Hangarworks 2.0.2: the full patch notes
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 is out on the App Store for iPhone and iPad, and on the website as always. The blog posts pick out the highlights. This is the whole list, every last fix included, for anyone who likes to know exactly what changed under the hood, and for anyone who simply enjoys a long scroll.
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. Thank you, as ever, for keeping the lights on while I keep fiddling with them.
Expect a fast turnaround on 2.0.3, which is going to be a small patch, dedicated to improving the iPhone Duo, iPad and Android foldable experiences.
New features
- Sold at: pick a system, a city or station, even a single shop, and the item database shows only what's sold there, at its prices. Typing "Lorville" into the search offers the same, which beats wandering Area18 asking Cubby Blast what it keeps in the back.
- Other items: 104 things that are neither guns nor trousers join the item database: plushies, dice and other collectibles, loot (ingots, medals and artifact fragments, each condition its own entry), storage containers with their capacity, and mobiGlas casings in all their colors.
- Decor: 200 more, for anyone whose hangar has started to feel like a warehouse: beds, chairs, ship and station models, plants, fish tanks, bobbleheads, posters and ship schematics. Most come from pledges, subscriptions and events, so they're listed whether or not a shop sells them.
- Consumables: 185 of them join the item database: food, drinks, medical pens and cryptokeys, each with what a dose actually does to your health, hunger, thirst and blood drug level, and for how long. Cryptokeys show how long a hack takes and how often it goes wrong. Burritos can now be compared scientifically.
- Hangar categories: put your ships in whatever order you like and sort them into categories that fold shut and stay folded, like a well-trained umbrella. Tap Arrange on My hangar.
- The ATLS: the power suit and its family (GEO, IKTI, GEO IKTI, IKTI Akuma and IKTI Rad) have joined the Hangar, each with its arm weapons and all 16 liveries. Their tractor beam, mining laser and radar list them on their item pages too. They are technically clothing, which the Hangar has decided not to hold against them.
- More than one org: you can own up to three orgs now, and start another from the org switcher. Three is plenty; most empires are run from fewer, and none of them had a Hangar.
- Org succession: when an org's owner deletes their account, the org passes to its most senior member instead of drifting on with nobody at the helm, like the Mary Celeste with a roster.
- Report a problem: every item page has a button for telling us an item looks or reads wrong. The report arrives knowing exactly which item and which picture you were looking at, which is more than most bug reports manage.
- Zoom in: tap an item's picture to open it full screen, then pinch, drag and double-tap your way around it. You can now study the stitching on a pair of cargo pants more closely than anyone who designed them thought was healthy.
New on the website
- Game.log import: Profile > Tools reads the Game.log Star Citizen keeps on your PC, offers every blueprint it says you received, and lists what you paid in shops. Share those prices if you like (never where you bought anything) and they show on item pages as "Seen in game". Your log keeps the rest of its secrets.
- Blueprint import reads the apps' JSON export as well as a CSV, and skips names that more than one blueprint shares instead of guessing, which is how a Serac used to turn into somebody else's Serac.
Prettier pictures
- Ship pictures: every ship and livery drawn again, twice. Once at the brightness the game actually gives them (they had been coming out at a little over half, so the whole fleet looked parked in a garage with the lights off), and once more so the Akuma graffiti covers every Cutlass, the Torchbearer shimmers through its colors, the Prowlers keep their damage panels on the inside, and bare steel trim is steel rather than white paint.
- 650 item pictures were drawn again so black metal finally looks like metal, which the Vanduul helmets had been waiting for with what passes, among Vanduul, for patience.
- Loot shows as gold, silver and stone rather than soot.
- 98 variants that wore a sibling's colors (backpack editions, drink flavors, protein bars, the Snowfall monocular) now wear their own, and holographic flags show an actual flag.
Feature improvements
- Tools: tractor beams, salvage tools, the ParaMed and the multi-tool show their beams' numbers instead of gun stats, which they had been wearing with very little conviction.
- Colors: tools and weapons that come in several colors, the Pyro RYT multi-tool, the Cambio and the MaxLift among them, now show each color instead of the same one over and over.
- Ship parts: item pages for shields, coolers and the rest now list their damage resistances and distortion, so you can tell which cooler shrugs off an EMP before finding out the exciting way.
- Scanner signatures: each ship-mined resource's page shows what one rock reads on a ship's scanner, how many rocks it spawns in, and what each cluster reads. A 17,080 is four rocks of Iron, not a mystery.
- Hangar: the tab opens on My hangar, so any of your ships is one tap away, instead of the first one on the list answering the door every time.
- Share links now bring a build's crafted qualities and power plan along, so the 912-quality power plant you were bragging about arrives as a 912-quality power plant.
- Where to mine picks the plan with the fewest star systems, as it always promised. About one plan in six had been sending people to Nyx for the scenery.
- Item search matches what kind of thing an item is and its maker's code, so "cooler" finds all 77 coolers on the website instead of one lonely cooler.
- New blueprints turn up in the apps on their own when the catalog updates, without anyone having to pull to refresh.
- Org roster: your ships appear the moment you join or start an org, not after your next Hangar edit.
- My hangar and Compare count crafted parts, so a ship's DPS is the same number wherever you look at it.
- Rock breaker: guests on iPhone and Android get the card on Resources too.
- Seen in game shows prices to the cent in the apps, exactly as players paid them.
UI changes
- Stat tiles: a big org's totals shrink to fit their box instead of wrapping onto a second line and shoving the whole card out of shape.
- EA counts are whole numbers wherever you see them: an org holds 3698 EA, not 3698.00, which suggested somebody was carrying a fraction of a gem around.
- My hangar: "aUEC to buy in game" keeps to one line, so its tile is no longer the tall one in the row.
Bug fixes
- An empty livery slot in the Hangar no longer announces that it is empty, a fact it had been sharing with the quiet confidence of a sign reading "This sign intentionally left blank".
- The MOTH's liveries show up in the builder again, after a disagreement about capital letters.
- The Ironclad's second power plant and the Terrapins' left cooler can be changed now. The game's files had them spelled as locked, one with a stray pound sign.
- iPhone: a part's chips no longer drop "Blueprint" onto a line of its own.
- The Constellation Mk V's remote turrets showed locked and empty, because the game never says what fits in them. Each now holds its four size 3 guns, all yours to change, and the Javelin's tail turrets finally admit to carrying cannons.
- Missile racks: a rack of cluster missiles (the Rattler II and friends) let you pick a different missile for every tube, which the game does not allow. A rack now takes one kind of missile, set all at once.
- A resource's Where to Find no longer announces that it isn't mined anywhere while its data is still on the way.
- Deleting an org took it away from its owner only, leaving every other member staring at an org that was no longer there (and on Android it didn't delete at all). It now goes for everyone, and each member lands in another org they belong to, as does anyone an admin removes.
- The Gladiator, Paladin and 890 Jump offered dozens of other ships' liveries. They now offer their own, and nobody has to explain to a Paladin why it was wearing 300 series paint.
- Points: confirming a delivery on Android paid the crafter precisely nothing, because the request tidied itself away before the points could find it. Crafters get paid now, and a confirmation that gets interrupted is finished overnight by a very patient server.
- Points: a requester who confirms with too few points now owes the rest, paid out of the next points they get, instead of the crafter quietly absorbing the loss the way a sofa absorbs loose change.
- Stock: a reservation someone paid for no longer vanishes when the lister edits their stock on a screen that has been open since lunch. Releasing a member's reservation refunds them, removing an item keeps the units members have claimed, and items added from a blueprint page now have a price instead of going free to whoever blinks first.
- Stock: a claim never costs more than the price on your screen, and refunds still work after an org pauses its points.
- Auctions only settle while the org's market is running, and the Market's 7-day velocity stops counting every transfer twice, which made the economy look twice as busy as it was, like a cat walking past a mirror.
- Hangar categories no longer vanish when you arrange ships before they have loaded, or on a device that hasn't heard about a ship yet, and a 51st category no longer evaporates on the next visit.
- Joining or starting an org no longer trims each resource you hold to its first 20 qualities.
- One oddly written entry, from anyone in an org, can no longer take down the org page, the Stock page or the request board for everybody else.
- Clearing a member's resources in one org no longer clears them in every org they belong to.
- Two devices: a phone or tab left open no longer writes its old copy over changes made elsewhere. It reads everything again when you come back to it, which is more than most of us manage after a holiday.
- Plans, loadouts and reputation that fail to load now say so and offer a retry, instead of looking empty and letting your next edit save over the lot.
- Requests: a claim held by someone who has left the org can be released by the requester or an officer, and notes stop going to people who aren't there.
- Notifications: tapping one on an iPhone opens the request as it is now, Confirm button included. "Delivery confirmed" finally reaches the crafter, and marking everything read can no longer swallow one arriving at that moment.
- A note posted on one platform can be deleted from another.
- Org settings saved from a phone change only what you changed, rather than reviving an invite code you had already replaced.
- Hangar: a part that no longer fits its slot (a size 7 gun on a size 3 mount, paint in a gun slot) goes back to stock rather than quietly tripling your damage.
- iPhone: new ship data arriving while the Hangar is open no longer strands it on a spinner.
- Item pages say "Couldn't load" with a Try again button instead of "Loading" forever, and sorting by price with colors grouped really is in price order.
- Android: tapping Retry when your hangar didn't load no longer brings the error back ten seconds later.
Locks and bolts
- Privacy: your profile, which knows your login name, your linked Discord and your Patreon details, is now shown to you and nobody else, as it should have been all along.
- Notifications: a claim, a note or a reservation now pings people once, however many times anyone presses the button. Lock screens can stop impersonating pinball machines.
- Invite codes: a regenerated code is made by Hangarworks and belongs to your org alone, so nobody can dress another org up in your code and walk off with your recruits.
- Ops calendar: the Discord server ID has to be the server your org's webhook posts to, which stops anyone importing a stranger's events into their calendar.
- Account names: renaming yourself now goes through Hangarworks itself, so an iPhone handed a name with a slash in it no longer falls over, and names can't contain "@", which sign-in kept mistaking for an email address.
- Signing out of an iPhone with no signal now stops that account's notifications, instead of letting them keep arriving for whoever signs in next, like post for the previous tenant.
Where to get it
The website has all of this now, and iOS 2.0.2 has been on the App Store since 26 October.
Android is finished and in closed testing, but Google won't let an app go to production until 12 people have opted into testing it, and there are 7. If you're on Android, five more testers is the entire blocker; the sign-up link is on https://www.sc-hangarworks.org, under the App Store button.
Spot something odd? Tell me in the Discord's #🪲-bugs channel, ideally with what you tapped right before it went wrong. o7