Version 1.0 released! List of changes

  • [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
    Tweaks

      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]