Build 0.9.5
Change-log from Demo to 0.9.5
Major Changes
Modules & Stations
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New Plasma Cannon module turret.
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New Fusion Vault module added
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New Flamethrower for module turret short-range destruction, with flame, smoke and burn effects.
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Blueprints may be spawned directly from any Command Unit by clicking on the blueprint button (the old system is still in place).
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Stations can now align themselves to the exact destination heading you set (specific behavior depends on movement mode).
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Long-range torpedoes and nuclear bombs may be launched one at a time from the Command Center.
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When a module cannot be built because of crew limitations, the first module with 0 crew requirement is built instead (ie. a crew quarter added at the bottom of the list)
Units
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New Plasma Cannon added to Warships.
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Collectors automatically swap to another Drop‑Point when their current one is recycled.
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Antimissile turrets can now be installed on the Sentry Warship
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Pirate forces now have access to Corsare Vessels, armed with red Ion turrets
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Attack by Type command: lock specific target classes and queue multi-target attacks.
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Point-defense cannons now usable by corvettes and light frigates.
Gameplay
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New Resource Rush game mode.
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Starting crew cap increased to 2000.
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Increased Insane crew quarters cap to 15 modules.
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Starting storage boosted to 3000 RU.
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"Bullet-Time" added (F11 or right click on pause UI button).
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Command Queue: chain move, attack and other orders.
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Large asteroids now pull units and stations out of hyperspace jumps
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Weapons can now inflict persistent status effects (e.g., burning).
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Enemy waves may request a cease-fire trade mid-battle; bargain at your own risk.
Maps & Scenery
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Added the new map "The Pirate Titan".
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New experimental battlegrounds: Full Combat and Empty Space (both WIP).
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Enemy waves AI has improved wave target selection and secondary stations harassment.
Help & Tutorial
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Contextual Game Hints with video will appear when needed. You can dismiss them individually or disable them entirely.
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Dedicated Help section to review the hints and disable/enable them.
User Interface & Settings
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Implemented Save system (Work in progress, feedback is welcome)
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Team colors and badge customization with color‑picker & badge presets with instant previews.
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Added Reset, Apply, Revert buttons to Settings menu.
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Added Unit count and units in construction count on module/ship button.
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Added example videos to Game Hints.
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Key-binding settings panel now works more reliably.
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Added error reporting form (accessible from pause menu).
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Fixed some problems with UI panels click-through interactions.
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Max-speed read-out now reflects each unit's or station's power-to-mass ratio.
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Added keybinds for commands on the Tactics Panel (Attack Styles, Formations).
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Consolidated click and click + drag sensitivity parameters for better responsiveness.
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SHIFT + Number adds the current selection to an existing control group instead of replacing it.
Localization
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Implemented full UI and entity data localization system
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Italian, Simplified & Traditional Chinese, Spanish and Russian translations added.
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Automatic language detection via Steam.
Audio
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New Soundtrack Player with auto‑hide and controls.
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Eight original music tracks added.
Graphics & VFX
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Enhanced CC/CU core explosions and armour debris.
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Ion, Plasma and Nuke visuals retuned; Pirate plasma is now crimson.
Performance & Optimization
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Global Custom Culling replaces per‑object groups for lighter overhead.
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Path‑finder is now auto‑disabled below target FPS.
Minor changes:
Modules & Stations
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Build-area errors are now surfaced with clear on-screen messages.
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Turret bases now correctly refuse non‑weapon parts.
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Centralized construction-queue logic removes desyncs between multiple build lists.
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Modules preview their true collision bounds before placement, preventing accidental overlaps in build mode.
Units
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Deployers can hyperspace and inherit the arrival heading you set.
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Facilities docking queues spread ships on two lines.
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Docking of many units now try to split on different facilities.
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Displayed maximum speed now reflects each unit's power-to-mass ratio (capped by global limits).
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Units with a locked target stay focused and no longer swap targets inside enemy formations.
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Collectors reliably return to their previous resource after unloading.
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Default formation grids are now dynamic and dependent on formation size.
Gameplay
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Quick‑Focus: leaders and formations auto‑generate quick focus buttons. Added shift + click to select focused entities.
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Better Unit line‑of‑sight search before firing, for smarter flyby attacks
User Interface & Settings
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Added formation tactical overlay
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Removed gamepad bindings from tooltips.
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New Dialog window with full‑width media support, inline icons, multiple sizes & check‑boxes.
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Dialogs now resume correctly after a pause-and-restart; fade-out shortened for snappier pacing.
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Numerous panels gained proper ellipsis handling—no more clipped tooltips or descriptions.
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Tactical-mode camera no longer jitters or slows unexpectedly.
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Keybinds, tooltips and static panels all update instantly after a rebind.
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Added Height lines to all overlay mission markers.
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Game-over screen reliably returns to the main menu.
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ESC opens the pause menu when everything else is already canceled.
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Alt + RMB enabled to choose destination orientation (still works with both buttons pressed).
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Mission restart option temporarily disabled while we refine the functionality.
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Default Keybindings changes: Warp Jump → J, Escort → G.
Audio
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Composite "Research Complete" and "Unit Promoted" voice lines.
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Separate Announcements volume slider
Performance & Optimization
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New graphics toggles: Anti-Aliasing, Ambient Occlusion, Volumetric Quality; plus cursor-lock and frame-rate limiter options.
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Backend FPS and performance monitoring.
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It's now possible to set the Advanced Pathfinder mode: enabled, disabled or adaptive (fps-dependant).
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