70 items or stacks.<br>
The Small Storage Crate is 3x2 and has a storage capacity of 36 items or stacks.<br>
Storage Crates can be accessed by crew or by robot arms.
Right-click on a Storage Crate to set its properties:
* Choose the product to store inside. Note: Storage Crates can only store one type of item.
* You can use the plus and minus controls to set a limit on items to be stored inside.
* There is a tickbox for 'Crew Loading', which permits crew members to load items in. (Otherwise only robot arms can.)
* There is a tickbox for 'Crew Unloading,' which permits crew to take items from the crate. (Otherwise only robot arms can.)
* There is a toggle for controlling priority:
** Prioritize Zones: Your crew will store items in storage zones until they are full before using this crate.
** Prioritize Crate: Your crew will store items in this crate in priority to storage zones.
* The recipe for storage crates can be unlocked from the Research Tree, meaning you can fabricate your own.
'''Deflector Beams'''
A new defensive technology that deflects incoming cannon shells using an energy beam.<br>
They have a maximum range and angle as with any turret. The nearest incoming cannon shell within that cone will be diverted.<br>
Deflector beams use a great deal of power when they are deflecting and can be easily overloaded with too many incoming rockets.<br>
Deflector beams cannot be purchased. They must first be unlocked in the Research Tree, then fabricated on an assembly table.
'''NEW RESEARCH'''
The research tech tree has been heavily overhauled, with many new research items added.
* Drone batch gathering - drones will gather up entire stacks of a resource before returning to a drone bay.
* Drone top speed (1.5x/2x).
* Drone Assembly recipe (build your own drones!).
* Track Speed (2x/3x).
* Robot Arm Speed (2x).
* Mining Laser Accuracy - each blast releases twice as many minerals.
* Increased Metallurgy bonus to +50% and +100% (Smelters produce more output from the same input).
* Reactor Efficiency (1.1x) - increases the power output of all reactors.
* Fixed bug with researched performance boosts not reloading properly.
* New component: Processor (Copper + Precious Metals).
* You can now fabricate your own Logistics Drones! Requires Frame, Motor, Coil, Lens, Processor.
* Fabricating batteries now requires precious metals.
* Stargate phases are now locked behind three tiers of research (or can be auto-unlocked by completing the DSI episodes).
* Older saves will automatically have all 3 tiers of the Stargate research unlocked.
* Storage Crate assembly is now found under Logistics.
* Deflector assembly.
'''SMALL CHANGES:'''
* When losing control of a ship (e.g., selling a ship, getting it destroyed), all non-episode missions assigned to it are failed.
* Episodes can no longer be assigned to ships from other episodes (e.g., A.J.E Foundry).
* FTL toolbar icon now shows alignment progress for jump.
* Jumps that are ready can be performed by right-clicking the FTL icon.
* Research toolbar icon now shows progress towards current research.
* After completing the tutorial and making your first FTL Jump, Cmdr Harken will call you with a request for help.
* All mineral patches now contain 100x as many minerals as before.
: (Note: 'Boldly Go' mode already had this setting, so this only affects Creative/Survival/Free Roam modes.)
* The recipe for Deuterium now produces twice as much Deuterium as before.
* Stable Isotopes are now faster to produce (4 secs instead of 6).
* Some additional items will now be found at derelicts: Ingots, Deuterium, Components.
* In the Trade Window, if you search, the list shows ALL items that match that search filter, ignoring any category you have selected.
* 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.
* The Fuel Loader can now be rotated.
* Track now takes 3 seconds to assemble, down from 10 seconds previously.
* The range of weapons is now shown as a light circle when highlighting that weapon.
* You can no longer use the REPAIR option at a shipyard if there is active combat underway in that system.
* Hostile ships will now launch fighters quicker.
'''BUG FIXES:'''
* Fix wrong mission being accepted when more than one can be accepted in the mission summary window.
* Fix inability to enable battle-stations when a non-friendly ship is selected.
* Fix incorrect tutorial highlights during FTL stage of the introduction tutorial.
* Fix passengers getting stuck before being collected by shuttle on passenger missions.
* Fixed issue with Flight Recorders sometimes being completely unsalvageable, blocking the Wolf mission chain.
* Fixed issue with hostile ships unable to fire their weapons (ship exported with auto-target disabled on those weapons).
* Improved performance for AMD GPUs.
* Fix issue where an abandoned drone would drop unsalvageable cargo in free space.
