beyond.frontiers · published · build 26352826
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.
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.
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.
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.
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).
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.
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.
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.