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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]]. | ||
=== Alpha 15 === | |||
{{Infobox release | |||
| name = Alpha 15 | |||
| release_news = https://store.steampowered.com/news/app/1857080/view/506204150025945341 | |||
| release_date = {{#formatdate:28 May 2025}} | |||
}} | |||
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 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. | |||
Common problems that prevent the jumpgate from being activated: | |||
You must Pay a transit fee | |||
Damaged. You must repair the gate using Drones. | |||
They require a set of specific components to repair the gate. You must acquire or fabricate them. | |||
Pirates running a blockade on the Jumpgate. You must eliminate them and prevent further damage. | |||
Nb. 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 will spawn 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 on their trade price AND on their combat rating. | |||
There is a new GENERATE button that will automatically create a roughly balanced opponent | |||
The following research is unlocked 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 access to an entirely new and Uncharted sector! | |||
Once the power-on test is complete, the stargate must be continuously supplied with 100MW of power to remain open | |||
From this point onward you can jump ships to the Uncharted sector to explore and gather materials | |||
There are new minerals and gases that are only found in this Uncharted Sector. | |||
Collecting them will unlock further research projects to refine them. | |||
Phase 6 requires you to refine a small quantity of those new minerals and gases. | |||
You will first have to complete a couple of research projects | |||
You will need to bring the refined resources back to the home sector to supply them to the Stargate Project. | |||
Neubidium Ore -> Neubidium Ingot | |||
Zeleon Gas -> Stable Zeleon | |||
Phase 7 is a much more complex and involved production cycle, requiring a large quantity of advanced materials. | |||
These materials are fast to produce and come in large quantities, so automation (rather than crew labour) is the way to go. | |||
Zeleon Energy Cell | |||
Neubidium Capacitor | |||
Lots of the new resources will be required | |||
By phase 7, hostile elements will have moved in to claim the valuable new resources | |||
'''New Exterior Rendering''' | |||
We are developing a new method for rendering the exterior of all ships | |||
Exterior of ships are now lit from a common direction, and have simple normal maps for surface details | |||
Texture filtering on exterior textures much improved | |||
Added a pencil outline to all ships | |||
Improved rendering of scaffolding to be sharper when zoomed out | |||
'''Steam Cloud Saves''' | |||
Steam Cloud Saves are now enabled on all platforms. | |||
When making a new save game you will now see a tickbox to enable saving to the cloud | |||
'''Localisation''' | |||
New translations have been added | |||
Dutch | |||
Italian | |||
Polish | |||
Brazilian Portuguese | |||
Russian | |||
Swedish | |||
- Lots of improvements to Spanish translation. | |||
- Issue #418 - Missing apostrophe in English for tutorial_stargatescreen1 | |||
- Issue #419 - Inconsistent nomenclature for scrap (metal) in tutorial_smelterssalvage | |||
- Issue #420 - Inconsistent capitalization of "TRADE SCREEN" in tutorial_fleettrade | |||
- Issue #422 - Inconsistent term for refined Tilium (English) - tutorial_miningsuccess | |||
- Issue #423 - Inconsistent capitalization of "Tilium Crystals" in blackhole_part2_return1 and blackhole_part2_return2 | |||
- Issue #424 - Inconsistent space (or lack) in "Qz 247" | |||
- Issue #425 - Incorrect capitalization of "brother" in English blackhole_part3_setup4 | |||
- Issue #428 - Incorrect spacing in ellipsis in Tiddlet strings | |||
- Issue #430 - Awkward use of "Dr." title in tiddlets_part2_return2 | |||
- Issue #431 - Missing space after ellipsis in tiddlets_part4_random_swanson | |||
- Issue #432 - Inconsistent capitalization of "marketplace" in dsi_part1_phase2_xcall4 | |||
- Issue #434 - Missing space after ellipsis in dsi_part2_thirdpartcomplete3 | |||
