The new wiring system is the big deal (
https://www.youtube.com/watch?v=p5FFfolqpRQ), but here's the full changelog:
Version 0.1.5 alpha (6.1.2013)
- added Cooling
- removed camera movement during screenshots procedure
- added Outer Hatches for Storage, Hangar, Cannons, Missiles, Cooling Units
- added Exit Hatch
- switch between Fullscreen and Windowed is possible
- extended Message Box
- Message Box and Objective are now both minimizable, instead of "see-through"
- added "Objectives Completed" Message and Design Points System
- added new Design Contract Missions "Small Attack Vessel" and "Missile Corvette"
- removed (very annoying) error, where it could happen, that you wanted to delete a hatch and deleted an adjoining room as well
- added new Room "Water Treatment" in preparation of the Water/Air/Fuel Pipe System
- reduced the number of crew needed and the number of crew for each quarters?
- changed the "Relay" into a "Power Switch" to turn off/on entire circuits
- added "Connection Rooms" for Power and Cooling to transfer to different decks
- added new Music Tracks and randomized playback
- fixed a door placement error
- fixed "missing Water supply" message
- fixed "missing Galley" and "missing Sickbay" messages
- fixed level balancing and (hopefully) clarifed the different types of crew need
- fixed a few "hatches can be placed inside rooms" issues
- added Save and Save As... function
- fixed Broken Screen when cancelling Load
- removed hull fragments
- added room category tab selection
- changed level-up and level-down selection to icon selection in the build menu
- removed Space as a shortcut for OK in the "Exit to Mainmenu" - Warning to avoid accidental Exit without Saving
- added Rollover Help for Messages and Objectives
It's a pretty decent chunk of content. Surprisingly understated is the ability to build warships now. Also unstated is that there's a example cargoship you can now load up as a design, so you're not completely clueless anymore. Also, the ambient music and sound is shockingly nice.
The next phase is plumbing, which I'm oddly enthused about. Still a very difficult game, but luckily I dig that kind of complexity.