Current Version: 1.3.0 (20th April 2018) Known Issues: * See Forum thread: http://steamcommunity.com/app/374150/discussions/0/490125103634714520/ Immediate Roadmap: * Bugfixes 1.3.0 (20th April 2018) -> 1.3.1 (???) * Escape Pods now have much higher base signature * Supply Pods in Gather skirmish are now a litle closer to the origin on average * Updated Steam Web API key * Updated to Unity 5.6 1.2.0 (6th April 2017) -> 1.3.0 (20th April 2018) * Ability to rewatch just finished online games finished in last 90 days * Fix rare numeric error causing crash when AI calculating flanking circle * Be able to replay last turn of unseen finished online scenarios * Fix bug with online refresh button, by having it reset itself 5 seconds after use * Can now drag mission list even if mouse is over locked missions * Only check the player is visible at the start of a mission in skirmishes and online games (so not to move camera if it has been purposely positioned in campaign missions) * Make cargo ships in Factory mission a little slower and initial lock a little better * Fix bug preventing email addresses being entered on the feedback screen * Hide random internet matchmaking (not enough players for this to work) * Update Unity engine to fix potential security issue 1.1.3 (14th November 2016) -> 1.2.0 (6th April 2017) * Fix online server bug where signature for movement incorrectly calculated * Speed of pulse and multi-pulse lasers now scaled by turn time * Online refresh button * Non-Steam online login screens and system * State more explicitly that the helper ships in various missions are controlled by the player * Randomly generated map option in skirmishes * Make randomly generated Gather skirmishes a little easier * Resize turn control according to screen size * Fix crash bug when an unarmed entity attempts to orbit at optimal weapons range * Added Stealth Drone * Added Detonation Drone * Remove Steam ContentPrep from OSX builds * Check the player is visible at the start of a mission and move the camera if not * Fix bug where focussing on a ship could move the camera behind a natural (blocking the focussed view) * Store and display last skirmish settings between restarts and scenarios * Fix bug on Linux builds in certain countries where ships' decimal stats are incorrectly parsed * Fix bug where friends' Steam status is requested multiple times in a row due an incorrectly sized sliding window 1.1.2 (7th November 2016) -> 1.1.3 (14th November 2016) * Loadout reset button now resets max component counts (thanks anonymous feedback person) 1.1.1 (25th October 2016) -> 1.1.2 (7th November 2016) * Fix online game bug in plan validation - check more carefully if the submitted id is new and widen movement tolerance (thanks OblivionDoll & FridayBiology) * Fix crash bug in Exhumation if goals completed out of intended order (thanks anonymous feedback person) 1.1.0 (15th October 2016) -> 1.1.1 (25th October 2016) * Fix leaking links in feedback system * Fix crash bug in the minelayer AI in the Clear mission (thanks Andy) 1.0.1 (13th August 2016) -> 1.1.0 (15th October 2016) * Fix bug where it was possible to finish the Extraction mission without collecting the Informer * Fix bug with skirmish minefields having clashing ids and decrease max number of mines * Fix crash bug when resizing screen at same time that a player ship explodes * Update server shell scripts for better logging * Fix bug where not all drones are going neutral after their controller is destroyed * Remove friends' Steam login status display and periodic reload as incorrect results being returned * Use action icons in focus buttons to display plans rather than a blinking ship name * Add Gather skirmish objective * Save player prefs immediately upon changes (for Linux) * Tentative contacts * Updated key bindings for Linux * Steam async game turn notifications * Ensure usurped drones have the correct name in online games * Ensure that the loadout screen's title reflects correctly whether a player or enemy ship is being loaded * Fix bug where challenges and games disappear from online status screen after playing a scenario * Fix bug where database pool in online server repetitively recreated * Show a graphic that a ship is shielded, if it is hit and fully id'ed * Fix incorrect time being display in online game buttons * Correctly scale CM * Adjust height and move markers to display better on Linux * Set a max effective number of coolers to prevent unbeatable builds * Fix bug where defences' noise modifier was being counted twice for display in online games (internal sim was correct, but the player displayed number was wrong) * Fix timing bug with launches and shooting in online games * Display online draws as such * Have a link to the CI FAQ on the tutorial menu * Fix dumb bug with damage taken calculation * Extraction mission: update text to make the nature of the mission clearer and stop spawned enemies targetting the Informer * Allow an email address in feedback, move fields around, better messages * Linux build * Automated build and deploy system 1.0.0 (30th July 2016) -> 1.0.1 (13th August 2016) * Add more countermeasures at the start of Halt & Extraction * Add title to feedback to remind players it is anonymous * Make mouse scrollwheel work on OSX * Ensure minimum loadout at start of Layers * Change loadout message in Pickup & specify loadout is current loadout * Make arrow keys work on flow tables * Accelerate camera actions in game & add a multiplier in Gameplay options * Have mission & control lists use scrollwheel * Faster scroll on focus, loadout & stats components * If scrolling in focus do not zoom in/out (like rotate) * Make achievement stripes in online games easier to achieve * Show "Return" key as "Return/Enter" as some people do not have "Return" written on that key * Keep a backup profile in case of corruption - thanks to UberSomething * If profile corrupt on startup, discard and create a new profile * Don't exit if profile being written (wait a little instead) * Remove ProfileUpdater * Standardise laser, engine & sensor graphs by category (components in each category should use same x & y axes) - thanks to Aleccia Heartnet * Allow loadout to be reset to initial * Force the grid back on if it was left off at the end of the View tutorial * Refer to pods as "escape pods" in Rescue missions * Better tooltip for Base skirmishes * Provide replay quick-key in Advanced tutorial 0.9.34 (25th July 2016) -> 1.0.0 (30th July 2016) * Update version number * Fix spelling error 0.9.33 (11th July 2016) -> 0.9.34 (25th July 2016) * Ensure artillery beams displayed in Illumination mission * Fix bug where heightmarkers were shown even if grid off and ship not being previewed * Ensure the sfx/animations for sensors and cms continues in play/replay mode even if the ship is deselected * Default "Show Objectives" to true for new players (thanks to https://www.youtube.com/user/jaguarusf) * Add a link on the menu screen for the CI YouTube playlist and add the intro and tactics videos to the list of tutorials * Fix bug where categorised components on non-id'ed ships were incorrect (they should only show the components that have been activated) 0.9.32 (21st June 2016) -> 0.9.33 (11th July 2016) * Stop shuttles in Savior skirmishes getting stuck behind asteroids * Remove request for review at end of final campaign mission as it is apparently against Steam rules * Force laser fire to appear in online games even if the firer is hidden * Fix issue with uncontrolled drones sometimes being usurped but not acting as player drones (when they really are) * Prevent "target hit" graphics from drifting off target during high rotation turns * Force focus button to be inactive when they first appear so undetected ships don't take up grid space * Stop "time remaining" from being displayed on the skirmish loadout screen if there is a online challenge outstanding * Make the engine stats component work like other components on click -> left-click = set waypoint, right-click = delete waypoint * Fix rare object pool crash when unity can't find a gameobject (why!?) 0.9.31 (10th June 2016) -> 0.9.32 (21st June 2016) * Stop target focus reticules from "sticking" * Stop crash when just launched ships fire on player in online games * Ensure target weapon hud selectors appear completely onscreen the first time they are displayed * Ensure "Can Target" line changes colour when game colours changed * Make Last Stand mission more difficult * Set waves "victory" to wave 15 (ie survive the first cycle) and add a repairer to the base * Change twitter/facebook icons colour on hover * Componentise server and combine with feedback 0.9.30 (20th May 2016) -> 0.9.31 (10th June 2016) * Ensure move line & active sensor shells colours change with game colours * Stop loadout components being both selected and disabled when capacity exceeded. * Make stack HUD selectors, stats grids, flow tables & objective markers handle screen size changes * If enemy has no target then most ships/drones will move randomly to look for them & sometimes turn off sensor suppression * Move Skirmish enemy start positions in a little * Suppressed sensors now still allows one ship/drone to use their sensors * If no optimal range use max weapon range instead * Fix silly error in Jiggle where it was modifying range by an order of magnitude more than expected * Hard AI Frigate & Corvette become more aggressive if hull low or all drones gone * Enemy ships now assume unknown targets carry a Medium Pulse when calculating optimal ranges * Online DB archive system & indexes * Just usurped player ships now retain plans over a replay * Added Hard AI system that means command ship may tell their drones to target other drones as secondaries ("drone denial") * Ensure enemies targeting drones do not also target uncategorised entities (as they could be ships) * Hard AI Cruisers now set drones aggressive if attacking or under attack * Hard AI Corvette & Frigate ships now more sensible in their use of countermeasures, Cruisers & Destroyers launch more but under the same conditions * Fix silly bug where enemies incorrectly calculated the danger near them * Move Hard AI start location closer to player * Enemy ships with disruptors chose better targets * Prevent Jammers being able to usurp neutrals * Make local enemies attack local neutrals (unless