'''New community ships added to the base game - thank you!'''<br>
''JOHNNY STRUGGLES - Mini Beast''
=== Alpha 13d ===
{{Infobox release
| name = Alpha 13d
| release_news = https://store.steampowered.com/news/app/1857080/view/541096269502742722
| release_date = 30 January 2025
}}
Alpha 13d was released as a hotfix to Alpha 13:
Please note that for episode fixes, it is necessary to play from before the bug occurs (the save game isn't automatically fixed once the bug has occurred).
* Crash in Tiddlets Part 3 if Short Hopper runs out of charges or the FTL Drive is dismantled.
* Crash in Introduction Tutorial
* Fix negative quantities sometimes appearing in containers taken from crates.
* Fix "Drones Deployed" warning in FTL tooltip showing *X instead of the number of drones.
* {{Issue|344|pre=Issue}}: Can't turn in trouble with tiddlets part 3
* {{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.
* {{Issue|361|pre=Issue}}: Can't pay X, no option given
* {{Issue|366|pre=Issue}}: Can't progress past Stargate Phase 4 if Andromeda Project Part 3 is unlocked before starting DSI part 2.
* {{Issue|372|pre=Issue}}: Crash when trying to load a storage crate but no slots are available
* {{Issue|375|pre=Issue}}: Resin/Isotope objectives in DSI part 2 sometimes don't update.
* {{Issue|377|pre=Issue}}: Storage crate shows wrong spacesuit sprite.
* {{Issue|382|pre=Issue}}: Memory Leak in Vertex Arrays
* Storage crates should be cleared when Fabricating/Importing a ship
== DEMO2 ==
{{Infobox release
| name = DEMO2
| release_news = https://store.steampowered.com/news/app/1857080/view/4467102902950824864
| release_date = 26 November 2024
}}
The demo received an update.
* Save/Load is now supported.
: Note you cannot load saves from the full game, or autosaves from Demo1 - sorry about that.
* Modified the galaxy map to draw more attention to the special (gold) episodes
* A few small fixes
== Alpha 12 ==
{{Infobox release
| name = Alpha 12
| nickname = Michael Jackson and Quincy Jones
| release_news = https://store.steampowered.com/news/app/1857080/view/6632207880321761615
| release_date = 19 November 2024
| video = R85MUBMoO5s
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/9 Milestone 9]
}}
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!
'''NEW FREE DEMO'''
We now have a brand new playable demo which you can find on our Steam Store page. If you haven't tried the game yet, please give it a go!
'''NEW STORY EPISODES'''
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.
* The trouble with Tiddlets, Part 2
* The trouble with Tiddlets, Part 3
* Professor Toppingbury continues his experiments on the newly discovered and adorable lifeform.
* Deep Space Industrialists, Part 1
* Deep Space Industrialists, Part 2
: This is the return of the Stargate Project, now driven by its own story episodes.
: Along with this new story episode, several Stargate changes have occurred:
** Stargate phases heavily rebalanced
** Existing progress in the Stargate Project has been reset
** The episode will ensure there is a 'safe' nebula and asteroid belt - i.e., free from Hostiles and Meteors
** The Stargate project is now unlocked by completing part 1.
** Survival mode is now unlocked after completing Stargate Phase 2
** NB Stargate phases 4 onward are likely to be changed and reset in future alphas.
'''SHIP EDITOR IMPROVEMENTS'''
* You can now switch the ship editor into ERASE mode, allowing you to easily remove habitation, armor, scaffold, and hull.
* 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.
* Editing the Habitation deck now shows the correct exterior preview of your work (rather than showing the interior of the Habitation deck).
* 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.
* 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.
* Placing a docking port in the editor now shows a preview of the docking port sprite.
* Added sounds to the editor (mouse moving on the grid, selection, cancel).
'''PARALLAX DEPTH'''
* There is now a subtle depth/parallax effect on all objects floating in space.
* Ships are in the middle depth. Asteroids and derelict ships sit under, while minerals/containers/loot, etc., sit above.
* Drones sit slightly above ships in the middle depth.
* This effect can be toggled on and off from the Options menu.
* Improved the parallax effect on background planets (they move in the right direction now, lol).
* Added slight parallax effect to the Stargate.
'''COMBAT AND HOSTILE FORCES'''
There have been lots of improvements to combat in the game.
* '''SHIP COMBAT RATING'''
** Ships are now assessed by a new 'Combat Rating,' rather than their Trade Value, when spawning enemy ships or fleets of combat vessels.
** The Combat Rating of a vessel is almost entirely down to the number and type of weapon systems installed.
** Armor affects the combat rating as a multiplier, based on the percentage of armor coverage. 100% armor coverage will double a combat rating.
