CE Update 1.205b
- Test start event removed
- Rock crew test reticles removed
/Edit: Hey Nider_01, I'm pretty sure I saw you in the chat of joyfulls stream.

It's not possible to generate various normal sector types indefinitely. You can only travel indefinitely in contested deep space sectors, but they pretty much can contain all the content and events of the entire game. The regular sectors can still be encountered when you choose traveling towards the Federation base at the exit beacons.Lunaraia wrote:umm... I don't know if this is a bug or not, but i have noticed that when i am flying through deep space with the infinite mod, I seem to hit a contested sectors more often then anything else, is the % leveraged for this or is it just a bug (out of the 4, 3 hour long runs I've had so far I've hit contested sectors over half the time)
- New AE combat augs and the subspace scanner secondary function now also work against the bossSleeper Service wrote: CE 1.205 update
It is totally there, bother to check again?Hadza wrote:Can I ask you for links to the additional music, pleeeeease?Also, why not add them to the header?
Yeah light lasers probably should not get that prefix.Hadza wrote:On the gameplay note: I've got a very interesting ionizing light-gatling in one of my playthroughs, which not only wiped out all the crew and ionized systems it hit, but also ionized the shields too! It's because of the shield piercing most probably. Imo it is one of the best guns possible or 12 damage heavy hull laser III, or radioactive neural stun, or... Damn, I love the procedural guns
Hadza wrote: Also, you can build up a hipster ship with vintage guns now. Meta-gameplay
Nebula can generate their own stores, but getting them at all is pretty rare. You got a pretty good store roll there.Hadza wrote:I've also managed to get 3 stores in one deep space sector o_o 1 was an ordinary one, while others were situated in nebulas, made me wonder why that happened at all.
Nope. Not very high on the priority list. I guess I can just add that tag in the next version, but the reason that sensors are disabled there might actually be cause they glitch out. Feel like testing this?Russian Rockman wrote:Have you tested or plan to test if we can use level 3+ sensors against the boss by removing the limit= tag?
I should have included that from the start. The effect is pretty unique and it really can freak you out if you suddenly cant see what is going on in that room at all.Russian Rockman wrote:Enemy stun cluster bombs and drone-fired stun grenades will now obscure player vision on rooms for a short while
Area targeting is its own new kind of weapon type. So the answer is no.Russian Rockman wrote: Question? Is it possible to give cluster bombs AOE targeting so that they work like "cluster" bombs now?
These weapons not only have this weapon type because of what can target it, but also because missile projectiles cant be animated as far as I can tell (relevant for swarm missiles.) But I might just use the tag to make swarms targetable... Testing that now.Russian Rockman wrote:LASER type missiles list rarity reworked for AUTO and REBEL list; based on the fact that the game probably treats these as lasers
Not sure if slowy already told you this or not, but I read on his thread that the drone_targetable tag can now make missiles act like lasers and lasers become (untargetable?). So maybe you may just want to keep the rarity the same and give things like the cloak missiles the new tag to fix whatever issue there is with the enemy weapon generation?