Starpoint Gemini Warlords

Starpoint Gemini Warlords

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danijel  [developer] 16 Apr @ 1:13am
[2016/7/26]UPDATE v0.601.4 - Another quickfix
[2016/7/26]UPDATE v0.601.4 - Another quickfix

Hello captains,

Although it might seem strange that we're releasing another quickfix, we felt it was necessary. The change-log is really minute, but the fixes are useful. As always, the change-log is below.

Another important bit. We are having some problems with the game not running on some ATI graphics cards properly (or not running at all!). We're working on the fix, but for the time being, we can suggest that those who are experiencing these problems could try running the game in "Borderless window" mode. This can be set through the Launcher->Settings screen. I'll say right away that this DID NOT help in all cases, but it did in some, so it's worth giving a shot until we can pinpoint the issue, resolve it and release an update.

Safe travels, captains!

CHANGE-LOG
  • If the game was saved while a ship was dying (not dead yet, but not alive either... undead?), this ship was saved as well and it could bug the game up. This is no longer the case.
  • In some cases, certain tooltips (on mouse hover) would appear below the panel they are actually on preventing you from seeing them properly. This is now rectified.
  • "Repair progress going backwards" problem on Maintenance freelance jobs is now fixed. This was linked to the repair drones that were a part of the VFX.
  • Fixed several smaller issues that could cause game stability problems (if combined).
  • Game launcher updated to prevent the problems some players were experiencing.

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[2016/7/25]UPDATE v0.601.3 - Quickfix

Greetings captains,

Got a few changes for you today, ladies and gents. Nothing spectacular, but it should help in your travels. You know we simply have to release a post-update quickfix ;). The changelist is below.

Safe travels, captains!

CHANGE-LOG
  • When pressing the Esc key on Buy and Sell screens, multiple panels appeared. Not any more.
  • On some ships, the thruster texture was missing. This is now fixed.
  • You now actually have to have enough Credits to Purchase a ship "to garage". This for some reason, was not the case.
  • In some cases, the wrong hotkey was displayed on tooltips and hints.
  • The game now records more data into the game log to help with debugging.
  • Fixed a slight script error related to encounter quests that could potentially cause problems.
  • Contraband check encounter is blocked until further tests and revisions are made. Too many things could go wrong.

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[2016/7/22]Update v0.601 - Pre-summer bug-slap fest

Greetings captains,

I know we've said we'd release monthly updates, but we've been going over the latest feedback and figured that since we've got some of the noted issues patched up, we might as well share it with you ladies and gentlemen. And we've got some other changes and smaller additions to deliver as well. The change-log is below.

It's also vacation time so enjoy your free time, rest for awhile and please do try out our newest additions to the game. We hope you like what we're doing.

You can expect another substantial update landing on Steam in September.

As always, a BIG THANK YOU from the whole team for all the support, patience and help you've given us!

Safe travels, captains!

CHANGE-LOG
FIXES
  • Resources are now displayed properly in all UI instances.
  • Deactivating "Post-process" option in the settings no longer deactivates holographic objects, ice asteroids and the cloak effect
  • All traces of the legacy Reputation system are now eradicated. These caused some strange things like the same station being neutral in the game world, while hostile on the Starchart.
  • When appearing, props (object type) would be glowing hot, like derelicts. This was not supposed to happen.
  • Fixed a problem with empty equipment slots displaying 0% recharge state when loading a game.
  • Some buildings decided to display both their "full" visuals and the holographic ones too at the same time. That's a big no-no.
  • Fixed an issue where some MKIII projectile weapons were tiny compared to their MKI "brothers/sisters"
  • Fixed several instances where pressing the Esc button during a panel opening could break the game. In general, the "Esc" behavior is streamlined
  • Opening the Starchart via its shortcut while some other panels are open, could bug-up the game. That should no longer be the case.
  • In some cases, the game could crash if the player's commodity list was empty and you accessed the Trader panel. No more!
  • You can no longer have both the Planetary landing panel and the Planet UI open at the same time. And yeah, it could in some instances crash the game.
  • Fixed a couple of issues that could potentially cause the game to crash.
  • Fixed several issues related to reading and displaying save game data in the Load game panel
  • All player fleets are now properly named everywhere.

FREELANCE JOBS FIXES & CHANGES
  • Installation defense
    • In some instances, the defense platforms didn't appear. Now they do.

ADDITIONS
  • Jettison now has an accompanying SFX
  • Starpoint (hence the name of the game, duh...) is now added into the game world. It's sitting nicely in between the twins
  • All HQ module bonuses are now functional with the exception of the Logistics center (the task duration reduction)
  • Legacy saves are functional, but accessing the new tutorial missions requires a completely new game. Sorry about that. We didn't realize this will be required. Otherwise we would have announced it ahead of time.
  • Added the Help panel for Shipbuilding and Fleet transfer panels. Just press the little question mark to access it.
  • Added hints on a number of buttons across the GUI
  • The number of ships in the garage is now limited and depends on the upgrade level of the hangar HQ module.

TWEAKS
  • Shipbuilding button is relocated from the game menu to the Starchart, when selecting the HQ.
  • The Starchart should no longer get overcrowded with available tasks.
  • Scrolling the Reputation panel is now done "by line" instead of "by pixel". Should make things a bit faster and more clear.
  • NPC are now intelligent enough to actually go around planets instead of slamming into them like dimwits.
  • The cloak VFX is slightly altered to make its behavior somewhat more "logical" (how it's drawn, what is seen through it and at what stages...)
  • Equipment prices are no longer colorized for no apparent reason when looking at the equipment in your own cargo hold.
  • Panel selections are now more clearly visible. Equipment panel for example.
  • Game manual updated with new info

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[2016/7/15]Update v0.600 - We give You our "Bag of holding"

Greetings captains,

We've got a whole list of stuff we've managed to finish up and deliver to You. Encounter quests, random news, assembling war fleets, sending civilian fleets on tasks... just to name a few.

We hope you like what we've done.

But let's also recap the features we noted in the last update announcement and planned for this one:
  • A completely overhauled encounter system - Nope. Not ready yet I'm afraid, so we're sticking to the old system version until the new one is all done.
  • Procedurally generated dialogue system - Nope. We've hit a snag with this one too. We'll do our very best to activate it all as soon as possible.
  • Overhauled conquest system - Yes. A lot has been done in this department, so please check out the details in the complete changelist.
  • Additional structures, ships and stations - Structures nope, but stations and ships definitely yes.

I apologize for not delivering all the planned features, but some things simply require more time to finish up. The conquest part (shipbuilding and fleet assembly) is implemented however, so please take that as a plus :).

Safe travels, captains!

