RimWorld

RimWorld

Save Our Ship 2
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Update: 9 Nov, 2020 @ 4:26pm

[Auto-generated text]: Update on 11/9/2020 6:26:17 PM.

Update: 9 Nov, 2020 @ 4:16pm

New features:
-Radical performance optimizations to space maps, and especially to ship combat
-New archotech-themed endgame questline. To trigger it, you need a functioning ship computer core aboard a ship in orbit, then wait for a psychic drone or soothe to occur.
-"Archotech spore" building with mood requirements
-New research tree unlocked by the archotech spore: everything from new organs to psychic weaponry
-Four endgame quests to unlock a new ending
-New ship components, weapons, shields, and heatsinks - including an expensive "emergency purge port" which rapidly drains heat at the cost of silver.
-Ship sensors can now scan maps from orbit (existing sensors will need to be rebuilt to gain this functionality)
-Holodeck for space-age recreation
-Rebalanced combat which takes more strategy than "build more spinal railguns"
-Full support for multi-ship fleets in combat
-Many more options for starting in space - 8 ships and 4 asteroid bases
-Many more ships to fight, several of which were provided by our incredible community
-Loading screen tips
-Ship hardpoints reduce damage taken by turrets placed atop them

Bugfixes:
-Edge case handling for Abandon Ship command - no more getting stuck with space maps!
-Version Update letter no longer spams infinitely
-Derelict Station goes away after the ship lands
-Trade Ships no longer flee/die instantly
-Notoriety no longer causes endless battles, and can be reduced by paying off a bounty
-Pathfinding in vacuum is improved (thanks, Karim)
-Randy Random non-stop raids no longer occur
-Shuttles can now move on the map even if RimWar is installed. They also no longer trigger errors related to Royalty.
-Reactors say they pump to heat net and actually do
-Cargo no longer spawns on the bottom left corner of ship maps
-Quests dropping pawns at player home no longer spawn shuttles in space
-Fixed an edge case where multi-ship fleets might not recognize defeat
-Fixed lasers causing nullrefs when they miss
-Ship turrets no longer draw too much power from capacitors when power is critically low
-Slightly adjusted duty priority for enemy ship crew
-Minor text corrections
-AI crews will repair their damaged shield generators
-Can no longer manipulate non-owned radiators or shuttlecraft
-Ship reactors now accurately display the effects of overdrive on fuel consumption
-Slightly adjusted cost of uranium fuel pods, required Ship Reactor research in order to produce them

Update: 20 Sep, 2020 @ 1:30am

Reverted due to issues

Update: 19 Sep, 2020 @ 7:08pm

-Many, many bugfixes. If you were experiencing the infamous letter glitch, this should resolve it.
-Rebalanced a tremendous number of features, particularly spinal guns. Made it clearer what they will destroy when they fire.
-Added the ability to abandon ship.
-Added nuclear engines and micro life support.
-Preparations for the upcoming endgame content update.

Update: 13 Aug, 2020 @ 1:19pm

[Auto-generated text]: Update on 8/13/2020 3:19:33 PM.

Update: 13 Aug, 2020 @ 1:13pm

-Fixed shuttles disappearing upon landing
-Fixed ships sometimes appearing at planet center
-Clarified dependencies

Update: 11 Aug, 2020 @ 3:45pm

-1.2 compatibility
-Added a new "Start in Space" scenario
-Added hullfoam, a quick way to repair hull in combat
-Many fixes and rebalances to spinal weapons, point-defense, and more
-Code optimizations thanks to guest modders K', Karrim, and SonicTHI
-New sprites for space insects thanks to Sarg

Update: 8 Jun, 2020 @ 1:01pm

-Threaded space rendering (thanks to K' for this!), which should drastically improve performance on space maps
-Crew of enemy ships should now properly attack your boarders
-Hostile ships the player hasn't attacked yet are now properly saved, and no longer turn up as "Glitched Ship"
-Clarified many mechanics
-Adjusted balance of spinal amplifiers and weapons, particularly the railgun
-Engines no longer burn fuel at idle
-Antigrain torpedoes have a proper price
-Survival belts no longer generate en masse in trader inventories
-Items on enemy ships now spawn in stacks

Update: 24 May, 2020 @ 2:29pm

-Ship mass and engine speed no longer suffer from caching errors, and are calculated correctly
-Rebalanced torpedo costs
-Shuttles can properly reach enemy ships during the salvage phase
-Shuttles arrive at enemy ships much more quickly in combat

Update: 22 May, 2020 @ 4:58pm

-Ships properly disappear from the "passing ships" manager when attacked
-Hostile ships no longer throw an error when you attempt to communicate, and also display the proper name
-Hostile ships use the proper unique LoadID