Important QoL improvements:
Fixes:
Global improvements:
Improvements for On-foot gameplay:
Improvements for Silent Running gameplay:
- Permanent toggle for FA. As an option in settings, where you can select how FA keybind behaves (Hold / Toggle), add a third option - Permanent Toggle, that will make the game remember FA (OFF) and keep it in that state after the game is closed and launched again. Edit: Keep the reset back to FA ON with regular Toggle, but remember the last state (OFF or ON) with Permanent Toggle.
- Yaw / Roll / Thrusters sliders for an input strength (for KM+M controls, separate sliders). Slider from 0 to 3 (seconds) that would determine how long player needs to hold the button down for the maximum strength of the input. For example, with slider set to 0 it'll behave the same way as it is now - maximum strength on a keypress. With slider set to 2 it'll start with minimal input strength and over 2 seconds (of holding the button) increase it to the maximum strength in a liniar manner, without messing up how these buttons behave in other parts of the game/UI.
- Add Engine Volume and Engine Boost volume sliders to Sound Effects volume group.
- Let ships be stored with cargo in them, without transferring cargo to an active ship !!!!!
- Editable Ignore List in Inventory Panel - to be able to review and edit what limpets will pick up or ignore, without having to target any cargo or even have it near if it was added previously.
Fixes:
- FIX SHADOWS !!!
- FIX "Transaction Error" !!!
- FIX map (galaxy and system) not registering clicks to select objects, not opening menus, etc.
- Mandalay - FIX the lights, it quite often makes day look like evening and night look like evening, but only when under the ship or in cockpit.
- Mandalay - Make search lights a part of main ship lights, so they can be turned on/off when needed. If landing gear is not deployed and ship lights turn ON = search lights stay OFF. If landing gear is deployed = search light turn ON when main ship headlights turn ON.
- Mandalay - Fix Fuel scooping indicator overlap with FSD charge indicator in the cockpit. When overlap happens, a block with destination information doesn't show. For exploration ship it is important! Edit: FIX that second part for all ships!
- Mandalay - FIX thrusters visuals (vectoring/direction)
- FIX Engines plumes for all ships
- FIX Concord Cannon overcharged modification bugs (Not possible to restock, -1 ammo on login)
Global improvements:
- Connect all global systems, so they are not just "game modes". Ability to pick up missions for a Ship when on-foot and on-foot missions from a ship, with an access to all facilities (Ship & On-foot) from any mode - will be a great start!
- Recalculate all prices of everything in the game, and make them make sense. Then adjust rewards from everything accordingly.
Improvements for On-foot gameplay:
- Non-lethal options for on-foot. Stun-guns or stun-ammo, melee stun weapons, etc. (if another NPC finds a stunned body they could revive them sooner)
- Ability to move bodies (both stunned and dead, on-foot).
- Ability to close opened containers to hide tampering (on-foot), cut open containers could still raise suspicion but only at a closer range.
- Tools and mechanics to distract NPCs on-foot (illegal consumable items).
- Ability to select more than one tracking target from a terminal (on-foot).
- Place own tracking markers on-foot (at any point, not just from a terminal).
Improvements for Silent Running gameplay:
- Engineering experimental effect for any ship's hull modification that makes Night Vision able to highlight a ship only if closer than 250-500 m (emissive munitions status effect boost it up to a 500-1000 m).
- Make NPCs not track SR ship and only move to the last spot/vector is was spotted on.
- Decoy transponders, when launched cools down your ship, same as Heat Sink, then takes the signature of your ship and slowly moves in a direction it was launched for some time, makes your actual ship (if SR is ON) less detectable (positive status effect that removes ships from scanners even as an unresolved target for a short time). Maybe an experimental effect for Heat Sinks at the cost of double reload time, mass, whatever.
- Edit: All that ^ for both Players and NPCs.
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