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  "path": "/viewtopic.php?p=633217#p633217",
  "publishedAt": "2026-03-18T15:56:52.000Z",
  "site": "http://forums.introversion.co.uk",
  "tags": [
    "https://www.youtube.com/watch?v=08ZTYIXs9Ag",
    "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"
}