Colliding with a solid object (like an asteroid, Station or Void Gate) while using Void Warp will now destroy your ship, as if you had been defeated in combat
Added new Self Destruct button to upper-right of main HUD - clicking this will activate your ship's emergency self-destruct, which can be used to return to a Station if your ship becomes (or is already) 'stuck' somewhere in a star system
Added new Locations button to upper-right of main HUD - clicking this will open a list of all the Void Gates and Stations in the current star system
Clicking on a Void Gate or Station in the Locations list will select it as your current target
Note that encounter areas are not shown in this initial version of the Locations list
When a route is selected via the Galaxy Map, the next Void Gate in the route will be coloured blue on the HUD, and if it is not in view, a blue arrow at the edge of the targeting reticule will point towards it
It is now possible to select and load munitions for weapons while docked at a Station - right-click on an installed weapon module in the Inventory window and select the 'Charge' option to select from the available munitions
Improved display of text after resizing a GUI window
The 'Warehouse' section has been removed from the Inventory window when opened on the HUD - in order to access your Warehouse at a Station, you must dock at the Station
Station emplacements will no longer attack players contracted with rival megacorps unless the star system is in crisis
Stations and Station emplacements are now immune from harm unless the star system is in crisis
Tension tooltips should now display the correct megacorps, according to the star system
Fixed an issue that could cause a new Pilot to have no ship after the tutorial mission
Derelicts should now be visible, allowing them to be salvaged (although note that the contents of derelicts are due to be updated when Manufacturing is added in a future update)
Fixed some issues with Derelicts and salvaging
It should no longer be possible to continue to pay for repairs once all Faults have been repaired
Depleted resource asteroids should now despawn correctly
Fixed a bug with visual effects from mining beams, salvage beams and laser weapons
Loot windows can now be re-opened if closed before all loot is collected
Fixed some issues with character avatars on the character selection screen
Fixed display of Tension bars on Galaxy Map
Fixed an error when docking with a Station while flying a shuttle
Fixed some issues with consumable items
Fixed an error when viewing info on another player
The trading post in Barrum's Fall should no longer generate delivery missions to itself
Fixed some issues with slider bars in GUI windows
Fixed some issues with entering a Void Gate with warp engaged
Fixed a crash associated with clicking on the Speartech R7 railgun
Fixed some issues with Cartel invites
FEATURE UPDATE #2: BRAVE NEW WORLD
Oct 16, 2014
Welcome to Entropy's second Major Feature Update! Brave New World is the biggest update to Entropy since the beginning of our Early Access phase, and includes many major changes to the game:
New Travel System - System Map travel has been removed, and all travel now occurs in full 3D via the new Void Warp system
New Game World - to accomodate the new travel mechanics, the game world has been completely revised and rebuilt from the ground up
Revised Goods Economy - paving the way for the crafting system and a more player-driven economy
Processing - the first stage of the crafting system allows players to process Resources mined from asteroids into Materials
GUI Revisions - many additions and improvements to both the station GUI and ship HUD
The full release notes won't fit here, so please be sure to check the forum post for full details!
Entropy Release Notes - 4 June 2014
Jun 4, 2014
Abilities - six new abilities and a new type of consumable drone have been added, and many abilities have received updated visual effects
GUI - many new and improved features, including trade and combat logs, friends list, chat improvements and a visual update for the HUD
Containers - create a temporary container in space that can be used in various ways, including for trading items and Credits between players
Targeting - it's now easier to manually select targets (default hotkey [R]) and the range at which 'select nearest hostile' and 'select nearest friendly' will function has been increased
Once again we're afraid the full notes are too long to be posted here - please see the forums for the full release notes.
Entropy Release Notes - 20 May 2014
May 20, 2014
New player experience - tutorial improvements and new Pilot Manual to teach you the basics
3D gameplay - revised and expanded Sectors to explore
CODE Power Management - revised CODE system and GUI makes it easier to adjust your ship's performance on the fly
Faults - ships and modules can now develop problems and system failures through damage and defeat
Plus many bug fixes, improvements and balance adjustments!
Please see the Entropy forums for the full release notes - they were too big to fit in an announcement!
