Update 0.12.1

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Changelog

New Features

  • Added eight new Built-In ships that will spawn in Bounty Hunter: Avalance, Crucible, Diagon Death Dealer, Reckless Warrior, Sarro, Stalker, and Trapper.

Changes

  • Rebalanced FTL Drives:
    • Halved the per-mass FTL Fuel cost of FTL jumps.
    • Doubled the FTL efficiency penalty for areas outside the FTL Drive's range such that the minimum FTL efficiency is now 16.66%.
    • Increased the coverage area of the FTL Drive by 50%.
  • Improved accuracy of Point Defense Systems.
  • Reduced Electro-Bolt power usage by half.
  • Weapons will now prioritize shooting at the targeted ship when possible.
  • Crew will now always try to pick up ammo/missiles/power at the nearest reactor/factory, even if it doesn't have any ammo/missiles/power at the moment when the crew is assigned to the job. If upon arrival it still doesn't have any ammo/missiles/power, only then will the crew look for the next-closest reactor/factory that actually has ammo/missiles/power.
  • The "BountyBrain" A.I. will now target the most powerful enemy instead of the one with the most mass.
  • When a ship with an A.I. splits in two and the new piece has a Control Room, the new piece will be given a copy of the A.I.
  • Trying to close the build interface while a ship has blueprints but no actually-constructed parts will now show a warning message letting the player know that closing will cause them to lose their design.
  • Using the copy/paste tool now also copies doors that are adjacent to only one copied part in addition to the doors that are adjacent to two copied parts.
  • When at least one ship with an FTL drive is selected, the "Plot FTL Jump" button now always shows the cost for only the selected ships.
  • Can now hold the tilde key when placing a ship in Creative Mode to spawn it without full ammo/power.
  • Added a link in the "Community" menu to access the Official Cosmoteer Wiki.
  • Added a link in the "Community" menu to access Cosmoteer's itch.io page.
  • Fixed a couple typos in tool-tips.

Modding Changes

  • Using part hit effects in situations where a bullet didn't actually hit a part should no longer crash. Those hit effects will simply do nothing.

Bug Fixes

  • Crash when mirror mode is enabled and the player attempts to paste a group of decals overlapping with the ship's vertical centerline.
  • Crash when pasting decals if mirror mode is on in the Paint U.I. but not on in the Build U.I.
  • Crash when the "Automatically Engage FTL" option is turned on and the FTL jump is canceled.
  • Occasional "The process cannot access the file" error when saving a ship and overwriting an existing file.
  • Crash when loading a mod if there are any non .txt files in its Strings folder.
  • Rare crash during gameplay related to ship bounding circle calculation.
  • Weapons, factories, and storage rooms containing ammo and missiles weren't scaling their collateral damage by how full they were at the time of death, as was intended.
  • Bullets and lasers that are passing over structure wouldn't be stopped by shields.
  • Weapons would continue to shoot at junk ships even after being ordered to stop.
  • In some circumstances the red targeting rectangles weren't being shown when the mouse cursor was over an enemy part that could be targeted.