set to ignore them) * Make waves spawn further away * Update colour and size handlers to be more consistent * Periodically realign focus button images (as they sometimes jump out of alignment) * More consistent noise & hull highlighting and stop the highlight getting stuck * Make Usurper Skiff more aggressive * Decode mission now sets Message Steam achievement * Reaching wave 12 of waves skirmish counts as a victory for Steam achievements * Added to extra (weak) waves to waves skirmish to space out ships and make it a bit easier 0.9.29 (5th May 2016) -> 0.9.30 (20th May 2016) * Waves skirmish objective * Savior skirmish objective * Move back starting camera position in some tutorials & missions * Set minimum of 49 turns before declaring a draw * Darken starlight * Fix bug where target markers were being incorrectly reused * Ensure narrative panel is above objectives * Wider objectives in various screen resolutions * Better objective text in Exhumation & Extraction * Add Twitter & Facebook icons/links on main menu screen * Add victory stripe achievements to skirmishes * Fix rare coroutine start bug * Skirmish base objective requires at least 4 player ships 0.9.28 (4th May 2016) -> 0.9.29 (5th May 2016) * Fix stupid null check error in M3 0.9.27 (23rd April 2016) -> 0.9.28 (4th May 2016) * Going to menu no longer deselects * Stop focus icons disappearing when menu turned off * Clear tooltips when selector cleared * Better selector positioning * Add Targeting quick key * Fix selector bug where components drawn on top of eachother when going straight from one selector to another * Fix targeting tooltip bug where it stated the wrong current target * Reload allowable screen resolutions each time selection is displayed * Fullscreen on multiple monitors fix * Update to Unity 5.3 * Force OSX versions to be foregrounded on startup (thanks to increpare) 0.9.26 (22nd March 2016) -> 0.9.27 (23rd April 2016) * Don't allow entities without engines to plan movement & similar for other action types * Fix bug when cancelling launch of ship that was not launched * Fix narrative button collider sizing bug * Another(!) attempt at fixing misaligned alternative highlights * Fix tutorial highlight bug with cancelled launches * Display Quick Key options on turn control and stats components GUI elements * Rename "current sig." to "previous sig." & "planned sig." to "current sig." * Remove Basic sensors from loadout options * Change sensor stats to make the active/passive split clearer * Better checks that moves in tutorials are correct before continuing * Update victory stripe conditions * Don't show full stats tooltips in first 3 tutorial missions * Consistent tooltip offset * Updated narrative text on various missions/tutorials * Remove hardest 3 steam achievements, because I haven't got them in over 100 hours of gameplay they are probably too hard * Turn cloud save back on * Fix rare time bug with heightmarkers when a new entity is first displayed * Combine Decode & Burglary missions into one * Combine Loyalty & Seizure missions into one * Only show offscreen indicator text in T4 if target is offscreen & make indicators larger for large screens * Non-player ship's components now display tooltips if they are partially or fully id'ed * Force ship rotation on loadout screen unless player is currently dragging * Stop GUI items being highlighted if they are clipped * Ensure final drone in T1 is a sphere after appearing * Put a weaker weapon on the drone attacking the Shuttle in Pickup mission 0.9.25 (29th February 2016) -> 0.9.26 (22nd March 2016) * Update text on all tutorials & M1->3 * Remove M1 (First Day) * Make it impossible to explode in the tutorial * Updated component descriptions * Provide a warning in M4 if too far from station to get through its shields * Prevent gimbal lock on loadout ship model * Added keyboard shortcut for Action ('Z' by default) * Add Tactics as a 4th tute * Don't lose all lock on just switched drones - lock decays as normal from last lock before switch (100% for ex-player or ally ships) * Drones switched to player team in online duels now have a meaningful display name rather than the lookup code * Better messages on component tooltips * Add stats to component tooltips * Force description of disruptor in Decode * Weapon display can't pass through naturals anymore * Pickup loadout options add up to default loadout * Ensure campaign navbar starts at top * Add a Spotter to Frigate loadout * Fix editor destroy error when closing scenario 0.9.24 (20th February 2016) -> 0.9.25 (29th February 2016) * Higher resolution PC desktop image * Fix occasional NPE when online games conceded && online menu locked in waiting state * Fix bug where the online opponent could be displayed as yourself * Display a list of finished games * More evenly matched random skirmishes * Increase linker size & give cruiser an extra ECM * Fix bug where only the first defined player ship could collect escape pods * Uncontrolled non-autonomous ships turn neutral after a turn * Fix bug with unknown sphere still slightly visible on enemies when they should be completely transparent * Stop target drone in Tutorial 1 flying behind player