Entropy Release Notes - 17 Apr 2014
Apr 17, 2014
Nova - wager on your PvP skills in a new gladiatorial combat sport
Shuttles - hire a ship to move between Stations where you have ships hangared
System Map - movement improvements and new optional camera mode
Fuel Depots - automated refueling installations added to some wilderness systems
Nova is a gladiatorial ship combat sport that, while of dubious legality, is quickly growing in popularity across the Confederation
Nova matches pit up to five ships against each other in a 'free for all' duel - the last ship left in the match Sector wins
Each participant pays an entrance fee to take part in a Nova match, and the winner receives a large share of the total entrance fees from all participants, with the second and third place ships receiving significantly smaller shares
Nova Sectors with 10,000 Cr, 50,000 Cr and 100,000 Cr entrance fees can be found in Arenev, near to the Station Sector
Attempting to enter a Nova Sector will open a confirmation window for the entrance fee
Paying the fee will place you in the Nova Sector
Once at least two players have entered a Nova Sector, the match will start in 1 minute
Once five players (the maximum) have have entered a Nova Sector, the match will start in 10 seconds
Ships are free to move around the Nova Sector while waiting for a match to start, but all ships are considered 'neutral' to each other
When a match starts, all ships are immediately considered 'hostile' to each other
Ships are 'knocked out' of a Nova match when they are defeated or leave the match Sector (by flying through the Sector boundary)
Leaving a Nova Sector before the match start timer begins (when you are the only person in the Sector) will cancel the match and refund the entrance fee
Leaving a Nova Sector once the match start timer begins (once two or more players have entered) will forfeit the entrance fee
Shuttles are light starships (typically refitted Augers made obsolete by the Auger REV2) that can be hired to move between Stations where a character has ships hangared
It is now possible to hire Shuttles at all Stations, via a new icon on the Station interface
A shuttle can only be hired if a character has at least one ship hangared at a different Station
Shuttles can use Void Gates (they do not require fuel) and enter Station Sectors. They cannot enter other types of Sector, and can only dock at a Station where the character has at least one ship hangared
Shuttles are unarmed, have no Cargo, Secure Cargo, Passenger or Module Capacity, and no Ability Slots
Shuttles will generally be ignored by NPCs, but can be intercepted and attacked by other players, according to the normal PvP rules
Docking at a Station or being defeated ends a Shuttle hire (if defeated while piloting a Shuttle, a character will respawn at the Station where the Shuttle was hired)
Maximum speed on the System Map has been increased for all ships
Maximum turn rate on the System Map has been increased for all ships
Inertial compensation is now correctly applied while on the System Map, preventing ships from 'sliding' as much when changing direction
Sensor Radius and Signature Radius on the System Map have been increased for all ships, in order to compensate for the higher movement speeds
The default zoom level on the System Map has been reduced
The zoom level selected by the player on the System Map (default bindings [PgUp] and [PgDn]) should now be persistent
A new optional System Map 'chase' camera mode has been added and can be enabled via the Options window
In chase mode the System Map camera defaults to a position above and behind your ship, and the camera can be rotated to look around by left-click and dragging (when LMB is released, the camera will automatically swing back to the 'chase' position)
The previous two-part animation when using a Void Gate on the System Map has been removed and replaced with a much shorter sequence
The positions of Void Gates in all star systems has been revised - all Gates should now be located on the outer edges of star systems, and their positions should better reflect the layout of the Region Map
Automated Fuel Depots have been added to System X-279, System D-949, System X-319, System H-159, System Q-383 and System N-260
Fuel Depots are automated installations that offer Refined Fuel at a premium rate
Fuel Depots are located in their own Sectors - like normal Station Sectors, these Sectors are 'safe zones' where no PvP is allowed
Entering a Fuel Depot Sector and approaching the Fuel Depot will automatically open a pop-up window where Refined Fuel can be purchased
The bonuses that Station defences receive from Heat Exchangers (improved turret firing rates), Capacitors (improved shield regeneration) and Drone Bays (improved repair rates) have been increased - it should now be significantly harder to cripple a Station without first disabling these emplacements
The 24 hour period of 'martial law' following a Crisis in a Frontier star system (during which no Tension can be earned in the system), should now be indicated on the Region Map, System and Sector HUDs and Station GUI
News stories have been added for when a megacorporation increases the Tension in a frontier system to 50% and 75% of the amount required to trigger a Crisis
FEATURE UPDATE #1: HOSTILE TAKEOVER
Apr 1, 2014
Welcome to Entropy's first Major Feature Update! Hostile Takeover introduces the faction conflict system, allowing Pilots who have taken a contract with one of the 'Big Three' megacorporation’s to struggle for control of the Confederation's Frontier star systems.
