As mentioned in the latest update, Alpha 13 will be released on January 17th. [Update: Alpha 13 released! Full release notes and changelog here (http://www.gridsagegames.com/forums/index.php?topic=705.0).]
It's, um, not small. Another huge changelog and plenty of fun new stuff--stuff which is not at the end of the game :P. Most of the additions and changes can be experienced in the lower half of the world, so it's cool that a majority of players will have a chance to check it out. As usual there's a bunch of QoL, too, and a continuation of the balance work begun with Alpha 12.
Overall it's just better (a good direction to go in ;D), more about which I'll discuss in the full release notes.
And without further delay, I bring you a collection of Alpha 13 feature images!
Part sorting is now fully automated! (you can turn it off or adjust the delay in the options)
(https://i.imgur.com/mnvjPjl.gif)
Scrap piles will no doubt save a few players from impending doom in the Mines and Caves.
(https://i.imgur.com/5pcmcC9.png)
An example of searching Scrap.
(https://i.imgur.com/rxPm7uG.gif)
Item lists at interactive machines are color-coded by integrity.
(https://i.imgur.com/5Tbg6Pn.png)
Broken items are marked as such directly in a Repair Station's target item list.
(https://i.imgur.com/mx5tRix.gif)
Default item label colors are darkened for items with less than 75% of integrity remaining.
(https://i.imgur.com/RbraTxQ.png)
Option to color labels by item integrity.
(https://i.imgur.com/SQE5nMl.png)
(animated version (https://i.imgur.com/XuhoDfv.gif))
Dozens of new parts.
(https://i.imgur.com/qIML0HH.png)
And among them are some new mechanics, like the Triangulator.
(https://i.imgur.com/GGuSu5x.png)
Viewing how close hostiles are to spotting you (Triangulator).
(https://i.imgur.com/ieBrUig.gif)
Indicating how many enemies are currently tracking you (Triangulator).
(https://i.imgur.com/5FZidHp.png)
Activating a Triangulator.
(https://i.imgur.com/9IhZTgt.gif)
Cloaking Devices really cloak now, effectively reducing the distance at which you can be spotted.
(https://i.imgur.com/e9TUPOB.gif)
Darkened HUD borders while cloaked, for that super sneaky feel 8)
(https://i.imgur.com/3ZKk88g.gif) (https://i.imgur.com/3ZKk88g.gif)
Refit option becomes available immediately at Repair Stations if they take your last power source or other replaceable part.
(https://i.imgur.com/TNwHaLX.gif)
Glow effect when the next action will confirm destruction of a processor.
(https://i.imgur.com/VWawCsC.gif)
Imp. Signal Interpreter differentiates between known non-hostile classes (green) and potentially hostile classes (red) for faster visual parsing.
(https://i.imgur.com/J17S5OK.png)
Run-ending options require confirmation to help prevent unintended suicide.
(https://i.imgur.com/0ec0BqC.gif)
Option/toggle to persistently use darker regular colors rather than the green overlay for areas outside FOV.
(https://i.imgur.com/7j8CHtH.png)
Near-to-far armed-hostiles-only keyboard cycling (with three pairs of valid keys).
(https://i.imgur.com/oqj8Skh.gif)
Automatically re-targeting the same space again (for obvious nefarious purposes).
(https://i.imgur.com/6pfGQfS.gif)
Auto-recall previously used waypoints for subsequent guided weapon firing.
(https://i.imgur.com/FPayybb.gif)
Item near-to-far examine (although in most case it'll still be more efficient to just move or jump the examine cursor, or use the popup labels).
(https://i.imgur.com/mbI24Dg.gif)
Said jumping is here--cursor jumping a customizable distance via Shift-Numpad (sorry, no vi/arrow support for this one).
(https://i.imgur.com/oMYh14i.gif)
Never miss that you're running low on resources again, with flashing on-map indicators for matter, energy, and... integrity.
(https://i.imgur.com/iq4JvCR.gif)
Of course Alpha 13 also includes a bunch of stuff that we wouldn't want to spoil here! 8)
...okay, here's a neat new effect that doesn't tell you what's coming, but only hints that something is very very wrong... or very right? Might depend on your point of view...
(https://i.imgur.com/oNvHMRO.gif)