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Releases: adamkulik/pocket-wormhole
Release list
Pocket Wormhole v0.2.7
The Zoltan update — power finally behaves like vanilla, plus stun,
lockdown, flak landing dots, an Anti-Ship Battery, and a raft of
positioning/touch fixes.
Zoltan power, rebuilt (#135)
The whole power model was rebuilt to match vanilla 1.6.14, bar for bar:
- Shield clicks work in bubbles, like vanilla: + adds a whole
bubble (two bars) at a time — and when a Zoltan bar already occupies
the pair, one click drops in exactly the single bar needed. −
removes a whole bubble, or just the odd lone bar. Clicks stay atomic:
if the reserve can't cover it, nothing happens. Other systems remain
one bar per click. - Zoltan bars occupy their system's capacity on their own and count
toward shield bubbles. Two Zoltans in the shield room mean one bubble
that stays up through any amount of ion (#139) — vanilla's "two
Zoltans always power one shield layer". - Displacement: walk a Zoltan into a powered system and a reactor bar
returns to the reserve; walk them out and the bar re-takes automatically. - Weapons: the Zoltan bar always powers the first slot — reorder
weapons (drag in the ship window) to steer it. Fully-Zoltan-powered
weapons can't be manually depowered; a weapon that loses its Zoltan bar
turns off and stays off until re-armed, like vanilla. - Cloaking, hacking, mind control, the teleporter and manning bonuses all
key off the power actually supplied, so Zoltan-fed systems behave.
Weapons & combat
- Flak landing preview (#130): small red dots show where each flak
shard will land, plus the translucent aim-area circle while a flak
weapon is armed — as in vanilla. - The Anti-Ship Battery exists (#77): the Rebel flagship's hull
battery now fires back during the base-assault stage. - Crew stun & Crystal Lockdown: stun effects disable crew (ion-bomb
stuns, crystal shards, AE<stun>), and Crystal crew gain the vanilla
Lockdown ability — seal a room in crystal shards for 12 s from the
crew box, the P hotkey, or the on-screen button (touch). - One jump at a time (#145): pause-jump-jump can no longer skip
beacons (or corrupt the flagship fight), and the FTL drive no longer
refills instantly during the arrival-to-dialogue window. - "Are you sure?" (#98): jumping away with crew still aboard the
enemy ship now asks before stranding them (and stranding really does
lose them — clone bays can't help). - Cloaking blinds remote senses (#150): a cloaked enemy ship goes
dark for Slug telepathy, the Lifeform Scanner and mind-control
targeting. Your boarders (and MC'd crew) aboard still light their rooms.
Screens that finally sit still
- Event dialogue placement (#122): the dialogue slides left like
vanilla, so it no longer covers the enemy ship panel — and it moves
live if a choice spawns or removes a ship. - Hangar ship preview (#109): hulls are centred — Engi, Zoltan and
Lanius cruisers no longer draw half off the hangar. - First-run tip (#58): the "TIP: open the menu via OPTIONS…" note
shows inside the starting-beacon intro, as vanilla (touch/PC variants).
Touch UX round
- Letterbox buttons reworked: three buttons per bar (vanilla + iPad
art) instead of a lone pause glyph. - Tap empty space to disarm an armed weapon or room-picker (#114);
door hit areas widened (#53); tapping a room for crew wins over door
toggles; the sector/jump maps pick the closest beacon to your tap. - Adaptive launcher icon (#117): the icon fills your launcher's mask
shape instead of sitting on a white plate.
Pocket Wormhole 0.2.6
Pause from the letterbox
The 16:9 game canvas leaves black bars on most phones. In-flight, the
right-hand bar now hosts a small pause button — tap it and the run
quick-pauses exactly like the space-bar hotkey: the game freezes, the
PAUSED indicator shows, and you can still reposition crew, shuffle power
and close doors while frozen. Tap again to resume. It never opens the
pause menu, never clicks through to the game, and stays out of the way on
screens without letterbox bars.
Audio: the metronome nobody asked for
- Fixed the periodic music click — the mixer dropped a single audio
frame at every streamed section boundary, roughly every 0.4 seconds.
On headphones that's a faint click keeping imperfect time; on device
speakers it's the "crackly audio" some of you reported. Gone —
verified in the raw mixer output: 41 clicks per minute of menu music
before, 0 after. - The mixer also stopped allocating tens of thousands of throwaway
objects per second, which can stall audio on slower phones.
