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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 17 == | |||
{{Infobox release | |||
| name = Alpha 17 | |||
| release_news = https://store.steampowered.com/news/app/1857080/view/524893265913240950 | |||
| release_date = 10 October 2025 | |||
| video = 6sLMoYcOQq4 | |||
| 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 == | == Alpha 16 == | ||