ship * Wider & further min/max focus distances * Reposition Hull "?" for Unknowns in stats display * Fix bug with badly positioned skirmish ships when scrollbars at bottom of range and the 2nd last skirmish ship deleted * Fix bug where skirmish flow tables slightly out of alignment & not resizing properly * Fix bug with just switched drones not working with replays * Make colliders on skirmish loadout & remove buttons work across the whole button & make loadout button more visible when loadout modified. Also make skirmish ship scrollviews shrink when a ship is removed * Server update to restart at the first point after 5 days that no players are connected & fix db timeout issue 0.9.23 (3rd February 2016) -> 0.9.24 (20th February 2016) * Hard AI skirmish modifier - clusters most enemies at start - better rangefinding despite loadout changes (enemies dynamically calculate range) - enemies will no longer "overkill" - enemies should opportunistically target weak player ships/drones - command ships (cruisers, corvettes & frigates) will try to organise other ships/drones to surround dangerous targets - command ships will suppress the use of active sensors amoung other ships if they think there are enough sensors - command ships will detect if an enemy has disappeared and try to regain detection - stations have ai system and can act like ships - special firing rules for usurpers and painters * Remove radiation skirmish modifier * Put upper & lower bounds on disruption percentage regardless of range * Fix bug where circling AI entities starting on circle centre would remain stationary * Change Corvette default loadout to remove small beam & add decoy and another laser drone * Flow panel tooltips now cleared on drag * Fix bug where flow panels sometimes start in random position * Starting rotation of player ships in skirmish is now pointing away from start point 0.9.22 (15th January 2016) -> 0.9.23 (3rd February 2016) * Fix bug where online games go to wait status after replay when still planning * More specific wording in the tutorials * Stacked entities display a single (combined) target marker * Make uncontrolled controllables have a disruption probability of 100% * Fix bug with stack selectors being destroyed rather than deleted if launch -> select -> cancel launch * Stop scrolling views from rotating the camera * Fix tooltips on flowtables appearing even if flowtable is not visible * Allow all scrollviews to be dragged * Add ordering to the running of enemy AI - more powerful ships go first (useful for future AI work) * Rework of Skirmish settings * Fix bug with "Move Towards" with intermediate waypoints where the path was calculated in reverse (so sometimes no LOS) * Remove foreach in focus buttons and pool them 0.9.21 (1st January 2016) -> 0.9.22 (15th January 2016) * Darken the narrative background to make it clearer in cluttered scenarios * Move most in-mission narrative message to planning phase * Fix bug where internal planet radius was too large * Fix bug where switching teams means that bringing a focus button into view moves the wrong focus container * Update Victory Stripe conditions in the campaign to be more realistic * Only draw stats grid a maximum of once per frame * Display plans during all non-playing phases * Reload & display plans on online game reload * Make stats panel 10px shorter and move hull/noise labels closer to their corresponding gui elements * Nerf shields and repairers a little to prevent undamagable ships * Enemies should spiral towards optimal range, rather than move in straight lines (but they may still appear to move in a straight line if optimal range is a long way from their current position - ie a very tight spiral) * Don't add online placeholder entities into focus buttons (causing it to jump) * Periodically reload Steam friend status & display Steam avatar * Switch teams now works in replays * Stop server automatically creating a default game if a steam friend challenge expires due to waiting time * Add time remaining to online game button * A successful challenge -> game transition no longer sometimes incorrectly display as cancelled * Pool TargetMarker and StackSelector for performance * Cache gui tweens * Colour and make larger the "to hit percentage". Players can now shoot with lock's down to 0%. Make Gui firing system consistent. * Highlight target drone only once at end of T1 * Prevent players being able to challenge themselves * Updated audio settings to use less memory/cpu * Object pool can now expand if necessary * Adjust layers to remove unnecessary physics checks * Remove hashsets from planners for performance * Allow multiple feedback messages & clean up feedback screen * Larger and more readable online wait screen font * Click fallthrough added to targeting stats HUD * Can now use either Delete or Backspace to remove a waypoint by default. Also fix up secondary controls a little. * Another attempt to ensure "ALT" hint in tutorial and component grids are always shown correctly 0.9.20 (24th December 2015) -> 0.9.21 (1st January 2016) * Fix a stupid casting bug 0.9.19 (30th November 2015) -> 0.9.20 (24th December 2015) * When checking stacks for unstacking