Combat rules, corrected
- Clone Bay keeps fights alive (#76): crew-killing a ship with a
working clone bay no longer ends the battle — the crew come back, as in
vanilla. - The Flagship runs itself (#84): kill the flagship's crew and its AI
takes over (automated systems, self-repair) instead of handing you a
free win. - The Flagship remembers you (#86): retreat from a flagship fight and
return — damage and state persist instead of resetting. - Crystal Vengeance got pickier (#101): ion-only hits no longer trigger
it; something has to actually hurt the ship. - Shooting down a hacking drone (#103) now imposes the same post-pulse
cooldown as a disrupted pulse. - Hangar ghost button (#108): type-C variants that don't exist in your
game version no longer render as clickable dead ends.
Power goes where it should
- Ion storms halve your functioning power (#95): systems now lose
function, not just their displayed bars — and weapons/drone items that
lose power stay off until re-armed, like vanilla. - The enemy plays by the same rules (#99): hostile ships clamp to
their halved reactors during storms too. - Event "damage" that heals (#80) no longer plays the damage sound.
- The stats button on the game-over screen no longer crashes the game
(#93) — proper stats screens are still future work.
Crew, hacking & spooky mind stuff
- Your boarding Slug telepathically reveals the enemy crew (#106) —
red silhouettes while your Slug is alive on their ship, sensors or not. - Cloaking blocks sensors properly (#102): an enemy ship running
cloaked goes dark for mind-control targeting (telepathy and the
Lifeform Scanner still pierce). - Hacking a Mind Control system frees its victim (#79) — and the
hacker's own mind-control attempt runs on the hacked system's duration. - Disrupting an enemy hacking system (#83) can destroy its landed
drone (25%/50%/75% by system level). - Rock crew repairs thud (#90) — the race-specific repair sounds
vanilla plays, finally wired up.
Also in here
- FTL Jammer augment implemented — halves the enemy's escape-timer
countdown while it's installed. - Auto-pause on app switch (#96): leaving the app mid-fight pauses the
battle; returning drops you on the pause menu instead of a surprise. - No more fried music on resume (#94): the audio output pauses with
the app, so backgrounding mid-track can't underrun into static.
Pocket Wormhole v0.2.5
⚠️ EXPORT / IMPORT SAVE — read before using
The pause menu can now EXPORT your run as a vanilla-compatible
continue.sav (vanilla FTL 1.6.14+ with AE, or another Pocket Wormhole
install) and IMPORT such a file back. This is real cross-engine play —
finish sector 2 on your phone, sector 3 on your PC. But the limitations are
hard limitations, so here they are in their own big bold section:
- Move runs at the start of a sector. The EXPORT button only appears
while you stand on the newly arrived sector's entry beacon — that is the
one state that transfers faithfully. Mid-sector positions cannot be pinned
across engines, so they are not offered. - The map layout reshuffles on every transfer. Ship, crew, weapons,
scrap, sector number, visited route, stores, quests and fleet progress all
carry over — but the beacon geometry is re-rolled by whichever engine
imports the save. Everything sits in different places. - In-flight state is dropped: an active battle (enemy ship and
projectiles), open event dialogs, hacking effects and crew waiting in the
clonebay do not survive a transfer. - Exports from v0.2.4 or older are broken and will hang vanilla FTL
on load. Re-export the run with v0.2.5 or newer. - Lifetime profile statistics are zeroed in exports (vanilla keeps its own
totals in itsprof.savanyway). run-save.xml— the engine-native autosave — is not a transfer
format. It only works between Pocket Wormhole installs.
In short: jump to a new sector, EXPORT, move the file, IMPORT (or drop it
next to vanilla's saves), and continue there.
Jump state, combat feedback & mind control
- Cloak no longer survives jumps (#44): jumping ends cloaking instantly
and silently — no fade ghost fighting at the next beacon. Bombs and beams
now drain cloak on fire like every other weapon (#54), and a bomb aimed at
your own ship can no longer leave the targeting UI stuck across a jump
(#55). Sector exits play the jump-out animation too (#63). - Drones stand down (#65): combat and beam drones stop shooting a ship
whose crew you already killed — no more beam drone frozen mid-sweep
against a drifting hulk. - Zoltan power stops leaking (#66): Zoltan crew bonuses no longer
corrupt the power bars of the systems they walk through, and damaged
systems no longer show phantom selected power. Your shields bar tells the
truth now. - Screen shake (#31): taking hull damage shakes the screen — scaled to
the hit, capped, and only for your ship. - Mind control, all directions (#36, #64, #61): Slug telepathy now
counts as targeting vision for mind control (the long-standing TODO),
the Lifeform Scanner augment works — exactly like the Slugs' ability,
red silhouettes and all — and mind-controlled crew sabotage your systems
like the intruders they now count as. - Crew combat facing is stable (#57, #60): in a brawl with multiple
hostiles your crew lock onto a target instead of re-rolling who they face
every swing. The jump map also draws vanilla's nebula clouds again (#74).
