Endless Sky Changelog

What's new in Endless Sky 0.10.6

Feb 19, 2024
  • The Gatling Turret and Javelin Turret now each require one crew member.
  • The timer ship in "Sad Archie" has been given the "ramming" personality to improve its consistency.
  • Animated ship and planet sprites are now correctly rendered in the hail panel instead of not being rendered at all or being rendered at a high frame rate.
  • Gave the stock Dreadnought its fourth Torpedo Launcher back that it had lost in a previous release to make room for a bigger battery; it didn't need the bigger battery.

New in Endless Sky 0.10.5 Pre-release (Jan 29, 2024)

  • Some other major changes and additions are:
  • Expanded the mechanics behind asteroid mining, including the addition of mining lasers that increase the yield of asteroids, tractor beams that pull ores toward your ship, dedicated mining ships in human space, and a new mission in the Sparrow introduction that goes over the basics of asteroid mining.
  • Added a small pirate region to the south, home to the remnants of a collapsed government: the Confederated Councils of the Outer Rim. Includes the addition of various new pirate ships and weapons. This is the first of a number of planned expansions to pirate content and gameplay, with the goal of making it so that playing as a pirate is a more viable option. Stay tuned for more in future updates.
  • You can now review past hails and status messages by opening the messages log panel, default "/".
  • Lowered the brightness of the center of the galaxy sprite to make the system names in the galaxy's core more readable.
  • Plugins can now customize the services that a spaceport offers, and even the name that appears on the spaceport button.
  • The state of your capslock key is now tied to the state of fast-forward in the game if your capslock key is bound to your fast-forward control. This means that toggling your capslock key even when the game window is not in focus will also toggle the game's fast-forward.
  • The list of plugins and the selected plugin description in the plugins panel can now scroll, instead of causing too many plugins or verbose descriptions to overflow the menu.
  • Bug fixes:
  • Planetary security will now properly scan illegal goods in your fleet's cargo. Previously, only illegal installed outfits could be scanned.
  • Improved the collision detection of flotsam, preventing cases where flying over a flotsam at high velocity could cause it to phase through your ship and not be collected.
  • Various fixes to missions in the Coalition intro storylines.

New in Endless Sky 0.10.4 (Oct 22, 2023)

  • Various fixes and improvements to the new Coalition campaign intros.
  • Outfits can now be given the "unique" attribute. The player will be warned when any such outfits are about to be lost.
  • All controls and settings now have tooltips.
  • It is now possible to recall the help messages for the currently active panel on demand.

New in Endless Sky 0.10.3 Pre-release (Oct 5, 2023)

  • This update contains over 50 new Coalition missions, making up the introductions of the Heliarch and Lunarium campaigns, granting access to some Heliarch weapons and some new outfits for the resistance, respectively.
  • Some other major changes and additions are:
  • Flattened the thrust scaling of sets of engines as you get bigger engines in a set. Smaller ships have received a significant max speed and acceleration buff, while larger ships have been unchanged or slightly nerfed.
  • The Unfettered Solifuge and Violin Spider are now added to the Unfettered shipyards.
  • Ships can now be given display names for their model name.
  • Plugins can now have a "plugin.txt" metadata file in their root folder that specifies the name of the plugin and its description as shown in the plugins menu in game.
  • Governments can now define travel restrictions that prevent their fleets from traveling to or from systems or planets that match the restrictions.
  • Various UI/UX improvements.
  • Bug fixes:
  • Contacting the Korath Exiles during the Wanderer campaign can now properly be deferred and reoffered instead of deferring the mission effectively declining it and locking you out of the rest of the campaign.
  • Using hotkeys to search for the nearest asteroid no longer crashes the game.
  • The shipyard and outfitter mission offer location tags will now properly write to the save file.
  • Trailing whitespace in hails no longer causes hails to overlap with one another.
  • The "Remnant: Expanded Horizons Astral job" job will no longer select the "Deep Space" systems, which are unreachable, as waypoints.

New in Endless Sky 0.10.2 (Jun 20, 2023)

  • Some of those improvements are:
  • More customisation options for rings drawn through interfaces.
  • A new personality that will prevent ships from ever cloaking.
  • Various new spaceport news items and civilian ship hails.
  • Some notable bug fixes include
  • Various missions and spaceport news items will no longer appear at inappropriate locations.
  • Fixed some instances of ships ceasing to act and drifting forever inappropriately.
  • Fixed a problem with out of system escorts not landing to refuel when an appropriate planet is available.

New in Endless Sky 0.10.1 Pre-release (May 29, 2023)

  • Content and features:
  • Released the first chapter of Hai Reveal, a storyline that involves the open secret of the Hai being exposed to humanity.
  • NPCs in missions are now able to trigger game actions on status changes to the NPC.
  • Updated and added new mechanics around asteroid mining to make it a more engaging system, including allowing your escorts to take a more active role in mining.
  • Continued development of the Gegno, including new ships and outfits.
  • Split the Quarg government into a series of regional governments, allowing for more fine-tuned interactions with different groups of Quarg.
  • Plugins are now able to be enabled and disabled within the Plugins menu.
  • Replaced the mouse control toggle button with a preference to prevent accidental activations.
  • Controls can now be unbound by pressing X or delete when hovering over the control.
  • Bug fixes:
  • Patched an infinite money glitch caused by bad offer conditions on an Unfettered mission.
  • Ships with low max speeds no longer rubberband backwards when exiting hyperspace.
  • Fixed various issues with buying and selling outfits caused by having outfits in cargo or storage.

New in Endless Sky 0.10.0 (Feb 20, 2023)

  • Breaking changes:
  • The accompany objective on mission npcs no longer implicitly sets the save objective. Plugin missions that had "accompany" but not "save" should be changed to include "save" if the intention of the mission is that the npcs live.
  • This is a change that was made in v0.9.16, reverted in v0.9.16.1, and has been reintroduced.
  • Content and features:
  • Two new alien factions, the Gegno and Bunrodea.
  • A plethora of new conditions and new ways to use them, including the introduction of "global conditions" that can be set and accessed across save files.
  • Improvements to how ship AI behaves, more intelligently making use of the range of their weapons. More AI improvements will come in the future.
  • An overhaul to how cargo and outfit scanners function, causing scanning to take overall longer to complete.
  • The jobs board can now be sorted on various metrics, including how much the job pays or whether it has a deadline.
  • Improved mouse control while in flight, including the ability to select secondary weapons by clicking on their ammo icons, and a toggle for controlling flagship aiming and firing with the mouse.
  • Reverted the heat damage change from v0.9.15, and reduced the buffs provided to afterburners from that same update.
  • Added a deadline to bounty jobs so that they cannot be stacked infinitely and finished passively. In exchange, bounty ships now don't spawn as far away, and bounty job payments are increased.
  • Bug fixes:
  • Reloading your save file while you have escorts in a different system that are carrying mission cargo will no longer teleport the mission cargo to the player's location.
  • Reloading your save file while in the middle of a conversation will no longer repeat execute the mission actions that run alongside the conversation.
  • Captured ships will no longer require the save file to be reloaded in order for them to make use of their weapons.

New in Endless Sky 0.9.16.1 (Oct 19, 2022)

  • This is a hotfix release for the stable 0.9.16 release, reverting a change that could cause NPC ships to disappear in certain circumstances.
  • The high-dpi plugin that goes with this release is the one for v0.9.16.

New in Endless Sky 0.9.16 (Oct 17, 2022)

  • Breaking changes:
  • The accompany objective on mission npcs no longer implicitly sets the save objective. Plugin missions that had "accompany" but not "save" should be changed to include "save" if the intention of the mission is that the npcs live.
  • Bug fixes:
  • Added a firing sound to the Ka'het Annihilator Turret, as it was missing one.
  • The jump range of systems affected by the Ssil Vida activation are now reset when Ssil Vida is deactivated in order to avoid a bug in pathfinding. This change will be reverted in the future once the pathfinding is improved.
  • Fixed an error where attempting to launch with a fighter as your flagship under certain circumstances could cause you to launch with no ship at all.
  • Fixed a longstanding bug where npcs could get stuck thinking they need fuel after traveling through a wormhole.
  • Fixed a bug where fighters would sometimes fail to reparent to a carrier that had space for them when recalled.
  • Other changes:
  • Clicking on a planet card on the left side of the map now selects that planet as a destination on your travel plan.