CHANGE-LOG

FIXES
  • NPCs will now properly react to you making a run for it during a contraband check
  • Ship manufacturer is now displayed properly
  • Research centers no longer provide resources, as intended. In the future, they'll provide special bonuses.
  • Neptune thruster models reworked a bit
  • There was a problem with the cloak effect in some cases. Now it is displayed properly.
  • In some cases, VFX of skill activations would not show. Now they do.
  • Weapon type name is now properly displayed on the Ship->Systems panel
  • The Newsreel on stations and planets is no longer bugged-up in the first few seconds after landing/docking
  • Encountering a battle will no longer trigger the weirdest of texts, completely unrelated to any combat situation
  • Repair beam is now visible once again
  • Fixed a problem with wrong data being displayed on the commodity tooltip
  • The Game launcher keybinding screen would pop-up a small info window. And when I say small I mean like really tiny. So tiny in fact that you couldn't actually see what it was saying. That's fixed now.
  • The Asteria class has joined the other ships in the ability to be destroyed
  • Ships will now attack Garrisons as intended
  • Fixed a problem where an event linked to a sector would get triggered several times, when it should only trigger once.
  • Using SETH will no longer cause the game to crash. This could still happen in some cases.
  • In some instances, the bridge officer would do "call-outs" even if the action in question wasn't really started.
  • You will no longer gain additional skill and perk points for no apparent reason
  • Using the Cargo Jettison action now does what it should and gets you back to the appropriate screen
  • Commanding one of your fleets to go to the same location they are now at, now does nothing... as it is supposed to.
  • Repair drones will now shut down their beams when they're done. They would look silly otherwise.
  • Deleting a saved game no longer causes an abrupt panel refresh
  • Clicking on the info panel on the starchart, no longer means you've clicked on the Starchart itself (and potentially selected something)
  • Crashing into a junk piece in a junkyard made the piece go *poof* and disappear instead of blowing up as intended. This is now working as intended.
  • Becoming an enemy with the Solari Concord would literally mean "You're your own worst enemy" and it would practically corrupt your save game. That can no longer happen.
  • Derelict created through the destruction of a ship now retains the ship's movement and rotation

FREELANCE JOBS FIXES & CHANGES
  • Salvage
    • A confusion caused by the objective stating to transport onto the target, while the "on-target objective" says to disable it
    • Sometimes you wouldn't get notified that you completed the job.
    • Added the option to "go back" if you've accidentally pressed the wrong button
    • Made some clarifications in the dialogues, to make things a bit more logical
  • Maintenance
    • You no longer get the message telling you how much the "Repair cost" if the repair failed
  • Delivery
    • Getting a job to deliver a package to a yet unconstructed structure could be problematic. This no longer happens.
    • Running around cloaked will no longer work as easy. NPCs can also use anti-cloak equipment and they will detect you.
    • Fixed some confusing bits related to giving bribe and taking it back.
    • Solved an issue where you couldn't transport to a research facility to complete the job

ADDITIONS
  • Added Civilian Fleets
    • Unlike War Fleets, Civilian Fleets act like an immutable resource, to be reserved only for the duration of a Civilian task.
  • Added Civilian fleet tasks
    • Click on a Task icon on the Starchart and send one of your fleets (if you have the prerequisites)
    • Survey zone
    • Salvage derelicts
    • Junkyard salvage run
    • Asteroid field ore run
    • Nebula gas run
  • Civilian task tutorial mission added
    • After the Prologue is completed, you automatically gain a tutorial mission for Civilian fleet tasks (Lost cargo retrieval)
    • After the tutorial mission is done, Civilian tasks appear as normal
  • Added the Construction tutorial mission
    • After the Civilian fleet tasks tutorial mission is completed, the Construction tutorial mission is triggered
    • This mission teaches you the basics of constructing structures in your territory
  • Added Encounter quests
    • Encounter quests are triggered as you travel through Gemini. They are completely optional and it is up to you to decide whether you'll do something about them or not.
    • Currently 4 different types of encounter quests can appear. More will be added in future updates
    • Encounter quests are marked on the Starchart, but NOT in the main viewport
  • Introduced the ability to construct custom War Fleets with the Shipbuilding panel (Game Menu)
    • Currently, every Concord ship has 2 loadout variations available for construction (MK I & II)
    • Ship "Power" symbolizes an approximation of usefulness in battle
    • Every ship costs Credits and Materials to build. Capture or Construct Junk Reclaimers to increase your Material yield.
    • Ships Built this way are placed in the HQ ship storage. It can only be accessed via the Starchart.
  • Added the Fleet Transfer panel
    • You can now Customize war fleets by selecting the Fleet on the starchart and then right clicking on the HQ or other player controlled fleets.
    • Every Fleet has the same "Power Limit" which restricts how many powerful ships can be placed in the fleet.
    • Fleet "Power Limits" can be enhanced by upgrading the tactical module on the HQ. Proper descriptions will be added in a subsequent patch.
    • There is no limit to the mount of ships that can be stored in the HQ
  • War fleet info improved
    • The war fleet info panel on the Starchart updated to show exactly what ships are in the fleet
  • War fleet auto-resolve added
    • If you don't reach your fleet in time, after it has started a "conquest", the situation will go into auto-resolve
    • The time before auto-resolve is displayed on the Starchart
  • The Korkyran fleet added to the ship roster
    • And these ships are: Pegasus, Cyclops, Medusa, Hydra and Premonition
    • The ships are available for purchase on Rotterdam and Alexandria stations, and on planets Korkyra and Thauria
  • Several new station models added to the mix. (Station models will be additionaly shuffled once all models are completed and implemented)
    • Korkyran battelstation (Alexandria)
    • Korkyran depot
    • Korkyran scrapyard
    • Memphis
    • MultiOps HQ
    • Tortuga Bay
  • Added news to stations and planets.
    • The news is displayed both on the newsreel and in the news panel
    • Currently only random news are generated (and a lot more will be added). Future updates will bring news related to global events, conquest, quests, bounties...
  • Added 5 new ambients (skyboxes) to replace the placeholder skies used sofar. More ambients/skies will come in future patches
  • New "heating" VFX implemented on ships as they come close to the suns and on derelicts as they appear after a ship is destroyed. The heat gradually cools off.
  • Construction POIs (points of interest) are now shown in a cool holographic way in the main viewport
  • The Reputation panel is completely redone and is now accessible.
  • In-game video options are back in business. We still suggest using the Launche settings panel, though.
  • Added player surname to the character creation screen, as it will be used in dialogues
  • "Buy max" button is now added to the Drydock->Configure turret panel

TWEAKS
  • Updated station production templates
    • ships are now widely available, but with different prices (the lowest price can be found where the ship is produced)
    • added more equipment as available for purchase on different stations
    • default equipment quantity is added into the mix
  • Improved freelance mission rewards
  • Rebalanced enemy fleet power
  • Rebalanced heavy weapons a bit. Reload time improved, but price is also increased.
  • Rebalanced fighter wings and hangar parameters on ships
  • Junk reclaimer SFX base volume lowered.
  • Structures can now blow up and not just get disabled.
  • Adjusted particle effects on several "trade" station models
  • "Ghost" weapon batteries (those the ship doesn't actually have) are no longer displayed on the Drydock.
  • Residual blast damage created after a ship blows up is drastically reduced. The largest ships would cause too much damage.
  • Changed some keybinding button names to make them more clear
  • Did a slight upgrade to LOD dithering fade
  • Did an updgrade of soft particles used in nebulas
  • Button placement on the Save confirmation panel is changed a bit.
  • The required experience level to purchase a ship is now also shown on the Shipyard screen.
  • Saved game info now includes Ore, Gas and Materials status
  • "Sublight disruptor" detonation VFX upgraded a bit.