The vanilla-compatible save
- Mid-battle saves (#43): starting a fight and finishing an event
dialogue now writes the run save — force-killing the app can cost you a
dialogue, never the run. continue.sav, both directions: the engine writes and reads vanilla's
own save format, with the per-beacon encounter state, stores, quests and
the fleet position carried across. The sector map is regenerated by the
importing engine (vanilla's generator is proprietary), so the layout
reshuffles while the state holds — see the EXPORT/IMPORT warnings above.- Round-trip hardened: loading and re-saving runs between vanilla and
Pocket Wormhole no longer trips on the encounter tail, ship loadouts that
differ from the reference ship, or a sector-1 run reading back as the Last
Stand.
Also in here
- The blue nebula glows are back on the jump map — vanilla draws the
glow and the cloud; we had dropped the glow. - Pause menu polish: EXPORT SAVE is hidden outside sector starts (no
half-off-screen labels), and the pause menu opens reliably again.
Pocket Wormhole v0.2.4
Three new augments
- FTL Booster (store item): the FTL drive charges 25% faster per
install, stacking. Scales the out-of-combat triple-rate boost too. - Repair Arm: +2 hull per scrap collected — at the cost of 15% of
your scrap. The two penalties compound properly with a Scrap Recovery
Arm, stores are exempt from both, and a full hull skips the scrap cut
(all vanilla-measured). - Explosive Replicator: 50% chance a missile volley is free — and
on a proc you get vanilla's little '0' flash by the missile
counter, where a consumed volley flashes '-N'.
Vanilla accuracy
- Zoltan deaths are directional again (#35): an exploding Zoltan
now only damages enemy crew in the room — your own crew standing
next to it are safe, on your ship and while boarding. - Boarders stand down (#50): once a ship's crew is dead, your
boarding party and boarding drones stop sabotaging the derelict —
no more venting your own boarders out of spite after the fight. - Broken doors means broken doors (#37): a doors system that is
destroyed, ionised, hacked, unpowered or missing blocks all
manual door control — taps, the open/close-all buttons and the Z/X
hotkeys. Crew and drones still walk through freely, as they should. - Stores stop double-dipping (#49): no more two copies of the same
augment (or weapon, drone, or crew race) in one shop. - Slugs sound like Slugs (#47): Slug death sounds use the generic
gendered set — the old mapping borrowed a sound from a race that was
cut from the game, and it showed (it was the Engi's robotic groan).
Sound & music
- Continue gets its soundtrack back (#28): loading a saved run now
plays the sector's music instead of getting stuck on the title
theme, and combat music transitions are proper crossfades again.
Touch layout
- Auto-pause everywhere it belongs (#46): arming the teleporter
(send or recall), hacking or mind-control now auto-pauses with the
iPad port's banner art, like weapon targeting already did. No more
room-hunting while the game runs on without you. - The store tells you what you'll get (#39): the sell value is now
visible from the first tap (not only mid-drag, which touch doesn't
have), and the number sits clear of the scrap icon baked into the
box art instead of on top of it. - Touch input hardening (#33): a render hitch mid-hold no longer
converts your tap into a right-click, one consistent slop rule
decides tap-vs-drag, and a second finger landing on the screen can
no longer swallow the release and stick the button down.
Crew polish
- Skill-up indicator (#38): while a crewmember is gaining
experience, their skill's icon shows green with an up arrow beside
their crew box, like vanilla. - Shooting crew actually animate (#40): ranged combat, door
attacks and sabotage play the full shoot animation instead of
freezing on the first frame. The Mantis finally stops mid-lunge
statue impressions.
Pocket Wormhole v0.2.3
AUTOFIRE
Autofire is in:
weapons can now fire themselves.
- The WEAPONS bar gained an AUTOFIRE plate (bottom-right of the bar,
same label look as the WEAPONS text). Tap it: the game auto-pauses and
an AUTO-PAUSED banner appears. Tap the weapons you want — each gets a
green AUTO tag. Tap AUTOFIRE again (or anything that isn't a
weapon, or open any menu) and the game resumes. - Autofiring weapons remember where you aimed them and re-fire at that
room or beam line every time they recharge. Depower a weapon and the
tag drops; power it back and it resumes. - Per-weapon overrides: a weapon set differently from the bar's
global state keeps its own setting; set it back to match and the
override clears itself. - Autofire state — global, per-weapon and remembered targets — is saved
with your run. - The weapon and drone box frames grew 8px of headroom at the top so the
AUTO tags sit clean instead of clipping into the bar edge. - Debug console:
autofiretoggles globally,autofire <slot 1-4>
toggles a single weapon. (Desktop builds also get thevhotkey and
ctrl + weapon.)
