Patch notes for Interstellar Rift 0.2.14.00
FEATURES
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The game now preloads all textures and has a loading screen when it first boots.
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Added two automated weapons to the game, an automated laser turret and automated auto cannons.
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Can be found in the ship editor under Exterior Edit Mode > Weapons
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Automatic Auto Cannon resource cost: 250 Iron, 150 Copper, 250 Silicon.
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Automatic Laser Turret resource cost: 250 Iron, 150 Copper, 250 Silicon.
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Both use the same amount of CPU as their non-automatic counterparts, but have reduced fire rate and a mis chance.
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Target the neares enemy object, and refocus once they lose track of the object.
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They are Tier 1 devices.
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Like other weapons, automatic weapons need to be in an active weapon group in order to work.
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Automatically attacks Skrill, but only returns fire on other targets
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Added line of sight check to the Point defense drones around stations, and the normal drones.
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Upgraded the interface of the CPU terminal, now allows players to toggle line of sights check, add and remove weapons to a weapon group, and selection of weapon groups.
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Local teleporters can now be used by anyone when the access of the ship/station they are on is hacked.
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Added export to .csv file button to translation tool
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Added automated weapons CPU values to server config file
BALANCE
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Changed tier of Torpedo Launchers to tier 2, now use aluminium instead of steel.
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Rebalanced the way in which user drones find resources, now more based on the abundancy of the resource in the system.
BUG FIXES
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Cargo teleporter no longer resets using player ID when he leaves the ship
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Reworked disposer so it doesn't freeze when it has no power anymore.
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Fixed incorrect price of the disposable repair drone (was 10 times more expensive than intended)
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Ship upgrades now also repair all devices on the ship at the cost of a fraction of the original cost based on the damage it had
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The default state of an escape pod is now "On"
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Ships with an active station shield now won't be considered for auto-storage anymore
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Changed a lot of underlying systems to prevent too much memory from being allocated
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Fixed bug where tradestats cartridge would not scan a system when it runs from an extension bay
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Fixed issue where trade data cartridge would not display the correct data
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Fixed bug where unreachable tile button would not be clickable
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Fixed bug where unreachable tile validator would not work correctly
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Unreachable tile validator now also takes local teleporters into account
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Ship editor now shows stats based on server settings when upgrading
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Fixed a desync when entities where queued to be added to the gamestate
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Fixed a crash with the solar panels
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Fixed a bug where components of entities with delayed spawning would be added twice
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Fixed a crash in the POI ui
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Reduced memory allocations for drones checking if they need fuel
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Reduced memory allocations for active ships
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Fixed material of the lights on the nuclear reactor
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Fixed user drone warp speed
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Weapon groups now disable when a ship is in destruction state
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Ship upgrade now aggressively replaces the device state during upgrades to prevent resource duping
NOTES
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Servers need to be updated.
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If your preferred server has not updated yet, you can switch to the 'previous' branch until it has updated
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Please report failed rifts or duplicated ships on our Discord or on the bug reporting subforum, and include at least the following details:
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what server you were on
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The name of your ship
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The system you were rifting from
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The system you were rifting to
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