Update 0.12.1
From Cosmoteer Wiki
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.