2.0 Alpha 5

New releases and announcements from George and the staff.
Post Reply
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5585
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

George has released the next alpha for 2.0.

2.0 Alpha 5 is another API 55 version, and primarily focuses on bug fixes and UI improvements
You no longer need to enable the patch mods from 2.0 Alpha 4.

(Note, you will need to use this download link rather than the auto-update feature if you are on version 1.9.2, as 1.9.2 will not update to an unstable version, only the next stable version)
https://downloads.kronosaur.com/TranscendenceNext.zip
The latest release of transdata (3.5.2) can be found here:
https://downloads.kronosaur.com/TransData.zip

Patchnotes for 2.0 Alpha 4 can be found here: viewtopic.php?f=15&t=9191

New Features
  • Negative resistance modifiers are now highlighted to indicate that they are debuffs
  • Weapons now display both DPS and per-shot damage
  • Adventures which do not use leveled damage adjustment curves, or use different leveled damage curves, should see fewer cases of weaknesses or resistances being inappropriately omitted (for adventures with no damage curve, ie, everything is 100, it should be completely fixed)
Changes
  • Damage type indicators on shields and armor now collapse equivalent buffs together
  • Damage type indicators on shields and armor are sorted by highest resistance to lowest resistance
Fixes:
  • Ship brokers work again
  • Mining equipment should nolonger have blacked out attribute tags
  • Performance when shockwave explosions or weapons are detonating is improved
Modding
  • bug with (subset ...) was fixed
  • <GetDisplayAttribute> was fixed when using default colors
  • New rpgMembership lambdas have been added
Known issues:
  • using the new (strReplace ...) function on a string that is shorter than the replacement string, ex: (strReplace "" "replaceme_me" "with_this") can cause a reference underflow crash if the output is passed to another tlisp function. Fixed in 2.0 Alpha 6
  • invalid type comparisons (ex, "asdf" and 1) in tlisp always return True if the operator is less-than or less-than-equals, and false in all other scenarios
  • One of the gas giant graphics doesnt properly align its shadow away from the star
  • Remora promotion in VotG 1.0a9 + is broken (new bug in 2.0a2/2.0a3?) - will be fixed in VotG 1.0a10
  • Particle trails that change in size over time are rendering at the wrong size on their last frame (new bug in 2.0a1?)
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Avellis
Anarchist
Anarchist
Posts: 5
Joined: Sat Aug 30, 2025 3:24 am

Thanks George & Arisaya!
---

Profile pic colored by me, template credit: Isida
User avatar
Avellis
Anarchist
Anarchist
Posts: 5
Joined: Sat Aug 30, 2025 3:24 am

The zipped version of TransData gets flagged for Trojan:Script/Wacatac.C!ml

I checked though, and it looks like that is just a notorious false-positive detection: https://medium.com/@smith_brendan/troja ... b25816eee6

Anyways, extracting the file and scanning it also shows that its clean
---

Profile pic colored by me, template credit: Isida
Nemiah
Anarchist
Anarchist
Posts: 9
Joined: Sat Sep 06, 2025 12:13 am

Could the patrol range for Huari destroyers be lowered? They keep killing NPCs

The Charon Strongholds and Anarchist Settlements also have the same issue, the NPCs can barely skirt around the edges of their patrol range. Is it designed to be that way?
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5585
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Sounds like the nav paths/avoidance system needs a rework rather than necessarily reducing the patrol range.

Occasionally some ships straying into the patrol ranges and getting hit isnt necessarily bad, it can be atmospheric, but if its happening consistently than thats definitely a problem
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
136166
Militia Lieutenant
Militia Lieutenant
Posts: 128
Joined: Sat Dec 21, 2024 8:13 am
Location: Fighting Solarites and Halon pirates in the Frontier, or drifting off to other worlds.

So this is for station-to-station shiproutes?
Mk.3 Dual howitzer + 30% (Hexagene Booster) + Makayev weapon enhancer (+75%) + Wolf-class heavy gunship/Monitor = :D :o :shock: :lol: :twisted:
P.S look in the profile tab Edit Signature to leave annoying messages like this!
P.S.S viewtopic.php?f=16&t=9149
P.S.S.S viewtopic.php?f=16&t=9152
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5585
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Or gate to station/station to gate routes, yes

Theres actually a visualizer for these in the game engine, you can turn it on by running the game with the /debug flag and using ADT(Arisaya Debug Tools): viewtopic.php?f=24&t=9198
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
DigaRW
Militia Captain
Militia Captain
Posts: 557
Joined: Thu Jul 30, 2015 3:10 pm
Location: The place where I belong
Contact:

NPC ship navigation is just straight line from point A to point B and avoid enemy station at certain radius. It's mainly have no problem with fast ship, but on slow ship like freighter they often time late to react and readjust their route due their inertia. They can cause trouble with large station that have patrol ships as they immediately detected as trespasser. It also get worse in a situation where some enemy stations placed near each other within avoidance radius, those ships will always passthrough this area and get wiggly-like maneuver as they try so hard to avoid both area.

Most simple solution is actually to make avoidance radius larger. At least there is some empty distance away from station fire range or patrol ship and allow them readjust their route safely. I might suggest scanning for creating route or something, but that could increase CPU workload.
Download Transcendence mods from Reinvented Workbench Project!
Click this link!
Nemiah
Anarchist
Anarchist
Posts: 9
Joined: Sat Sep 06, 2025 12:13 am

Could something like the hireable wingmen in Playership Drones be implemented?
So they can haul around your cargo of 5 kilotons of ore.

Having to rely on mule autons is kind of limiting.
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5585
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

SotP currently doesnt have the balance/gameplay loops to properly support that. Its being investigated and may show up in some form though.

Player fleets are more of a thing with concrete vision in Chronicles, but there is a lot of foundational/prerequisite work that needs to be done first for it to be completed at an acceptable level of quality.
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
Post Reply