** Hostile ships will show their combat rating under their name in Tactical mode. (Written as 'CLASS 3').
** You will now be awarded points based on the combat rating of the ships destroyed, rather than their trade value.
* Existing 'HOSTILE' systems have been extended to provide a more permanent combat zone.
** The player is free to visit a HOSTILE zone at any time if they wish and will come under immediate attack.
** Destroying all enemy ships will grant an award of combat points at the end of battle.
** The zone will no longer clear its HOSTILE status. It will remain permanently hostile.
** After a short break, new hostile ships will warp into the hostile zone.
** You will receive an alert when hostile forces are about a minute away from arrival.
** Hostile forces will arrive together via an FTL jump, in formation.
** Civilian/neutral ships will no longer jump into a hostile zone.
** New hostile ships will have their difficulty scaled based on two factors:
*** The combined Combat Rating of all the player ships in the system.
*** The player's Rank in Combat. This rank slowly increases as you are victorious in more and more battles.
* Hostile ship AI (flight model) has been much improved:
** AI-driven ships now constantly assess their weapon systems, taking into account damage, ammo shortages, etc., and pick a flight plan accordingly.
** 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.
** (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).
** Hostile ships will sometimes switch targets to the most threatening and damaging of your ships as the battle progresses.
* 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.
* Fixed issues with cannons and railguns not firing when set to AUTO, even though the enemy is within their field of fire.
* Enemy ships will now sometimes drop valuable loot in the form of Precious Metals.
* Drones have been upgraded. They now fly 33% faster, repair 33% faster, and repair hull damage more completely.
* Drones will now prioritize repair work so long as BATTLE STATIONS is enabled. Otherwise, they will prioritize gathering and logistics.
* In the Tactical overlay, there is now an overall ammo counter for all three ammo types in the bottom left of the screen.
* Railguns will no longer target fighters.
* The Gatling Gun no longer has any 'Penetration,' meaning it will not cause hull breaches nor damage any internal equipment protected by the hull.
* Gatling Guns are virtually useless against armored hulls.
* The 'Destroy all hostiles' sector mission is no longer created, as hostile zones can no longer be cleared.
* Increased the general availability of cannon shells at trading posts.
* Mining Lasers will no longer acquire new targets when "Battle Stations" is ordered.
* Hostile NPC ships will no longer bother mining asteroids during battle.
'''HUMAN RESOURCES'''
* You can now sack crew from the trade screen, under the "sell" tab
* Sacked crew will leave on the next available shuttle
* You don't receive any "sale price" for sacking crew
'''FLEET ORDERS'''
* The Orders popup has been rebuilt
* Most orders are now ship-specific, meaning different ships can set different orders
* 'Fleet Logistics' and 'Battle Stations' are system-wide orders affecting all your ships in the system.
'''SMALL CHANGES'''
* The sounds of other ships will now fall silent in a few select places:
** The ship editor
** The sector map
** Schematic mode
* Added DARK MODE for the galaxy map due to popular request, enabled from the Settings menu
* Doubled the amount of food harvested from Hydroponics per cycle
* The battery/power indicator bar at the top left of the screen now blinks with the message "POWER SHORTAGE" when your ship cannot power its equipment to 100% and has run out of battery charge
* We now un-pause the game when you change the game speed with keyboard shortcuts
* You can now double-click to select all text in a text input field
* Removed ability to rotate camera with ',' and '.' (useless)
* Changed the colour of mission summary text to stand apart from the objectives
* 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.
* Added a toggle to hide ships the player cannot afford in the fabricate window
* Drones will now collect Precious Metals found in space even if 'gather reagents' is disabled
* There is now sometimes some light space dust and fog around asteroid belts and combat zones
* Entities will now use their 'dead' sprite when unconscious
* 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
* Cancelling installation/dismantle jobs with RMB when paused will now work correctly
* NPC ships will now order drones at a trading post if they are short (aiming for at least 2 drones per drone bay)
* Mineral patch labels are now correctly rotated in tactical view
* Ship labels in tactical view are now rendered more clearly
'''BUG FIXES:'''
* {{Issue|204|pre=Issue}}: Game doesn't launch when Steam is offline
* {{Issue|244|pre=Issue}}: Fusion Reactor consumes fuel when off
* {{Issue|278|pre=Issue}}: FTL not found, even though I have an FTL
* {{Issue|318|pre=Issue}}: Drones flying off on big detours before delivering cargo.
