EVERSPACE

EVERSPACE 0.2.0

Version
0.2.0
Version Date
Oct. 25, 2016
Links

Patch Notes

Update v.0.2.0.29432

We've just released a new update. Highlights include a new player ship and a difficulty selection. Have fun playing!


New Features

  • Added new player ship: Colonial Scout
  • Added difficulty selection before each run (Easy/Normal/Hard)
  • Added a few codex entries
  • Added chance of finding enhanced weapons (weapons with random stat bonuses)
  • Added new enemy: Okkar Scan Drone
  • Added new consumable: Nano Injector
  • Added centered crosshair option for mouse controls (drag mouse to aim, could be useful for custom joystick controls)
  • Added equipment info tooltips to equipment stats screen (PC / Mac)
  • Added new "large" asteroid
  • Added new nebula textures
  • Added new structures
  • Added option to switch between Xbox and Playstation style button icons

Tweaks

  • Replaced Energized Boost with Weapon Overdrive as starting device for Colonial Interceptor
  • Introduced player ship class restrictions: Cloak is now only available for Colonial Scout, Weapon Overdrive is only available for Colonial Interceptor
  • Consumables floating in space can now be used directly
  • Added swappable equipment slots to compare screen for better overview
  • Game now pauses when using the selection wheel instead of just slowing it down
  • Jump gates are now activated automatically after some seconds when close
  • Automatically use surplus nano bots when nano bot limit is reached, health is not full and new nano bots are collected
  • Slightly increased ship component damage chance
  • Slightly increased sensor range for containers
  • Decreased max speed perk effect and added one more level
  • Increased Plasma Torpedo and Shield Breaker missile damage radius
  • Slightly reduced Heavy Missile damage radius
  • Slightly reduced Shock Rifle I & II charge damage multiplier
  • Added spread to Coil Guns
  • Increased energy allocation of Mk2 and Mk3 passive devices
  • Downgraded fire rate mods to put them on par with damage mods
  • Reduced Energized Boost energy consumption
  • Increased pickup pull range + pull range for all tractor beams
  • Increased amount of dark energy needed to craft ARC-9000
  • Increased Teleporter energy consumption and slightly reduced teleport distance
  • Slightly increased outlaw sniper aim and doubled uncloaked duration
  • Okkar Corvettes now travel through the location and are faster
  • Okkar Corvette Mk1 will now call reinforcements when low on health.
  • Okkar Corvette Mk2 now fires plasma cannons and uses an Energy Discharger when enemies are close. It also uses combat drones instead of shield charge drones
  • Freighters now come in different flavors: credits, fuel, equipment, resource and supply.
  • Grey Goo will now do hull damage to ships that are very close
  • Changed some consumable icons
  • Challenges now have different credit rewards that are displayed next to them
  • Tweaked lightning field VFX
  • Tweaked sector colors
  • Blueprints and "enhanced" pickups will now have a special particle effect
  • Show signal strenghts of all jump suppressors being present, not only closest

Bugfixes

  • Fixed slowmo not being correctly ended when switching weapons
  • Fixed bug with selecting an empty equipment slot with the gamepad
  • Fixed damage not showing in Plasma Mine stats
  • Fixed player wreck spawning outside of level bounds and if run was successfully finished
  • Fixed missing Coil Gun weapon meshes
  • Fixed some keymapping issues
  • Fixed high frequency tone in a certain ambience track
  • Fixed "Kill a drone by ramming it" challenge
  • Fixed bug where failed challenges were achieved when continuing the game
  • Fixed a bug where outlaw stations would not spawn enemies
  • Possible fix for GPU particle related crashes
  • Fixed occasionally wrong explosion impulse direction
  • Fixed freeze when pressing tab while using jump gate
  • Fixed hacking sound sometimes not stopping
  • Fixed some generic missions related bugs