OND v0.9.0017 — Transport Improvements, Combat Fixes & Performance Optimizations

Order: The New Dawn · published · build 26330504

1. Redesigned the transport interface with a single-page PC layout. Improved location and vehicle selection, cargo filtering and sorting, and empty states. Standard transport loading now opens on the personnel tab by default.
2. Added trading and fleet-transfer shortcuts: Ctrl for multi-selection, Shift-drag to split stacks, right-click for details and Shift-right-click to transfer a full stack. Added corresponding control hints.
3. Added a button in the keybinding settings to hide hotkey hints, allowing you to turn off in-game hotkey hints with one click.
4. Fixed graphics quality changes overriding VSync settings and unexpectedly limiting the frame rate.
5. Improved the sandbox debug panel with quantities from 1 to 99,999 and direct input. Non-stackable items remain limited to one per operation. Station actions now check interaction range, and the panel blocks scroll-wheel zoom on the background camera.
6. Added Lua-based mod support and improved mod entry points, loading, unloading and type information. Sandbox supply catalogs now group items by mod source, with fixes for saving item IDs containing underscores and selecting building packages.

7. Corrected missile targeting range and flight duration calculations. Targeting range and post-ignition flight time are handled separately, cold-launch preparation no longer consumes flight time, and automatic targeting and firing range checks are consistent.
8. Improved hostile aircraft and missile markers with color, size and convergence feedback when locked on. Added aircraft and missile damage numbers, with display limits for crowded scenes.
9. Fixed ship hull and armor values being capped at unmodified hull limits after loading. Durability checks now wait for hullmod, crew and flagship bonuses to be restored, while stored ships retain their own bonuses.
10. Fixed fleet combat readiness and supply-maintenance timestamps not being saved correctly, preventing resets after loading or rebuilding runtime fleet data.
11. Improved wreckage delivery when multiple NPC fleets participate in battle. Personnel and cargo are processed according to each fleet’s results, preventing duplicate drops from tactical and background settlement.
12. Adjusted NPC fleet replenishment so routine replacements are scheduled only in the player’s current star system. Improved homeport filtering, system and route checks, and compatibility handling for lingering associations in older noble-system saves.

13. Unified building, production and zone detail panels, refining layouts, scrolling and visibility across 18 panel types while preserving facility-specific content and controls.
14. Updated production, repair and upgrade queue cards to clearly show inventory and running, missing-material and missing-worker states. Removed queue quantity limits and fixed repair-list width and add-entry layouts.
15. Fixed inaccurate automatic production progress saves, order-switching errors and supplied remains not being counted as ingredients. Improved production resumption after loading.
16. Fixed items inside storage cabinets being excluded from global hauling selection. Items in low-priority cabinets or no longer permitted there can now be moved correctly. Improved hauling target sorting.
17. Added box selection and multi-selection for prisoners, with consistent batch-command states. Repeating a command preserves existing task progress and assigns only missing tasks.
18. Fixed incorrect restoration of expanded and collapsed character groups and initialization errors in the group creation dialog. Adjusted character settings panel sizes, anchors and hit areas.
19. Fixed animals failing to wake in darkness and production tasks not being reassigned after failure. Failed interactions retry after a delay and prioritize reachable, unoccupied adjacent positions.
20. Limited simultaneous casual conversations to two. Starting a conversation adds a random interval of 0–24 in-game minutes before another can begin. Finished, interrupted and abandoned conversations release their slots promptly.

21. Standardized space speed, near-ground speed and in-game transport timing, with travel time shown by segment. Existing shipments retain their saved arrival times.
22. Fixed individual missing personnel preventing the rest of an expedition’s personnel and cargo from landing. Changing destinations now preserves prisoners, remains and animals, with additional fixes for duplicate animal registration and landing checks.
23. Unified stock-based supply-and-demand quotes across completed trades, cart previews and quantity selectors, fixing inconsistent calculations that caused entire orders to be canceled.
24. Strengthened trade-card and drag-transfer validation to prevent stale cards from being counted repeatedly. Closing personnel details no longer also confirms a transfer or dispatches a transport.
25. Fixed market-history database locking conflicts. Pending records can now be saved persistently, written in the background and restored after restarting, while duplicate imports no longer inflate totals.
26. Corrected mining destination cost previews to use the same formula as actual settlement. Fixed failure messages and window closing when dialogue options fail.

27. Ship overload duration is no longer fixed at six seconds. It now depends on flux and dissipation capacity when overload begins, with a six-second minimum.
28. Updated market supply-and-demand calculations to use actual post-change inventory. Increased the local demand base value from 4 to 64, and changed population and workforce economic multipliers to “1 + headcount ÷ 10.”
29. Removed extra production, capacity and commodity-preference contributions from planets themselves. Buildings, population, jobs and prosperity retain their economic effects.
30. Increased orbital strike damage ranges: three precision-strike range parameters increased from 96 to 160, and the area-strike range increased from 96 to 128.
31. Adjusted mood bonuses for the Lumina Brain, Four-Phase Electronic Brain and Quantum Storage Core. Improved organ lifespan, trigger-condition and effect descriptions, and corrected the direction of positive and negative throwing-deviation modifiers.

32. Optimized construction and demolition in large power grids, reducing full-network rebuilds after individual wire changes, stuttering and memory accumulation. Fixed power facilities on the same tile losing their network connection after a disconnection.
33. Pathfinding snapshots now prioritize incremental updates. Added indexes for region lookups and connectivity queries to reduce repeated scans of entire maps and region lists.
34. Fixed offscreen characters continuing to generate animation meshes. Dead characters now freeze on the final frame of their collapse animation, while hauling, revival and other actions can resume animation normally.
35. Reused ground-combat muzzle flashes, impact effects, projectile visuals and damage numbers to reduce repeated creation and destruction. Optimized raycasts and character collider synchronization.
36. Reduced repeated calculations and refreshes for body attributes, death checks, name labels, lighting materials and progress bars, lowering overhead in crowded scenes.
37. Moved world preprocessing and accumulated market settlement into the loading stage, reducing catch-up work and resource contention after entering a map. Pending progress is preserved if loading is canceled.
38. Optimized fleet registration, lifecycle scans, building ownership lookups and natural weather-region generation, reducing full index rebuilds, repeated searches and temporary allocations.

39. Improved faction, subfaction and star-system overviews. System lists show ownership and place unaffiliated systems last. Added cross-page navigation with selection-preserving returns, and use subfaction flags as card backgrounds.
40. Improved star-route visibility and rendering. Enter opens and focuses technology-tree search, Esc closes search results first, and typing stops map panning.
41. Improved cargo and personnel grids, card backgrounds and selection feedback in transport screens. Fixed remains pagination, window centering, overflowing vehicle displays and obscured navigation core values.
42. Reorganized character and animal information cards, added character gender information and fixed missing animal portraits. Refined offline reports, mission lists, building panels and placement hints to reduce truncated text and misaligned layouts.
43. Expanded missile details to show maximum speed, damage per shot and post-ignition flight time. Space factory weapon lists now include scrollbars, fitting costs and relationship-level requirements.
44. Fixed ship-list scrolling also zooming the space camera, sandbox supply lists jumping unexpectedly and icons retaining old visuals when animation frames were missing.
45. Updated the Hila Fortress model, selected station and ship materials, battlefield backgrounds, planetary clouds and pulsar jets. Improved white-floor visibility and ship normal-map rendering.

OND v0.9.0017 — Transport Improvements, Combat Fixes & Performance Optimizations · Order: The New Dawn patch notes · SteamPeaks