* {{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
* {{Issue|328|pre=Issue}}: With the "Stargate" System now being renamed to NG0, there are inconsistencies in the contracts menu
* {{Issue|329|pre=Issue}}: Tutorial - Opening scene
* {{Issue|331|pre=Issue}}: NPC ships still dying off
* Fix saving and loading whilst in the opening shuttle flight cutscene turns the UI back on
* Fix A Wolf In Sheep's Clothing Part 1 Objective 'Recover the Flight Recorder from Scavenger Vessel' by adding the missing location link
* Fix typo in Mining Tutorial: Travel to [an] asteroid belt with Tilium deposits.
* Fix typo in play mode: 'BOLDY GO' -> 'BOLDLY GO'
* Fix performance issues with tactical mode affecting AMD GPUs
* Fix full containers displaying the incorrect quantity in the hover tooltip
* Fix game not recognising caps lock
* Stop keyboard input being detected during the new game intro cutscene
* Fix keyboard input falling through to the game world when the map is open
* Fix being able to interact with the toolbar when you cannot see it because you have no layer selected
* Fix Black Hole Sun 1 Hyperspace Isotope count being incorrect
* Fix reward points earned for gameplay (e.g., logistics, combat, logistics...) being lost on save/load
* Fix awards given from missions being lost if you save/load before you have finished receiving them
* Fix "Upload To Steam" being available if we don't have a friendly ship selected
* Fix industry score increasing from industry performed on unfriendly ships
* Fix Exterior Jobs being attempted even if there are no available spacesuits
* Fix spurious No Storage warnings after unloading an item
* The bong sound from a Flight Recorder will no longer be audible if you are not focused on that system
* Introduction Tutorial: If you install the reactor before the tutorial instructs you to, the tutorial will recognise this and catch up
* Stargate Window: Show correct recipe for Stable Isotopes
* Fixed abandoned drones from enemy ships showing up as green in tactical view if the enemy ship was gone
* Mouse and Keyboard can now be used when the HUD is hidden
'''New community ships added to the base game - thank you!'''
* '''JOHNNY STRUGGLES:''' Acadia, Aberration of Light, Hesperia, Apophis
* '''RADKNITHAT:''' RnD Casus
== Alpha 11 ==
{{Infobox release
| name = Alpha 11
| nickname = Burke and Vasquez
| release_news = https://store.steampowered.com/news/app/1857080/view/4597699678380481518
| release_date = 30 August 2024
| video = Bq1l6Wq-Dhg
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/8 Milestone 8]
}}
'''NEW HUD'''
The placeholder HUD has been revamped and almost completely replaced with a new design.
* Critical resources are now shown bottom left of the screen.
* The toolbar is replaced with a set of icons.
* The different views are now a vertical stack of buttons in the bottom right of the screen.
* A new indicator top left shows the ship name, author, Hull status, Atmosphere status, and Power status.
* Shipyard services now appear at the top of the screen. (Repair ship, Buy ship, Sell ship, Fabricate ship)
'''Note:''' The old HUD is still used temporarily in two areas that are unfinished:
* Construction popup
* Fleet orders popup
'''Story Episodes changes'''
* Completely revamped introduction (much shorter), with a new ship and a new tutorial.
* The Stargate industry introduction has been removed. It will return as a story episode soon.
* All story episodes are now "discovered" on the sector map, rather than the Contracts screen.
* New gold highlights and tooltips for all special episode locations on the sector map.
* '''"Black Hole Sun"'''
** Part 3 Hidden until Julian calls you when he is ready to rescue his brother. The episode is then automatically accepted.
** The Black Hole Sun 3 'Short Hop' system is no longer a large distance away across the map.
** Fix Julian's ship from Black Hole Sun 3 being able to jump to any system.
** Fix any ship being able to rescue Marcus in Black Hole Sun 3, and not just Julian.
* '''"The trouble with Tiddlets"''' has returned, and is now a playable episode (Part 1 only, for now).
'''SMALL CHANGES'''
* NPC ships will now order critical supplies when in a trading location (Fuel, Oxygen, Water, Crew, Spacesuits) when required.
* When highlighting any piece of equipment, the extra tooltip information will only show when the ship is one of your fleet.
* Allow to transfer/cancel transfer entire stack by ctrl clicking.
* You can now freely select text in an input field by holding 'SHIFT'.
* You can now select all text in an input field by pressing 'CTRL+A'.
* Selected text is preserved when the input field is deselected.
* Ship Editor: Destroying cells now destroys any equipment in those cells.
* FTL drives on the selected ship are now preferred when choosing a drive for a hyperspace jump.
* The camera is now attached to the ship when in TACTICAL view, the same as normal view.
* Clicking a Location Link in the Missions Window or Missions Summary now also sets that system as an FTL destination.
