Space Pirates and Zombies 2

Space Pirates and Zombies 2

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Blorf  [developer] Jun 14 @ 1:14pm
V0.9.8 The Dark Cycle Update
Hi All,

The goal of this update was to sneak in a couple final features before 1.0 code lockdown as well as to get a start on our remaining Early Access goals, voice acting and localization.

We need to get the build as solid as we can for the v1.0 release, so going forward we will be focusing on tuning and bug fixing to ensure a great 1.0 release. After 1.0 we will again be able to look at new features, and we will hopefully see a lot of new faces joining the community with great ideas.

In this update we have added a new 100 territory map “The Clockwork Void,” as well as the “Dark Cycle,” a system of rebounding ever increasing zombie infection for the sandbox mode. Behind the scenes, we have now cast our voice actors and begun localization.

Now for the details!


The Clockwork Void:

We have added a new 100 territory map! Richard and I decided that we needed something between the 53 territory Micro Spiral and the 200 territory Milky Colossus.

We are now using this new 100 territory map as the basis for the story mode.

The original map (now called the Micro Spiral) has had years of testing with the Story, but this new map has had maybe a dozen hours. So there may be issues, please report them if you see them.

It is scary to make a change of this magnitude this late in the project, but from a high level the 100 territory map seems like the best galaxy size for first time players.

For those of you familiar with playing the story mode, a comparison to the old story mode with the smaller map would be great!


The Dark Cycle:

We have added a system of rebounding zombies to the Sandbox Mode. This has been an ongoing request from marathon players, that they want ever increasing challenges. Well the rebounding zombies should fulfill that and then some. Here's how it works...

Under the “Zombe War” section of the Sandbox Tuning menu you can now activate “Rebounding Zombies.”

One important note, we made it so that you can even activate Rebounding Zombies in old sandbox saves, so you don't need to start from scratch to bring the zombie menace back!

Rebound strength is based on the zombie generation. The sliders show how bad the next incoming generation will be. This means the values on the sliders will increase as the generation increases, but you are still able to fine tune how bad each next incoming generation will be (until it arrives)

You are also able to turn off rebounding zombies as long as the dark infection count down has not started for the next round. So, if you are fighting the zombies and need a breather between outbreaks, you can turn off the rebound for a while. It is kind of a “self serve apocalypse.”

Rebound Level Increase:
For each zombie generation this is how much higher level the Zombie Alpha will be than you when it arrives. Note, this is multiplied by the current zombie generation. So if 10 levels at generation 1, then 20 levels at generation 2 and 100 levels are generation 10.

Extra Underlings:
This dictates how many of the AI controlled captains will instantly become infected on the next outbreak. This is also multiplied by rebound generation.

How this works is that the weakest captains will fall to the new infection. They then have their levels buffed to somewhere between your level and the Alpha's level. So this means there will be a continuum of nasty zombies to fight and the weakest captains from the Galaxy now become highly relevant conflict wise.

In general the weakest captains will be the neutral captains, so the factions will take less of a hit than the neutrals, until you run out of neutrals... Filthy neutrals.

Extra Territory:
This is how many territories the zombie outbreak will spread to on a new infection cycle. The territories are picked such that they will try to take empty territory first, but will spread into faction territory if they have to. This is also multiplied by the rebound generation.

Timer Decrease:
This is how much shorter the zombie arrival timer will be for the next rebound. So the rebounds can come faster and faster based on the current generation.

Minimum Zombie Time:
This sets some minimum time for rebounds, so you don't end up with zombies respawning every 10 seconds (unless you want them to)


Localization Begins:

This month we also made big strides with our localization system. We have hired translators for French, German, and Russian versions of SPAZ 2. It took some time to get the translation pipeline in order, but now the translators are busily localizing the 30,000+ lines of text.

Going forward we hope to release a system that will allow fan translations of SPAZ 2 using a system like Steam Workshop. This current round of official translation is a test bed for that future fan based system. So if someone someday wants a Latin version of SPAZ 2, then they will be able to make one by editing some XML files.


Voice Acting Casting:

Well, 300 voice auditions later we have our Elsa, Carl, and Jamison. 8 years we have worked with these characters and they finally have voices!

Casting was a huge learning experience for us, because in our combined 28 years of video game development experience, we have never directly handled acquiring voice talent. Now that we have the cast, we are excited to put on our director hats :)

We will be keeping the option to use the old Text To Speech version of the cast as well for posterity, but we think that once you hear these voice actors that it will be really hard to go back to TTS. We love you TTS, but these professional voice actors are just so, so... much better.