New in Endless Sky 0.9.15 (Oct 4, 2022)

  • This is an unstable release, containing big changes that may introduce new bugs. Major new changes include the following:
  • 60+ new outfits
  • 80+ new missions in human space and beyond
  • 40 new stations and planets in existing systems
  • Improvement of many graphics, including stars, ships, effects, and outfits
  • The addition of parallax to background stars and haze
  • Sweeping balance changes to various ships and outfits
  • Overheating a ship only disables its energy generation
  • Changes to the UI, including the addition of new ship and outfit categories and an overhaul of the map screen
  • Changes to existing missions, including an overhaul of the first third of the Free Worlds campaign.
  • Several features have been added to the game engine, for use by plugins and other content creators.
  • These include:
  • 20 new swizzle options
  • The ability to customize ship and outfit categories in the data files
  • Four new damage-over-time types
  • Conversations can trigger mission actions
  • Missions can trigger actions every time the date increments
  • Plugins can selectively disable vanilla content
  • Events can remove objects from a system without needing to redefine the entire system
  • Removal of the 32 hardpoint limit

New in Endless Sky 0.9.14 (Oct 4, 2022)

  • Numerous typo fixes
  • Fixes to how several missions are offered to the player
  • Better suggestions of possibly incomplete conditions in some missions' "visit" dialogues
  • Differentiation between two Remnant engines' reversing capabilities
  • Certain Navy shipyards now stock the Dropship
  • Ships that have no specified "drag" attribute default to 100, rather than causing crashes
  • Weaponry that alters the ship's status conditions (e.g. ionization) now respects the required minimum value of 0
  • The "interrupt fast-forward" preference defaults to off
  • Some minor improvements were added to help support plugin authors and content creators:
  • Quarg planets now have regional attributes to enable better targeting via missions
  • Missions that fail to be instantiated print more informative messages in the error file
  • Large numbers of missing image frames no longer pollute the error file

New in Endless Sky 0.9.13 (Apr 19, 2021)