- Issue #444 - Missing possessive apostrophe in English text for object_engine_description | |||
- Issue #463 - Logistics jam, things just stop sometimes until you turn it off and on | |||
'''SMALL CHANGES''' | |||
Scaffold now adds a small mass to the ship | |||
Survival mode is now unlocked by completing ANY story episode in Boldly Go mode | |||
External equipment will no longer block incoming shots once it has been destroyed. (Prevents an impenetrable shield of destroyed solar panels) | |||
Drones can now patch holes in severely damaged ships | |||
Add a placeholder thumbnail to save files and ship files without thumbnails | |||
Game save thumbnails images are created on load if they are not found | |||
Ship thumbnails images are created on load/import if they are not found | |||
When docked ships are exported together, they are all included in the thumbnail | |||
Track install preview now matches selected orientation | |||
Robot arm install preview now matches appropriate length and rotation of installed robot arm | |||
Low power warning bolts are no longer shown when power has been turned off from the powergrid | |||
Automically deactivate tactical mode when clicking prepare jump | |||
Auto-trades can be cancelled while the delivery shuttle is on its way | |||
'''COMMUNITY AND OFFICIAL SHIPS''' | |||
Lots of fixes for the following common problems: | |||
Fix Equipment embedded in walls | |||
Fix Ladders exiting into walls | |||
Fix Doors not filling gap | |||
Fix Interior cells outside of ship | |||
Fix Armour not attached to ship | |||
'''BUG FIXES''' | |||
Fix being able to separate ships in FTL on Survival mode | |||
Fixed: Sometimes loot would be spawned at completely the wrong place when a ship explodes (bug with storage crates) | |||
Fix for rendering objects at the wrong position in Tactical View, when they were stored in a Container (would appear floating in space) | |||
Fix gas collector in DSI Part 2 not being present in system | |||
Fixed an issue with Oxygen being lost rapidly on large ships with lots of airducts. Each airduct was over-providing, resulting in lost oxygen. | |||
Fixed an issue where selling items would not decrease the value of a ship until the items were delivered. | |||
Fixed an issue where selling a ship with active logistics transfers gave you the value of the items and still continued the transfers. | |||
Fix where auto-orders would not calculate ship stock correctly for non-containers (e.g. drones and spacesuits) | |||
Fix drones being counted twice in logistics menu if they are stored in a storage crate | |||
Fix for light space dust around asteroid belts becoming thick, heavy space dust after saving and reloading | |||
Issue #339 - Shuttle doesn't leave under specific circumstances | |||
Issue #397 - Assembly Tables on ships built at Shipyard retain their loaded components and build histories, should be empty/ zero | |||
issue #421 - TranslatorAssist setting doesn't affect tutorial dialogs | |||
Issue #445 - References to systems don't use S*X | |||
Issue #447 - Robot Arm and Storage Crate stuck in a loop | |||
Issue #451 - Drones dropping logistics transfer items when they shouldn't | |||
Issue #458 - Robot arms not unloading | |||
Issue #449 - Other ships can obscure the editor when loading Creative Mode | |||
Issue #465 - Fix Ship over 100% damage not destroyed | |||
Issue #470 - Hydroponics Gardens still draw water when powered down | |||
Issue #474 - Engine deleted by Ship Editor: Delete hull function | |||
Issue #488.1 - Nothing ships can now only be created in a Ship Yard and cannot be FTL jumped. | |||
Issue #493 - Zoom limits not working when using Q and E | |||
Issue #495 - Infinite Money Glitch - can buy new ship for free and then sell for millions | |||
Crash in when Fighter about to be launched and there is no free space. | |||
Crash in calculating the value of a ship that has a boxed storage crate. | |||
Crash when guns look for cell to attack on zero width or height ships. | |||
Crash when an object is unloaded from another object that is not equipment. Validate save game for correctness. before loading. | |||
Crash when a drone carries out logistics orders after completing another mission. | |||
== Alpha 14 == | == Alpha 14 == | ||