Alpha 4.6.0: Lights, tooltips, and more brutal fights

major update

Infinite Empire Demo · published · build 25006083

You can mount up to four real lights on a ship, with full color blending, and the local star isn’t always fixed at high noon anymore so you get soft light fights and harsh angled shadows on others. The last shader pass let me finally tune that, and it’s also why this patch spends time on glitter and jaggies from all the hull gridlines. That’s still a work in progress and might look a bit flat at middle zoom. It's a tough problem.I put tooltips on everything. Every. Thing. Delay is in settings, and Show Me tutorials are more reliable. Esc opens the menu in the builder, test flight is unlimited, non-QWERTY rebinds are in (I’m a long way from real localization, but this should help), and Auto Aim is called Auto Aim now instead of Aim.Combat encounters got a pass so they stop being a one-bad-guy-at-a-time-martial-arts movie. Line Breaker had a theoretical max of 14 ships sent in one by one, which is a minimum of about 15 minutes if you never died. I want 3–5 minutes on average, a bit longer on high difficulty, so they push harder and faster, which also makes the difficulty scale better as well. The camera can zoom in closer, the victory screen can expand to every weapon instead of just the top one, and the Core/Hull/Fighters labels were rendering 1px wide. I can’t even find the version I broke that in.Neutral relationship now means Neutral. The badge was saying one thing while the sim had already marked you hostile, the early-game grace period didn’t cover minor factions and hordes, and finishing Sol could leave a faction secretly armed against you from turn one. If someone shoots you, you should know why. Beaten captains limp back toward friendly territory, heal up, and don’t start fights or join raids until they’ve recovered.There’s a credits screen. You'd think it would be a list of my name over and over like The Shining, but it's more for the community members who've been amazing in their willingness to provide feedback over the past year.

Also in this build
- Node welds are more reliable, there’s a button to break a weld, and undo is less cursed. Still improving this.
- Module base plates normalized, probably the last prep before more mount customization (....or that might sneak in. I'm writing these notes on Thursday night. We'll see if I remember to update them if I can get that update in!)
- Overpressure: first press arms it and shows impact range
- Reload UI is weapon group cards with colors that match builder and tactical
- Standard faction cannons reach a bit farther. You’re still not hitting shit at 4,000 units, but you can feel less useless under missile and torpedo barrages.
- Carrier AI and hangar pet range. Future patches will balance DPS based on range, because short range pets should have more dakka.
- Combat perf is less an improvement and more unbreaking the last patch
- Galaxy map alerts: first pass at waiting until you’re back on the map instead of interrupting tactical, builder, empire, etc. Not all cases yet.
- Captains, sieges, diplomacy, mercenaries, Know The Enemy achievement, key rebind-in-combat, combat exit locks, shield hiss, VFX/SFX
- NPC armor: less brick around the engines on forward-gun ships
- Music pause on tab-out follows the setting
- I only mix on my headphones. If something ice-picks you, please tell me.

Alpha 4.6.0: Lights, tooltips, and more brutal fights · Infinite Empire Demo patch notes · SteamPeaks