MODDING
  • Switched the "DerelictId" parameter (ID as integer) in the ship file with "Derelict" (Keyname as string). The same EditorDerelicts.wdt base is still referenced.
  • Updated the Scripterion documentation

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[2016/6/20]Update v0.505 - Adding something extra, piece by piece

You'll notice in the change-log the addition section is now a bit larger. We've still done a lot of fixes though. No worries on that front. The whole change-log is listed below, so I'll just point out a few things we've also been working on and which you can expect in the next update (planned for July 15th):

PLANNED FOR NEXT UPDATE
  • A completely overhauled encounter system
  • Procedurally generated dialogue system - hail anyone and have a little conversation, with added gameplay functionality of course
  • Overhauled conquest system - The changes will be quite extensive, so we're not 100% sure this will be ALL done for the next update
  • Additional structures, ships and stations

CHANGE-LOG
FIXES
  • There was an in-code problem with mission tasks, those little bits that appear "on objects" telling you what next to do.
  • Some freelance jobs were missing their descriptions. This is no longer the case.
  • The autopilot will no longer freak out and get you killed when you use "Go to" on a nearby object immediately after loading a save.
  • When a quest-related target, that is also marked accordingly, is behind you, you will no longer see parts of the quest marker on your viewport.
  • SETH platform now has an appropriate-size explosion
  • Fixed a problem with displaying structure names on the Starchart in some instances
  • Fixed a problem with setting a waypoint onto the HQ, where the waypoint would "hover in empty space", above the station
  • Fixed a "Ghost" faction-related issue that could cause the game to malfunction or even crash
  • Props (those small bits that aren't derelicts or ships or any other "important" object) now explode as intended. In some cases this simply wouldn't happen.
  • Planets now have their own appropriate Starchart markers as intended.
  • Fixed a problem with the dialog system where an action script wouldn't fire off if there was only one single dialogue node available as "choice".
  • When you use beam weapons on your own SETH platform, your ship will no longer decide to spontaneously self-combust out of spite
  • Using "Go to" context menu action is now possible on defense platforms
  • Fixed several smaller errors related to destroying structures that, when combined, could cause the game to malfunction or crash
  • Fixed a problem where Power redistribution would "twitch like crazy" if related hotkeys were not set.
  • Convinced several structures to "return" to their proper sectors. For some reason, they appeared in the wrong places.
  • Fixed strange loading error where the skybox would disappear or to be more precise, it would turn completely black.
  • Fixed an error with the Cloak effect that could potentially appear. Only a visual error, though, nothing drastic.
  • The grappler effect is now always visible in the initial Prologue cutscene, as inteded. In some cases, it wouldn't show.
  • The "Game over" panel would sometimes display the wrong text. This is no longer the case.
  • Fixed a problem with commodity name being displayed wrong (overlapping other text) on the Buy/Sell panel
  • Saving when you have a deployed SETH will no longer create a new building in its place when loading that save
  • Commodity description on the Trader panel now displays the correct text
  • Commodity type in its tooltip on the Trader panel now displays correct "commodity type"
  • Security ships will no longer decide to check your ship for contraband in the middle of a fight.
  • If your auto-pilot destination is a structure or a garrison, the auto-pilot should no longer smash into it, but rather steer around it, or stop in front of it
  • When purchasing a new ship, the weapon batteries will now come with at least one turret by default
  • Fixed a problem where plasma cannons and railguns didn't do any damage to SETH platforms
  • When control is taken away from the player, turn, pitch and roll are also "cleaned up" to prevent going in circles
  • The "AUTOPILOT" label is realigned
  • Fixed an error that would in some instances display the wrong text on the Records->Bonuses screen
  • SETH platforms deployed by the player will now attack hostiles as intended
  • Fixed a problem with displaying enhancement bonuses on their tooltips. This could happen in some instances
  • Notification showing a new fleet is ready, now displays proper region name
  • Fixed a problem with some structures being marked on the Starchart, while in fact the structure isn't actually "there"
  • Fixed numerous text errors and typos
  • Hailing a SETH platform will no longer crash the game
  • Defense platforms no longer fire on the player when he/she is cloaked
  • Fixed a bug that would prevent spending skill points
  • Skyboxes/ambients are now set properly when loading a saved game
  • Fleet->Cargo now displays proper Commodity descriptions
  • You can now mount weapons on the Dynastes as intended
  • The "Configure turrets" panel now displays appropriate info

FREELANCE JOBS FIXES & CHANGES
  • Delivery
    • Fixed an error where you decide to pay up, the ship starts leaving, but doesn't respond when you attack it.
    • Fixed a problem where you could flee from a hostile ship, then return, and the ship wouldn't attack you when in range... or do anything basically.
    • Destination ship will no longer turn hostile for no apparent reason when you complete the job.
    • When you forfeit a job and then destroy a job-related hostile ship, you will no longer be able to continue the mission. It will "stay" deactivated as intended.
    • When forfeiting the job, job-related structures will no longer feature job-related markers.
  • Installation assault
    • Fixed a problem where you couldn't really and completely destroy defense platforms. Now they die as they're supposed to.
    • Fixed a balancing issue with structures being too weak on high-level jobs
  • Installation defense
    • The structure you're supposed to defend will no longer simply disappear when you complete the mission
  • Salvage
    • Destroying a job-related derelict instead of using proper equipment will fail the mission
  • Search & destroy
    • Fixed a problem where in some instances the "Go to waypoint" objective didn't get replaced with the proper objective once you reached the waypoint.
    • If the NPC decides NOT to surrender, you'll get some form of notification of his hostile intentions instead of him just turning red and going mad.
    • Fixed a problem where in some instances the flow of the quest wasn't logged in the Personal log correctly
    • If you tell the NPC you'll "let him slip this time", you actually do "let him slip this time", so don't expect him to go all gun-ho on you
    • Fixed several instances where random encounters could get triggered during a mission stage, causing the whole mission to "freak out"
    • Mission areas now work as intended. Don't go all "Lemme just go to that planet on the other side of the system and I'll get back to you."

