Really pleased to be pushing this huge series of development branch patch to the stable branch tonight. There are three main areas of focus here:
1) Detection mechanics (radar, sonar, IR, visual, retroreflection, wireless signal detection). Vehicles must now detect and track each other and can be designed with stealth in mind. All the new components are AI components although missiles have got some new components too (radar active seekers, radar and sonar buoys).
2) Usability improvements: prefabs in the inventory to speed up building for new and old players alike. A checklist in the inventory to help new players get to grips with the game and help old players remember the basics. A new weapon aiming system that turns the avatar in to a serious threat and adds a lot of gameplay options for those wanting to control their own weapons.
3) A single raw resource (called Material) replaces the natural, metal, oil, scrap and crystal raw resources. This doesn't involve much, if any, redesigning of your vehicles but it makes the game far more streamlined, balanced and understandable. Scrap smelters and crystal farms are now for decoration only but fuel refineries and ammo production still works as usual. Spare parts are no longer in the game at all.
Here is the full change log although I think we've forgotten a few things..
[Change] Detection equipment now available and necessary
[New Feature] Sonar Active / Passive added for detecting submarines and other ships
[New Feature] Radar Active / Passive added for detecting above water targets
[New Feature] Visible cameras and coincidence range finders added for detecting above water targets
[New Feature] IR Cameras added for detecting above water targets
[New Feature] Retroreflection sensors added for detecting targets with visible band optical systems
[New Feature] Wireless snooper added for detecting systems with wireless transmission and reception
[New Feature] Range finders added for tracking detected targets and delivering range estimates
[Change] Natural, Metal, Oil, Scrap and Crystal have been replaced with a single Material
[Change] A 'none' weapon slot has been added
[Change] a simple two slot weapon system is now the default for new players- you can select which you prefer in the options menu
[Bug fix] AI weapon control is no longer overrriden when you are using a UI
[Change] you can begin building on a force when it is out of play by using a new button on the UI or by looking at it and pressing B
[Change] You can begin building on a force or vehicle by looking at it from a distance of up to 1km, rather than 30 metres
[Change] the fleet info tooltip has been revamped
[Change] your player's position is clearly marked in the fleet control UI and the map UI
[Addition] new exhaust pipe added
[Addition] 2m and 3m beams/slopes added
[New Feature] Player aiming of weapons is now far more accurate and allows pin point accuracy of all weapons under your control
[New Feature] A checklist has been added to the inventory to help new players figure out what is needed
[New Feature] Prefabs are now in the main inventory tabs to help players quickly assemble fuel engines (more to come)
[New feature] Radar guided missiles added
[Change] Passive sonar can detect sonar torpedoes and LAMS can engage them
[Change] Passive radar can detect radar guided missiles and LAMS can engage them
[New feature] Missile radar buoy, Missile sonar buoy added
[New feature] Reverse fire missile launch pad added