What's New in v1.4.0 โจ
A whirlwind tour of everything that landed in v1.4.0 โ across the LegendaryMissions content and the sbs_utils library that powers it. Links go to the relevant docs.
๐ฉ๏ธ Hangar
- Sortie board. Fighter and shuttle pilots pick their own missions from a board.
- Loadouts as upgrades. Craft loadouts are now deltas over the ship hull โ shields and ammo applied through the item/upgrade system โ with an image-based cockpit overlay.
See the LegendaryMissions addon reference.
๐งญ Quests & Stories
- A signal-driven quest engine with kill / collect / scan / dock / reach / arrive triggers and real rewards โ all authored in simple AMD files.
- A proper Quest Log you can accept and abandon quests from.
- Multi-step bridge stories that unfold a step at a time.
Docs: Quests.
๐ฑ Items & Upgrades
- Discoverable items and upgrades driven by a data registry โ collect them in space and activate them through a generic Upgrades GUI.
Docs: Items & Upgrades.
๐ Web pages, written in MAST
- Author browser pages with
//web/<path>routes using the samegui_*layout you already know, and open them in a browser while a mission runs โ live pages that update in place and are parameterized by the URL query (/web/scores?title=Hi). - Living pages (leaderboards, dashboards) update during the game and are kept as a snapshot for after it.
- Bake a read-only page to a standalone HTML file, front many engines from one
address (
/web/<engine>/โฆ), or run it from a non-engine MAST tool โ all with no engine changes.
Docs: Web pages ยท Serving web pages.
๐ก๏ธ The Siege Map, Refined
- Pick your battlefield size with a new Map Size option.
- Consistent, repeatable maps from phased, keyed seeding (no more surprise spawns inside an asteroid).
- Share the exact setup with per-map seed options and a shareable game code.
- Optional bonus objectives for skilled crews.
Playing & hosting: LegendaryMissions.
๐ Game Results & Scorekeeping
The end-of-game screen is now a tabbed results board with real scorekeeping โ built for bragging rights, and for running a scored event.
- Five tabs: Summary, Fleet, Air Wing, Quests, and Enemies.
- Objective scoring. Every kill is credited to the ship (or pilot) that landed
the final blow, and tallied three ways:
- Kills โ enemies destroyed.
- Tonnage โ naval-style "tonnage sunk," scaled by each hull's size, so bigger kills are worth more than swatting fighters.
- Damage dealt โ raw impact, so crews who soften targets without stealing the kill still show up.
- Fleet ranks each bridge ship (kills / tonnage / damage / hull remaining); Air Wing ranks each fighter & shuttle pilot by call sign (sorties / kills / tonnage / objectives). Bridge and cockpit credit never double-count.
- Every game is saved to a rolling history โ with an even denser per-ship / per-pilot / per-quest breakdown than the screen shows.
Running a tournament? โ for Convention Operators
Pair the scoreboard with repeatable seeds and a shareable game code: hand every crew the same code and they all play the identical map and enemy layout, then rank them by their Fleet / Air Wing boards (kills, tonnage, damage) for an objective result. The Director console gives you a spectator / big-screen view for the venue floor.
Details: LegendaryMissions › Game features.
๐ฌ Quality-of-Life & Presentation
- The Director console (formerly Console View) โ pair and rotate multiple views, with a cinematic mode for the big screen.
- Shareable game codes and per-map seed options so crews can replay the exact same setup.
Details: LegendaryMissions › Game features.
๐ ๏ธ For Mission Makers & Tinkerers
For testing only โ not an engine replacement
The mock GUI and headless runner exist to test and debug missions outside Cosmos. They are not a reimplementation of the engine, and 100% parity is not a goal โ many engine behaviors are approximated or absent by design. Please don't file issues or feature requests asking for more engine parity. If something must behave exactly like the engine, verify it in Cosmos.
- Run missions outside Cosmos. A full headless test mode plays a mission for N seconds and reports a pass/fail verdict with coverage โ great for CI โ plus a browser-based mock GUI with a 3D cinematic view and 2D radar. โ Testing missions
- Web pages, written in MAST โ see above. โ Web pages
- A coverage "exerciser" that drives real gameplay (scans, torpedoes, docking, comms) to shake out routes automatically. โ Testing missions
- A faithful mock simulation calibrated to the real engine: ship speeds, 3D steering, per-facing shields, heat, energy, and a full weapons model (beams, torpedoes, drones, mines, EMP). โ Testing missions
--use-working-treeto smoke-test local library edits, and--seedfor reproducible runs. โ ThesbsCLIsignal_nextโ one-shot await of the next signal. โ Signals- An Artemis 2.8 โ Cosmos porting-comfort layer to ease bringing older content forward. โ Porting from Artemis 2.x
- A faster, friendlier MAST compiler โ quicker parsing, all errors reported at once, sturdier crash handling, and more Python built-ins available in scripts. โ The MAST language
- Deterministic building blocks โ keyed terrain fields, position-keyed scatter, and reusable game-code encode/decode.
Thanks for playing, building, and tinkering. There's more under the hood than ever โ go build something great. ๐