CONQUEST FIXES & CHANGES
  • Garrisons will no longer switch back ownership to the original faction. Once you conquer it, it will stay yours, at least until someone conquers it back or something.
  • Sending a fleet to attack a hostile garrison will no longer trigger your HQ to go nuts and turn hostile for no reason what-so-ever.
  • Fixed a problem where a Garrison could become "nameless" on the Starchart
  • Fixed a problem where a Garrison could no longer be selected on the Starchart
  • Fixed a bug where you could not set a waypoint on a Garrison on the Starchart
  • Fixed a problem where placing a waypoint on a Garrison that switched alignment would actually set the waypoint to some object on the other side of the world

ADDITIONS
  • "Go to" waypoint now snaps to "Mission" waypoint so you no longer experience that weird vertical offset
  • Off-world prisons are now added to Gemini. Don't expect too much interaction with them FOR NOW. They're added more like scenery for the time being. Further interaction will be added in future updates.
  • Auto-repair facilities have been added to Gemini. They are also capable of repairing your Hull in space as intended, but usability and visuals will be changed in future updates.
  • You can now invert mouse buttons in the Options menu, as was requested by community members.
  • Added Dithering effect on objects. Dithering "strength" depends on distance to object.
  • Added two new station models
    • Kepler in Aethera
    • Holocom HQ in Union claim
  • New "Level up" SFX
  • New explosions SFX
  • New Game launcher (visually very similar, but with additional functionality)
    • Added splash screen between launcher and main game
    • Game launcher creates its own log so if you encounter any problem, you can check out that file or send it our way
    • Added keybinding section to the Settings screen
    • Added Glow quality option
  • Added 5 new ships: Nyxian Consortium fleet
    • Europa and Neptune can be purchased on Atlantean station
    • Nibiru, Jupiter and Eridan can be purchased on planet Nyx
  • Hellion ship model upgraded
  • Omicron ship model upgraded
  • Added the new Perk system. Most Perks don't have the actual gameplay effect yet, but you can spend earned Perk points and give feedback on the general setup
  • Added two new Freelance job types
    • Hunt - Hunt down a wanted criminal. His or her exact location is not known, though.
    • Prospector - Get paid to collect ore samples.
  • Constructing structures and gathering resources
    • You can now construct resource structures (for now only Reclaimers, Mining operations and Gas collectors)
    • Construction costs resources, which you collect with resource buildings
  • Headquarters now provide income for all three resources (ore, gas, materials) to get you started
  • Constructing HQ modules now costs resources too, instead of just Credits
  • Ore, gas and materials as resources (the actual words) are displayed via icon in text
  • "Credits" (the actual word) is now displayed via icon in text (not in all places though; this will be "cleaned up" through future updates)
  • Ambients in the game world are completely shuffled. This is only a preparation in advance. As individual new skyboxes and corresponding ambients are finished, they'll simply be "plugged in".
  • Station production lists are now switched to so-called templates. This is important for modders and further balance iterations. This also means the first trading balance pass was done.
  • Added new Grappler visual effect
  • Added new Scan visual effect
  • More than 20 station models are updated with particle effects
  • A lot of new loot drop added for more diversity and easier modding and balancing
  • Added sound effects to a number of structures. This is only partially done, however. More SFX will be added through future updates.

TWEAKS
  • We're starting to purge the "old" reputation system, taken over from Starpoint Gemini 2. As an intermediary measure, you'll notice your reputation with factions are reset to their default states. Attacking a faction still produces the desired "hostile with faction" effect.
  • The currently targeted ship is now always marked in the viewport, even when "off-screen"
  • Increased "trigger" distance for structures, which means events can happen on greater distances
  • Tactical overlay will now automatically appear when you target a defense platform. It works in the same way as with hostile ships.
  • "Task" label on a quest-related object is now a bit more visible
  • Changed camera maximum zoom out so the tactical overlay can be seen properly on the largest ships
  • Tweaked the area of the screen where the Starchart starts panning
  • Implemented numerous safety-checks to prevent certain variable names used in scripts to crash the game
  • Any manual speed or direction change now shuts down Follow command
  • Stations, planets, structures and garrisons have received a position tweak (vertical offset if you will).
  • "Fire at will" mode now remains active when using Sublight so once you exit Sublight, FAW will continue to do its work
  • Did some changes to game logging. Some false errors were being logged.
  • Did a clean-up of enhancement databases. This is only a preparation for further changes.
  • Jobs board list of avaiable... well... jobs, scrolls back to the beginning when reopening the screen.
  • Planetary atmosphere (rim) effect improved. It "smoothes" out into space
  • Repositioned a couple of resource structures to be closer to their "resource" (Reclaimer -> junkyard, Mining operation -> asteroid field)
  • Numerous ships had their "drone points" redone. These points are used for various visual effects.
  • Updated "Quick Start Guide" to include info on structure construction
  • Updated Glow VFX for improved quality on higher settings, but also as optimization
  • Tweaked camera-related parameters for the Nova ship.
  • Increased damage of Orpheus mines
  • Optimized rendering of transparent or semi-transparent objects for faster framerate. Nothing major, but every little bit helps.
  • Optimized rendering pipeline for improved performance
  • Added Glow settings and optimized setups for improved performance

MODDING
  • Updated Scripterion documentation
  • Numerous changes to database cross-referencing, switching from IDs to Keynames
  • Loot drop files changed to reference keynames instead of IDs
  • Commodity names are now retrieved by keyname (in database) from the appropriate text file, and no longer directly from the database as value
  • Drone points (used for a variety of VFX) are now no longer a part of only ships, but of all object types. They are saved as separate ".mg" files
  • Continuing to switch the script language to use strings (keynames) instead of integers (IDs). GetProfession and SetProfession now reference profession keynames (database)
  • A lot of structure parameters are removed from sector files. The game now uses a system of overrides. The base values are set in the .str file, while the sector files only hold overrides.
  • A lot of platform parameters are removed from sector files. The game now uses a system of overrides. The base values are set in the .def file, while the sector files only hold overrides.

KNOWN BUGS
  • Repairing currently doesn't have a visual effect

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[2016/5/13]Update v0.504 - A lucky Friday 13th, we hope

Greetings captains,

We've cranked our bug-smashing efforts up a notch since the last update. I can tell you right away that the focus was on all the various smaller or larger bugs You diligent and patient ladies and gentlemen have reported in. The change-log is listed below.

Of course, insect repelling isn't the only thing we've been doing and I'm happy to report two more additional ships are available for purchase on Concordia: your very own Caelifera freighter and Dynastes freightliner. Also, the DaVinci Research Station has now received its proper attire.