Tension and Stability - corporate players can destabilise Frontier systems administered by rivals and maintain control of their corporation's systems
Crises - destabilising a Frontier system triggers a Crisis, during which the system's Station is vulnerable to attack
New Frontier Stations - revised and expanded Stations that serve as the focus for control of Frontier systems in crisis
Pilots can now for the first time participate in faction PvP warfare events which truly matter within the universe. Members of the ‘Big Three’ megacorporation’s can now participate in actions within the frontier systems in-order to de-stabilise the frontier systems and send them into Crisis.
Once a frontier system has entered Crisis, Pilots can engage in player versus player combat within that system. If the attacking megacorporation is to succeed, it must cripple that systems station by disabling the station core before the Crisis ends. Members of the opposing megacorps can increase and decrease the duration of crisis by defeating players of the opposing megacorp anywhere in the system except the station sector.
Stations are protected by several turrets and weapon platforms consisting of several turrets protected by a central shield generator. In addition to this Stations also have various emplacements which provide their defences with passive bonuses, disabling these weaken the Station’s defences.
We would like to invite all Early Access players to provide us with feedback with regard to this update, with a focus on your opinions on how fund you find the tension system, Crisis, and the Faction Conflict system overall.
We plan to refine the system over the next few weeks and months with your feedback taken as a key consideration!
You can view the full patch notes, discuss, and provide your feedback in the Faction Conflict Discussion Thread.
Design Discussion: Entropy's Setting and the Megacorporations
Mar 19, 2014
Want to know more about the world of Entropy and the 'Big Three' megacorporations that currently dominate its politics?
See the latest Design Discussion threads on the forums to get an overview of our current ideas, and then get involved and help us shape and develop a unique and interesting setting for Entropy!
Design Discussion: Entropy's Setting
Design Discussion: The Megacorporations
(Note that we recommend reading the Setting thread before checking out the 'Big Three' megacorporations.)
Entropy Release Notes - 12 Mar 2014
Mar 12, 2014
Ability System revision - Abilities now treated as 'software' for ships, new System Map versions of several Abilities
Emplacement testing - help us test and balance Station defences for the Faction Conflict system, coming in our next Update
Market updates and fixes - Tax changes and Order matching
HUD improvements - improved visibility of shields, energy visible on System Map
Ship models resized - the relative sizes of different ships now better match their mass
Please see the Entropy Release Notes - 12 Mar 2014 thread on the forums for the full release notes.
Design Preview: Faction Conflict
Feb 28, 2014
Interested in finding out what new features and game systems will be coming to Entropy as development continues? Want to get involved and help us make a better game?
Our new series of Design Previews are intended to let you do both. In our first instalment, get the inside scoop of the upcoming Faction Conflict system and let us know what you think about it:
Entropy Design Preview: Faction Conflict
Entropy Event: Cartel Gold Rush!
Feb 26, 2014
Cartels have now launched in Entropy! Now is a great time to get together and form your Cartels in anticipation to the upcoming PvP and Cartel content!
You can read more about what's coming up soon in the "On The Event Horizon" post.
Form a Cartel today and recruit at least 10 members to participate in the Cartel Gold Rush Event!
Compete against all other Cartels on your Entropy Server to top the Cartel Leader boards across the following categories:
The Cartel’s with the top scores in each of these categories will be eligible for the following rewards at the end of the Event. Scores will be calculated based on the “Last Week” filter at the end of the event.
Start: Monday 3rd March 2014 (11:00AM GMT)
End: Monday 10th March 2014 (11:00AM GMT)
The Top Cartel in each category on each server will be invited to a 30 minute conversation with the developers!
Top 3 Cartels in each category on each server will be featured in the next update announcement!
The rest is up to you! Will your corporation focus on Combat, Mining, Trading, or a mix of all three?