2.0 Alpha 4

New releases and announcements from George and the staff.
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Arisaya
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George has released the next alpha for 2.0.

(Note: 2.0 Alpha 4 has a bug that breaks shipyards, please use the attached patch file until the issue is fixed in 2.0a4a/2.0a5 - They just go into your {game_dir}\extensions folder (create it if it is not there))
TSSP_patch.xml
(1.36 KiB) Downloaded 42 times
<-- you will need this for any non-VotG adventure
TSSP_VotG_patch.xml
(1.46 KiB) Downloaded 36 times
<-- you will need this version for VotG (you can have both installed simultaneously)
(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

Patchnotes for 2.0 Alpha 3 can be found here: viewtopic.php?f=15&t=9188

New Features
  • API55 released (see modding section)
  • Performance should be dramatically improved in effect-heavy areas, due to eliminating calls to the mathScale lambda in the core game.
Changes
  • Jenna has a maximum system level she can be recruited at (6) - she will travel for 2 system levels after the system level at which she is recruited. If she takes too much damage after that, she will leave.
Fixes:
  • Hitscan beam weapon (seen in VotG, TSB, and TBR) effects now have their intended ranges
  • Hitscan beam weapons should no longer flicker on the end segment that is hitting an object
  • mathScaleReal was bugged, replaced with equivalent primitive function gammaScale
  • mathScale and mathScaleReal return a wrong value if fromMin > fromMax, mathScale was fixed, but it is recommended in both cases to just use gammaScale instead as it is higher performance. Some uses of mathScale may need to do (round (gammaScale ...)) to ensure it returns an int, if toMin or toMax are not gauranteed to be ints and an int is required.
  • Fixed a nullptr crash if an old mod (<API 26) created an object with no sovereign/ a nil sovereign.
  • zooanthropes following your autons nolonger get deleted if you bring your autons into an auton bay
Modding
  • API 55 released
  • gammaScale was added as a high performance replacement to mathScale and mathScaleReal
  • mathScaleReal was removed, mathScale was replaced with a higher performance compatibility lambda (however gammaScale is still ~4x faster)
  • new operator for explicit equality/inequality (=== and (!=== - these are case & type sensitive, and treat empty lists as non-Nil, because they are mutable in tlisp. (=== value) compares a value against atomic nil, and (!=== value) compares if it is not atomic nil.
  • new string functions (str*) with case sensitive options - strBeginsWith, strEndsWith, strCount, strFind, strFindAll, strReplace, strStrip, strSplit
  • new slice function for lists and strings that is type consistent (returns empty objects of the input type), takes a start and end pos, and handles negative numbers
  • upgraded version of subset that handles similar cases to slice (note, subset may be getting deprecated in the near future as George prefers the new slice implementation)
  • elysium moved to HS1 so any adventure can use it without having to define a custom version
  • custom item attribute tags can now be colored
  • sound effects can be played at customized volume & distance falloff levels
  • weapons can now be given explicit miningMethods (drill, ablative, explosive, shockwave) in xml
  • stars of the pilgrim now uses discrete mission libraries so other pilgrim adventures can make use of them
  • hauri hauramarca missions now use a discrete mission library so other adventures can make use of them (pilgrim specific code will be moved to their own character class specific paths in a future update)
  • dbgApplyTimed and dbgEvalTimed for timing tlisp execution & evaluation respectively
  • missing documentation for (link ...) was added
Known issues:
  • Some particle effects and explosions (seen primarily in VotG) can create unintentionally gigantic particle sprays over the entire screen. This causes them to have extra range. (new bug in 2.0a1)
  • 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 + T 2.0a2/3 is broken (new bug in 2.0a2/2.0a3?)
  • Particle trails that change in size over time are rendering at the wrong size on their last frame (new bug in 2.0a1?)
  • Subset errors out if you provide a count arg where count + start pos is longer than the length of the thing you are taking a subset of (new bug in 2.0a4) (fixed in 2.0a4a/2.0a5)
  • Attributes using default colors assigned in <GetDisplayAttributes> are blacked out (new bug in 2.0a4) (fixed in 2.0a4a/2.0a5)
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
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Arisaya
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DigaRW
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It's been a while and just got a time to play these latest update.

Gotta say 60fps changes is great. It's nice this game finally have smooth animation, though it's feel surreal since last time I played.
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Arisaya
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Yeah, its a big improvement! It does require a lot of performance optimizations to work reliably though. One of the two big sources of FPS lag has been tackled though: the mathScale lambda. The other big source of FPS lag is now the OnAnimate Paint system, which we are investigating how to parallelize with multithreading.
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Known issues updated, hotfix patch mod added as an interim solution for shipbroker bug
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Added an additional hotfix patch for VotG
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DigaRW
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So I found a bug of this. This is from Alpha 4.
It also appear at one of my mods that uses custom label from GetDisplayAttributes events. Perhaps this can be fixed by devs part?
2025-08-23_00-29.png
2025-08-23_00-29.png (31.1 KiB) Viewed 1735 times
Gotta say this is information dump. Too many red label may confuse players to thinking these are bad stuff.
2025-08-23_00-28.png
2025-08-23_00-28.png (13.46 KiB) Viewed 1735 times
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Arisaya
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Blacked out labels: I thought that codepath got fixed - I know most things that had blacked out labels did, I guess we will need to investigate that again

Extra red labels: I think a mod is causing those to show up? I'm not able to reproduce that.
light_plasteel_looks_ok.png
light_plasteel_looks_ok.png (9.96 KiB) Viewed 1730 times
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Arisaya
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Ok, the remaining blacked out tags will be fixed in the next version
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DigaRW
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Arisaya wrote:
Fri Aug 22, 2025 5:49 pm
Extra red labels: I think a mod is causing those to show up? I'm not able to reproduce that.
light_plasteel_looks_ok.png
Hmm.... I'm not sure what causing it. As far as I remember most of mods that I installed don't overwrite with core asset. Weirdly I don't see them when I playing it two days ago. I'll try do vanila run next time.
Last edited by DigaRW on Sat Aug 23, 2025 3:53 am, edited 1 time in total.
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Arisaya
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Does it show up when you dont have an enhancement on the armor?
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DigaRW
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Arisaya wrote:
Sat Aug 23, 2025 3:50 am
Does it show up when you dont have an enhancement on the armor?
Seems like it. I think I don't see them before I get carbonweaver enhancement.
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Arisaya
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Ok, if thats the case, I think that might be an unrelated bug from an old version (1.8 or 1.9?)
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DigaRW
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Now I know how to trigger it! Play VOTG first, then play SOTP. It then will appear as the picture.
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Arisaya
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Oh! that explains it - what an interesting edge case. That would also explain why we'd seen that crop up before on older versions while testing but never paid enough attention to go figure out why
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