User Tools

Site Tools


version_history:2026

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
version_history:2026 [2026/07/29 09:31] – v0.41.1 patch release - 3 fixes (precision laser visuals, Home Sector flicker, shipyard thrusters) marioversion_history:2026 [2026/08/05 14:44] (current) – v0.42 – Shield Doctrine public release mario
Line 1: Line 1:
 ====== 2026 ====== ====== 2026 ======
  
 +==== v0.42 ====
 +**//Released//**
 +
 +Status: Released
 +Public Release: 2026-08-05
 +Steam Branch: Public
 +
 +=== Summary ===
 +Update 0.42 introduces a three-layer protection system on ships and stations, procedural NPC loadouts, armed sector stations, and a unified red enemy indicator in sector map and minimap.
 +
 +=== Changes ===
 +  * **Three-layer protection system for spaceships:** Damage now hits the shield first, then the armor, and finally the hull. Excess damage immediately cascades to the next layer. Shield and armor systems use existing primary-system slots; ships without these systems have 0 maximum points, but all three bars remain visible.
 +  * **Three armor systems with world blueprints:** Three passive primary systems without MK progression tiers, fully researchable and installable.
 +  * **Three shield systems with research and blueprints:** The new primary-system generators smallShield, mediumShield, and largeShield, analogous to the armor systems.
 +  * **Destructible and armed sector stations:** The 11 normal and 7 exotic inhabited sector stations become independent prefab variants with fixed station-system loadouts. Each station has very high hull values, dedicated armor, shield, and weapon slots, fights pirates autonomously, and retaliates against attacks. Home station and abandoned station remain unchanged.
 +
 +=== Improvements ===
 +  * **Danger-level-based NPC ship templates and procedural systems:** The previous hand-crafted civilian and pirate combo prefabs are removed from the active spawn flow. Each hull now has a clean NPC template without built-in systems; danger-level profiles pick the hull, and the shared ship-systems manager then installs a complete, energetically valid slot loadout.
 +
 +=== UI / UX ===
 +  * **Red display of hostile ships and stations in sector map and minimap:** Hostility is read uniformly from HostileObject. As soon as a ship or station becomes hostile, object list, minimap, sector map, and world name update automatically. Neutral objects keep their previous colors.
 +  * **Short-range scanner layout adjusted:** Content is no longer clipped.
 +  * **Selected sector object is pinned to the top of the list.**
 +
 +=== Bug Fixes ===
 +  * **Station computer UI display error fixed.**
 +  * **Precision laser display error fixed:** the misleading "MK3" suffix was removed.
 +  * **Ship-system icon display errors fixed**, including the permanently repaired IonEngine icons.
 +
 +----
 ==== v0.41.1 ==== ==== v0.41.1 ====
 **//Released//** **//Released//**
version_history/2026.1785310308.txt.gz · Last modified: by mario

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki