What changed in the game, and what changed in Hangarworks. Crafting patch notes are written against the live blueprint data; musings are everything else.
Hangarworks 2.0.4 brings one picture of your entire fleet, ship import from the tools you already use, an org market that buys and trades as well as sells, six manufacturer themes, every ship and item drawn again, and a long list of fixes.
One picture of your entire fleet at true scale, ship import from the tools you already use, 460 liveries that turned out to have no camouflage on them, and the news that the Caterpillar is not in fact 13 meters long.
The whole fleet had been rendering at about half the brightness the game gives it. That is fixed, along with the ATLS, hangar categories, three orgs of your own, and a long list of repairs to the places where your data meets everybody else's.
Hangarworks 2.0.2 is out on the App Store for iPhone and iPad, and on the website as always. It brings about 500 new items, a way to find out what is sold where, a fleet that finally looks like itself, and a long list of fixes, several of which involve money.
Hangarworks 2.0.2 adds about five hundred items that are neither guns nor trousers, a filter that shows you only what a given shop actually stocks, and the prices players really paid for things in game.
Eleven new blueprints, ten of them one suit of Monolith armor in two outfits. Nothing removed, nothing re-costed, two new RSI ships, and two item names the game itself got wrong.
An item database with renders of everything, a power management screen for the Hangar, sign-in that is not just email and password, a way to use the app with no account at all, and Patreon instead of subscriptions.
A ship loadout builder, a personal fleet, an org roster, and a mining calculator that answers the only question that matters at the moment you are pointed at a rock. All of it free, on every tier.
Hangarworks now reads Star Citizen's own files for blueprints, resources, mission rewards and reputation: which missions grant each blueprint and how often, where each ore is most likely, and a reputation planner that shows what your next rank opens.
Two days of performance work on Hangarworks, almost all of it deletion: an icon font that was 97% unused, a login system booting on pages nobody had signed in to, and an avatar served at 459 KB to be drawn at 34 pixels. Public pages went from 56 to 100.
Destiny 2, Guild Wars 2, World of Warcraft and EVE Online all concluded that the right place to manage a complicated inventory is outside the game, and each shipped an API to prove it. Star Citizen already has the data. Here is what the community would build with it, and what Hangarworks would do on day one.
The Perseus took the crown and all eight USC brackets called it. One industrial upset in the first round, however, quietly demolished a quarter of mine.
Since Alpha 4.7, Star Citizen's ship armor checks every incoming bullet against a threshold and returns either full damage or absolutely nothing. No ramp, no falloff, just a cliff. Here's how that one choice turned alpha damage into a bouncer at a door and every other weapon stat into upholstery.
4.10 added ten crafting blueprints, every one of them mining gear, removed nothing at all, and quietly corrected four names that had been attached to the wrong body parts.
If your org uses ranks, they now appear on every member list and on your own profile. Giving someone a rank also no longer hides the controls for managing them.