immediately check newly created stack too, in order to prevent incorrect stacks * Stricter online plan validation * Action button flashes if online results ready to be played * Fix positioning of turn marker in the menu on some resolutions * Stop explosion camera shake if camera is rotating * Possible now in Decode pick up the Codebreaker's pod the same turn their ship is destroyed * Set background music to play continuously through the all phases (previously only played for planning) * Set default SFX volume to 75% & Master volume to 80%. Also lowered volume on most weapons by 20%. * Focus point for online games * Fix bug where control options are sometimes all bunched up on top of each other * Made hermit station model a little smaller so it doesn't extend beyond unknown sphere * Mute music on application focus loss (thanks anonymous feedback person!) * Fix colliders on End menu Next button (thanks anonymous feedback person!) * Able to challenge Steam friends * So many changes to the way online duels are set up I can't list them all here * Don't recalculate threat map after a replay * Server returns game time remaining in session status * In tutorial, highlight player ship if it needs to be selected for commands to work * Stop flickering when starting to move (mainly on macs) 0.9.18 (27th November 2015) -> 0.9.19 (30th November 2015) * Added tactical tips to early missions * Cover more tutorial situations * If highlighted entity is stacked then highlight its stack selector * Set minimum signature to 0 rather than 1 * Ensure ring of move disc is drawn to correct proportions * Better mission button positioning 0.9.17 (23rd November 2015) -> 0.9.18 (27th November 2015) * Steam achievements * Made Pickup a little easier * Adjusted down detection boundaries * Added heightmarkers to tutorial move targets * Increased detection decay and decreased mid-range passive sensor sensitivity to encourage hiding * Prevent delta location being inside naturals (move instead to nearest free space) * AI targeting by most dangerous now orders by closest if danger levels are equal (so targeting only drones works better) * Hide actions (like cm & sensors) for stacked entities so they do not appear as if the top-of-stack is planning them. * Prevent overlap of text and completed tick on missions list for some resolutions * Enable targetting of entities in the same stack as firer * Reset Heightmarker layer when depreviewed (stopping height markers displaying randomly) * Remove generated name tag from generated ships * Clicking on offscreen indicators now selects & focuses, rather than just focus * Clicking on stack selector now selects, rather than just moving to the top of the stack 0.9.16 (12th November 2015) -> 0.9.17 (23rd November 2015) * Caught missed situations in Decode & Burglary * Updated component description text * Make Loadout stats flash colour on load/unload & increased font size * Only depreview mouse pointer if in preview mode * Remove = gap in some < or > conditional tests * Codebreaker in Decode now only targets drones * Added text to say the 'F' key is for focus (as well as center) & the station in Layers has shields & the codebreaker has a jammer * Position noise markers better on focus buttons (esp. for 1920 resolutions) * Position "ALT+mouse" hint better (esp. for 1920 resolutions) * Fix bug where drones launched from stations had no texture applied * Fix bug where a corrupted .dat file (how did that happen?) can cause TurnPlayTime out of bounds and break the game * Fix bug where use of the loadout filter may cause filtered components to be reused in the loadout grid causing the grid to act strangely * Fix bug where replaying a turn in which a stacked entity is first detected and becomes Categorised or better causes crash * Make it possible to skip the first two (introductory) missions * Added 4 new SP missions: Clear, Factory, Rescue, Last Stand * Remove SSL to speed online communication (no secret information is transmitted for Steam users) * Force garbage collection during display of phase markers 0.9.15 (4th November 2015) -> 0.9.16 (12th November 2015) (Intial Steam EA) * Enable rotation in vertical move mode * Adjusted Void skybox to remove sharp edges on galaxy image * Add message suggesting a Steam review when finishing the last mission * Show button prompts for move discs in tutorial * Make Illumination, Seizure & Burglary missions a bit harder * Fix bug where games crashes if starting a mission overcapacity due to (very lucky!) use of a usurper in the previous mission * Fix bug where component highlight could be showing even when required entity is not (sometimes caused crash) * Steam cards * Right-click + Alt hint now shown in entity highlight when required * Boost power of disruptors against uncontrolled drones * Stop HUD Selector going past left or bottom edge of screen * Prevent rotation of background camera due to mouse movement in scenario menus 0.9.14 (8th October 2015) -> 0.9.15 (4th November 2015) * Fix screen size issues - all screen sizes down to 1024w by 720h should work and appear centered * Early Access setup * Balancing work * Numerous fixes for online play 0.9.13 (18th