* Location Links for mission objectives will no longer appear in the Missions Summary after that objective has been completed.
* You can now collapse mission summaries the same way as rating, by right-clicking to close and left-clicking to open.
* You can now filter search in all tabs of the trade window.
* The trade window now defaults to 'all items' instead of being blank.
* Change the end of the introduction tutorial to fit with new episode discovery.
* Galaxy map now has special indicators for episodes:
** Episode starting systems are now gold.
** Regular systems you need to visit as part of an episode have a gold outline.
** 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.
* The 'STARGATE' location now has a normal location name - NG0.
* Drones now treat actual salvage as higher priority over raw materials.
* When you start a New Game your ship is now 'inside' a shipyard.
* Save files are now filtered when saving a game.
'''BUG FIXES'''
* {{Issue|217|pre=Issue}}: Fleet Logistics still makes drones faff when preparing to jump.
* {{Issue|283|pre=Issue}}: Short Robot Arm won't unload Black Box Recorder from Drone Bay onto Track.
* {{Issue|293|pre=Issue}}: Hydroponic garden won't grow.
* {{Issue|292|pre=Issue}}: Cargo items stacking to silly sizes.
* Crash when removing a piece of track that was in a loop.
* Fix crash in Main Menu when viewing long file lists.
* Fix crash in Tiddlet fire.
* 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.
* Fix storage window not placing any storage when it is first opened.
* Fix A Wolf in Sheeps Clothing Part 3 not being playable after completing Part 2.
* Fix A Wolf in Sheeps Clothing Part 3 pirate attacking you in another mission's system.
* Fix shuttle leaving on reload.
* Only the FTL drive responsible for jumping will light up during a jump.
* Only the FTL drive responsible for jumping will consume the contents of its FTL charge.
** This caused the FTL resource counter to be off-by-one when you have multiple FTL drives on a ship.
* Fix Audio bug after the opening text when starting a new game.
* Fix objects remaining silent when you switch system and should hear them again.
* Fix some objects, such as engines, not pausing correctly when the main menu is open.
* You can no longer sell Julian's ship from Black Hole Sun at a Shipyard.
* Fix FTL window saying 'NO FTL FOUND' when you have no ship selected to travel.
* Fix Trade window telling you you cannot afford a trade when it is for the exact amount of cash you have.
* Fix Black Hole Sun 3 game crash when trying to take control of Julian's ship outside of the Black Hole system.
* Fix Mouse clicks from game world being detected on the sector map.
* Fix ships undocking from each other when they are all FTL jumping in survival and creative mode.
* Fix the tutorial window blocking input to the game world after the tutorial is over.
* Fix it looking like you have placed a storage zone in the output of a docking port. Instead, the visual is cancelled immediately.
* Fix bug where you cannot interact with the tutorial window while the map is open.
* Fix bug where the tutorial window highlight for the FTL button is the wrong color.
'''New community ships added to the base game - thank you!'''
* '''JOHNNY STRUGGLES''' - Improved Industrious
* '''Omega Naval Station'''
* '''Belfast Shipyard'''
=== Alpha 11d ===
{{Infobox release
| name = Alpha 11d
| release_news = https://store.steampowered.com/news/app/1857080/view/4576308214477647189
| release_date = 6 September 2024
}}
Alpha 11d was released to make the game playable offline and fix some performance issues on AMD graphics cards:
* Game can now be played in offline mode.
* Improved performance with particles in tactical mode on certain AMD graphics cards
=== Alpha 11d hotfix ===
{{Infobox release
| name = Alpha 11d
| release_news = https://store.steampowered.com/news/app/1857080/view/4576308214487815247
| release_date = 9 September 2024
}}
Alpha 11d hotfix was released to make the game playable offline and fix some performance issues on AMD graphics cards:
* The game can now be launched and played when offline.
* Performance improvement when lots of particles on screen in tactical mode (relevant to AMD graphics cards).
== Alpha 10 ==
{{Infobox release
| name = Alpha 10
| release_news = https://store.steampowered.com/news/app/1857080/view/4200250669022467483
| release_date = 24 June 2024
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/7 Milestone 7]
}}
'''New Episodes'''
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.
* Black Hole Sun - Part 1
* Black Hole Sun - Part 2
* Black Hole Sun - Part 3
* A wolf in Sheeps Clothing - Part 3
'''New Tutorials'''
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:
* Docking Tutorial
* Mining Tutorial
* Combat Tutorial
* Crew transfer Tutorial
'''Performance'''
* Large improvement to drones when searching for repair works.