Additional Fixes/Changes:

  • Changed minimum armor repair rate to 0.1% for Sandbox mode. Setting 0% was causing armor break-off updates to be skipped, preventing parts from ever breaking off.
  • When ramming, less of the damage is transmitted through the skeleton of the ship so fewer parts will break off that weren't directly impacted by the ram. So your engine won't break off when you ram with your nose anymore.
  • Lowered the reflected back damage to the rammer when ramming by 20%
  • Fixed connection helper arrows remaining on when the part being connected is destroyed due to being used to smack other ships.
  • Made tractored parts less likely to be destroyed when they hit enemy ships while being tractored.
  • Fixed VR zooming on the starmap when pressing RB with the controller
  • Added Vertical menu offset slider for VR
  • Added menu distance slider for VR
  • Reversed combat zooming in VR mode with the controller
  • Custom part price multiplier slider for sandbox mode.
  • Fixed the auto deploy button on the tactics panel so it wouldn't be disabled when a strike craft is currently active.
  • Fixed controller not being able to advance dialogue in the final mission.
  • Fixed case where the level set dressing asteroids could get too close to the play area and look like intractable asteroids.

Going Forward:

This next update will be about tuning and bug fixing for v1.0. Schedule permitting, we will also be recording and adding the new voice acting. We also hope to have the French, German, and Russian translations completed.

VR wise, we will be getting the motion controllers working and finalizing as well so it can be tested for hopefully a parallel release with version 1.0.

So we are really really close now. Thank you all so much for taking this 13 month Early Access ride with us!

Andrew (Blorf) and Richard (Narlak)
Last edited by Blorf; Jun 14 @ 1:51pm
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Showing 1-15 of 31 comments
static Jun 14 @ 2:07pm 
Thanks for another great update Blorf and Narlak! Very excited for SPAZ 2 to launch when y'all feel it's ready for the limelight. These are exciting times!
Last edited by static; Jun 14 @ 2:07pm
WWDragon Jun 14 @ 2:30pm 
*thumbs up*
I'll be sure to start a new, normal storyline game and see how this new map affects it.
Oh, guess there won't be anything anymore from our suggestion list, sigh... atleast bandits and starbases got some love.
Odbarc Jun 14 @ 2:36pm 
I'm always excited for patch-days of any games I play.

Originally posted by Nightmare Moon:
Oh, guess there won't be anything anymore from our suggestion list, sigh... atleast bandits and starbases got some love.
Maybe patch 1.1?
Last edited by Odbarc; Jun 14 @ 2:36pm
Blorf  [developer] Jun 14 @ 2:47pm 
@Nightmare Moon
We have not closed the door on features, but we can't add to features while finalizing for 1.0

Finaling a project requires a lot of stability to do it correctly. So with a game like SPAZ 2 where everything interacts, touching one thing can break parts you would never expect to break. It happens all the time. Even tuning is actually super dangerous at this point. Usually in a project when nearing a gold state, on a team of 200 there are only about 3 people who are allowed to touch the build at all. We want a really smooth launch, especially after so long in development (5 years) After launch, just like with SPAZ 1, things become a little more loose again.

There will be a lump of new players at 1.0 and then 90% of those players will enjoy themselves and move on, then there will be a new group of hardcore players who make suggestions as we have now and they will be much more accepting of changes/slight breakages. But launch needs to be done right. I hope this makes sense.
Blorf: it look great!! So happy you update game with great stuff. :)

Ps: is there a posseblity that spaz2 get more achievements? to earn?
mimonidy Jun 14 @ 3:07pm 
Originally posted by Blorf:
@Nightmare Moon
We have not closed the door on features, but we can't add to features while finalizing for 1.0

Finaling a project requires a lot of stability to do it correctly. So with a game like SPAZ 2 where everything interacts, touching one thing can break parts you would never expect to break. It happens all the time. Even tuning is actually super dangerous at this point. Usually in a project when nearing a gold state, on a team of 200 there are only about 3 people who are allowed to touch the build at all. We want a really smooth launch, especially after so long in development (5 years) After launch, just like with SPAZ 1, things become a little more loose again.

There will be a lump of new players at 1.0 and then 90% of those players will enjoy themselves and move on, then there will be a new group of hardcore players who make suggestions as we have now and they will be much more accepting of changes/slight breakages. But launch needs to be done right. I hope this makes sense.

Totaly makes sense Blorf.

