Week of the 22nd
+ Added space fishing trawlers and asteroid miners
+ Added technology for space cranes
+ Added a system that prevents big ships from getting thrown about but still lets them keep their physics
+ Redid despawning mechanics for NPCs, with better control over when they despawn
+ Damage states and destruction rebalanced to prevent a player from having a faction hate them even if they didn’t kill the solar in question
+ Rebalanced multiplayer damage states to work with aforementioned system
+ Redid formation mechanics for multiplayer to handle all this new shit
+ Juiced up the navmap a bit to have more particle effects, softer lighting, and began changing over from a holographic looking state to a more realistic render
+ Fixed some more navmap issues
+ Encounter pass on all non-regional systems.
- Made me realize my encounter system needs a redo
+ Added faction archetypes: lawful, unlawful, corporate, which better determine spawning rules
+ Larger ships can now carry huge cargo containers, and will actively track and be able to tell the player what they’re carrying if asked.
+ NPCs now wait in line like good boys
+ Added stormeyes: An extra currency that only can be gotten from destroying storms. They’re used to purchase high level items.
+ Fixed issues with in-game item crafting UI
+ Re-added ship contrails and made ship engines change based on direction to imply some sort of forces acting on them
+ Added color variations to beam weapons
+ Systems and items on the navmap now only show up if you’ve detected them, creating a knowledge system in the process