* Reduced the particle density on ships arriving and departing, to help with performance
* Make FindNearby only look at given layer and given object type if object type given. Helps with drone performance.
* Calculate incoming quantities of each container only once in TryStoreCargo, improves WorkQueue Update performance.
'''Text Input'''
* You can now filter any long list of files/saves/ships etc by typing a short word
* You can now freely move the cursor in a text field and delete characters in any position.
** 'LEFT' or 'RIGHT' to move the cursor backwards or forwards one character.
** 'HOME' or 'DOWN' to move the cursor to the beginning of the input.
** 'END' or 'UP' to move the cursor to the end of the input.
** 'DEL' now forward deletes text in a text input field.
'''SMALL CHANGES'''
* The game mode 'Survival' is now locked until the player completes phase 1 of the stargate
* The game mode 'Free Roam' is now locked until the player completes the 'Flight Ready' mission in Creative or Survival mode
* Nb. Both modes can be easily unlocked by editing the preferences.txt file:
    UnlockSurvival    true
    UnlockFreeRoam    true
* Battle Stations button is now available in Tactical mode
* Changed drone behaviour to look to use any available Drone Bays
* FTL user interface improved. You can now include other ships after clicking the Prepare Jump button
* Clicking Prepare Jump from the System Map will now prepare a jump with just that ship, even if another jump is in progress.
* The OPPOSITION system that sends hostiles to attack the Stargate on a timer has been completely disabled (it sucked)
* Mining Laser now require to be installed either in a wall (like the guns) or on a piece of scaffold.
* When installing Mining Lasers they will now auto-rotate to fit the wall/scaffold.
* Allow to buy/sell entire stack by ctrl clicking.
'''BUG FIXES:'''
* {{Issue|258|pre=Issue}}: In creative mode, when entering ship name / author name the key strokes execute in the background
* {{Issue|259|pre=Issue}}: If you outgun the pirate you can kill the ship leading to a hardlock and game CTD.
* {{Issue|260|pre=Issue}}: Docking Tutorial window doesn't go away when you click skip.
* {{Issue|261|pre=Issue}}: The Wolf in sheep clothing mission is available to start from the beginning after completing it.
* {{Issue|267|pre=Issue}}: Only selected ship rotates to align for jump in creative / survival / free roam.
* {{Issue|241|pre=Issue}}: Orders not saved correctly in stargate mode because not copying system id when copying orders.
* {{Issue|243|pre=Issue}}: Meteor shower during resin collection phase of tutorial.
* {{Issue|277|pre=Issue}}: Scavenger still hails you even if destroyed.
* {{Issue|247|pre=Issue}}: Some imported/bought ships will have the crew dying of suffocation.
* {{Issue|161|pre=Issue}}: Install order disappearing when closest box of desired item to install is on a track.
* {{Issue|233|pre=Issue}}: Netural fighters attacking player when in meteor shower.
* {{Issue|229|pre=Issue}}: Turning with thrusters uses engines when another ship is preparing a jump.
* {{Issue|231|pre=Issue}}: If a window is open (eg: FTL jump) and you go to tatical mode, tactical mode stops tracking cursor.
* {{Issue|279|pre=Issue}}: Docking Port flipped on reloading ship, if placed at top of grid in edit mode.
* {{Issue|288|pre=Issue}}: Rescue mission does not fail and disappear if the ship is destroyed.
* {{Issue|225|pre=Issue}}: Weapons consoles not activating connected weapons
* {{Issue|221|pre=Issue}}: Hostile ship not attacking after some ships jump away
* {{Issue|198|pre=Issue}}: Can jump ship when docked with other ship that isn't jumping but ships stay docked.
* {{Issue|234|pre=Issue}}: Stargate progress is incorrect.
* {{Issue|153|pre=Issue}}: Money duplication glitch when buying ship at shipyard.
* Fix spelling mistake in the title of the Tech Tree Window: 'RESERACH' -> 'RESEARCH'.
* Fix window not closing when window close button is pressed.
* Performance slow down with ships arriving / leaving. Should be better with improvements to particle and layer rendering.
* Fix flightready mission causing crash when selling original ship and FTL jumping with another ship.
* Fix camera moving to wrong place when switching out of tactical if ship moved while in tactical.
* Fix tutorial coming back after skipping tutorial.
* Preserve ids of layers and objects when restoring a system archive, but still rebase time.
* Fix crash on loading a rescue mission on a ship that has been archived.
* Docking tutorial now dismisses itself if the target ship is derelict or non-existent.
* Track performance in certain situations improved.
* Fix install FTL objective not completing in flightready mission.
