Patch 0.6.5.0 ( Monday November 4 2019 )
This patch contains major architectural changes related to input events and key bindings. Control schemes can now be specified per ship, the Virtual Cursor navigation mode and Direct control schemes were unified, and new bindings were introduced for capital ships, allowing full rebinding of strafing keys. As a result, some of the bindings might be empty or no longer work properly. We implemented an automatic configuration upgrader so that players do not have to remake their input profiles, however due to the complexity of the changes it is possible that some events might have to be fixed or updated manually. If you do not use a custom configuration and run into trouble, we simply recommend pressing the “reset to defaults” button.
Note that we got ride of some obsolete profiles that were not working properly anyways: X52, X56 and T-Flight Hotas X. If you have a working, fully functional profile for one of these HOTAS, or some other not-officially-supported-yet HOTAS, do not hesitate to send us your config file so that we can include it in a future build, thank you !
Balance changes
- Increased torpedo count on bomber from 6 to 8
- Small reduction of death credits rewards to make it more challenging to keep a capital ship
- Haulers vertical thrust increase by 50% so that they can fly upwards on planets without engine overcharge
Some minor balance changes. Bombers should now be more threatening to capital ships as they won’t have to resupply their torpedoes as often as before. Killing other ships will also be rewarded with a few less credits.
Flight Model
- Updated manual thrust flight model when overriding flight assist. The new model should be more responsive, especially when using analog inputs or controller arrows
- Fixed corner directions not having enough thrust when using using an 8-way arrow/hat for strafing
- Fixed the long-standing bug of overriding throttle manually in warp, which somehow slowed down the throttle
We discovered that the amount of manual thrust in the corner directions wasn’t reaching 100% due to a bug, so we reworked the manual thrust physics so that it’s more coherent and works as expected
- Introduced a hard-brake option in controls settings to specify if the brake key also overrides manual thrust/strafe. Default is on
- Fixed braking continuously starting / stopping at zero throttle / speed
This technically wasn’t a bug, but a question of priority. When you’re holding the brake key, but are still holding a manual thrust/strafe key, would you expect your ship to brake and ignore the manual thrust inputs ? We saw divided opinions on this subject, so we decided to add a setting for this behavior
- Revamped warp exit speed: it will now set the throttle to match the warp entry speed (instead of resetting the throttle to zero)
Before the change, the warp exit speed was always set to the minimum warp entry speed (ex.: 240 m/s on the interceptor) no matter what the real entry speed was. After the change, your ship will exit warp at the same speed it had when entering warp. Throttle will also be set to that value instead of zero
- Added more vertical thrust to haulers so that they can hover / take off more easily on planets without overcharging engines
Input / Controls
- Fixed a major bug with key + axis combinations that made key combinations sometimes not work as expected
This was a major bug that caused key combinations conflicts. This should now be resolved
- Added support for tooltips and localization to input events. All events should now have a proper name and tooltip
- Added support for display order (sorting) for events and event groups. Categories should now make more sense and be more intuitive
- Improved key conflicts: they’re now displayed as a warning underneath the corresponding input event entry in the keybindings menu
- A value bar appears for each event entry in the keybindings menu
- A value bar appears for each axis entry in the device calibration menu
- Cleaned up the key bindings menu (made the keys button larger, with a smaller font, and removed the event type as it is now usually mentionned in the event name)
These changes should make the keybindings menu cleaner and easier to work with. A small bar representing the current detected value should appear below every single keybinding, make it easy at a glance to see if keys/axes are properly detected. Conflicts will now appear below each input binding too, make it easier to see where the issues are located
- Unified events between Virtual Cursor navigation mode and Direct mode
- Introduced a Capital Ship mode with separate events / key bindings (it is now possible to use separate strafe keys)
- Removed many hardcoded keys / combinations in events. The automatic profile upgrader tries to keep the same configuration, but might need some tweaks, especially for capital ships bindings
All those changes should make it easier for players to figure out how control scheme works and how to rebind keys. In the previous version, the Virtual Cursor control scheme (which was the default) used “CursorX” and “CursorY” events, whereas most players tried to bind “ShipYaw” and “ShipPitch” which only works for Direct mode. This generated a lot of confusion and frustration and lead many people to thinking rebinding keys wasn’t working properly. With better event names and events unification, this problem should now be solved
- Fixed major issues related to event values being polled in the physics step versus the UI thread, which caused mouse samples to get lost/ignored
- Fixed major issues related to mouse wheel. It is now properly treated as a relative axis with framerate independence
- Fixed a bug with changing mouse movement or wheel sensitivity in the controls settings which didn’t apply the changes until restarting
Mouse wheel wasn’t framerate independent, so it behaved differently if you had 30 fps versus if you had 300 fps. In general, mouse inputs weren’t polled at the correct frequency so samples could be lost, resulting in erratic behaviors at high (100+ fps) framerates. Mouse sensivity settings changes weren’t correctly applied
- Added new input event bindings: scan mode and mine launch
- Removed F4 key to cycle through control schemes. Control schemes can now be set per-ship in the controls settings menu
- Fixed view switching from cockpit to internal when changing control schemes
- Camera / head look now automatically resets after a delay, which can now be set via a slider in the control settings menu (default: 2 seconds)
- Introduced a camera absolute mode, in controls settings to specify if camera movement uses incremental values or resets the values for every event input
- Revamped colors in radial menus, to make the selection more obvious / stronger
- Fixed some ship movement inputs still being active in radial menus (ex.: you could move forward / backward while a radial menu was open)
- Removed obsolete profiles: X52, X56 and HotasX - we need replacements !
Other Bug fixes
- It is no longer possible to spawn at a carrier in warp (if it had a very low warp speed)
- Fixed a carrier respawn bug which didn’t check the proper respawn conditions (it was possible spawn at a carrier in movement)
- Fixed client crash when loading the game with an input profile that does not exist anymore (now defaults to Qwerty as expected)
- Fixed crash when finishing to send some text after getting disconnected from a server
- Fixed incorrect matching of spawn type when calculating team scores statistics
- Fixed static base credits generated by installations resulting in stale match endings
An annoying bug that resulted in credits being no longer resulted when there was a low amount of bases alive at the end of a match, resulting in a status-quo and no battles being spawned. It was then the responsability of the players to finish the match by destroying the remaining bases, but since there is no challenge it was just a chore. In this patch, battles should now be generated (although at a lower frequency) and result in an automatic match ending
- Fixed other ships’s thruster effects still firing when their ship is powered down
Misc
- Reduced thickness of armor/speed curved bars on HUD and removed the text/status information
- Added random reactivity to AI ship powering back up after being powered down
AI ships that got powered down, powered back up almost instantly no matter the NPC’s rank. Now it can take a few seconds for the NPC to react