  • Breaking changes:
  • Starting conditions defined by plugins no longer automatically override the game's default start. (@FranchuFranchu, @tehhowch)
  • Big changes:
  • Added over 30 new spaceport missions to Coalition space. (@Arachi-Lover)
  • Added over 25 new missions to Remnant space, as well as a new region of the Ember Waste. (@Zitchas)
  • Added 15 new archaeology missions with Albert Foster to investigate the Sheragi ruins, including the discovery of ancient Sheragi technology. (@Karirawri)
  • The Ember Waste has become a more hostile place with the introduction of system hazards. Be prepared the next time you visit. (@Zitchas)
  • Outfits can now be stored on planets by pressing U or R on installed or in-cargo outfits in the outfitter. (@petervdmeer)
  • Completely redid and improved the graphics for most human outfit images. (@beccabunny)
  • Added a "New Pilot" scenario picker, allowing players to choose between game and plugin starts. (@FranchuFranchu, @tehhowch)
  • Bug fixes:
  • Content bugs:
  • Typo fixes. (@Amazinite, @Anarchist2, @Arachi-Lover, @arkhne, @beccabunny, @Darcman99, @FixItYondu, @Galaucus, @infinitewarp, @MCOfficer, @michel-slm, @pega3, @Rakete1111, @roadrunner56, @tatami4, @tehhowch, @Terin, @thebigh2014, @Thunderforge, @tux2603, @W1zrad, @waterhouse, @Zitchas)
  • The Subsidurial person ship can now appear in uninhabited systems as intended. (@Zitchas, @Terin)
  • "Deep Mystery Cube [3]" no longer offers on stations. (@Anarchist2)
  • Corrected the hull mass of the Faes'mar. (@Amazinite)
  • Tinker's tribute is now properly restored after the main plot. (@Zitchas)
  • "FW Pug 3" now requires that the previous mission be completed before offering. (@Amazinite)
  • "There Might Be Riots part 3A" no longer offers on pirate worlds. (@Amazinite)
  • The event "fw reconciliation break" now properly triggers when the related mission is completed instead of offered. (@Amazinite)
  • The dimensions of the large Pug explosion 3 and 4 sprites now match the other large explosion sprites. (@Amazinite)
  • The Stack Core side plot mission now fails after the Pug invasion starts if the player still has it active. (@Anarchist2)
  • Fixed conversation branch conditions in Remnant missions. (@Ornok)
  • Cleaned up the edges of UI and haze images. (@Terin)
  • The EMP ammo storage outfit will now sell any excess ammo when uninstalled. (@Anarchist2)
  • Destroying the asteroid during Terraforming Rand now causes the mission to fail. (@Anarchist2)
  • Large Coalition engine flares are now better centered in the image. (@Arachi-Lover)
  • The FW epilogue missions are no longer marked as minor. (@Anarchist2)
  • The Core Blockade mission now gives clearance to land on the pirate planet destination. (@Amazinite)
  • The Remembrance Day jobs now properly have a deadline. (@Amazinite)
  • Shortened the descriptions of some jobs as to not overflow the UI. (@Amazinite)
  • Added missing "variant" keyword to NPC fleets in several Wanderer missions. (@tehhowch)
  • Remnant "tech retrieval" missions have more appropriate destinations. (@jerith)
  • Engine bugs:
  • Missions with illegal cargo that fail when scanned can no longer be scanned again before landing. (@Amazinite)
  • The outfitter will no longer allow purchasing licensed outfits under certain circumstances where the player didn't have a license. (@Rakete1111)
  • Planets without a spaceport but with a jobs board will no longer skip generating jobs. (@Amazinite)
  • Ships will no longer attempt to route through undefined systems. (@Elorram)
  • Infinitely nested submunitions will no longer crash the game. (@Rakete1111)
  • Fixed a potential divide-by-zero error. (@tehhowch)
  • Escorts will now properly obey the hold command when they are already moving to hold position. (@petervdmeer)
  • Fixed a potential null pointer exception. (@petervdmeer)
  • News with no message will no longer be chosen. (@tehhowch)
  • Fixed a potential floating point exception related to mortgages created through save editing. (@tehhowch)
  • Fixed a segfault that involved the player rapidly cycling through ships in the info panel while moving the mouse. (@tehhowch)
  • Unvisited systems that are selected on the map in the outfitter/shipyard key no longer display whether they have an outfitter/shipyard. (@tehhowch)
  • Prevented factions that didn't share a language with the player from sending hails. (@Amazinite)
  • The motion blur effect no longer persists if the player's flagship is destroyed while in motion. (@bobrobbow)
  • Ships will now save various non-numerical attributes that they previously did not. (@Amazinite)
  • Destroyed ships can no longer be selected after the player has died. (@bobrobbow)
  • Disabling your own escorts no longer increases your combat rating. (@tehhowch)
  • Disabled ships will now experience the effects of ionization. (@Amazinite)
  • Ships will no longer attempt to land on planets without a sprite. (@bobrobbow)
  • Missions now ensure that the defer action can be done before offering. (@Amazinite)
  • Player conditions are now properly updated when failing or aborting a mission when the fail action can not be done. (@Amazinite)
  • Ships will now check if they are overheated after taking damage, preventing overheated ships from healing for a frame after taking damage. (@Amazinite)
  • The gather escort command will now work if all escorts are out of the player's system. (@petervdmeer)
  • Ships with reverse thrusters no longer struggle to land. (@Terin, @Vitalchip)
  • The planet panel will no longer become blank when departure requires confirmation. (@tatami4)
  • Planets are now written to the save file using their true name instead of their display name. (@tehhowch)
  • An error is now produced when improperly granting a ship in a start condition. (@tehhowch)
  • The "battery only" warning in the outfitter now takes fuel energy into account. (@Amazinite)
  • All flagship commands and the hailing command are now ignored while in the process of landing or departing from a planet. (@tatami4)
  • Ships no longer preserve inaccessible jump targets when loading the game. (@tehhowch)
  • Reduced likelihood of integer overflow when selling commodities. (@tehhowch)
  • Fixed a divide-by-zero error when a fleet contains no variant definitions. (@tehhowch)
  • Game content:
  • New content:
  • New missions:
  • New missions offered by the Quarg. (@Arachi-Lover)
  • Created two short spaceport missions in human space. (@Naminson)
  • Created a difficult combat mission only available to early pilots. (@Anarchist2)
  • The player will now be warned when their combat rating is high enough that Marauder Hunted fleets will start showing up. (@Amazinite)
  • Created jobs and missions available on Kor Efreti worlds. (@W1zrad)
  • Created new bounty hunting jobs to track down disguised ships. (@Anarchist2)
  • Added a new string of missions during the start of the Wanderer campaign that leads to a sideplot to help the Hai build a new ship. (@Amazinite, @Arachi-Lover, @beccabunny, @LocalGod79, @Zitchas)
  • Created an epilogue mission for Barmy Edward. (@beccabunny, @Darcman99)
  • Created a mission where you can inform the Remnant about the research that the Deep are doing on the Ember Waste. (@Amazinite, @Zitchas)
  • The player will now be warned the first time their pirate attraction is greater than 50%. (@Amazinite)
  • Added a boarding mission about a secret slave ship (@Pointedstick, @oo13)
  • New outfits and ships:
  • Created an ammo storage outfit for Finisher torpedoes. (@Arachi-Lover)
  • Ka'het ships now have power generation and storage outfits. (@beccabunny)
  • The Navy now has a unique logistics vessel, the Auxiliary, along with a new fighter, the Dropship. (@Brick63)
  • Added a new Remnant ship, the Peregrine. (@beccabunny, @Zitchas)
  • Created an ammo storage outfit for EMP torpedoes. (@Anarchist2)
  • Ka'het ships now have engine outfits. (@beccabunny, @Karirawri, @TheronEpic)
  • Created six new Heliarch ships. (@Arachi-Lover)
  • Added a new Ka'het ship with a unique superweapon and other new outfits. (@beccabunny, @Karirawri)
  • Added a new Korath Exiles ship, the Dredger, intended to replace the World-Ship in combat missions that need a stronger Korath ship. (@beccabunny, @NomadicVolcano, @Zitchas)
  • Other new content:
  • The Penguin now uses the new engine flare mechanics. (@Zitchas)
  • Added new civilian hails. (@Anarchist2, @Naminson, @petervdmeer)
  • New logs for various characters, factions, and plot points. (@MasterOfGrey, @pega3)
  • Added a new Builder station to the Graveyard. (@beccabunny)
  • Wrote more news messages for human space and beyond. (@Amazinite, @Anarchist2, @Arachi-Lover, @Galaucus, @NRK4, @petervdmeer, @Plip-Plop, @Pointedstick, Swiren#8879, @W1zrad, @WarlordMike, @Zitchas)
  • Wrote friendly and hostile hails for the Remnant. (@temtemy)
  • The Archon now has a ship description. (@Zitchas)
  • Added three new person ships. (@beccabunny, @Brick63, @MCOfficer, @Zitchas)
  • Quarg outfits now have placeholder descriptions. (@Amazinite)
  • Planets in the Graveyard region now gain expanded descriptions after you learn more about the region. (@beccabunny)
  • Added system attributes to various system for use in missions. (@Galaucus)
  • Expanded the list of potential Heliarch ship names. (@Arachi-Lover)
  • Scouts will now actually spawn in merchant fleets. (@ScruffyKitty)
  • Added various new help messages describing hidden features. (@Terin)
  • The supermassive black hole in Sagittarius Anow pulls in ships that get too close. (@Zitchas)
  • Wrote a description for the vanilla start of the game for the new start scenario picker. (@Amazinite)
  • Mission changes:
  • "FW Hope Recon 1C" now refers to the proper number of crew on a Gunboat. (@beccabunny)
  • Rewrote some of the conversation for "Wanderers: Defend Vara Ke'sok Hint". (@Anarchist2)
  • If the player has forgotten, the Remnant outfitter asking for Hai keystones will now explain how to purchase outfits into cargo. (@Zitchas)
  • Corrected the on visit dialog for some missions that had multiple objectives to now refer to all possible missing objectives. (@W1zrad)
  • Planets that are being actively evacuated during the Wanderer campaign will no longer have jobs as their source or destination. (@Amazinite)
  • Log entries for Chilia now come in a fixed order. (@Zitchas)
  • The first contact missions for the Hai and Unfettered now change depending on the order in which they are done. (@Amazinite, @arkhne)
  • Reworded the Sestor search hint conversation to make more sense if offered on Farpoint. (@Amazinite)
  • The Kestrel mission now shows the ship's thumbnail during the conversation instead of its sprite. (@Anarchist2)
  • Updated various missions to make use of the new "on abort" behavior. (@petervdmeer)
  • The Marauder Hunted mission has been changed to now scale with the player's fleet strength. (@Amazinite)
  • During the "Deep: Remnant" mission string, it is now optional whether you reveal the existence of the Remnant to the Deep. (@Amazinite, @Zitchas)
  • The player now saves the cultural data from Alexandria, allowing missions to be skipped that need it instead of having the player fly to Alexandria again. (@Amazinite)
  • The mystery cube jobs will now hint that you are being followed by bounty hunters when you accept it. (@jmathes)
  • Balance:
  • Buffed the Heliarch reactors and Coalition engines. (@Arachi-Lover)
  • Buffed the Drak Draining Field and Antimatter Cannon. (@Zitchas)
  • Gave the Kestrel two fighter bays. (@Zitchas)
  • Increased the heat dissipation on the Kestrel (More Shields) to strengthen it against heat damage. (@finite-galaxy)
  • The Ka'het Annihilator Turret now fires two projectiles at once instead of one projectile that deals double damage. (@Amazinite)
  • Heliarch ships now ignore a small percentage of incoming ion damage. (@Arachi-Lover)
  • Increased the crew strength of the Alpha government. (@Zitchas)
  • Slightly buffed the cooling ability of Thermoelectric Coolers. (@Zitchas)
  • Changed the outfits on the stock Aphid as to nearly cut its cost in half. (@Terin)
  • Some Remnant outfits now come with ion resistance to help against the Ember Waste's new ion storms. (@Zitchas)
  • Gave Remnant thrusters built-in reverse thrust and slight slowing resistance on all their engines to make them stick out more. (@Zitchas)
  • Reduced the number of missile-equipped ships in one of the small pirate fleet variants. (@Terin)