=== Alpha 10c ===
{{Infobox release
| name = Alpha 10c
| release_news = https://store.steampowered.com/news/app/1857080/view/6338336761816401397
| release_date = 16 July 2024
}}
Alpha 10c was released slightly later to Alpha 10 and fixed some critical bugs relating to missions:
* Fix crash when removing a piece of track in a loop.
* Fix crash in Main Menu when viewing long file lists.
* Fix crash in Tiddle particle creation when they catch fire
* Fix crash in Drone rendering.
* Fix Wolf 3 episode not showing up in contracts selection when loading older save games.
* Fix analytics not reporting for Wolf 3.
* Fix Blackhole 2 issues (repeating phone call, impossible to complete in some circumstances)
== Alpha 9 ==
{{Infobox release
| name = Alpha 9
| nickname = Atreides and Harkonnen
| release_news = https://store.steampowered.com/news/app/1857080/view/4101162602042836767
| release_date = 13 March 2024
| video = WiqYv5GZHbE
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/6 Milestone 6]
}}
'''New mission interface'''
* We have substantially upgraded and improved the mission system and all associated screens.
* We can now create rich, detailed missions with multiple stages and multiple objectives.
* The Communicator has also been upgraded and better integrated with the mission screen.
* Characters can now call you with information and instructions, and a log of those calls will be added to your mission screen.
Quality of Life improvements for the Mission Summary (top left of the screen):
* You can now 'Turn In' any completed mission directly from the mission summary
* 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.
* There is now a 'Prepare to jump' button in the Sector Map, for quick and easy alignment
* All mission types updated to take advantage of these new buttons.
'''New Story Episodes'''
* We have begun work on a series of story-based episodes.
* 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.
* This involved the creation of a new Episode Manager system and a substantial upgrade of the Mission system.
* Story Episodes will automatically become available in the Mission Interface at the appropriate time.
* We have plans to add many more story episodes, now that this system is complete.
* 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.
* New Episodes:
** A Wolf in sheep's clothing - part 1
** A Wolf in sheep's clothing - part 2
'''Docking Tutorial'''
* A new Docking tutorial has been created, and is used directly in the episode Wolf Part 2.
* The tutorial will also show whenever a player is attempting a rescue mission.
'''SMALL CHANGES'''
* The time between waves of hostile forces attacking the Stargate has been tripled
* New graphics for crew in a space suit when they are outside the ship
* Reduced the radius at which a system blocks your FTL flight path (from 15 down to 4)
* The star background now shifts into an angry red when 'Battle Stations' is enabled
* Crew now walk 33% faster, and are slowed down less when carrying cargo
* New graphics for dead crew
* 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
'''NEW AUDIO WORK'''
* Battle stations!
* Gun Turrets extending, retracting
* Mission Interface
* Music for the new story episodes
'''New community ships added to the base game - thank you!'''
* DOCTORX - DRX Helican Omicron
: DRX Helican
: DRX Psychopath
: DRX Abyss
: DRX Scarab
* JOHNNY STRUGGLES - The Altair Citadel
'''BUG FIXES'''
* You can no longer pause the game during the introductory flyby
* Fixed: Weapons Consoles are now correctly powered as part of the Weapons power category, not the Science power category
* Fix for drones incorrectly returning home when another ship in the local fleet is planning to jump to hyperspace
* Fixed: Fleet logistics transfers of the same item in opposite directions now cancel each other.
* Fix crash caused by invalid Researching Node.
=== Alpha 9c ===
{{Infobox release
| name = Alpha 9c
| release_date = 14 March 2024
}}
Alpha 9c is a hotfix build for [[#Alpha 9|Alpha 9]] fixing UI issues with the tactical screen.
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.


== Alpha 8 ==
== Alpha 8 ==
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| name = Alpha 8
| name = Alpha 8
| release_news = https://store.steampowered.com/news/app/1857080/view/3886108111271512496
| release_news = https://store.steampowered.com/news/app/1857080/view/3886108111271512496
| release_date = {{#formatdate:18 December 2023}}
| release_date = 18 December 2023
| video = VwQ7DgIIk0E
| video = VwQ7DgIIk0E
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/5 Milestone 5]
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/5 Milestone 5]
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* Percentages removed from tanks in schematic view (only absolute values displayed)
* Percentages removed from tanks in schematic view (only absolute values displayed)
* Hyperspace isotopes can be refined into stable isotopes, which can be turned into deuterium in the chemistry lab
* Hyperspace isotopes can be refined into stable isotopes, which can be turned into deuterium in the chemistry lab
* Stranded Ships from Rescue contracts are NeutralShips instead of Derelicts


== Alpha 7 ==
== Alpha 7 ==
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| name = Alpha 7
| name = Alpha 7
| release_news = https://store.steampowered.com/news/app/1857080/view/5913850762873923353
| release_news = https://store.steampowered.com/news/app/1857080/view/5913850762873923353
| release_date = {{#formatdate:17 November 2023}}
| release_date = 17 November 2023
}}
}}
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]].
