[feedquote='Everspace','https://forum.everspace-game.com/discussion/4309/version-1-0-released-list-of-changes']The big day has come! We've just released version 1.0! We hope you've had as much fun during Early Access as we've had!
Next to a whole bunch of tweaks and bug fixes the biggest highlights are the addition of the story, VR support, more points of interest as well as steam achievements and trading cards.
A change that might need some explaining is the removal of scanning probes. Please read our thoughts on this right below the list of changes.
New Features
- Added the story
- Added more points of interest
- Added achievements (version dependent)
- Added new device: Sensor Relay
- Added new ship colors
- Added VR support for Oculus Rift and HTC Vive
- Added option to switch Yaw and Roll mapping for controller
Removed scanning probes from the game.
Added "radar memory": scanned objects will now remain on the HUD indefinitely
Increased spawn chance of comm hubs
Changed "Low Profile" glyph negative effect: Instead of increased jump cooldown there is now a jump suppressor in every location
Changed "Predetermination" glyph positive effect: Instead of no jump suppressors G&B and Okkar are now hostile to each other
Decreased "Bullseye" glyph shield regeneration percentage from 20% to 10%
Increased "Leech" glyph hull hitpoints regeneration from 10 HP to 20 HP per kill
Changed "Devastator" subroutine values from 50% / 30% to 40% / 40%
Gunship turret kills and player drone kills will now reset the kill timer while using the Berzerker glyph
Spawn superior loot with high enhanced weapons chance behind locked doors of derelict colonial stations
Give a credits bonus for each sector reached
Show total cost of perks with sub levels and credits already spent on level
Added more codex entries
Added illustrations to codex entries
Okkar Interceptors will now occasionally use teleporters
Replace Gatling Turret with Front Shield Generator in Gunship Loadout C
Reduced energy consumption of some weapon mods
Reduced energy consumption of device mods
Reduced Damage Booster bonus
Reduced Shield Booster Mk2 and Mk3 bonus
Damage Limiter consumable reduction is now calculated separately after armor damage reduction instead of adding it to the armor damage reduction
Increased Missile Defense System duration
Balanced Ancient "Teleporter" alien: Less damage but better accuracy
Set maximum number of ARC-9000s per secondary slot from 2 to 1
Further increased Time Extender cooldown durations
Increased speed at which plasma is collected in plasma fields
Decreased Ancient Weapon damage bonus
Increased Nano Injector repair amount to match the required Nano Bots
Grey Goos are no longer affected by ARC-9000
Performance optimizations, especially on medium and low settings
Prevent black holes from spawning close to ancient structures
Do not show missile lock warnings if Beeline enhancement is installed
Increased Flak Cannon 5-5 damage
Increased Sensor Drone hitpoints
Increased Elite Access Key drop chance from 40% to 75%
Made a few UI changes to the cockpit displays
Changed spacing, colors and positions of a few UI elements
Added run duration to hall of fame
Bugfixes
Fixed Splitter Glyph not forcing a start with only one empty secondary weapon slot when having loadout B or C selected
Fixed Equalizer Glyph not affecting Health after very first jump (start of game) and after using jump gates
Fixed Leech Glyph not regenerating hull hitpoints when destroying turrets
Fixed Bullseye Glyph falsely recharging the shield when hitting non-NPC objects
Fixed splitted "Ancient Friends" being hostile and damaging the player
Fixed tooltips showing on locked ships loadouts
Fixed some navigation issues in setup screen
Fixed being able to escape from system map before jumping away by pressing next/previous tab
Fixed large ships (e.g. Okkar Corvettes) receiving huge amounts of collision damage
Fixed "Colonial Interceptor" always being displayed in end of run screen, even if Colonial Scout or Colonial Gunship were chosen
Fixed visual upgrades for ships getting mixed up
Fixed spread mod not affecting energy
Fixed charge duration of weapons which was affected by energy consumption reduction
Fixed Corrosion Missiles stop doing damage if Outlaw Drone Carrier brings up shield
Fixed ship geometry not being hidden in 1st person no-cockpit view when playing with a high FOV
Fixed freighter jump charge effect not being displayed
Regarding the removal of scanning probes:
We watched a lot of streams and videos of people playing EVERSPACE and noticed that crafting/using scanning probes has become too obligatory. The routine would be to craft and use a scanning probe at the beginning of every location which is neither fun nor does it promote explorative gameplay. We realized that a lot of gameplay elements would not work the way we intended, i.e. cloud fields, comm hubs, jump suppressor signals and many more. On the other hand, not being able to craft scanning probes (e.g. due to a lack of gas) would result in frustration, so increasing the crafting costs was not and option. Our solution: Remove scanning probes completely, add radar memory (so that scanned objects will remain on the HUD), increase the amount of comm hubs and introduce a new device, the sensor relay which increases the ship's sensor range.
With these changes in effect, we noticed a huge improvement in gameplay, shifting the approach towards risk/reward driven exploration rather than dully working off HUD markers one after another.
We hope you agree! [/feedquote]