0.11.0.2
========
Fixes
-----
* Shields were blocking damage that was supposed to go directly to your hull.
This has been fixed.
* The word "Shield" (whatever it is in your language) is no longer drawn below
the bonus shield meter.
* When Alien Teleporters granted invulnerability, they were only doing so for
1/60th as long as they should. This has been fixed.
UI
--
* When you have tons of fuel, the fuel is now squished together, so that it
doesn't overlap with the shield/armor/hull/accessory UI.
0.11.0.1
========
Fixes
-----
* High score tables from previous versions will no longer be wiped! It's
possible you already lost your high score table, or parts of it, after
running a previous release of Mysterious Space; sorry about that :| This fix
will properly migrate high score tables from previous releases, provided it
was not already wiped... ugh. Sorry again :|
0.11.0
======
Fixes
-----
* There's no longer a gross-sounding pop when a song would start playing, but
the music volume is turned to 0%.
* Fixed a rare bug where the game would not always reveal the systems adjacent
to you.
* The Alien Integrator's blessing effect was lasting only 1/60th as long as
intended >_> This has been fixed.
* Overcharged Shield stasis effect can no longer get to negative time
intervals. (It would have been very hard to get it to this point, but it was
theoretically possible.)
UI
--
* When a ship part is unequipped as a result of being transformed (for
example, if you had 3 weapons, and transformed into a Light Lukida), you are
now told which equipment was removed.
* During character creation (if you want to call it that...), orbital players
are now shown orbiting the selected ship.
Planets
-------
* Many planets have been given a faint parallaxing background image, for extra
prettiness.
Sector
------
* You now always start the game in a location that has two choices of where to
go, when possible.
* You now ALWAYS gain fuel when visiting a civilization, or the source of the
mysterious signal (instead of only when you would need it to travel).
Weapons, Shields, Armors, and Accessories
-----------------------------------------
* Ship parts can no longer get "entropic" effects. The very notion of entropic
effects has been removed from the game!
* There are two new armors available: Impactplate, and Calabi-Yau Armor.
* The Embedded Armor stasis effect has been tweaked, and can now be stacked.
* The Alien Teleporter stasis effect has been slightly improved, and can now
be stacked.
* The Weapon Booster statis effect has been changed completely.
* The Fuel Preprocessor stasis effect can now be stacked.
* The Deck of Many Things stasis effects always stacked; the stasis
description has been tweaked to make this (a little) more clear.
* Removed two possible stasis effects from basic weapons, and added one new
one.
* When a Vampire Shield is equipped to an Orbital, all of its effects are now
applied to the host ship.
Advanced Technology
-------------------
* The Advanced Technology that used to increase the Entropy of a ship part now
does something else :P
Subroutines
-----------
* New subroutine: Carpeting Celbalrai.
* The graphics for the Wezen Web Walker I & II subroutines has been fixed.
Enemies
-------
* Wezen Web Walker graphics now have a dark outline (you know, like basically
every other graphic in the game >_>)
* Increased the drop rate of Wezen Web Walker scan data.
Achievements
------------
* There are two new achievements.
Misc
----
* The visual effect when your sensors are scrambled has been completely
changed.
* I updated the game's graphics engine to allow use of pixel shaders, and
rewrote a couple visual effects in the game to use pixel shaders. (Damage
blink, and scrambled sensors.) This reduces the filesize of the game (on
disk, and in memory), and opens the doors for more visual effects in the
future.
* Naming your ship "BLAER" now has the same effect as naming your ship
"ZELDA". (Also, naming your ship "MANGOCHIN" has the same effect as naming
your ship "BRUSSELFOOT".)
* I did a huge "refactor" (as programmers like to call of it) of code
surrounding how equipment was handled. The new code is simpler, and so may
technically perform better, but more than that it is now easier to make
ships with unusual numbers of various types of equipment slots (ex: a ship
that can't have armor? a ship that can have 10 accessories? SURE WHY NOT.)
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