The Spaz 1 vets know that you continued to develop and even released a totaly free (OMG your the ANTI-EA :) ) patch that added a totally new faction :)

@Nightmare Moon,

If you ever want to see dedication then check the forums for SPAZ 1. Its unreal how good these guys are.

Blorf/Naz thank you for sneaking in another feature you rock!

Cant wait to test it and voices will be fun.

Keep doing great work! we appreciate it!
Blorf  [developer] Jun 14 @ 3:14pm 
Originally posted by λ³☠EvilEmpireλ(NL):
Blorf: it look great!! So happy you update game with great stuff. :)

Ps: is there a posseblity that spaz2 get more achievements? to earn?

We are planning to look at more achievements/stat tracking before 1.0 Luckily those are external to the game logic itself so are pretty safe to play with.
Barbouse Jun 14 @ 5:46pm 
I am so impatient to try out the game when it`s out. I bought the early release as soon as it was out but decided I did not want to spoil the fun so only played 1h to get a taste
SPAZ 1 was one of my best game experience.
Originally posted by Blorf:
@Nightmare Moon
We have not closed the door on features, but we can't add to features while finalizing for 1.0

Finaling a project requires a lot of stability to do it correctly. So with a game like SPAZ 2 where everything interacts, touching one thing can break parts you would never expect to break. It happens all the time. Even tuning is actually super dangerous at this point. Usually in a project when nearing a gold state, on a team of 200 there are only about 3 people who are allowed to touch the build at all. We want a really smooth launch, especially after so long in development (5 years) After launch, just like with SPAZ 1, things become a little more loose again.

There will be a lump of new players at 1.0 and then 90% of those players will enjoy themselves and move on, then there will be a new group of hardcore players who make suggestions as we have now and they will be much more accepting of changes/slight breakages. But launch needs to be done right. I hope this makes sense.


Hmm, makes sens for sure, just though that after 1.0 it will be "done, time to move to another project" or something like that. Glad that there is still a chance for stations hehe.

As to Mimonidy (have no idea how to copy/paste parts of quotes without breaking them)

@Nightmare Moon,

If you ever want to see dedication then check the forums for SPAZ 1. Its unreal how good these guys are.

Yes, know they are awesome, they are the best dev team ever seen, 2 ppl making a game faster than a whole team, that coordinates, that talk all the time, that even spend their time to personaly fix someones save (THIS is dedication) so yeah, know they are awesome tho didn't know about SPAZ 1 while it was in development but waited long for SPAZ 2 for sure.
13 month of early access? I started to watch my steam account only not to miss this game. It was started in 2008 but first subscribed game was spaz with spaz2 news in 2012. 5+ years.
Last edited by artur.init; Jun 15 @ 2:39am
Ai Jun 15 @ 3:54am 
Originally posted by artur.init:
13 month of early access? I started to watch my steam account only not to miss this game. It was started in 2008 but first subscribed game was spaz with spaz2 news in 2012. 5+ years.

That 13 months is how long the game was frist playable by all, not the actual dev time.

Anyway, it's time for some more spaz 2.
Looking foward to try out the dark circle stuff. :)
Last edited by Ai; Jun 15 @ 3:55am
Originally posted by artur.init:
13 month of early access? I started to watch my steam account only not to miss this game. It was started in 2008 but first subscribed game was spaz with spaz2 news in 2012. 5+ years.


Go to 7 days to die or other early access developers, there are many out there that can't even get out of EA or even abandoned their games, those devs definitely do stuff compared to others.
Odbarc Jun 15 @ 1:25pm 
Achievement suggestions:
Killing someone with over (1, 5, 10) threat than yourself.
Combat 3 Bandit's at once (and win)
Be a member of each faction in a single game.
Win a fight with less than 5% health remaining.
Kill a Captain with a barrel.
Kill a Captain using only Strikecrafts to deal any damage.
Reach level (50, 100)
Shoot down (X) amount of missiles in a single fight/career.
Kill the same Captain 6 times then recruit them into your faction
Acquire a 6 Star Large Part
Innomen Jun 16 @ 12:00pm 
Originally posted by Odbarc:
Achievement suggestions:
(snip)

Don't forget all the metagame/conducts type suggestions.

Every one of them could be an achievement.

http://steamcommunity.com/app/252470/discussions/0/143388250766220372/

Originally posted by Blorf:
  • Custom part price multiplier slider for sandbox mode.

Thank you!!!

That is incontrovertible proof that the devs listen to input even from individual fans.

http://steamcommunity.com/app/252470/discussions/3/2741975115079358108/
Last edited by Innomen; Jun 16 @ 12:00pm
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