The resized UI stops being ugly
Everything the touch layout resizes (windows, the systems strip, the
enemy box, map menus) was sampled with the game's vanilla
nearest-neighbour filtering at fractional scales — jagged, uneven
pixels, and dark fringes along edges (the jump map's STORE / DISTRESS /
EXIT pills were the worst offenders).
- Resized draws now use linear filtering; anything drawn at 1:1 keeps
vanilla's nearest sampling and is pixel-identical to before. - Texture handling fixed properly: premultiplied-alpha uploads,
edge-clamped sampling, and edge-extended padding. No more dark
gradient on the map labels. - The quest/event dialogue is now 1.3x and nudged up-left so it
clears the top-bar buttons.
Pocket Wormhole v0.2.2
New: tap once to look, tap again to do
The store and both maps now use the iPad port's tap-to-confirm rhythm:
- Tap an item once and it acts like a mouse hover — it highlights and its
description panel appears. Nothing happens yet. - Tap the same item again and that's the real click.
- Tap a different item and the hover simply moves across. Tap empty space
and the arm clears.
No more buying a weapon you meant to read about. The store's BUY/SELL and
PAGE 1/PAGE 2 buttons stay single-tap (flipping pages doesn't need
confirming), and so do event dialogue choices, the pause menu — and the
upgrades screen, where the UNDO button is all the safety net you need.
New: two more augments actually do things now
- Scrap Recovery Arm — +10% scrap from every source, per arm. Two arms
stack. (The reward pop-up shows the base amount; your total quietly gets the
boost, which rounds down in your favour.) - Reverse Ion Field — each ion hit has a 50% chance to be negated entirely,
including ion damage to the Zoltan shield's extra layers. Stacks to full
immunity. Negated hits show a blue RESIST flash, matching vanilla.
Improved: the whole touch HUD, one screen at a time
- Weapon targeting: tap a weapon to fire and the game auto-pauses, your
ship shrinks out of the way, the enemy ship goes to full size, and the
iPad port's own "TAP ON A ROOM TO SELECT A DESTINATION" banners appear.
Pick your target, everything springs back. - Every menu window is now 20% bigger on touch — the beacon map, sector
map, event dialogue, upgrades screen and store — with all buttons and the
item description panels kept fully on-screen. The upgrades screen'
ACCEPT/UNDO buttons and the store's CLOSE button no longer clip off the
bottom edge. - The enemy ship box steps back slightly so it never collides with the
enlarged systems strip, and the top-bar buttons (JUMP, ship, store, menu)
are bigger and sit closer to your thumb.
Fixed: the store's sell tab works with thumbs now
- The SELL drop box used to sit half off-screen on touch — it now lives in
the lower-right, next to the store window, anchored safely above the screen
edge with the SELL VALUE row always visible. - Its instruction text fits in three lines instead of four (the box is
wider instead of taller — vertical space is precious), with proper padding
between the text and the frame.
Pocket Wormhole v0.2.1
New: five augments actually do things now
The engine parsed these but did nothing with them. Now they work — for you
and for the enemy ships that equip them:
- Slug Repair Gel — automatically seals hull breaches on both ships, at
75% of crew repair speed, simultaneously, with nobody assigned. Zoltan
ships (and their pirate variants) carry it. - Mantis Pheromones — +25% crew movement speed, multiplicative with
racial speed. Works while boarding the enemy ship too — your Mantis
bloodhounds get faster behind enemy lines. - Titanium System Casing — 15% chance per weapon hit to negate the
system damage (the hull still takes its licks). Stealth A starts with it. - Crystal Vengeance — 10% chance when your ship takes damage to launch
a retaliatory crystal shard: 1 damage, ignores regular shields, 10%
breach chance, can be shot down by any defence drone — including your
own (a vanilla quirk we kept on purpose). Crystal cruisers start with it. - Drone Reactor Booster — +25% drone movement speed: combat/defence
drones fly faster, boarding and repair drones walk faster. Engi B starts
with it.
Store-bought copies of all five work exactly like the ship-equipped ones.