  • The Puffin's Quantum Key Stone is now integrated into the hull to prevent access to stone before the player has a license for them. (@Zitchas)
  • Human missiles were updated to reflect changes to missile tracking behavior. (@Pointedstick)
  • Graphics:
  • "Mouthparts?" now has a sprite. (@beccabunny)
  • Added a scene image to the on enter conversation in the Graveyard. (@beccabunny)
  • Created a black hole scene image used in a new Remnant mission. (@wrzlprnft)
  • Created a new jump drive sound and visual effect to be used at a later date. (@Kryes-Omega)
  • The background haze now changes in intensity according to where you are in the galaxy. (@ravenshining)
  • Created graphics for hot Jupiter planet sprites. (@beccabunny)
  • Reworked the graphics of some Remnant ship thumbnails to better match the ship sprite. (@beccabunny)
  • Reworked the graphics of Tarazed ships. (@Anarchist2)
  • Reworked the graphics of Ka'het ships. (@beccabunny)
  • Reworked the graphics of Syndicated Shipyards ships. (@beccabunny)
  • Reworked the graphics of the Korath Raider. (@ravenshining, @Red-57)
  • Reworked the graphics of some Korath outfit images. (@beccabunny)
  • Replaced the 2D assets of the void sprite images with 3D models, and update associated images. (@beccabunny)
  • Other:
  • Renamed the Gascraft to the Puffin so that all Remnant ships are named after birds. (@Zitchas)
  • Removed the Quarg ringworld from the Graveyard. (@Arachi-Lover)
  • The phrase "plural nouns" now includes the contents of "gender-neutral titles" for ship names. (@SubstandardZeal)
  • Added system attributes to the Ember Waste and related systems to be used by jobs. (@Zitchas)
  • Updated the description of the Militia License to better match the decsription of other licenses. (@Anarchist2)
  • News portraits have been removed in response to feedback. (@Amazinite)
  • All Remnant ships now come equipped with key stones. (@Zitchas)
  • Updated the description of the Pilot's License to reflect current lore and updated the silhouette of the Argosy to use the newer model. (@Anarchist2)
  • Renamed the Membulem system to Meblumem to match the name of the inhabited planet within it. (@arkne)
  • Local God's gridfires will no longer accidentally kill him. (@ravenshining)
  • Coalition space now sells fuel pods and bunk rooms. (@Terin)
  • Prevented various governments from being able to fine or be bribed by the player. (@petervdmeer)
  • Standardized capitalization of certain terms. (@Amazinite)
  • Replaced some remaining imperial measurements with metric ones. (@prophile)
  • The starting frame of a void sprite is now randomized. (@Zitchas)
  • Game mechanics:
  • New weapon and outfit attributes:
  • Weapon attributes to override the range and velocity values used by the AI to determine where to aim and when to fire. (@Amazinite)
  • Multiplier attributes for various shield and hull-related attributes. (@Amazinite)
  • "Protection" attributes that reduce the effect of incoming damage types. (@Amazinite)
  • A resistance attribute for piercing that subtracts from the piercing of incoming projectiles. (@Amazinite)
  • The sound and visual effects of hyperdrives and jump drives can now be customized. (@Amazinite)
  • A "parallel" keyword for gun hardpoints and weapons that changes aiming behavior. (@petervdmeer)
  • Attributes that can alter the point at which a ship becomes disabled. (@Amazinite)
  • Attributes that allow a projectile to lose (or gain) damage over range. (@Amazinite)
  • An attribute that allows the customization of how far a jump drive can travel. (@Amazinite)
  • Energy, fuel, and heat attributes for disruption, ion, and slowing resitance. (@Amazinite)
  • Attributes that allow for shield and hull repair to be delayed after taking damage. (@Amazinite)
  • A "gravitational" weapon tag that causes all hit force to deal the same push regardless of the mass of the impacted ship. (@Amazinite)
  • "Relative" damage types that deal damage as some percentage of the target's stats. (@Amazinite)
  • New ship mechanics:
  • Ships can have engine flares for reverse and steering engines. (@Amazinite)
  • Engine flares on ships can now be given arbitrary facing angles. (@Amazinite)
  • Fighter and drone bays on ships can now be given arbitrary facing angles. (@petervdmeer)
  • Gun ports on ships can now be given arbitrary facing angles. (@petervdmeer)
  • New mission mechanics:
  • Mission NPCs can now be spawned or despawned based on the player's conditions. (@Amazinite, @tehhowch)
  • Missions are now capable of gifting ships to the player. (@Fzzr, @Gods-Righthand, @NomadicVolcano)
  • Aborting and failing a mission are now separate mission actions. (@Amazinite)
  • Two new NPC mission objectives to capture or provoke an NPC. (@Amazinite)
  • Created a mission action that can be triggered after all waypoints are visited. (@Amazinite)
  • Other new mechanics:
  • Effects can now have a random lifetime. (@Amazinite)
  • Spaceport news can now be triggered based on the player's conditions. (@Amazinite)
  • Systems are now able to generate hazards, "space weather" that can affect any ships in the system. (@Amazinite)
  • Escorts can now be commanded to move to other systems by using the galaxy map. This must be opted into via the "System map sends move orders" preference. (@tehhowch)
  • Systems can change the range at which ships enter the system, with potentially different ranges for hyperdrive and jump drive travel. (@petervdmeer)
  • Playtime is now tracked for each pilot save. (@Terin)
  • Systems can now be hidden from view unless they are linked to a visited system. (@Amazinite)
  • Changed mechanics:
  • Certain attributes are now capable of being made negative in the outfitter. For example, shield energy is now allowed to be negative, resulting in shield generation also creating energy. (@Amazinite)
  • Fines for illegal mission cargo are now added together instead of only the worst being applied. (@Amazinite)
  • Escorts of a person ship can now have names that do not match the person ship. (@tehhowch)
  • Fighters and drones can now be deployed and recalled individually. (@petervdmeer)
  • Missions can now randomly pick uninhabited planets for stopovers, as well as randomly pick uninhabited planets for destinations if explicitly provided in a list of planet names. (@tehhowch)
  • Hardpoint sprites are now drawn on the player's flagship when cloaked. (@tehhowch)
  • The player's ship will no longer auto-fire on previously boarded ships. (@petervdmeer)
  • Improved the AI's usage of afterburners and reverse thrusters. (@Rakete1111)
  • The visited planets map key now includes uninhabited systems with landable planets. (@Amazinite)
  • The player is now capable of piloting fighters and drones. (@Amazinite)
  • The player's cargo space is now ignored in the outfitter when uninstalling outfits. (@Sandwichs-del)
  • Ships with a low amount of cargo no longer count as repulsive toward pirate raids. (@wjbotham)
  • Heat can now be used as a resource for shield and hull repairs. (@Amazinite)
  • Escorts will now follow their parent to landing instead of racing ahead of it. (@petervdmeer)
  • Pirate deterrence takes relative shield and hull damage into account by scaling relative to the ship with the weapons. (@Terin)
  • Ships with both the disables and plunders personalities will no longer destroy ships that have been plundered. (@tatami4)
  • Ships with the plunders personality will now always aim to destroy ships they plundered. (@tatami4)
  • Greatly increased the lifetime of flotsam by at least 10x and added drag so they slow down over time. (@Amazinite)
  • Modify missile tracking calculations to improve usefulness of radar jammers and heat reduction. (@Pointedstick)
  • User interface:
  • The outfitter help now explains how to buy outfits into cargo. (@Zitchas)
  • Fast-forward will now be turned off if the player is not in flight, such as when landing or boarding a ship. (@petervdmeer)
  • The fast-forward interrupt can be turned off in preferences. (@Amazinite)
  • Added a preference to change the graphics of the player's ship outlines in the shipyard/outfitter. (@Amazinite)
  • Simply clicking on a player ship in the player info planel or shop panel doesn't create an overlay for the ship's name or sprite/outline. (@tehhowch)
  • Holding Control when clicking a system on the map now doesn't set a travel plan. (@Terin)
  • Renaming a ship or save file will now prefill the UI with the existing name instead of starting blank. (@jostephd)
  • Added a confirmation when overwriting a save snapshot. (@tehhowch)
  • Information for a selected outfit or ship in the shop panel now appears in a separate details column instead of being drawn under the selected item. (@ThrosturX)
  • Pressing D at the end of a conversation now ends it. (@Terin)
  • Disabled ships are now colored orange in the player info panel instead of disabled and destroyed ships both being red. (@Terin)
  • Added a "Find" button to the map. (@Terin)
  • The min and max zoom levels on the map can now be customized in the interface file. (@thebigh2014)
  • The vsync setting can now be changed in the preferences. (@tehhowch)
  • Text truncating is now used more widely for shortening long text. (@oo13, @tehhowch)
  • A warning dialog will appear when attempting to change the vsync setting fails. (@tatami4)
  • The main view, map, hiring, and trading panels are now capable of using the numpad + and - keys for zooming in/out, hiring/firing crew, or buying/selling goods. (@tatami4)
  • The list of pilot snapshots now resets to the top when switching between pilots. (@Terin)
  • Clicking on empty space now deselects the player's current ship or asteroid target. (@ChamEV, @tatami4)
  • Conflicting keybinds are no longer reset when loading the game, allowing for one key to be bound to multiple controls. (@tatami4, @yobbo2020)
  • Fix a small misalignment of list items in the Pilot & New Pilot pickers. (@oo13)
  • Under the hood:
  • Carried ships are now identified by their category instead of a boolean. (@petervdmeer)
  • The game will now report more errors in conversations, including incorrect indentation. (@NomadicVolcano)
  • The `--ships` command-line option now outputs the number of guns and turrets on a ship. (@fcfort)
  • The `--weapons` command-line option now outputs the firing force and hit force of weapons. (@petervdmeer)
  • The systems that were defined in the Pug file have been moved to the map file. (@Zitchas)
  • Fixed a memory leak related to recreating the errors.txt log file. (@tehhowch)
  • A single bind + unbind is used when drawing mission system rings instead of one for each ring. (@tehhowch)
  • Commands can now be created from datafile text. (@petervdmeer)
  • Various sections of a save file, including the outfits on a ship and visited systems and planets, are now saved in alphabetical order instead of the save order being random. (@petervdmeer, @tehhowch)
  • Data files encoded by UTF-8 are now supported. (@flaviojs, @oo13)
  • Fixed a potential compiler error for older compilers. (@thebigh2014)
  • Added nullptr checks where they were missing. (@tehhowch)
  • Updated the copyright file with a "catch-all" line for contributors. (@oo13)
  • Pre/post-fix operators now function as expected on dates. (@tehhowch)
  • Added a missing virtual destructor for ItemInfoDisplay. (@tehhowch)
  • Prevented a race condition scenario when loading audio. (@Rakete1111)
  • The game will use shaders for swizzling if the player's hardware does not have the swizzle extension. (@janisozaur, @thomasballinger)
  • References to undefined data are now preserved in the save file, preventing crashes or lost data caused by removing plugins. (@tehhowch)
  • The game will now warn about having a low monitor frame rate, which causes the game to run at a reduced frame rate. (@tehhowch)
  • Improved performance of certain repeated effect generation steps. (@tehhowch)
  • CI/CD and development environment
  • Make (test-)executables available (for Linux, MacOS and Windows) for every in-progress PR. (@MCOfficer)
  • Update CI/CD environment to the latest GitHub actions and Linux runtime environments. (@MCOfficer)
  • A number of smaller CI/CD updates. (@MCOfficer, @petervdmeer, @tehhowch)
  • Added CLion IDE files to the gitignore. (@Ririshi)
  • The Code::Blocks project file now uses default MinGW paths. (@Terin)
  • Created a unit-testing framework. (@tehhowch)
  • Converted the Windows makefile build to use Scons, to match linux development. (@tehhowch)
  • Added an initial framework for integration testing. (@petervdmeer, @tehhowch)