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]].
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| name = Alpha 7c
| name = Alpha 7c
| release_news = https://store.steampowered.com/news/app/1857080/view/5913850762877483119
| release_news = https://store.steampowered.com/news/app/1857080/view/5913850762877483119
| release_date = {{#formatdate:18 November 2023}}
| release_date = 18 November 2023
}}
}}
Alpha 7c is a hotfix build for [[#Alpha 7|Alpha 7]] fixing some FTL issues.
Alpha 7c is a hotfix build for [[#Alpha 7|Alpha 7]] fixing some FTL issues.
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| nickname = Frodo & Sam
| nickname = Frodo & Sam
| release_news = https://store.steampowered.com/news/app/1857080/view/3719466041717039148
| release_news = https://store.steampowered.com/news/app/1857080/view/3719466041717039148
| release_date = {{#formatdate:13 September 2023}}
| release_date = 13 September 2023
| video = 5dNaVX-gFKE
| video = 5dNaVX-gFKE
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/4 Milestone 4]
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/4 Milestone 4]
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| nickname = Schwarzenegger & Stallone
| nickname = Schwarzenegger & Stallone
| release_news = https://store.steampowered.com/news/app/1857080/view/3649655808283414158
| release_news = https://store.steampowered.com/news/app/1857080/view/3649655808283414158
| release_date = {{#formatdate:28 July 2023}}
| release_date = 28 July 2023
| video = F1PWv6ZIMvE
| video = F1PWv6ZIMvE
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/3 Milestone 3]
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/3 Milestone 3]
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| nickname = Cash Integer Overflow and Northern Pennies
| nickname = Cash Integer Overflow and Northern Pennies
| release_news = https://store.steampowered.com/news/app/1857080/view/6489171662417416640
| release_news = https://store.steampowered.com/news/app/1857080/view/6489171662417416640
| release_date = {{#formatdate:22 June 2023}}
| release_date = 22 June 2023
| video = Bo5xcKekv2Q
| video = Bo5xcKekv2Q
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/2 Milestone 2]
| github_milestone = [https://github.com/Introversion-Software/LastStarshipIssues/milestone/2 Milestone 2]
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| nickname = Will and Harry<ref>https://forums.introversion.co.uk/viewtopic.php?f=17&t=64524</ref>
| nickname = Will and Harry<ref>https://forums.introversion.co.uk/viewtopic.php?f=17&t=64524</ref>
| release_news = https://store.steampowered.com/news/app/1857080/view/3680048129696261275
| release_news = https://store.steampowered.com/news/app/1857080/view/3680048129696261275
| release_date = {{#formatdate:11 May 2023|dmy}}
| release_date = 11 May 2023
| video = YocmuecAJM0
| video = YocmuecAJM0
| video_caption = Update video recorded on {{#formatdate:7 May 2023|dmy}}
| video_caption = Update video recorded on {{#formatdate:7 May 2023}}
}}
}}
'''<u>FULL CHANGE LIST</u>'''
'''<u>FULL CHANGE LIST</u>'''
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| nickname = Fred & Barny<ref>https://forums.introversion.co.uk/viewtopic.php?f=17&t=64390</ref>
| nickname = Fred & Barny<ref>https://forums.introversion.co.uk/viewtopic.php?f=17&t=64390</ref>
| release_news = https://store.steampowered.com/news/app/1857080/view/5458966262288548968
| release_news = https://store.steampowered.com/news/app/1857080/view/5458966262288548968
| release_date = {{#formatdate:30 March 2023|dmy}}
| release_date = 30 March 2023
| video = 0rJVuS6CfH0
| video = 0rJVuS6CfH0
}}
}}
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| name = Alpha 1D
| name = Alpha 1D
| release_news = https://store.steampowered.com/news/app/1857080/view/3667655623966334826
| release_news = https://store.steampowered.com/news/app/1857080/view/3667655623966334826
| release_date = {{#formatdate:27 January 2023|dmy}}
| release_date = 27 January 2023
}}
}}
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.
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.


[[Category:The Last Starship]]
[[Category:The Last Starship]]
__NOTOC__