Patch 62: First Boss Boost, Control Schemes and Fixes
The first patch after eXoSpace released to Early Access! So far the release goes well, I see some rather awesome ship designs being created, and get a lot of useful feedback, so thank you all.
Boss Boost
One of the things I am working on now is improving the bosses. The goal if this is to make them less "tanky", and more interesting, for example by adding phases and new mechanics. As a small first step I have updated the Master Thief boss a bit. It is now quite a bit weaker in the hitpoints department, but now periodically launches exploding drones, fires neutron flames in a circular pattern and more.
New Designs
I want to highlight a bunch of really awesome new designs added to the Independent Privateers that you can encounter during your missions. These were made by Kepler:
New Control Scheme
A new way to control your ships has been added: the "Mouse rotates (absolute)" control scheme. This requires a little explanation: "absolute" here means that the keyboard controls (WASD by default) move the ship relative to the screen. In other words: press "W" and the ship goes towards the top of the screen.
Remember, you can cycle quickly through the control schemes by pressing R.
Another addition is a setting for making thruster boost toggle on and off when you press the boost key, instead of only activating while you hold the key down.
As always, a lot more is on the way!
Full changelist
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Changes:**
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Improved Master Thief boss (Deep eXoSpace Starbase): less tanky, more surprises. Improving the bosses is work in progress, so keep your eyes open for the next updates!
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Added a number of cool privateer designs by Kepler.
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Improved default AI: aggressiveness increases when damaged, slight tendency to avoid edge and nearby friendlies.
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Repair boost drop now allows full speed repairs while recently damaged.
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Drop attract range scales with ship size.
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Show "stardust" when zoomed in to help gauge speed.
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Added Salvo 9 missile launcher module.
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Added Blue Sun Shipworks and T-Corp factions to Robotic Plague assignments. Added Blue Sun and T-Corp trader encounters.
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Asteroid storms now come in varying densities and velocities.
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Added a setting for changing the thruster boost control to toggle on and off instead of having to hold it down.
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Added new control scheme: mouse rotates, keyboard moves ship relative to screen (i.e. up on keyboard is move towards top of screen).
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Added help popup to ship editor explaining some editing mechanisms.
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Added news in main menu.
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Show workshop EULA if it needs to be agreed to before uploading items.
Balancing:
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Starbase core has less extreme armor.
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Plasma throwers have higher DPS and lower exotics cost.
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Halved unique module drop chance.
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Traders have a much higher chance of selling a weapon now, especially if you have few. Reward blueprints are more likely to be a weapon if you have few.
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Brawler starting set now has aiming joints, making it much more useful.
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Starting encounter now has 3 containers instead of targets, giving some extra starting resources and a (weapon) blueprint.
Bugfixes:
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Medium missile launcher used no energy.
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Trader hover texts were incorrect or incomplete sometimes.
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A design saved in-mission with a unique part could not be loaded.
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Next/previous variants for many parts were incorrect.
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Clicking on the edge of the "Hyperjump" button did not work.
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Mirroring selected parts made rotation inversed.
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Angry owners of stranded transport ship did not attack.
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Lyrithian ship jumped out, giving an epic module for free.
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