New in Endless Sky 0.9.12 (May 3, 2020)

  • Bug fixes, including a bug that caused the game to crash on startup due to unsupported VSync settings.
  • Buying & selling items at maximum depreciation now accounts for the 7-day grace period.
  • Missions will no longer complete if a required passenger isn’t landed with you.
  • Several new star images have been added, as well as additional jobs for players with many bunks.
  • Tweaks to the balance of solar panels and some Coalition outfits, and to the fleets found in Hai
  • space.

New in Endless Sky 0.9.11 (Feb 24, 2020)

  • Big changes:
  • Added the Graveyard, a region near the Ember Waste, and its inhabitants. (@beccabunny)
  • Bug fixes:
  • Typo fixes. (@alextd, @Amazinite, @Anarchist2, @Arachi-lover, @Darcman99, @Gods-Righthand, @Jozephi-Krakowskije, @Mageking17, @MCOfficer, @oo13, @otsohelos, @perey, @petervdmeer, @tehhowch, @Waffleship, @wjp, @Zitchas)
  • The Quicksilver (Mark II) variant no longer has the exact same outfits as the base variant. (@Amazinite)
  • The Shuttle and Behemoth no longer contact the image border. (@beccabunny)
  • Terraforming 7 will no longer offer on every planet. (@Bladewood)
  • Explicitly stated the source of various missions so that they don't accidentally offer where they shouldn't. (@Amazinite)
  • Pact Recon missions no longer offer on pirate planets. (@Amazinite)
  • The " Drak " government now has the correct swizzle. (@Zitchas)
  • Added a tooltip for "movement:" that was missing. (@oo13)
  • Fighters and drones that are able to jump will now correctly follow the player if left behind by the player. (@tehhowch)
  • The "scram drive" attribute now displays with the same scale as the "jump speed" attribute. (@Amazinite)
  • The Marauder Firebird's shield/hull ratio now matches the Firebird's. (@Arachi-Lover)
  • Fixed a missing null check. (@NomadicVolcano)
  • Fixed a potential divide by zero error in the shipyard/outfitter. (@tehhowch)
  • Fixed a crash that occurred if a mission's carried ship was picked up by a regular NPC. (@tehhowch)
  • Missions will now properly indicate on the map if they have been completed. (@NomadicVolcano)
  • "Mystery Cube" jobs no longer have stations as destinations. (@Anarchist2)
  • "FW Southern Break" now offers after "FW Southern Prisoners - Released" is done, not after "FW Southern Prisoners - Release". (@Amazinite)
  • Game content:
  • New content:
  • Various new Remnant missions, ships, and outfits. (@Zitchas, @Amazinite, images from @beccabunny)
  • Various new spaceport missions in human space. (@petervdmeer)
  • Added new hails to alien governments where they were missing some under certain conditions. (@Amazinite)
  • Added new Pug and Heliarch hand to hand weapons. (@Brick63)
  • Added new, larger Coalition shield and hull repair modules used only by the Heliarchs. (@Arachi-Lover, images from @beccabunny)
  • Tribute can now be demanded from the Remnant. (@Zitchas)
  • Added a new Wanderer transport ship that has been retroactively added to the Wanderer campaign. (@Brick63)
  • Added hints to the Free Worlds campaign as to where to go to steal an electron beam, and removed large Navy fleets from Wei as to make it less punishing on average to fly through the system. (@Amazinite)
  • Improved the graphics for various station images and added new ones so that every station in human space is unique. (@beccabunny)
  • Added three stations to Coalition space. (@beccabunny)
  • Added a new person ship. (@LocalGod79)
  • Added variant Archon images so that not all Archons look the same. (@beccabunny)
  • New line of mission in Hai space dealing with human pirate raids. (@Amazinite)
  • Added a new set of friendly civilian hails. (@PaulBlay)
  • Added a new boarding mission for smaller merchant and Syndicate ships. (@beccabunny)
  • Added a new cargo mission in Wanderer space that leads the player to starting the storyline instead of requiring the player to randomly stumble upon it. (@Anarchist2)
  • Missions:
  • The mission Courier 2 now randomly generates its offer dialog as a showcase of this mechanic. (@Naminson)
  • Updated the intro missions from James to include new and updated information about game mechanics. (@Amazinite)
  • Made various minor changes to the Free Worlds campaign, such as the Stack Core and Flamethrower now becoming available to the player regardless of if they helped transport or test them. (@Amazinite)
  • If the player has a jump drive and a hyperdrive installed when going to the Syndicate for a jump drive, they will no longer give you an extra jump drive. (@Amazinite)
  • Should the player have their own jump drive during Free Worlds Reconciliation, the Navy will now provide an extra escort for the unused jump drive. (@AlbertNewton)
  • Removed the Hunted by State missions, as they made playing as a pirate too punishing. (@Amazinite)
  • The "Remnant: Broken Jump Drive" missions can be done in lieu of the "Remnant: Key Stones" missions in order to obtain a Remnant license. (@Zitchas)
  • Balance:
  • Heliarch and Coalition crew now have altered base crew attack and defense stats. (@Tadrix)
  • Gave the Pelican more engine space to better fit its description of being a fast ship. (@Zitchas)
  • Increased the fuel capacity, engine capacity, and speed of the Arrow and Star Queen so that they better compete with other transport ships. (@Zitchas)
  • The Frigate (Mark II) now has atomic engines just like all other Mark II Navy ships. (@Hyugat)
  • Tweak the stats of the Bastion, Mule, and Osprey to better differentiate the roles that each ship plays and make the Mule less powerful. (@Amazinite)
  • Other:
  • Added more variety for hails and pirate ship names. (@Thunderforge)
  • Increased the variety of ships in pirate fleets. (@ZBok)
  • Increased the variety of ships sold on pirate worlds. (@Zitchas)
  • Some Remnant ships now come with a Scram Drive installed instead of a standard Hyperdrive. (@Zitchas)
  • Improved the descriptions of the Marauder ships. (@MageKing17)
  • Gave the laser rifle and security station improved graphics. (@Brick63 and @beccabunny respectively)
  • Efreti outfitters now sell Hyperdrives. (@Arachi-Lover)
  • Demanding tribute from human worlds occupied by the Pug will now send Pug fleets. (@Zitchas)
  • Hai-home will no longer accept bribes, and now requires more reputation to land on. (@Amazinite)
  • Reduced the transparency of the background haze to make it more noticeable. (@Pointedstick)
  • Hai power generators and cooling now have unique graphics instead of being modified human graphics. (@Brick63)
  • The Ember Waste wormholes will now be used by the Remnant. (@Zitchas)
  • Improved the descriptions of Relic and Calda. (@Naminson)
  • The Hai wormhole will now be used by humans. (@Gods-Righthand)
  • Oxyrhynchus can now be attacked in Rim Archaeology without consequence. (@Amazinite)
  • The Ring of Power and Ring of Wisdom graphics have been swapped to reflect the age of the Kimek and Arachi. (@Arachi-Lover)
  • Renamed the Militia Carrier License to the Militia License and added it to the Dreadnought. (@Arachi-Lover)
  • Game mechanics:
  • Created an "enforces" government attribute that dictates in which systems the goernment will scan other ships. (@tehhowch)
  • Uninhabited planets will now have a default security rating of 0. (@Amazinite)
  • Added "maintenance costs" and "operating costs" attributes that allow for an outfit or ship to cost credits daily without needing them to increase crew requirements. (@Amazinite)
  • Conditions for offering/failing/completing missions now support basic math expressions to allow for more complex condition requirements. (@tehhowch)
  • The status overlay will now display the disabled threshold of a ship just as the HUD does. (@Amazinite)
  • Weapons that consume ammunition are now able to consume a variable amount. (@Amazinite)
  • Flagship crew info can now be accessed as conditions. (@Fzzr)
  • A government's "display name" can now be customized. (@tehhowch)
  • Fighters and drones without a ship to carry them will no longer be automatically sold upon departure. (@petervdmeer, @tehhowch)
  • Improved the calculation of the number of jumps remaining for escorts. (@oo13)
  • Injured escorts will now stick near the player's flagship in an attempt to survive. (@tehhowch)
  • Added support for nested phrase interpolation to lay the groundwork for future translations. (@oo13)
  • Added support for add/remove syntax for News. (@tehhowch)
  • The player's flagship can be ordered to stop by combining the Shift key and the "BACK" command. (@petervdmeer)
  • User interface:
  • Added a new preference that allows the starfield to be toggled. (@Disiuze)
  • The fast-forward key can now be configured in preferences. (@bjidar-bg)
  • Conversation panels now require a new key press for each choice or on exit. (@tehhowch)
  • The total outfit space on a ship will now update with installed outfits expansions. (@Amazinite)
  • Under the hood:
  • Fixed formatting errors in the license file. (@Zitchas)
  • The FW flamethrower missions, being optional, have been moved to the side plots file. (@Bladewood)
  • Error traces will now provide the line number on which they occurred. (@tehhowch)
  • Consolidated input-handling into the Engine class. (@petervdmeer)
  • Allow passing CXX flags from the build environment. (@pkubaj)
  • Extracted SDL window setup and interaction into a new class to promote single-responsibility. (@AdamKauffman)
  • The error log file is always closed when the game exits. (@tehhowch)
  • Added sanity checks to the GitHub contribution pipeline (@tehhowch, @MCOfficer)
  • Created an AppImage build pipeline for releases (@MCOfficer)

New in Endless Sky 0.9.10 (Sep 30, 2019)

  • Fixed a bug where cargo was loaded onto ships with 0 cargo space.
  • Fixed a crash when mission NPCs have no system defined.
  • Avoiding a situation where the player could get stuck in Remnant space.
  • Depreciation now happens slower and includes a "grace period."
  • Improved the AI logic for when escorts stop to refuel.

New in Endless Sky 0.9.7 (Jul 22, 2017)

  • A new area, the Ember Waste, populated by a new faction and new space-dwelling creatures.
  • A "logbook" with brief, automatic summaries of important missions you've completed.
  • The "Outfits Expansion" reduces your ship's cooling if you install too many.
  • Turrets have limited turn rates and can each choose and track targets independently.
  • The game now moves at triple speed when caps lock is on (e.g. to speed up travel).
  • Pirate "raids" now depend on how well defended your fleet is, not how many freighters you have.

New in Endless Sky 0.9.6 (Feb 23, 2017)

  • Bug fixes:
  • Coalition jobs will now "repeat" instead of only being offered once. (@mootootwo)
  • Typo fixes. (@Alkallid, @Bladewood, @KiLEdEnNis, @MessyMix, @Pointedstick, @SolraBizna, @warp-core)
  • Fixed a bug that caused wildly inaccurate depreciation values on some computers.
  • Fixed a crash due to responding to mouse clicks when the player's flagship is dead.
  • Fixed a bug where "surveillance" ships never succeed in scanning.
  • Saved games on planets that were created by events now load correctly.
  • Fixed incorrect accelerator hints being displayed in the info panel.
  • Hopefully fixed the bug of the "last" sound not loading properly on some Windows systems.
  • "Entering" ships no longer forget their destination if the game is reloaded.
  • Clicking and dragging now only selects ships if no other panel was open when clicking.
  • Fixed a bug that kept the "Sad Archie" mission from working in 0.9.5.
  • Fixed depreciation not being applied to auto-sold fighters and outfits.
  • Made it so you can't hail wormholes, even if they're marked as "inhabited."
  • If you're in an uninhabited system, fixed how commodity prices in other systems show up in the map.
  • Made it so the first TMBR mission doesn't get offered on pirate worlds.
  • Fixed derelict ships that had been captured reappearing.
  • Fixed the NPC message showing multiple times if you capture a ship you needed to "evade."
  • The selected planet is now cleared in the map if you change your destination via the jump key.
  • Fixed shipyard and outfitter maps showing what's available in unexplored systems.
  • Game content:
  • Updated the scanner descriptions to describe the benefit of multiple scanners. (@Pointedstick)
  • Drug running missions now only get offered in human space. (@jafdy)
  • Added hail messages for friendly pirates. (@Amazinite)
  • The Coalition intro mission no longer assumes you have already met the Hai. (@toilethinges)
  • New landscape images. (@jafdy, @striker, @harro.eu)
  • Added messages when you succeed in destroying each "scattered remnant" Korath fleet. (@Amazinite)
  • Made the "Defend Spera Anatrusk" battle a little bit easier.
  • Added images for all the Coalition outfits and unique sounds for all their weapons.
  • Korath exile worlds no longer fine you for illegal cargo.
  • The TMBR missions can no longer interrupt missions from the main story line.
  • The first part of the Syndicate Capture mission now requires your escorts to accompany you.
  • Fixed an incorrectly set "habitable" zone in the Dokdobaru system.
  • Switched back to the full-resolution icon on Mac OS X (rather than the "window icon").
  • Added "autosave" tags to key missions in the Wanderer story line.
  • Reduced the Unfettered jump drive payoff to be more in line with the drive's depreciated value.
  • Game mechanics:
  • Made depreciation happen about three times slower.
  • Eliminated death benefits, since depreciation does a better job of balancing capture and plunder.
  • Drag now applies to the acceleration from firing weapons and being hit by them.
  • Escorts now ignore orders (except "hold position") if you're jumping or in another system.
  • You can now select a planet in the map to have the autopilot land there when it reaches that system.
  • You can now hail dominated planets to release them from paying tribute to you.
  • Auto-aiming now takes "random velocity" into account, making the Bombardment Turret more accurate.
  • User interface:
  • Added a preference to highlight your flagship to make it easier to distinguish from other ships.
  • When naming a new ship, added a button to have the game propose a random civilian name.
  • The zooming of the main view now pauses whenever it is not active.
  • In the main menu, the "New Pilot" shortcut now only works if no pilot is loaded.
  • Escort target brackets no longer show up for escorts that have not taken off yet.
  • Reduced the number of scanning warnings that display at the same time.
  • Added messages that tell you if someone succeeds in scanning your cargo or outfits.
  • The "fail" noise no longer plays over and over if you hold the jump key while out of fuel.
  • Ships exiting wormholes no longer make the "exiting hyperspace" noise.
  • Under the hood:
  • The help messages for new players are now configurable via a text file.

