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1.0.28 just hit the Experimental branch, featuring:
- Adjusted Eagle Prospector default reactor settings to 3000K to match the operational parameters of its stock Yama SSR reactor core. You can still tune it up or down to any desired temperature.
- Updated translations.

Feedback Focus: Eagle Prospector on the stock settings. The new default tuning should give it more thermal and less electric power, but the change should not be too noticeable. There might be a bit more brownouts on power-demanding builds, and the reactor is harder to overheat and damage accidentally.
1.0.29 just hit the Experimental branch, featuring:
- Altering the time flow rate will not change the energy of impacts anymore. Previously, slowing down time with adrenal response would make some damages lower and others higher, making them inconsistent with a normal time-flow rate.

Feedback Focus: Lithobraking and system damage. While this change should not introduce different damage when the time is flowing at the default rate, please keep an eye out for excessive or insufficient damage when you are using adrenal boosters.
1.0.31 just hit the Experimental branch, featuring:
- Re-balanced jerk-based damage and made it independent of time flow. Jerk is the change in acceleration, which you will experience if you hit a big rock or with similar lithobraking maneuvers. Previously, the jerk damage was affected by the rate at which time moved, making the damage much worse when the adrenaline kicked in. This release removes that time dependency and slightly adjusts the damage to compensate for the change.
- Adjusted ship acceleration computation to be more accurate.
- Fixed Doppler Lidar velocity readouts being affected by the rate of time flow. This made the majority of the Doppler Lidar turn white when your adrenaline kicked in and also made the Lidar screens available in the OMS menu show mostly white dots. Now they both will show the correct colours for items getting closer and moving away.
- New minerals being detected or lost in the cargo bay could cause the big cargo bay scanner available in the OMS Geologist tab to reset.
- Big Bad Wolf will talk to you even if you engage in conversation with other members of Vilcy nearby before approaching it.
- Updated translations.

Feedback Focus: Lithobraking and system damage. This version mostly affects acceleration-related damage, both from having an insanely high thrust-to-mass ratio and from hitting things with your ship. This affects mostly reactor rod jam damage. The new damage balance should be consistent and a bit lower than it used to be but not negligible. Hitting a big rock at 50m/s (in other words - stopping from 50m/s to 0 immediately) should cause about 70% damage to the rods on most of the ships. I performed a large number of synthetic and in-game simulations to verify the values, so I'm pretty sure that calculation is correct, so I'm mostly looking for feedback on how it actually feels when you are flying the ships.
1.0.32 just hit the Experimental branch, featuring:
- Rotational acceleration will not depend on the rate of time flow anymore.

Feedback Focus: Still looking for feedback on lithobraking and system damage - especially reactor rod jams - and the effect of rapid rotation on your ship.
1.0.33 just hit the Experimental branch, featuring:
- Deorbiting moonlets will despawn correctly now.

Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
1.0.36 just hit the Experimental branch, featuring:
- Improved readability of the Dive Summary screen. Previously, text displayed on the ore summary screen individual chunk composition and price estimations was challenging to read in some resolution/HUD scale combinations.

Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
1.0.37 just hit the Experimental branch, featuring:
- Singularity Cores will not break causality anymore and will despawn when required, allowing the mystery music to fade away if you fly away from them. Their unusual physical effect stays the same.

Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
1.0.41 just hit the Experimental branch, featuring:
- Nuclear reactor leak animation will stop when you can't see it, improving performance and preventing weird reactor leak glitches if you zoom the camera near a leaking reactor rapidly.
- Updated translations.

Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
1.0.43 just hit the Experimental branch, featuring:
- Mining Companions, both rogue and well-behaved, sometimes entered an unholy union, with each of them entering simultaneously entering the cargo bay of the other. Attempting to astrogate with such an agglomerate in your cargo bay caused the reality to wrap up on itself and collapse your ship to singularity, crashing the game in the process.
- Transponder codes of your mining companions, cargo containers, and beacons will not repeat themselves anymore.
- Fixed the coolant leak animation on some reactors, which still glitched if you moved the camera near them rapidly.
- Updated translations.

Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
1.0.45 just hit the Experimental branch, featuring:
- Fixed GOG achievements synchronization. At some point there seemed to be a change in the achievement API that caused some of them to not be registered by Galaxy. This update adds a workaround for that, and will also automatically synchronize all your achievements that were not registered correctly the first time you launch the game.

Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
1.0.47 just hit the Experimental branch, featuring:
- Pressing both "rotate left" and "rotate right" simultaneously on FBW-equipped craft will now net a zero rotation instead of rotating right.
- Updated translations.
Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
1.0.48 just hit the Experimental branch, featuring:
- Raised the minimum distance you need to be from a target to initiate astrogation from 3km to 15km. Astrogating from a closer distance didn't actually make in-universe sense and it caused all kinds of problems if the thing you were astrogating towards was already simulated in the physics engine (spawned), including but not limited to: astrogating into an object, ships you astrogated to exploding, a possibility that you actually passed through the point you wanted to astrogate to in an extended astrogation run-up, and other physics related glitches. The raised limit prevents all that.
- Updated translations.

Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
Post edited July 21, 2023 by koderski
1.0.49 just hit the Experimental branch, featuring:
- Torbernite crystals will despawn correctly now. Previously, they would linger in the simulation space even if you left their area without either grabbing them nor destroying them, causing degraded performance and possibly duplicating them if you came back to the same site again.

Feedback Focus: Release candidate. Please report anything working worse than in the stable branch.
Post edited July 22, 2023 by koderski
1.1.0 just hit the Experimental branch, featuring:
- When selecting a target in the Astrogation menu, you'll now see the bearing for it listed.
- Asteroids and events will not spawn close to your own ship when you are departing through an astrogation sequence.
- Fixed a loop in an Obonto Habitat dialogue, so you can't ask over and over for the same things anymore.
- Updated translations.

Feedback Focus: New astrogation data.
1.2.0 just hit the Experimental branch, featuring:
- Changed the astrogation abort protocol. Previously, your astrogation jump would abort automatically if you deviated from the course too much. Now, you must press the "disengage autopilot" key or enter the OMS menu again to abort astrogation. This change makes it much easier to perform a manual astrogation jump and is more forgiving if you need to evade rocks that are in your way.
- Increased StarCAT acceleration resistance. It will now be a bit harder to damage your stellarator superconducting coils while consuming medium-sized rocks, and they will be able to withstand more serious damage before needing repairs.
- You will not be able to flex that you have a famous singer on your crew if the station you are talking with already knows that.
- Entities dealt massive damage with plasmathrowers and particle accelerators will now get angry at you much quicker.
- Ships that see you attacking their allies will get angry at you much quicker. Previously, they could get apathetic enough not to do anything, even if they have seen their ally destroyed, and acted only on a second incident.
- Pirates didn't care much if you fired on their allies.
- Firing on some pirates could cause the miner guild to like you, even if there was no witness of the deed.
- Firing at the Vilcy bounty hunter ships could cause the miner guild to fear you even if there were no witnesses of the deed.
- Updated translations.

Feedback Focus: The most complex change in this release is the adjustment to faction reactions to hostile actions. This should make the NPC act much less apathetic in combat.