Our goal for the next large update is simple: shovel in a whole lot of new content with as few new bugs as possible. You can definitely expect it to be substantial :).

Safe travels, captains... and as before, please keep reporting problems, giving suggestions and sending in your game logs. And thank you for your immense patience! We appreciate it A LOT!

CHANGE-LOG
FIXES
  • Fixed a potential error that could cause a crash when a deployed SETH was destroyed
  • Using SETH equipment now actually spawns a SETH platform, and it no longer belongs to Korkyra all the time
  • Graphical presets in the Launcher->Settings now work as intended
  • Fixed a problem with filtering not being applied properly in the Personal log panel
  • Power distribution should now work as intended when entering and exiting Sublight, and it should memorize the desired setting
  • Power distribution can no longer be manipulated by clicking outside the actual Power distribution panel
  • Using hotkeys when press+holding the LMB now obeys your command
  • The loot panel no longer features black font for no real reason
  • Scrolling item lists in the Drydock and Shipyard is now possible with the mouse scroll now works on the entire length of the list entry, and not just on the right half
  • Tokio dreadnought will now blow up when it is required of it, instead of stubbornly spinning around with 0 Hull
  • Ship manufacturer name is now displayed properly on the Shipyard panel
  • Equipment manufacturer name is now displayed properly
  • The Radar should no longer decide to show itself while an in-game panel is opened
  • Weapons now display the same price on Drydock->Loadout and on Drydock->Systems
  • The twin suns, Castor and Pollux, are now properly called by their names
  • The Icarus can no longer be scanned from a distance of 1500. 300 is the range.
  • Mission waypoints now display proper names, instead of all being called "Freelance waypoint"
  • Fixed a problem with overlapping text labels on objects during Delivery freelance jobs
  • Pressing the Esc button during an open dialog, will no longer crash the game or cause other glitches or destroy the universe. It will do what it's supposed to do in that situation: nothing.
  • You can no longer continue the Prologue after you've failed it (you could do it with several presses of the Esc button)
  • Hints currently active on-screen will not persist into starting a new game anymore
  • Tutorial hints no longer remain hanging when you open some other window. They will reveal themselves again when you go back to the main game viewport.
  • Ships no longer insist on being named "Nirith T-Gate"
  • Destroying a Zodiac class ship will no longer crash the game. Its derelict is now properly linked.
  • Messages from beyond our world in the form of nonsensical random letters no longer appear in the Personal log
  • The Personal log panel and the Starchart can no longer exist in the same space-time. One closes the other instead of overlapping
  • Weird rank names, like they're transported from Starpoint Gemini 2, can no longer appear in Warlords
  • Pressing the Esc button to skip a cutscene will no longer open the main menu, or an in-game menu... it will only skip the cutscene
  • You can no longer highlight skills while docked
  • If your previous target blows up, when you've already targeted something else, your target lock will not disappear anymore.
  • Factions are now properly named on the Contraband panel
  • Fixed several errors with the Philadelphia that could cause issues or even crash the game
  • All parameters are now cleaned up from memory when starting a new game or loading an existing save after you've already started/loaded a game
  • Ships will no longer apply ramming speed and slam into the Icarus during the Prologue
  • Tokio and Shanghai now feature their proper small icons in the Shipyard panel
  • Going faaaaaaar away from a targeted structure will make the target lock "de-couple" instead of remaining locked-on
  • Fixed a couple of errors in the dialog system that would cause the dialogue to work in mysterious ways (never in a good way though)
  • Sending your fleet to attack a Will o the Wisp zone will no longer send them across the universe in the wrong direction. The Garrison was marked wrong.
  • Fixed an error where the ShipOnDestroy script could run even if there was no ship around. You can guess what the game would did in such a situation...
  • Using the Quick action hotkey while on Starchart is no longer possible. No more crashing the game that way. Sorry guys.
  • A defense platform is now linked to its proper "death" script. It will no longer go into a frenzied sequence of 6 explosions that blind both you and your unsuspecting neighbour
  • NPCs no longer attack the dead-center of a ship when using beam weapons.
  • When exiting, the game will no longer freakishly crash like it's emotionally attached to you
  • Fixed a de-sync problem where stations would be marked as neutral on the starchart and hostile when you actually reach them
  • Fixed a problem with beam weapons and platforms. Beams didn't really do much to them.
  • Fixed several problems with derelicts being linked wrong in the database
  • Fixed a database problem related to Tutorial hints
  • Fixed several minor script errors that could cause glitches
  • Repaired a whole bunch of typos
  • PrintMessageGlobalVariable function wasn't actually doing what it was advertised to. Now it does. (for potential modders)

And now for something completely different...