New in Endless Sky 0.9.5 (Jan 20, 2017)

  • Ship and outfit values now depreciate over time, which makes it harder to become absurdly wealthy.
  • The main view's zoom can now be adjusted between 25% and 200%, independent of the UI zoom.
  • Commands can now be given to groups of escorts instead of to your whole fleet.
  • New Wanderer missions, doubling the length of their story line and introducing a new ship.
  • New alien faction, the Coalition, with 16 new ships and about 70 systems and planets.
  • Scanning now takes time, to make dodging scans more interesting and less impossible.
  • Systems and planets can now specify MP3s to play as music or ambient audio.

New in Endless Sky 0.9.4 (Oct 11, 2016)

  • Bug fixes:
  • Unfettered jump drive mission no longer get offered on Vara Ke'sok. (@Amazinite)
  • Typo fixes. (@Waladil, @Pointedstick, @oo13)
  • Fixed a crash that could occur when disowning a ship.
  • Changed how window resizing is handled to fix a hang in Windows when maximizing.
  • The saved game now remembers which missions are "failed," so reloading won't cancel fails.
  • Fixed various bugs with how orphaned fighters get assigned to carriers.
  • Game content:
  • More variety in the ship names. (@Pointedstick)
  • Fixed an issue where both the Electron Turret and the Electron Beam mission could be completed.
  • Raised the prices of the Behemoth and the Mule.
  • Hai Trackers now use optical and infrared tracking, so small ships can dodge them.
  • Fixed how the sound for the Pug Zapper is played.
  • Reduced the probability on all but the highest tier Marauder jobs the player qualifies for.
  • Tweaked the probabilities for the "There Might Be Riots" missions.
  • Game mechanics:
  • Missions can now fail if you are scanned, by specifying "stealth" cargo. (@Pointedstick)
  • Systems created by game events are now linked properly to the rest of the map.
  • A "nemesis" ship will now seek other targets if no player ships are available to attack.
  • Wanderer ships will now travel through the Eye.
  • Engine hardpoints now have adjustable zoom factors for bigger or smaller flares.
  • Hostile fleets are now more likely to enter a system from the direction of a system they control.
  • Put a cap on how much mortgage debt the player can take on, to avoid absurdly large mortgages.
  • User interface:
  • Ships with lots of outfits or more than 12 weapons now display properly in the info panel.
  • Snapshot names displayed in the load panel are now truncated if they are too long.
  • Added custom messages when you try to land on certain unusual stellar objects (like lava planets).
  • Under the hood:
  • Added support in the Font class for truncating strings (and adding ellipses).
  • Interface definitions can now include named "boxes" for custom content to be drawn in.
  • Cleaned up the code for rendering the Info Panel UI.

New in Endless Sky 0.9.3 (Sep 15, 2016)

  • Changes include:
  • Minable asteroids (twelve different elements you can mine).
  • New Wanderer ships and missions.
  • New Hai carrier ships, fighters, and weapons.
  • Many small UI and game engine improvements.
  • Bug fixes include:
  • UI bugs when multiple buttons were pressed simultaneously.
  • Invisible ships are no longer targetable with the mouse.
  • Fighters that return to their mothership no longer count as destroyed.
  • Intro tutorial is now shown even if you visit the bank before buying a ship.

New in Endless Sky 0.9.2 (Jun 24, 2016)

  • Changes include:
  • Tooltips for all ship and outfit attributes.
  • Confirmation dialog if taking off will force you to sell something.
  • Subtle blue background haze to make the star field less boring.
  • You can now recharge shields while on an uninhabited planet.
  • Rebalanced the new Hai outfits.
  • Gave all missiles mass so you can't store infinite numbers in cargo.
  • Three "previous" saved games are now automatically stored as backups.
  • Bug fixes:
  • Fixed the crash when holding the jump key while jumping.
  • If excess outfit cargo is sold when you take off, you are now properly paid.
  • Fixed the escort icon merging code that was broken on some OSes.

New in Endless Sky 0.9.1 (May 27, 2016)

  • New additions include:
  • New Wanderer missions giving access to new ships and technology.
  • The Hai now have their own unique set of outfits. (@Wrzlprnft, @LocalGod79, @Amazinite)
  • New human side missions giving back story about alien species.
  • New missile tracking modes based on target size or temperature.
  • Missile jammers that work against certain missiles.
  • Better AI for escorts matching your speed and heading.
  • Added a pop-up mini-map when you are jumping.
  • Ships now have big "final explosion" sounds.
  • The shipyard now shows full stats for the player's ship.
  • Bug fixes include:
  • Capturing an NPC now counts as evading and destroying it.
  • The "southern carriers" appear more gradually and in fewer numbers.
  • Weapons with zero shield damage no longer cause crashes.

New in Endless Sky 0.9.0 (Apr 29, 2016)