September 2015) -> 0.9.14 (8th October 2015) * MoveTo entity now works on any mouseclick & path shows to entity * Feedback sends hashed SteamId if available * Activating planners with an index always activates the planner, even if it is already activated * Steam clients automatically login to online server * online server and associated scripts deployed * Option to store logs * Image effects turned off if not at "Fantastic" image quality * Steam name used for feedback if available * Unremovable loadout items * Random skirmish options * Added bloom to star flares * More SFX noises & shorter UI noises * Reworked Loadout screen * Custom mouse pointer * Don't show offscreen indicator for stacked entities, show stack size on top instead * Removed info tooltip on stats components - put description on normal tooltip. Made number bigger. * More visible selection highlight in id ring (for unknown's too). Removed stack indicator. * Added Splash screen * Music plays even with 0 volume * Reworked control system & GUI * Removed Achievements * New Tutorial * Removed log 0.9.12 (1st September 2015) -> 0.9.13 (18th September 2015) * Added concede button in online duels * Added reload button in online duels * Display timers in online duels * Update entity stats and descriptions * Set maximum tooltips width (after which it line breaks) * Simple profanity filter for online player names * New modular narrative system, narratives now stay on by default until button press or trigger (not time based) * 4 new missions in campaign * Updated soundtrack so each map has its own song * Block text now uses the more readable Universalis font * Fix beam noise (not stopping) bug * So many little bugfixs and mission changes I lost track of them 0.9.11 (31st July 2015) -> 0.9.12 (1st September 2015) * In client scenario launched entities now have the same locks on them as it's launcher * Weapons fire now tracks target better and goes a little slower * Non-entity focus points now in the right place * Entities can now only be disrupted once per turn * Playing/Replaying title card now appears 0.25 seconds before action starts (so it doesn't overlap) * Id rings & spheres fade and resize smoothly * Online duels 0.9.10 (17th July 2015) -> 0.9.11 (31st July 2015) * Centered focus & component panels * Reorganised stats panel * Selectors now change size according to screen size * Reorganised skirmish screen * Heightmarkers handle selection changing during non-planning phase. * Pods are now unlaunchable * Fix issue with incorrectly (and gameable) unknown sphere sizes * Fixed decoy's strange path * Move mission loadout screen to start of mission, rather than end of previous * Updated Loadout panel * Updated Turn Control panel * Some performance improvements * Added a phase notification panel for Play, Plan & Replay phases * Fixed bug where button click sfx not playing sometimes 0.9.9 (24th June 2015) -> 0.9.10 (17th July 2015) * Basic Steamworks integration * Can rotate/zoom/pan when setting movement waypoints * Fixed bug where move line showed incorrect distance colouring * Fixed bug with heightmarkers not highlighting properly. Also next move heightmarkers do not highlight now * Added "move to" icon on entities when in move planning * Added components: painter, cooler, linker, repairer, armor, shielding * Improved Entity HUD positioning code so it is more consistent across different screen resolutions * Behind the scenes changes to make adding modding support easier * Changes to support online play * Lots of other little bugs fixed 0.9.8 (12th June 2015) -> 0.9.9 (24th June 2015) * Fixed bug where pod was being held over between missions * Beam laser on research stations now correct * Categorised sensors & weapons display in the stats panel again * Update to Unity5 & updated many libraries & graphical assets * Heightmarkers are displayed for selected entities when playing with the grid. Heightmarkers never displayed if the height is 0. * Fixed problem with dragging waypoints caused by its collider being enveloped by heightmarker highlight collider. * Natural entities descriptions are now in the right place. * Fixed bug where planning actions sometimes were not displayed after replays or switching through a stack. * Tutorial text now shows the actual key being used for a function rather than hardcoding it (in case a player changes it). * Added some more tooltips. * Fixed stats display crash if all drones launched from component view 0.9.7 (5th June 2015) -> 0.9.8 (12th June 2015) * Improved campaign workflow & smaller savefiles * Stop tooltips appearing off the edge of the screen * Some performance improvements * Minor UI sizing and depth changes * Fixed bug where asteroids' height marker box colliders were off-centre * Added GUI SFX * Fixed disruptor direction bug 0.9.6 (25th May 2015) -> 0.9.7 (5th June 2015) * Fixed log bug & decoy display & collider size * Game icon * Add "direction to offscreen enemy" icons * Focus name flashes if a player ship has no plans * Drones add to noise * Set turrets and engine points on models rather than have everything originate at centre of model * Pre-render explosions and weapon effects to prevent framerate spikes