Build 26352826

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Patch notes · published by the developer

0.9.3: Pirate Raids, Decor, Shipyard and more!

On Steam

beyond.frontiers - Version 0.9.3 "Icarus" - The Settlement and Trade Update


Towns come alive, traders trade, and the ship showroom is open. Settlements get raids, terminals, healing machines and a subway entrance. On top of that: backpacks, ground goods trading, animated animals, rivers and a ship showroom.

Settlements

  • Raids. Pirate ships attack a settlement: defence towers and defender ships fire tracers, downed ships crash outside town and burn as wrecks. Transporters rope raiders down near you, a large support ship brings elite troops.

  • Healing machines. Two machines on the ring around the main building heal you.

  • Terminals. New terminal model at all landing pads and the centre: goods terminals for your cargo hold, item terminals for trading with your personal inventory.

  • Subway entrance. Some settlements have a staircase down into the subway dungeon.

  • New outdoor props. Energy fence with light lines, pylons, towers as fence corners, large street and corner lamps, kerbs, cables, bottles, benches made from bar stools.

  • Advertising. Billboard columns with artist ads and neon signs on large buildings.

  • Weather in town. Weather decals on the streets.

Trade and inventory

  • Backpacks. Two new equipment slots; depending on quality and rarity each backpack adds inventory slots (up to 60) and some armour.

  • Resizable inventory. The inventory window can be enlarged; icons show the weapons from the 3D models.

  • Info window. Name, rarity, location, quality, stats, value and description.

  • Goods terminal. Buy and sell food, energy cells and, at refineries, gases, with your ship inventory shown as tiles; movable window, tooltips instead of an info line.

  • Ship inventory. Slot count grows with cargo space, smaller stacks.

  • In the landing ring. H opens your personal inventory, G the ship inventory.

  • Call your ship. Hold X in the wild to open a radial menu with Inventory and "Call ship"; the ship flies to you and lands.

  • Selling hardened. Fixed and safeguarded an error when selling in the trade window.

Combat and animals

  • Level damage. Enemies above your level hit much harder, enemies below your level are easier to take down.

  • Animated animals. Cows, sheep, pigs, horses, zebras and llamas with animations and herd behaviour.

  • Hunting. Animals have health, flee when shot and leave animal parts as loot.

World and visuals

  • Water. Moving waves, shine, rivers, adjustable water detail.

  • Planets. Surface textures in the space scene, sky textures use less memory.

  • Cave entrance. New model with collision.

  • View distance and options. View distance slider, options in tabs, adjustable fog and antialiasing.

  • Slow walk. Hold Alt to slow your character down (handy for videos).

Ship showroom

  • The shopping mall becomes a ship showroom. Textured hall with balcony room and giant hall; at the terminal the camera moves to the ship, A/D flips through ships, stats and description on the left.

Interiors and dungeons

  • New doors and gates. Sliding doors and a large gate with a fixed frame and separate leaves, with 3D sound.

  • Props. Barracks, radio room, power plant, storage and residential tower are furnished, textures for the standard buildings, barrel models (bio, explosive, flammable, oil, radioactive).

  • Subway. Hand-built map without random fire barrels, softer lamps, no more ceiling boxes, bar props with textures.

  • Room height. Maps can set the ceiling height per tile.

  • Light keys. Lights on/off, brightness and range use the main keyboard.

Known limitations

  • New door models: motion and speed still need tuning in game.

  • Raids and cleared camps are not saved between sessions.

  • Space combat and space trading are still not part of this slice.

Per-depot manifest changes

Depot changes

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