  • Bug fixes:
  • Proper error message is now shown if you cannot install an outfit from cargo. (@thomasballinger)
  • Fixed a bug if you clicked "done" instead of pressing "enter" in boarding conversations. (@jmhorjus)
  • Scrolling now works properly when at 150% zoom level. (@db47h)
  • Fixed a crash in the info panel. (@reizbar)
  • Fixed a screen resizing bug on Ubuntu Linux where the scale ends up slightly off. (@db47h)
  • The outfitter now properly displays the "turret mounts needed" line. (@ItsNickBarry).
  • Fixed places where Parliament is referred to as the "Senate." (@jafdy, @ItsNickBarry)
  • Fixed AI confusion when a ship's "target" system is set, but set to the current system.
  • Clearing your travel plan now also clears your flagship's destination system.
  • "Uninhabited" worlds with spaceports are no longer shown as "dominated" in the map.
  • Fixed merging of icons of escorts that are not in the current system.
  • Fixed a possible bug in the Free Worlds missions following the Alpha attack on Poisonwood.
  • "Bunks free" in the mission panel no longer counts extra "remembered" crew on escorts.
  • Mission "enter system" messages now also work if you enter via wormhole.
  • "Mission failed" messages are no longer shown when NPCs from invisible missions die.
  • The Syndicate Extremists will now always be hostile when you receive the mission to fight them.
  • Fixed ships with exactly zero hull being counted as un-targetable but not destroyed.
  • Capturing a special "person" now counts as destroying them.
  • Orphaned fighters no longer get stuck in a landing loop.
  • Fixed a Free Worlds mission that could be offered anywhere because it defined no "source."
  • Autopilot is no longer locked on if you have a travel plan through a wormhole selected.
  • Fixed a crash when conversations are displayed from an "on enter" mission event.
  • Deadline "multipliers" for missions are now handled correctly.
  • Fighters in a different system are no longer auto-sold when you take off.
  • Ships no longer show engine flares if the command is set but they don't have energy to thrust.
  • Fixed formatting of large numbers of credits in the ship sell-off message when you take off.
  • Blast radius is now properly calculated from where a projectile strikes, not its start location.
  • It's no longer possible to hail or board ships while cloaked.
  • Modified how stranded ships request help so they don't wait on a ship that is not coming.
  • Attacking a friendly ship, bribing it, then attacking again now makes it hostile again.
  • Fixed handling of player escorts with fewer bunks than required crew.
  • Game content:
  • Added the former Korath territory to the map.
  • Korath with no jump drives no longer appear in one uninhabited system. (@thenerdfreak)
  • Fixed typos, grammar, and unclear text. (@Wrzlprnft, @lehgogh, @thomasballinger, @plague006)
  • More typo fixes. (@macfreek, @toilethinges, @jafdy, @allixu211, @tstanke)
  • Navy "generals" are now given the more proper title of "admiral." (@thomasballinger)
  • The "Neutral" government now stands up for merchants. (@jmhorjus)
  • Added 33 new landscape images. (@sfiera)
  • Added "Marauder" variants of many of the stock ships. (@LocalGod79 and @Wrzlprnft)
  • Added two new human fighters and three carrier types. (@LocalGod79, @DingusShingleton)
  • New commodity names for cargo missions. (@lehgogh)
  • Added two sizes of solar panels. (@ItsNickBarry)
  • New tiny engine, the X1050 combined thruster and steering. (@LocalGod79)
  • Added a Drak Archon ship, along with the weapons it uses.
  • Killing an Oathkeeper now angers the Republic (but not the other way around).
  • Added a star image for a supernova remnant.
  • Added three types of Korath space stations, each with full and "damaged" variants.
  • Added three new factions of Korath, each with their own ships and weapons.
  • Made fuel cells much more heat efficient, to make them a bit less useless.
  • Added an "android" outfit that reduces a ship's crew requirements.
  • Added a "command center" outfit that converts an automaton into a pilotable ship.
  • Fixed a place where both branches of a Free Worlds mission could be offered.
  • Added a new Wanderer ship and several new Wanderer weapons (to be unlocked by missions).
  • Slightly boosted the strength of human fighters and combat drones.
  • The Pug in Wanderer space will now (eventually) respond to being farmed.
  • Boosted the energy output, energy requirements, and cost of the Wanderer and Korath outfits.
  • Fixed some missions that could interrupt other mission strings.
  • Game mechanics:
  • The economy is now dynamic - randomly fluctuating, influenced by large sales by the player.
  • All weapons now do 1/3 less hull damage (so, ships don't die as fast once shields are down).
  • Ramscoops now work at double efficiency if you are close to the star(s) in the system center.
  • All ships now have a tiny amount of ramscoop capability built in (to avoid stranded saved games).
  • Ships are now able to stop (almost) completely in response to the "hold position" command.
  • Weapons can have fractional "piercing" to damage hull even when shields are up. (@lehgogh)
  • Planets can now have a government different than the system they're in. (@jmhorjus)
  • Phrases (for hails or ship names) can now reference other phrases. (@sfiera)
  • Added a "depart" conversation option, meaning defer + flee. (@jmhorjus)
  • Added a "solar collection" outfit attribute, depending on distance to the star. (@ItsNickBarry)
  • Made it possible to mark outfits as "unplunderable." (@jmhorjus)
  • Added "burst" weapons that must recharge longer after firing a given number of shots.
  • Added projectile effects that are created while it is in flight ("live effects").
  • Weapon outfits can now specify whether they should fire in a stream or clustered.
  • Ships now make noise when entering or leaving hyperspace near you.
  • Ships can now be marked as an "automaton" to indicate that they require no crew.
  • JPEG images can now use additive blending mode.
  • Ships that define no sprite are now never shown on radar (but can still act).
  • Added a "vindictive" personality, which keeps shooting at you even after you're dead.
  • The "self destruct" attribute now defines a ship's chance of destructing when boarded.
  • Landing permission is now automatic if a planet is not inhabited (even if it has a spaceport).
  • Mission "on enter" conditions with no specified system now trigger as soon as you take off.
  • Engines now take higher priority than shield recharge, so you always have energy to get away.
  • Ship "variants" can now override the gun and turret hardpoints from the base ship.
  • Reload times can now be fractional, to allow better control over burst timing.
  • Ships can now define a "final explode" effect shown only in their final explosion.
  • Added support for fighter bays where the carried fighter is visible when in the bay.
  • Added support for fighter bays that launch fighters to one side instead of straight forward.
  • Two new damage types - slowing, and disruption (which makes shields partially porous).
  • The "confusion" effect (ships with imperfect aim) now looks less jittery and more organic.
  • Outfits that repair hull or shields must now specify how much energy they use.
  • AI ships no longer "wait" to collect fighters that they have no space for.
  • The afterburner key now cancels autopilot, the same as the other movement keys.
  • Adjusted the missile boat AI so that for fixed guns, it only applies if their range is above 2000.
  • Projectiles can now have a "random velocity" added to their base velocity.
  • Animations now default to 2 FPS (a reasonable rate for running lights) instead of 60 FPS.
  • Anti-missile systems can now create "fire effects" and "die effects" in addition to the beams.
  • If a ship is destroyed (by piercing) while it still has shields, its shields now drop to zero.
  • Added an "uncapturable" ship attribute (for ships you can plunder but not capture).
  • Outfits can now set "installable" to less than 0 to mark outfits you can plunder but not install.
  • User interface:
  • The shop panels now auto-scroll if the item details are not visible. (@db47h)
  • Any mission on your current travel plan now starts out selected in the job panel. (@db47h)
  • Outfitters now show how many outfits are in stock when stock is limited. (@ItsNickBarry)
  • Improved the appearance of the ship outlines (in the targeting view, etc.).
  • Click to expand or collapse categories in the map of shipyards and outfitters.
  • Added a find function in the shipyards and outfitters map panels.
  • Stars with a cloud around them are no longer drawn with a huge radius on your radar.
  • Disabled ships can no longer be "parked."
  • The movement energy and heat info display now includes your reverse thrusters.
  • Escort icons now turn red if you are about to strand them by jumping to a different system.
  • Labels are now shown next to planets you can land on when you fly close to them.
  • The fuel bar now drops smoothly even when using a scram drive or jump drive.
  • Added a line to the ship info display showing energy use when recharging shields and hull.
  • The find function in the map panels now prefers strings that start with the given text.
  • In the ship info, the line to whatever weapon you hover over is now always drawn on top.
  • Added Shift+B and Shift+S as shortcuts for "buy all" and "sell all" in the trade panel.
  • The commodity price maps now grey out systems where a given commodity is not sold.
  • Under the hood:
  • Made the Linux dependency list easier to copy-paste to the command line. (@anarcat)
  • Merged DotShader and RingShader, and merged SpriteShader and BlurShader.
  • DataWriter now has functions for writing variable numbers of tokens in one line.
  • Added a function to Random for getting normally distributed random numbers.
  • Simplified the ship and outfit info display code by merging the common elements.
  • Merged the common code from the outfitter and shipyard map panels into a new class.
  • The distance that counts as two systems being "neighbors" is now a public constant.
  • ShipInfoDisplay no longer needs to know what star system you're in.
  • Optimized the IsDisabled() check, because it gets called tons of times.
  • Added sanity checks for some weapon attributes that must be within certain ranges.
  • Moved the code for determining the "target color" of a planet into Planet itself.
  • Moved the data for the Korath and the Wanderers into separate files.
  • Deleted the very outdated) "extra" directory.
  • Code cleanup in various other places.

New in Endless Sky 0.8.11 (Jan 28, 2016)

  • Bug fixes:
  • The new Pug mission is now offered on the proper planet.
  • Typo fixes. (@Pointedstick, @zwparchman)
  • Missions that take away one outfit and give another now always work properly.
  • Fixed a bug where escorts in mid-jump when you land end up far from the system center.
  • The game no longer hangs in the map if you shift-click an unreachable system.
  • Fixed a bug where you retain control of your flagship after it is captured.
  • If a target NPC dies, turrets no longer continue to fire in its direction.
  • Fixed a bug where reordering your ships was not changing your flagship.
  • If you land while an escort is your target, then park it, your target is now cleared.
  • Fixed the system coloring when you pop up the map from a conversation panel.
  • Main menu no longer freezes if you "enter ship" just as it finishes loading.
  • Planets with no star system defined for them will no longer crash the game.
  • Game content:
  • Added a mission string that gives you permission to buy most Wanderer ships.
  • Fixed an incorrect mass for the White Sun Reactor.
  • Fixed the price of the Wanderer Type 4 Thruster.
  • Alexandria Station can now be bribed, for players without a good Republic reputation.
  • More ship names (@Pointedstick).
  • The Wanderers now sell local maps.
  • Fixed some inaccurate ship descriptions.
  • Gave the Wanderer "Summer Leaf" ship a bit more cargo and outfit space.
  • Made the Southern Mutual Defense Pact missions get offered a bit more often.
  • Made Korath raids more frequent in one system so you can hunt them without save-scumming.
  • Fixed some jobs that had no maximum distance specified.
  • Fixed an annoying click in the jump drive sound effect.
  • Game mechanics:
  • Plundered ammo now reloads your weapons if you have the proper launcher.
  • Ships now recharge / refuel when you buy or sell outfits (e.g. fuel pods).
  • Ships with nowhere to flee to will now fight to the death instead of giving up.
  • Ships now clear their "ship to assist" order if they are captured.
  • User interface:
  • A system is now shown as dominated only if every inhabited planet is dominated.
  • The "fight current target" key can now order escorts to kill a disabled ship.
  • The data parser now reports unmatched quotation marks.

New in Endless Sky 0.8.10 (Jan 6, 2016)

  • Bug fixes:
  • Mouse clicks on the map are now correctly handled at all zoom levels.
  • Escorts now once again jump simultaneously with your ship.
  • Net worth is no longer clipped to the +-2 billion range in saved games.
  • Escorts that cannot jump will now ignore jump commands instead of lining up to jump.
  • Fixed a bug where the Water Bug had the wrong anti-missiles linked to its hardpoints.
  • Fixed some ship variants that had negative space available.
  • You can now bribe planets even if you have also provoked their government.
  • The outfitter panel's drawing code has been optimized to no longer max out the CPU.
  • The mission panel map is now colored by reputation by default, rather than uncolored.
  • Distances in the mission panel now show number of jumps, not amount of fuel.
  • In the outfitter, outfits are now shown if any selected ship has one, not just the first.
  • Human pirate "raids" no longer appear in alien star systems if you have many freighters.
  • Game content:
  • New species, the Wanderers (4 ship types, 18 outfits, 17 planets).
  • New missions involving the Hai and the Wanderers.
  • Increased the range of the small anti-missile by 50%.
  • Water cooling is now available in more places.
  • New hail messages. (@ph2000bis, @Pointedstick, @Thunderforge)
  • New commodity names. (@lehgogh, @Pointedstick)
  • New ship names. (@lehgogh)
  • Typo fixes. (@Pointedstick, @Wrzlprnft)
  • New job types. (@Pointedstick)
  • Game mechanics:
  • Projectiles now clear their target if that target is captured.
  • Governments now only scan you once per day, instead of once per ship.
  • Jobs are now allowed to have "on accept" dialogs or conversations.
  • Deadlines can now be specified in (base + multiplier * jumps) format.
  • Weapons can now specify that they split into submunitions when close to their target.
  • Shield and hull generators can now specify an extra energy cost per unit recharged.
  • Non-heroic ships no longer attack far away groups of ships that have them outgunned.
  • You can no longer hail other ships while you are entering hyperspace.
  • Surveillance ships no longer get "stuck" once they run out of fuel.
  • Missions can now specify "stopover" planets that you must visit.
  • Missions can have "on stopover" actions to perform when the last stopover is visited.
  • A government can now be marked as speaking a language that you may or may not know.
  • The hail panel commands now only work if you speak the language of a ship or planet.
  • Added support for "

