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Patch 1.1.1 - Auto-reintercept, distributed fire, turret actuators and much more!
Read the original on Steam ↗Auto-reintercept whenever enemy dodges your intercept
Distribute Fire amongst many targets such as swarms of drones or missiles
Guns which launch payloads can be manually fired, just like launcher modules.
Electric Turret Actuators
Internal weapon mounts
Composite barrel armor
Many bugs/crashes/optimizations
Full Changelist:
- Gameplay
--- Auto-reintercept: Whenever the enemy dodges your intercept, a reintercept will be attempted.
--- Distributed Targeting: Weapons distribute targets amongst each other. Can be disabled optionally.
--- Nose-forward order for aiming roughly at the enemy fleet.
--- Manual Fire: Guns which launch payloads can be manually fired, just like launcher modules.
--- Core Design Changes: All drones use internal mounts now. Many turreted guns use electric actuators now. Several guns have increased/different barrel armor.
- Design
--- Electric Turret Actuators: Instead of reaction wheels, turrets can use electric motors. Are more power and mass efficient, but suffer on volume and cost.
--- Internal Weapon Mounts: Unturreted guns can be installed on internal mounts, shielding them with spacecraft armor. Increases spacecraft armor mass/cost/size, and greatly increases cooldown times.
--- Composite Barrels: Gun barrel armor can be made different from the barrel material. (Note: Original barrel thicknesses will not be read in, and will need to be rewritten individually.)
--- Core limits changed: Smaller radiator sizes, smaller turret/gimbal sizes, smaller laser cavities/rods, smaller ammo modules, lower carrier module power, lower loader min charge, smaller turbopumps, launcher range increase, reactor components mass, propellant tank size, coilgun stages, rad shield size.
--- New Materials (many are gathered from the forums): SmCo Magnet, NdFeB Magnet, Cu-242, Sr-90 Titanate, NaK, FLiNaK, Gd, Gd-157 (+Seebeck coefficients), PETN, Biaxially Oriented Polypropylene, Nd, Ir-192, ZrC, Ti-Beta, AlBe.
--- UHMWPE has been split into a fiber version (which is porous and can't be used as a propellant tank) and a bulk version (which is weaker).
--- Costs of magnets slightly altered, now take into account coercivity.
--- Can customize cargo bay shell material.
- AI
--- Missiles will now scatter if enemy missiles are inbound.
- UI
--- Listboxes and dropdown lists have a search filter textbox.
--- Guns now show their spread/accuracy.
--- Added more conventional gun stats in module design.
--- Module lists don't reset when deleting modules.
--- Show Advanced Modules can be set by default in options.
- Modding
--- Property limits have been extracted into a file and now can be modded. (Mod at your own risk, changing limits can be very crashy!)
--- Added black box power modules.
--- Chemical reaction, material, and dissociation reactions now send user to import log if they fail validation.
--- Invalid Shear/Young's Modulus produces import log error now.
- Other
--- Fleet separation takes into account velocity more correctly, so high speed launchers/manual gun launching can net you substantial initial acceleration towards the enemy.
--- A number of damage related bugs fixed, including turreted gun barrel armor not being affected by damage, laser optic damage fixes, and indestructible lasers bug.
--- Numerous bugs. Notable ones: half velocity per delta-v expenditure, missile "teleportation" bug, TaHfC and Nickel property bugs, bug preventing gold on False Flag, black box engine mass flow errors, arc lamp envelope singularity issue, moon rotation, and many more minor bugs.
--- Numerous crash fixes. Some optimizations done.
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This announcement was written and published by the developers/publisher of Children of a Dead Earth on Steam; it is mirrored here unedited for readability, with full credit and a link to the original above. © the respective rights holders. Rights holder and want it removed? Email us — we take it down promptly.