FREELANCE JOBS FIXES & CHANGES:
  • Maintenance
    • Fixed an issue where the objective remained active even if the job was actually failed
    • Fixed a problem where the target structure turns from neutral to enemy while on a job
    • Added "mission area"
    • Fixed a problem where the Repair action wasn't made available at the appropriate time
    • Structure Hull now reacts properly when structure is repaired
    • It is made more clear when a structure repair fails
    • All job-related objects are now properly "cleaned-up" or "de-coupled" from job-related scripts after completing of failing a mission
    • If provoking a ship into attacking you, it will actually attack you instead of just standing there
    • Choosing to leave the encountered ship to finish its repairs will no longer force it to attack you. He will actually let you leave as intended
    • Structure Hull will now become "full" when job is successfully completed and the structure is repaired
    • Fixed an issue with VO info being played at the wrong time
    • Fixed a problem with a job-related ship standing idly near the structure once the mission is completed
    • A faction that is hostile towards the structure owner will no longer be repairing the structure
    • Choosing "Let's leave" in the job dialogue will now properly forfeit the job
  • Search & destroy
    • Random encounters can no longer occur while the job is active (immediate vicinity)
    • If the NPC states "We'll let you slip this time", he will actually do what he says and not attack you
    • Choosing "We better leave" will forfeit the mission as intended and the NPC will not attack you
    • "Spawn distance" is increased
    • Mission Personal log now properly records the flow of the mission
    • Fixed an issue where an NPC calls in for reinforcements and then leaves just as the reinforcements arrive to attack you. This also failed the mission.
    • Fixed several "places" in the mission where the mission had to fail, but didn't
    • Fixed a problem where T-Driving to the job location didn't work properly
    • Added feedback to player to convey if the NPC decided to "rough it out"
  • Convoy escort
    • The mission will no longer direct you to follow a convoy into a planet
    • Reaching an "empty" waypoint now responds properly and marks the next waypoint as intended
    • Tweaked "jump-out" of the convoy
    • The Personal record will no longer show the same job as both Solved and Failed
    • Hostile ships will no longer appear to attack the convoy if the convoy is just about to leave
    • Fixed a problem where hostile NPCs stopped doing anything when the job was finished
    • NPC ships are no longer named "PLACEHOLDER"
    • FIxed an issue where NPCs remained tagged with "Destroy" even if the mission ended or failed
    • Convoy members now properly travel "fleet-style"
  • Delivery
    • Attacking the destination ship will now fail the job as intended
    • Added "mission area"
    • Fixed a problem where reaching a waypoint did not mark the next waypoint
    • Destination ship will no longer simply *poof* and disappear once the job is done, but will use Sublight and TDrive as intended
    • Hostile objects can no longer be destinations
  • Installation assault
    • Added "mission area"
    • Mission spawn distance is increased
    • Platforms surrounding the target structure will now blow up instead of disappearing instantly when the mission is over
    • Added feedback to player when the mission is failed
    • Reaching a waypoint now properly removes the waypoint marker
  • Destruction
    • Minimum level required for this mission to become available is increased to 12
    • Mission spawn distance is increased
    • Increased the "damage" you have to do to receive partial reward
    • You can now utilize Scavenger swarm on job-related derelicts and it will be detected as intended
  • Survey
    • Mission re-enabled
    • Minimum required level is 12
    • Scanning derelicts will properly advance the mission
    • Destroying a platform that you were supposed to disable now fails the mission
    • Random encounters can no longer occur while the job is active (immediate vicinity)
    • Even reaching the first waypoint will yield a small partial reward. This is intended. "You scouted the area"
    • Added feedback to player to make it easier to know what to do
    • Destroying small props can yield loot (doesn't have to!)
    • Using Scavenger swarm on derelicts is now possible, but yields partial success
    • Props are no longer called "PLACEHOLDER"
    • Fixed an issue with a waypoint remaining marked when reaching it
    • Props now have an "OnDeath" explosion
  • Trade
    • Fixed a problem when a planet was the destination where you couldn't finish the job
    • Even if several sequential missions lead you to the same destination object, you will be able to transport to it as intended
    • If destination object becomes hostile towards you, the mission will now fail automatically
    • Changed job description texts
    • Faction offering the job is now named properly
    • Tweaked how the destination ship leaves the area once the mission is over
  • Salvage
    • Added "mission area"
    • Random encounters can no longer occur while the job is active (immediate vicinity)
    • Fixed a problem with the mission marker disappearing with no apparent cause
    • Next derelict "in line" is now properly marked each time
  • Convoy raid
    • Increased minimum required level to 10
    • Fixed an error where the "You're leaving the mission area. Get back there!" would trigger too soon (too close?)
    • The last target ship will now blow up with an explosion as intended instead of just disappearing with no VFX
    • Fixed several instances where log entries would get doubled
  • Installation defense
    • Mission re-enabled
    • Minimum required level is 12
    • Added "mission area"
    • Fixed a problem with defense platforms switching alignment
    • The "Mission failed" message is now displayed appropriately

Add a pinch of new stuff...

ADDITIONS:
  • Two new ships are now available: Caelifera of the freighter persuasion and Dynastes, the little freightliner that could. You can purchase them on Concordia!
  • New station model added! The DaVinci research station now looks quite differently.
  • Platforms now have the Mark target available on the context menu.
  • Fleets now have some tooltip info available on the Starchart
  • Turret view status icon added to the HUD
  • Added a "Game over - You died" panel

And mix it a bit...

TWEAKS:
  • Updated descriptions and prices for HQ modules. This is a temporary change to allow easier HQ upgrading. Final parameters will be set at a later stage.
  • More ships are available for purchase on Concordia
  • Expanded the "Purchase to garage" button so the text label fits
  • Using Go To command on the Context menu now automatically allocates power to engines
  • Hovering the mouse over "Purchase to garage" displays the proper tooltip
  • The Radar view cone is enlarged somewhat
  • Added line numbering in dialogues
  • Added tooltips to Repair hull and Rearm buttons on the Drydock panel
  • Changing speed during combat doesn't hide your Hull bar anymore
  • Disabled the Scan option on structures. This is a temporary solution until this mechanic is completed.
  • Reduced duration of ship damage effects, so it no longer looks like a completely repaired ship is constantly on fire
  • Some changes done to what is "dropped" from gas pockets and how much
  • Tweaked the proper platform explosion script so it doesn't make people blind anymore. The explosion VFX depends on the actual size of the blown-up platform.
  • The "Formidable" class no longer costs like a frigate. It's much more expensive now.
  • Disabled a couple of context menu buttons until they actually start doing something. This is a temporary measure until the mechanic is implemented.
  • Equipment names are now taken from the appropriate .txt file instead of directly from the database (for potential modders)
  • Updated Scripterion documentation (for potential modders)

------------------------------------------------------------------------------------------------

[2016/4/26]Update v0.503 - Fixes, fixes and fixes

Greetings captains,
Time for another update. We were focused on fixes rather than additional content this time. The upcoming developer conference in Split this weekend will take us away from development for a few days, but we didn't want to leave you ladies and gents "hanging" with these fixes.

The next update is planned for May, Friday 13th.

Please keep those logs coming, captains! We welcome each one!

Safe travels, captains!

CHANGE LIST
  • FIX: Numerous problems with Freelance jobs
  • FIX: Defense platforms can now be properly damaged with any weapon type. Weapons no longer pass through them.
  • FIX: An issue with activation and deactivation scripts of a gas collector structure
  • FIX: An error with SETH equipment calling the wrong script, that could in some cases cause the game to crash
  • FIX: An error with the Explorer, Reliant and Venture ships that could cause them not to render properly or even cause the game to crash
  • FIX: Numerous errors with derelict "wrecks" models that could cause the game to malfunction or even crash
  • FIX: Several errors in the text files
  • FIX: An error with Power distribution that would cause it to automatically divert power to weapons when deactivating Sublight
  • FIX: An issue with SETH equipment that could cause the game to crash when destroying it
  • FIX: Relay networks no longer display wrong names
  • FIX: A problem with the Cloak VFX when using T-Drive while cloaked
  • FIX: A problem on several in-game panels that could cause the game to malfunction or crash when pressing the Esc button
  • FIX: An issue that could allow players to dock on stations far away when loading the game
  • FIX: A script error related to Phase Shift equipment that could cause the game to crash
  • FIX: Nebula gas pockets no longer drop fish
  • FIX: A problem with fighter wings that could cause them to do nothing
  • FIX: A error that could cause defense platforms to display wrong names when locked on
  • FIX: The game loading progress bar will no longer get stuck at half
  • UPDATE: Feral station is no longer outside of map boundaries
  • UPDATE: An optimization pass to increase framerate
  • UPDATE: Nebula gas pockets now drop only proper "loot" and with slightly increased value
  • UPDATE: Asteroids now drop only proper "loot" and with increased value
  • UPDATE: Junkyard parts now drop only proper "loot" and with slightly increased value
  • UPDATE: ReadMe.txt is now up-to-date
  • UPDATE: Scripterion documentation is updated (not really of importance at the moment, but still...)
  • UPDATE: Tweaked several structure activation scripts
  • ADDED: Additional hints added and several tweaked during Prologue
    • Follow
    • Fire at will
    • Mark target
    • Open Starchart
    • Cycle camera modes
    • Transport

------------------------------------------------------------------------------------------------

[2016/4/22]A tiny quickfix for v0.502

Hello captains!