New in Endless Sky 0.8.9 (Dec 16, 2015)

  • Bugs fixes:
  • Typo fixes. (@dplepage, @guillochon, @Wrzlprnft)
  • Fixed a bug where Earth would not let you land in a "safe passage" Free Worlds mission.
  • The hiring panel no longer lists crew from parked ships.
  • Auto-aim no longer points you at where a destroyed target used to be.
  • The fullscreen toggle key now works regardless of what GUI panel is active.
  • Derelicts will no longer converse with you if you hail them. (@ItsNickBarry)
  • Fixed a shop panel crash when a ship has no sprite defined.
  • Escorts no longer get stuck trying to refuel on a planet that will not let them land.
  • Escorts will now leave your fleet to refuel if the alternative is ending up stranded.
  • When dominating a planet, capturing a defender now counts as destroying it.
  • Fixed the graphics flicker when taking off.
  • Game content:
  • Caph now uses Syndicate defense fleets, since it is a Syndicate system.
  • Many new names for mission cargoes. (@Pointedstick, @anonybosch)
  • New names for civilian and pirate ships. (@Pointedstick)
  • New hail messages, especially for civilians and the Syndicate. (@Pointedstick)
  • Tiny escort missions, available to new pilots. (@Pointedstick)
  • Added a "Medium Warship" category.
  • Price increases for the Headhunter and Bactrian.
  • Made the Falcon faster compared to the Leviathan.
  • Reduced the bonuses for the new jumbo missions.
  • Changed the world-ship sprite to something less tacky, with three variants.
  • The intro interceptor missions no longer create an autosave.
  • Added more clarification in the Free Worlds drone salvage mission.
  • Changed the Reverse Thruster name to "AR120 Reverse Thruster."
  • Added a new Syndicate ship, the Vanguard. (@Pointedstick)
  • Game mechanics:
  • Planets you have dominated will no longer fine you for illegal items.
  • Flagships now take last priority for cargo but first priority for passengers.
  • Adding or removing outfits that require crew automatically hires or fires crew.
  • Added a "self destruct" attribute for ships that explode if boarded.
  • Tweaked the AI behavior when near the "invisible fence" on the outskirts of the system.
  • If you hail a disabled enemy, they now insult you instead of demanding a bribe.
  • It's now possible for an event to "clear" a planet's spaceport (making it uninhabited).
  • Ship variants can now inherit descriptions and outfit lists.
  • Firing normal thrusters after using the afterburner no longer slows you down.
  • All pathfinding now includes wormhole travel.
  • You can now dump cargo in the info panel to make room for plunder.
  • The player’s flagship is now always displayed on top of all other ships.
  • Missions can now specify a custom payment multiplier as well as a custom base payment.
  • Other ships no longer interfere when you are fighting a bounty - you must fight alone.
  • User interface:
  • Added messages when changing landing targets. (@guillochon)
  • Button names now have underlined letters as hints of the key shortcut. (@guillochon)
  • Underlines for key shortcut hints are shown only when Alt / Option is held.
  • Moons, stations, etc. are no longer called "planets." (@guillochon)
  • The game no longer pauses when the window is minimized.
  • In the map, clicking the system you are in will now clear the jump route.
  • If you cannot sell an outfit, a helpful message is now shown explaining why.
  • The outfit list in the boarding panel now supports arrow keys and page up / down.
  • In the outfitter and shipyard maps you can now shift-click to compare items.
  • Added support for zooming in the map views. (@guillochon)
  • Wormhole paths now shown on the map once traversed. (@guillochon)
  • Loading a snapshot now displays a warning that it will overwrite your main game.
  • You can now double click a ship to board it or a planet to land.
  • Added a key to each of the map panels.
  • Shift + Board will now select any of your escorts that are disabled.
  • Added a preference for whether escorts expend ammo always, frugally, or never.
  • Audio:
  • Redid all the sound effects, striving for better volume balance.
  • Added sounds for landing and takeoff and for many weapons that previously had none.
  • Looping sounds now fade smoothly when they stop instead of continuing to the end of the loop.
  • Large numbers of overlapping sounds no longer cause phasing / grinding noise.
  • All audio parameters are set on startup to make sure they are the same on every OS.
  • Improved the math for combining multiple instances of the same sound.

New in Endless Sky 0.8.8 (Nov 25, 2015)

  • Bug fixes:
  • Fixed various bugs with how the game determines which ship is your "flagship."
  • The "Uninhabited" government on Ruin will no longer fine the player for illegal outfits.
  • Fixed a crash that could happen while taking off if missions failed due to lack of space.
  • Typo fixes (@naehc, @kkuchta, @luiges90, @fcfort, @maxrd2)
  • New content:
  • Added two new ships, the Headhunter and the Modified Argosy.
  • Game mechanics:
  • The AI will now use reverse thrusters for landing, boarding, and jumping.
  • Added a "frugal" personality that expends ammo only if outgunned (and applied it to your escorts).
  • Added a "net worth" condition variable for mission creators to use.
  • User interface:
  • Added a "buy all" button in the trading panel.
  • Made mouse click targeting more accurate when ships are overlapping.
  • Other:
  • Tweaked the audio balance for a less abrupt left / right transition.
  • Fresh installs now default to 50% volume instead of 100%.
  • Animations can now have randomized frame rates so they aren't perfectly synchronized.
  • Plugins can now override the existing commodities.

New in Endless Sky 0.8.7 (Nov 12, 2015)

  • This is a point release to fix a show-stopper bug in 0.8.5 that caused fighter bays to stop working. This release also fixes the crash when you pull up the map if you have no flagship, and adds a bunch of larger jobs that are offered once you upgrade to a bigger ship or fleet.

New in Endless Sky 0.8.5 (Nov 11, 2015)

  • This release fixes numerous bugs that have been reported since the Steam launch:
  • Pops and crackles with looping sounds like thrusters should now be fixed.
  • File paths with non-ASCII characters are now supported even on Windows.
  • The Outfitter no longer offers to reload ammo on ships that are parked or absent.
  • You no longer retain control of your ship if it is captured in ship to ship combat.
  • Fighters you cannot carry are now sold off properly when you leave the planet.
  • Fixed a bug where escorts try to refuel on an uninhabited planet.
  • Better handling of selling your flagship when you have other ships that are parked or absent.
  • Bringing up the menu while in a mission conversation no longer declines that mission.
  • Fixed a bug on Windows where you lose money if loading a pilot with over two billion credits.
  • Being plundered now takes effect immediately instead of waiting until the game is reloaded.
  • If audio initialization fails, the game will now start with no sound instead of quitting.
  • There are also some tweaks to the UI and game mechanics. A full list is given in the changelog; the most significant changes are:
  • Made the name entry in the New Pilot dialog clearer.
  • The Escape key now means "back one level" instead of "toggle main menu."
  • Made it possible to scroll the list of ships in the player info panel.

New in Endless Sky 0.8.4 (Oct 12, 2015)

  • This release includes various new features that have been requested, including:
  • Ability to board and refuel stranded escorts.
  • 500x multiplier key (Alt / Option) for buying huge amounts of cargo.
  • Pointer showing what direction your selected target is in.
  • Unique missions are now always placed at the start of your mission list.
  • Several bugs are also fixed, including:
  • You can no longer end up with extra crew members on ships other than your flagship.
  • If you tell your fleet to fight a target and then capture it, they no longer fire on it.
  • You can no longer depart a planet with a fighter as your flagship (which could crash the game).
  • Fixed a bug where reassigning weapons to different slots in the info panel was not working.
  • The cargo and bunk space numbers in the job panel no longer include your parked or absent escorts.
  • Fixed a bug where outfit "gifts" were not received if the player had no outfit or cargo space.

New in Endless Sky 0.8.3 (Oct 12, 2015)

  • This release includes a new feature for players whose fleets have grown so powerful that nothing is a challenge anymore: planetary domination. Hail a planet and "demand tribute" to fight their defense fleet (assuming your combat prowess is high enough that they don't just laugh at you), then hail them and demand tribute again once their fleet is destroyed to convince them to surrender.
  • Several bugs are also fixed, including:
  • Fines are now correctly applied to the player.
  • A possible out-of-bounds memory access when cleaning up cargo from failed missions is fixed.
  • Outfits that increase your maximum hull no longer cause the ship to become disabled.
  • Ships with zero cargo space are no longer treated as if they have infinite space.

New in Endless Sky 0.8.2 (Oct 12, 2015)

  • This release fixes several bugs, including:
  • Crash when you depart a planet with a fighter as an escort or NPC.
  • Paying crew salaries for ships that have been destroyed.
  • AI firing on a ship that it is boarding to assist it.
  • Improper hardpoint placement in ship variants.
  • Sounds from plugins not being loaded.
  • Selling plundered outfits in the outfitter pays you nothing.

New in Endless Sky 0.8.1 (Oct 12, 2015)

  • As of this release, a high-DPI plugin is available for large / high-DPI monitors. Other highlights of the new release include:
  • Improved graphics for many landscapes and some of the projectiles.
  • Disabled escorts are no longer lost when you land on a planet.
  • Clearer indication of when you've satisfied the goal of certain missions (bounty hunting in particular).
  • Bug fixes involving scrolling, secondary weapon selection and negative credits.