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"publishedAt": "2026-03-18T15:56:52.000Z",
"site": "http://forums.introversion.co.uk",
"tags": [
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"John"
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"textContent": "\nAfter a phenomenal launch bringing **50,000 new players** into the game, we've not taken our foot off the Metreon gas pedal!\n\nAs well as the usual round of fixes and smaller improvements, enjoy **mass-configuration of fabricators and other equipment** in seconds with marquee and double tap smart select.\n\n**New crew animations** breathe life into your ship, deepening that 'contraption satisfaction' as your facility whirrs into action.\n\n**Fighter bays** introduce a brand new combat dynamic and logistical tail. Build and deploy a massive wing of screaming unmanned hell cats to open a whole can of whoop-ass on any ships that dare defy you!\n\nHere's the Mark & Chris video showing all of the new features:\nhttps://www.youtube.com/watch?v=08ZTYIXs9Ag\n\n**Full Change List**\n\n**Fighters**\n\n * Fighters have been completely reworked and are now available to all ships without needing to edit saves.\n * New Equipment: Fighter Bays\n * Can be bought from the trade screen or produced at an assembly table\n * Can be placed inside your ship, occupying a 3x3 area.\n * 7x7 landing bay doors can be seen on the exterior of the ship, above where the equipment is placed.\n * Supply fighter bays with frames, motors, and a processor to produce a fighter.\n * If the fighter is destroyed in battle, a new one can be produced mid-battle.\n * Activate battle stations when a hostile is present in the system to launch the fighters from the bay.\n * Reworked Fighters:\n * Fighters need to be supplied with bullets and fuel at their fighter bay before they can launch.\n * Fighters will return to their bay when they run out of fuel or ammo or all hostiles have been eliminated.\n * Fighter toughness and damage has been increased.\n * Fighter turrets can penetrate armour, unlike gatling guns.\n * New tech tree branches to upgrade survivability and agility of fighters.\n * If a fighter is stranded from a bay it will explode some time after running out of fuel.\n * Any old designs will keep their fighters (if they have any) and will behave the same as previous versions.\n * New artwork\n\n**Drones** :\n\n * In rare cases drones would pick themselves up, which, of course, cannot be allowed.\n\n**Shuttles** :\n\n * Production Missions : shuttles will not collect from ships with no conscious crew.\n * Dead body, trade collection : shuttles will leave if there are no conscious crew.\n\n**Crew Animation** :\n\n * New walk animations for all crew and civilians\n * Small bobbing animation added to any item being carried\n * Smoothed item drop-off and pickup to and from equipment (so you can see the item being loaded/unloaded)\n * Entities now slow down when close to their destination\n\n**Translations** :\n\n * Some hardcoded strings added to language files\n * Copy To Clipboard button in Translation Editor copies English to clipboard.\n * Japanese font updated to support new characters, and to be more readable in general.\n * Translations separated into manual and fallback files so that manual corrections will not be lost.\n * The Translation Editor improved to show fallback translation as well as previous versions of language strings.\n * Add vector font glyphs Italian, Polish, Portuguese, Swedish, Norwegian, Turkish.\n * New fonts for simplified and traditional Chinese, Japanese and Korean\n * New Danish translation (PCMS_DK)\n * Many updates, thanks to:\n * Chinese (timercrack, Qionglu735),\n * Dutch (Loosecannon1983),\n * French (Resziak, Laurent SCOTTÉ, Bastien URBAIN, Vinoz),\n * German (Flauschküken),\n * Japanese (sakuyan#5658, raidhin, Kensuke Ichinohasama),\n * Russian (skoniks),\n * Spanish (astaroth198-gif, Snargleplax),\n * Swedish (Malkolmi, Svish),\n * Turkish (drokian, The Suxe)\n\nIf you contributed a change and we didn't credit you, please write us so that we credit you in the next release.\n\n**Equipment Multiselect** :\n\n * Allow to multiselect factory equipment and setting the recipe for the entier selection (cannot have different types of equipment in selection)\n * LMB/RMB: select a single equipment\n * SHIFT + LMB/RMB: to add or an equipment to selection\n * LMB x2: select all nearby equipment\n * LMB Drag: select all equipment in drag (type is decided by majority)\n * Shift + LMB Drag: select all equipment in drag matching existing selection type\n\n**SMALL CHANGES**\n\n * Added option to adjust camera pan speed\n * Added option to adjust character text speed during missions\n * Small warning will appear in tactical mode when trying to dock without thrusters\n * Ships rescued in distress calls can be seen inside before deciding to add them to the fleet or take cash reward\n * When selecting item type in the equipment UI panel, focus the search box to allow keyboard input.\n * Better layout for Equipment panel type selection.\n * Improvements to ship editor layout\n * Moved \"Orders\" window to be above the button and made a little wider\n * When drawing walls in the editor, move objects under the wall to a free space. Prevent drawing walls over equipment.\n * Software Mouse option to allow mouse cursor to be rendered by the game, useful in case of issues with disappearing hardware cursor.\n * Render atmosphere level of rooms with a hull breach and auto close vents of connected doors. Remove open/close vents orders.\n * Add \"Open game folder\" button to \"Other\" section in settings. The opened folder contains your saves, ships, etc. (but not cloud saves)\n * Remove unsold stock from being included in stargate progress bar\n * Crackable asteroids have their remaining health shown underneath them\n * Reorganised settings menu for improved layout and readability\n * Add tooltip for auto trade options triangle toggle\n * The \"Drone Assembly\" technology is no longer needed to fabricate processors\n\n**BUG FIXES:**\n\n * Fix \"BeginCall\" appearing in mission summary when destroying all hostiles in a distress call mission\n * Fix \"Any Equipment\" and \"Any Cargo\" text not fitting in their buttons in the storage window\n * Fix Interstellar Logistics Buy/Sell orders interfering with shopping basket in the trade window.\n * Fix cost overlap in editor\n * Fix [PASSED] and [FAILED] overlap in contract requirements\n * Fix jumpgate information sometimes not saving\n * Fix meteor storms spawning in fortress systems\n * Fix many drone related issues, particularly when leaving them behind in an FTL jump\n * #520: You can get stuck at a jump gate that's damaged and not be able to repair it.\n * #643: It is possible to lose ships when sector jumping in FreeRoam mode.\n * #681: Ships getting stuck docked together during interstellar logistics\n * #668: Keybindings sometimes display incorrectly in the settings menu\n * #687: Trouble with Tiddlets Part 1 - Artemis ship crew can run out of fuel and no longer dock with player\n * #717: Survival fleet can still get separated\n * #710: Robot arm is picking from a spot it should not be able to reach\n\n\n\nStatistics: Posted by John — Wed Mar 18, 2026 4:56 pm\n\n* * *",
"title": "Introversion Blog • The Last Starship Update 23",
"updatedAt": "2026-03-18T15:56:52.000Z"
}