A tiny fix is now live. Primarily we were focused on the dock from anywhere problem, but a few other things came along with it, so here's the changelog:

v0.502 CHANGE LIST ADDITIONAL
  • FIX: Cycling between camera modes now deactivates Chase camera if it was active.
  • FIX: Wrong ship manufacturer name was displayed on the Shipyard panel
  • FIX: Conquered stations will no longer flip back to its previous owner
  • FIX: Several more fixes in the Freelance jobs department
  • UPDATE: When Sublight mode is disrupted and you cannot activate it due to being hit by a disruptor, the context menu will actually tell you this
  • UPDATE: Waypoints can now be targeted from a distance over 100,000
  • UPDATE: Planets can now be targeted up to a distance of 50,000

------------------------------------------------------------------------------------------------

[2016/4/21]Update v0.502 - The first proper update bringing fixes and new content
Starpoint Gemini Warlords entered Steam Early Access a week ago and it's high time to start dishing out updates at a regular pace. The first one brings many bug fixes (a big thanks goes out to the community for sending in your game logs which made it massively easier to hunt them buggers down and squash them), but also some new content as well.

The full change-list can be found below. We hope you will like it and we'd like to thank everyone of you for your patience and understanding!

v0.502 CHANGE LIST
  • FIX: Power distribution using hotkeys now works as intended.
  • FIX: An issue with listing logs on the Personal Log panel that would jumble up the descriptions if different mission types were in the list.
  • FIX: Anomalies created for Freelance jobs now have proper names
  • FIX: A problem with the "Filter all" button on the Personal Log panel
  • FIX: Using Atlas Defense System no longer crashes the game
  • FIX: Deploying SETH equipment no longer crashes the game
  • FIX: Attempting to open the Starchart by pressing "M" while you're docked no longer crashes the game
  • FIX: An overlapping issue on the Starchart where Credits would "go over" the other listed data
  • FIX: F9 no longer changes the player's ship into a Paladin class battleship
  • FIX: An error where Concordia would sell ships dirt-cheap
  • FIX: Pressing "M" to open the starchart while you're in the Jobs panel no longer "combines" the panels in a weird way
  • FIX: Using Orpheus mine no longer crashes the game
  • FIX: A text overlap problem in the Records panel
  • FIX: A problem with displaying Hull value of the Tzar class ship in the Shipyard panel
  • FIX: An issue where the "controls" hint would remain on-screen if you enter the menu while it was open in-game
  • FIX: A problem where selecting any active Freelance job would show the description of the Main quest
  • FIX: An issue where a forfeited Freelance job was shown as solved in the Personal log panel
  • FIX: Several minor glitches in the Game launcher
  • FIX: Several problems with mission object markers during the Salvage Freelance job
  • FIX: Using Salvage drones on derelicts now yields loot as intended
  • FIX: An error in the Power pack activation script that would cause it to malfunction or even crash the game
  • FIX: Skills shortcuts now work as intended
  • FIX: Equipment quickbar shortcuts now work as intended
  • FIX: Using Go To action on a structure will no longer cause the autopilot to smash into it, but stop beside it
  • FIX: Using Go To action on a planet will no longer cause the autopilot to commit suicide by smashing into it
  • FIX: An issue where you could use "Follow" instead of "Go to" command on Relay satellites and Network hubs
  • FIX: Docking while cloaked will not cause problems any longer
  • FIX: Cloaking no longer causes weird framerate drops
  • FIX: Derelicts are now properly named "Derelict" when targeting them
  • FIX: Several calculation bugs in conquest related scripts
  • FIX: Player fleets now feature Concord ships
  • FIX: "Transfer power to engines" hint is now showing the appropriate message in the prologue
  • FIX: Several bugs related to ship spawning parameters in random encounters
  • FIX: Several bugs related to ships not being released from memory when necessary
  • FIX: Defense platforms (especially those tiny ones) are now easier to target
  • FIX: A crash that could occur when adding ships into a fleet (from script)
  • FIX: A issue related to PhysX and ships flying in via T-Drive that could cause scripts to get all confused
  • FIX: Numerous problems with Freelance jobs
  • FIX: A problem with junk pieces in junkyards turning green (literally)
  • FIX: A problem with waypoint always getting selected instead of an object "beneath" it. You're now able to select the structure/platform...
  • FIX: Steam overlay (SHIFT+TAB) is now fully operational
  • FIX: Structures created through scripts and destroyed in-game are no longer saved in the save file
  • FIX: Structures created through scripts for the purpose of an Installation attack freelance job now blow up as intended
  • FIX: Several errors that could cause the game to crash when destroying ships
  • FIX: Several errors that could cause the game to crash when firing heavy weapons
  • FIX: Several errors that could cause the game to crash when triggering encounters
  • ADDED: Two new station models (Trinity Free States regions)
  • ADDED: Four new ships (Trinity Free States fleet)
  • ADDED: Conquest related one-liner "shouts" to provide more info
  • ADDED: Random encounter related one-liner "shouts"
  • ADDED: Freelance jobs now have descriptions while checking them out
  • ADDED: Several new hints to the prologue
  • UPDATE: Cloak action is now re-enabled on the Context menu and the VFX is in working order
  • UPDATE: Changed the type of several commodities
  • UPDATE: Concordia now sells commodities
  • UPDATE: Concordia now sells equipent
  • UPDATE: Concordia now sells enhancements
  • UPDATE: Concordia now sells ship systems
  • UPDATE: Save names now allow a limited number of characters
  • UPDATE: Game launcher -> Support now allows logs to be up to 3MB in size to be sent
  • UPDATE: Numerous changes in the text files
  • UPDATE: Changed minimum and maximum distance for Freelance job generation (shorter travel time is expected)
  • UPDATE: Added several precaution checks/defaults to avoid potential bugs
  • UPDATE: All stations and structures in a conquered zone should now belong to the player (temporary measure)
  • UPDATE: Improved timing and conditions for several hints in the prologue
  • UPDATE: Loading asteroids is a bit faster now
  • UPDATE: Installation defense freelance job is temporarily disabled

Safe travels captains, and please don't hesitate to call on us if you run into any problems. We'll be happy to help!