Improved: Slug telepathy on your own ship
A living Slug now also grants vision of their own room and the rooms
adjacent to it when your sensors are powered down, hacked, or blocked by a
nebula — and shows every intruder aboard as a red-tinted silhouette. No more
boarders materialising in the dark next to your Sensors. (Follow-up to the
v0.2.0 telepathy work.)
Fixed: the scaled touch HUD no longer eats the screen
On touch layouts the enlarged systems strip could run under the SUBSYSTEMS
panel and behind the enemy ship box:
- The SUBSYSTEMS panel now sits just above the systems strip, flush to
the left edge — and it's responsive: once your reactor stack grows to
12+ bars it hops right of the reactor column so nothing is hidden. - The enemy ship box lifts into the top margin, clearing the weapon and
drone boxes' new, taller position.
Pocket Wormhole v0.2.0
New: defeat is now a thing
- Destroying your ship now ends the run: the explosion plays out, then the
game-over screen appears. (#21) - Losing your last crewmember does the same, once every death animation
has finished. Crew being rebuilt by a clonebay (or preserved by backup DNA)
still count as alive. (#19) - Winning the game by destroying the Flagship was already wired — it's the
only way to see the victory screen.
New: Slug telepathy actually works
A living Slug aboard your ship reveals enemy crew positions as red-tinted
silhouettes — an information overlay only: rooms stay unlit, and it doesn't
work through the fog of war the way full sensors do. Mind control doesn't
suppress it. (#20)
New: Rock Plating finally plates rocks
Enemy Rock ships always carried Rock Plating (15% chance to negate hull
damage) — the engine just never implemented it. It now works for everyone,
with vanilla's "RESIST" popup when it procs. Only hull damage is negated;
system damage, fires and breaches still apply. (#22)
Fixed: fog-of-war leaks (#10 + reports)
- Fire-extinguishing smoke no longer marks rooms on ships you can't see.
- Crew destination markers no longer appear on enemy ships, revealing where
their crew are heading. - Enemy crew repairs and firefighting are no longer audible without vision.
Touch: iPad-style room selection
Tap a crewmember (or drag a selection box) and the game auto-pauses with the
iPad port's own "AUTO-PAUSED / ROOM SELECTION" banners while your crew render
enlarged. Tap a room to send them there — the game resumes. Tap empty space
to cancel. (Boarding new crew still goes through the teleporter.)
Touch: tap-to-manage reactor power
Tap any system icon and a power panel opens next to it: big +/− buttons and
the system's power bars, with per-item on/off toggles for drones. The game
auto-pauses while the panel is open, and the system's tooltip moves to the
side of the screen where it can't get in the way. Weapons stay managed
directly on their boxes (tap = power on, long-press = off), and an armed
weapon no longer blocks power management.
The systems strip itself is scaled up (adaptive per ship) so everything on it
is an easier target, and this release fixes a long-standing touch alignment
error (~31px) that made small buttons feel unreliable — taps now land exactly
where the UI renders.
Pocket Wormhole v0.1.3
- Crew combat, audible and visible
- Ranged crew fights now play small-arms laser shots per attack
(issue #17) and fire the cosmetic laser bolts between fighters
(issue #13). Melee fights remain punch-only — with a soft scuffle
loop while they brawl, louder the more crew are fighting. - Crew death sounds: each race dies with its own sound (Engi, Mantis,
Rock, Zoltan, Crystal, Slug); humans get gendered grunts/screams.
- Ranged crew fights now play small-arms laser shots per attack
- Door sounds (issue #18) — doors whoosh open and closed on your ship
(enemy-ship doors stay silent, like vanilla; nothing plays while
paused). - Work loops — soft continuous loops while crew repair systems or
hull breaches, and while they fight fires. Volume scales with the
number of crew working on the same thing, and stops when the job is
done. - FTL jump sounds (issue #16) — the bell when the FTL drive finishes
charging, the whoosh when you jump away, and the soft chime on arrival
at the next beacon. Enemy ships fleeing a fight now visibly and
audibly jump away instead of vanishing. - Event hull damage — events that deal hull damage (e.g. the
Nebula battlefield) play the big explosion sound, as in vanilla. - Ship destruction — destroying an enemy ship plays one of the large
explosion sounds as it breaks into gibs. - Level-up chime — your crew play the familiar sound when they cross
a skill milestone (green at half progress, yellow at full). - Fixed: race-specific crew removal in events (issue #14) — events
like the Engi Virus (<removeCrew class="engi">) killed a random
crewmember instead of the named race; they now remove the correct one.