------------------------------------------------------------------------------------------------

[2016/4/16] Update v0.501 - One log to rule them all...

Hello captains,

Today's update isn't what we hoped for and wanted. We'll be working over the weekend to clear the issues, but we're still releasing this small update, primarily for the game log part that now gathers more info to help in bug-huntin'.

You'll notice that we've actually disabled a few things for the time being so they don't cause more problems. There were a lot of reports for these same issues, so to prevent building up a massive backlog of the same reports, we've decided to disable them for now.

While the programmers and scripters are working on the issues, I can proudly say the rest of the team is not standing idly either and the first content update is in the works too :).

We apologize for the inconvenience, thank you for your patience and promise to have the next, more comprehensive, patch for you during the next week!

Safe travels, captains.

CHANGE LOG
  • Improved the log system to catch more info and make it easier/quicker to fix issues
  • Derelicts now display the appropriate name in most cases (there is one more known case where the name is still displayed wrong)
  • Anomalies now display the appropriate name in most cases (there is one more known case where the name is still displayed wrong)
  • Updated skybox textures
  • Convoy escort missions will not appear for the time being until we fix them in the next patch
  • Cloak action is disabled in the context menu; there's a problem with the VFX that cause it to not appear or reduce fps
  • In-game graphics options are now disabled
Last edited by danijel; 26 Jul @ 8:18am
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Showing 1-15 of 184 comments
Thanks Danijel - Kudos to the team :)
Dome 16 Apr @ 1:18am 
What was wrong with the convoy missions? Because they stopped for no reason?
danijel  [developer] 16 Apr @ 1:21am 
Originally posted by Dome:
What was wrong with the convoy missions? Because they stopped for no reason?
We've spotted several more baddies in it. It depended on what modifiers would get triggered. Quite erratic basically :S.
Originally posted by danijel:
Originally posted by Dome:
What was wrong with the convoy missions? Because they stopped for no reason?
We've spotted several more baddies in it. It depended on what modifiers would get triggered. Quite erratic basically :S.

99 little bugs in the code, 99 little bugs in the code. Take one down, patch it around 117 little bugs in the code.

Nothing like programming to send you to the funny farm at a young age I say!!
WWDragon 16 Apr @ 7:17am 
Originally posted by Tanvaras - SPG Warlords is out!:
Originally posted by danijel:
We've spotted several more baddies in it. It depended on what modifiers would get triggered. Quite erratic basically :S.

99 little bugs in the code, 99 little bugs in the code. Take one down, patch it around 117 little bugs in the code.

Nothing like programming to send you to the funny farm at a young age I say!!
:-o
Good to see a sticky patch notes!
Itharus 16 Apr @ 9:23am 
Agreed. I'm a fan of the running patch note thread - Ark does that quite nicely as well. Another EA game, Kenshi, actually puts a txt file in the root directory that has all the patch notes (ever) that gets updated each patch, too. Transparency in development is a good thing :D
Rav3n 16 Apr @ 9:44am 
Oh, patch notes! Love it! Thanks! Wha'ts up with the in game gfx options may I ask?
what is up with the transport troopers button being shared with the command to move cargo into friendly stations/ships in transport missions. Again with troopers, there is no way to recruit new ones? is this one of the things you had to disable or what because without the ability to capture ships you are really grinding to make anything serious happen. personally i think that a hot key for either one, trooper transporting seems to be most condusive to a hotkey being effective given the grapple is a hotkey along with being in the context menu. love the game, i just got s♥♥♥♥ week ago and i already knew that this was a must have even on a first day early access i am sure you will get me hooked on starport like i was on starcraft when i was 11 or so, and thats hard i have never been able to compare the joy that sc, and sc bw (startcraft brood war) brought me untill i see where this game is heading with the idea of having a rts big picture approach to the over populated space sim games so far. dont change for anyone but the people who play and support the game you have hit that "sweet spot" and we all know how easy you can loose sight of it when you have so many conflicting influences on development.
Originally posted by meangreenxj:
what is up with the transport troopers button being shared with the command to move cargo into friendly stations/ships in transport missions. Again with troopers, there is no way to recruit new ones? is this one of the things you had to disable or what because without the ability to capture ships you are really grinding to make anything serious happen. personally i think that a hot key for either one, trooper transporting seems to be most condusive to a hotkey being effective given the grapple is a hotkey along with being in the context menu. love the game, i just got s♥♥♥♥ week ago and i already knew that this was a must have even on a first day early access i am sure you will get me hooked on starport like i was on starcraft when i was 11 or so, and thats hard i have never been able to compare the joy that sc, and sc bw (startcraft brood war) brought me untill i see where this game is heading with the idea of having a rts big picture approach to the over populated space sim games so far. dont change for anyone but the people who play and support the game you have hit that "sweet spot" and we all know how easy you can loose sight of it when you have so many conflicting influences on development.
Troopers are being worked on and will appear in a future update :)
Zeno - Gemini Warlord  [developer] 16 Apr @ 4:22pm 
Originally posted by Rav3n:
Oh, patch notes! Love it! Thanks! Wha'ts up with the in game gfx options may I ask?

In game options were different then launcher options and we had some conflicts. For now, use the launcher Options to set your graphic options. :)
Zeno - Gemini Warlord  [developer] 16 Apr @ 4:23pm 
Originally posted by Horizonist:
Troopers are being worked on and will appear in a future update :)

This:
https://www.youtube.com/watch?v=g_nrmVMzF5U
Thanks guys.
probe 18 Apr @ 8:13am 
@ Zeno

Lol I love the guy that's crashed in the corner. Not hard to guess who's job it was to put all those troopers up like that. Zzzzzz....hehe
Last edited by probe; 18 Apr @ 8:13am
Originally posted by Zeno - Gemini Warlord:
Originally posted by Rav3n:
Oh, patch notes! Love it! Thanks! Wha'ts up with the in game gfx options may I ask?

In game options were different then launcher options and we had some conflicts. For now, use the launcher Options to set your graphic options. :)

Will the laucher stay when everything is said and done???
It''s ice to be able to preset all your settings before launching a game makes it eaiser if users purches a new monitor and may or may not be the same sreen size.
Originally posted by andrewstewart2006:
Originally posted by Zeno - Gemini Warlord:

In game options were different then launcher options and we had some conflicts. For now, use the launcher Options to set your graphic options. :)

Will the laucher stay when everything is said and done???
It''s ice to be able to preset all your settings before launching a game makes it eaiser if users purches a new monitor and may or may not be the same sreen size.

I would say the Launcher is here to stay, and I agree a much easier way to set up your settings prior to playing :)
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